From: "Patrick R. Collins" Subject: Fixing Operation Shoestring Several people have expressed their feeling that the naval part of Op S. (Guadalcanal campaign) is not up to par. Let me describe the game as it exists, and then I have some proposals for consideration. Turns are 3.5 days, so one week is two turns. Naval actions are only considered every two turns, that is, weekly. There are four zones in the game, one around Rabul, one around Espiritu Santu, one south of G-canal, and one north of it. In the naval phase, you assign ships to a zone. Carrier planes can fly two zones, so you can strike units in the adjacent zone. You must run supplies (and troops) to the island every so often. But, as per the game, you can try it every two turns. Some people think that is too often, and I tend to agree. Also, interception is not dependent on the mission you have. So, here are my suggestions, to be used together, or not, as you feel appropriate. But I am hoping for some informed criticism. 1) No interception unless ships are in the same zone, and searches are successful. If so, fight it out as per normal rules. Screening to be used as players desire. 2) Ships may go out two turns in a row, but must then take two naval turns off. It seems that ships CAN go from base to the island and back in one week, but the physical and emotional wear on the men would preclude constant trips. Also, the ships would need maintenance. 3) Only use the transport table for air and sub attacks. Sub must be assigned to zones to use the sub attack table. Regards, Pat pcollins@prairienet.org If no one expects anything from you, it's easy to deliver. http://www.prairienet.org/~pcollins