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Recent Posts
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Good Morning
so a few things. For the battle in 98 you roll for the NMs first and remove any hits before combat takes place.
I found the die rolls in my email. I almost never look at those. It's easier for your opponent to follow what's happening by posting a screenshot of the rolls.
So 3 NMs hit. Subs can't be hit by NMs, so the CV and DD are sunk. You got 1 Sub hit, so I would have taken a hit on a U-boat.
All 4 U-boats hit, so both Subs would be sunk, leaving 3 U-boats and the Escrt.
Here it is step by step.
You need to use edit if there are any NM hits. Since you only have 1 battle, triplea immediately goes to it which doesn't allow you to turn on edit.
A few ways to allow for this, roll for NMs and remove hits and units at end of CM. This means you have to undo your CM, edit any hits and redo your move. Not recommended.
Roll for NMs and if no hits, just go to battle phase normally. If there are hits, turn on edit and then go to battle. Also not recommended, as you have to fight the entire battle in edit then.
Preferred way or how I'd do it, create a dummy battle so there is more than 1 battle. Then you can turn edit on at beginning of battle.
Can add a solo Inf or use an existing unit and replace after battle phase.In this case I sent a Mech to Tobruck.

Now end CM and go to battle. Turn on Edit and roll for all 6 NMs.


and post a shot for your opponent. Obviously, these weren't your rolls but 3 NMs did hit in your battle. So 2 hits CV and 1 on DD as Subs can't be hit by NMs.
Remove the Ships and NMs, turn off edit and start the battle. Actually, go ahead and remove the Mech from the dummy battle and replace him too.

Then turn off edit and fight normally.
Since you no longer have a DD, you can't prevent the U-boat First Strike. In this example there are 3 hits, there was 4 in your battle, so both Subs are sunk before they can fire.

So, if you want to cancel your attack, that is fine with me. If you would've attacked anyway, well, as you can see, it's not a good result

The other thing, is when you use the Air Trprt, click on A Trprt and then click on the unit you want to move. You don't need to use edit.
If you don't want to transport anything, hit cancel and he will then fly empty. Remember, movement is PlayerEnforced.Obviously you undid the move, so you didn't move it anyway, just a heads up on how they work.
So this is what 98 should look like

You only had the one combat, so with the new information on how NMs work, you can redo your UK turn if you want or I'll make the adjustment to 98.
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Good morning,
Italia is going serious in the Med and Egypt

BR
Round: 1 Purchase Units - ANZAC ANZAC buy 1 air_transport and 1 submarine; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 infantry moved from New Guinea to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 2 infantry moved from 42 Sea Zone to Java ANZAC take Java from Dutch 2 aaGuns moved from New South Wales to Queensland 2 fighters moved from New Zealand to Queensland 1 destroyer moved from 62 Sea Zone to 54 Sea Zone 1 cruiser moved from 63 Sea Zone to 54 Sea Zone Place Units - ANZAC 1 submarine placed in 62 Sea Zone 1 air_transport placed in New South Wales Turn Complete - ANZAC ANZAC collect 14 PUs; end with 14 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 16 PUs Combat Move - French 1 infantry moved from French West Africa to French Central Africa 1 infantry moved from Tunisia to Algeria 1 infantry moved from Morocco to Algeria 1 destroyer moved from 72 Sea Zone to 81 Sea Zone Non Combat Move - French Turn Complete - FrenchCombat Hit Differential Summary :
d368071f-00e2-4eb8-9873-81928c9c285d-exp-game-4-trout-vs.panzer-ANZ1.tsvg
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@beelee posted a video for you on youtube. do not think I did it right. oh well.