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	<title>Game: Axis &amp; Allies:  Guadalcanal</title>
	<link>http://www.boardgamegeek.com/boardgame/29259</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 05 Jul 2008 06:24:57 -0500</lastBuildDate>
	<pubDate>Sat, 05 Jul 2008 06:24:57 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Simple Submarine Variant</title>
	<description>Kevin's variant works nicely and encourages use of perimeter sea zones too. &lt;br&gt;&lt;br&gt;We have tweaked things a little by &lt;br&gt;a) treating subs with transports (ie not part of a battle fleet) as patrol subs&lt;br&gt;b) allowing patrol subs to damage transports on a roll of 3, which makes them more threatening to invasion forces and supply lines.&lt;br&gt;&lt;br&gt;If players feel that patrol subs should not be completely safe from attack as they manoeuvre before striking, here is an add-on variation to try:&lt;br&gt;&lt;br&gt;Destroyers which do not load in the same turn may &quot;surprise&quot; patrol subs. Each destroyer has one surprise attack die roll: 1=destroys sub; 2=forces sub to dive deep (place a black marker under the sub).  A second &quot;hit&quot; on a deep sub, destroys it. &lt;br&gt;&lt;br&gt;Patrol subs which have been forced to dive deep may not move out of the sea zone in the same turn, but may still attack any surface ship in the same zone in their attack phase. The &quot;deep&quot; marker is removed at the end of the sub attack phase.&lt;br&gt;&lt;br&gt;I also confess that we allow subs to dive deep when taking a 2-hit in a counter attack or &quot;attack sea units&quot; phase. This helps to maintain the sub threat during the game!</description>
	<link>http://www.boardgamegeek.com/article/2438434#2438434</link>
	<pubDate>2008-07-01T12:03:25+00:00</pubDate>
	<dc:creator>iand</dc:creator>
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