EXP Game 1 barnee vs Crockett
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@beelee The big get with the mag 7 strategy is the ability to wipe out a navy continually round after round. The question has presented itself: at what cost? The cost of allowing the Atlantic and Med to be controlled by the Axis while they simultaneously attack Moscow. The math, I'm coming to see, is on the side of the European Axis.
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Incoming combat moves around 430 pm.
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well it's gonna be close. JPN teetering a bit. The Reich is gonna have to make up for some lost income

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scramble?
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Max Scramble. Keep the Escrt as long as you have Subs, unless it's just the Hvy BB left.
Reminder, as I posted above, your Naval Ftrs have to land on CVs, even if they have the range, they can't land on land.
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@beelee I still don't know what the first casualty should be.
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I'm confused by the rule about taking a hit on a carrier before the battleship.
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Just getting on. Hockey game was actually worth watching tonight.

I will go through an OOL an explain the CV thing again. I can't remember if you attacked yet or not

but yea, so CVs on the attack when a BB is present, you have to take one CV hit before one BB hit. You can alternate as long as you have the units to do so or ignore the BBs or ignore the BBs and CVs and take something else as a hit.
You just can't take a BB hit before a CV hit.
My guess is this is so a BB heavy Fleet can't soak all the hits in battle and to supply some realism, as the CVs would be prime Enemy targets.
Edit
OOL
CV
BB
Sink CV
BB
Hvy BB
Hvy BB
Tac
Tac
Ftr
Ftr
FTr
Sink BB
Sink BB
Escrt ( can kill him earlier if your Subs are gone )
Sink Hvy BBI'll remind you again, as it's been a few days and still only your second game :), Attacking Naval Ftrs can't land in USSR, even though they have the range.
A normal Ftr would be able to.
I had to look it up
but it is Player Enforced for the Naval Ftr movement.Hey, in case you haven't seen, Dan been doing some major updates. We're real close to be able to play on the 2.7 lobby.
You actually can now with the latest prerelease but save games aren't working yet

Or maybe he fixed it tonight. I haven't checked yet

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ool? I didn't know how mines work or if it would be useful?
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Good Morning. I will look in a bit. Here's a detailed look at LMs
Edit
Oh you meant NMs.https://www.axisandallies.org/forums/assets/uploads/files/1717400187249-3.g40-naval-mines.pdf
so you have to handroll for those. 6 NMs and they hit at 2 or less. Can use in game dice roller and post a screenshot of results or use dicebot at the other site.
If you decide to attack anyway, I'll take the Escrt first
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@beelee You have 6 mines. I have four units. Do you target or do I choose who gets double up on?
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Yea so you're supposed to roll one at a time, meaning that after 4 hits you'd still have 2 active NMs. I just roll all at once and then adjust accordingly.
Edit
All NMs fire regardless of the number of Ships you have. So if I got 6 hits, you'd just ignore the last two that hit and they are still active. -
@beelee posted a video for you on youtube. do not think I did it right. oh well.
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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.
Edit
Just saw your video
You were close, almost had it right

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