Idea: Change LL - Neutralized Subs Roll With Main Combat Roll
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@Panther said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
There indeed is a distinction between "first strike" and the impact of first strike on casualties.
As I said in v2 the enemy Destroyer does not affect the Submarine at all. It just enables the casualty of its own side to fire back during the regular step.The change that @LaFayette is proposing won't actually affect v2. Because v2, the subs always fire before the rest of the other units. The change from @LaFayette affects the other versions where subs only fire before the rest of the other units if a destroyer isn't present. In those versions, if a destroyer is present, then the subs fire at the same time as the other units. But the engine currently keeps the subs separately from the other units even though it doesn't need to.
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@Trevan That is why I asked which ruleset he has in mind. As rules are different here.
So let's talk about which rulesets are addressed, then I will be happy to reconsider .

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@Panther said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
@Trevan That is why I asked which ruleset he has in mind. As rules are different here.
So let's talk about which rulesets are addressed, then I will be happy to reconsider .

And that's why I want "custom battle phases" so that the battle phases are explicitly defined in the map xml

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@Trevan said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
In those versions, if a destroyer is present, then the subs fire at the same time as the other units. But the engine currently keeps the subs separately from the other units even though it doesn't need to.
That indeed would be incorrect by the rules in some rulesets - and addressed in some Github issues AFAIK.
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@Panther said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
@Trevan said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
In those versions, if a destroyer is present, then the subs fire at the same time as the other units. But the engine currently keeps the subs separately from the other units even though it doesn't need to.
That indeed would be incorrect by the rules in some rulesets.
Yes, some rules don't allow that and some do. @LaFayette is wanting to change it for the rulesets where it is correct.
Edited: I think I misunderstood your original comment. Your edits to the comment appear to say the opposite of what I originally read so ignore this comment.
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@Trevan Yes, sorry about that. I am not a native speaker, so I use edits often to "optimize" my wording and to correct typos.
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@Panther said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
As I said in v2 the enemy Destroyer does not affect the Submarine at all. It just enables the casualty of its own side to fire back during the regular step.
Despite the presence of an enemy destroyer the submaine still fires during the Opening Fire Step. And their casualties have to be chosen immediately at that time.
It is just that those casualties are not immediately removed but fire back.This is exactly what is meant by the 'first strike' being neutralized.
Frankly, the rules be damned on this one. If all casualties get to fire back, that will never change the order of losses that someone selects. It does not matter if the subs were the ones that rolled a hit or if it's destroyers. The fact that the first strike units roll first always is more for simplicity and consistency. When it comes to LL, which is far more than a house rule for TripleA, it is extremely significant and breaks LL.
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Apologies for being a bit glib. At essence though is the assertion that if the casualties all get to fire back, that the order of losses (OOL, or casualty selection) will not change.
If that is true, then it really is just as well that subs would fire with the main group. If we can do that, then LL will be 'fixed' for a very prevalent case where it is flawed.
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@LaFayette I could see situations where the OoL might change depending on how the subs roll. If they are particularly lucky or unlucky (at least in dice) I might take different losses. Obviously, that is different in LL. I am not exactly sure how LL works, so not much comment on that.
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@LaFayette said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
If all casualties get to fire back, that will never change the order of losses that someone selects. It does not matter if the subs were the ones that rolled a hit or if it's destroyers.
You are wrong when assuming that all casualties get to fire back and generalizing the topic to this situation. During the opening fire step you usually don't know how many units involved in the battle will score how many hits. If a lonely submarine fights against a destroyer and a carrier and scores a hit during the opening fire step it does matter which casualty is chosen at that time. If both opposing units don't score the selection how to assign the submarine's hit might be totally different later - when already knowing the result of both rolls.
The fact that the first strike units roll first always is more for simplicity and consistency.
Maybe in some TripleA implementations, but not by the rules.
Anyway, Trevan and me have already sorted it out:
There is no dissent when talking about rulesets where TripleA incorrectly rolls for a submarine at the wrong time (creating an Opening Fire Step that by the rules does not exist). -
@Panther said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
If a lonely submarine fights against a destroyer and a carrier and scores a hit during the opening fire step it does matter which casualty is chosen at that time
Does it? There are three combat phases here, first strike, offense, defense. It does not matter whether the sub rolls during first strike here or offense.
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@ff03k64 said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
@LaFayette I could see situations where the OoL might change depending on how the subs roll. If they are particularly lucky or unlucky (at least in dice) I might take different losses. Obviously, that is different in LL. I am not exactly sure how LL works, so not much comment on that.
Can you come up with an example?
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The fact that the first strike units roll first always is more for simplicity and consistency.
Maybe in some TripleA implementations, but not by the rules.
@Panther I was referring to the rules on that account, if subs are incorrectly rolling during first strike then it is all the more to the point.
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@LaFayette said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
@Panther said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
If a lonely submarine fights against a destroyer and a carrier and scores a hit during the opening fire step it does matter which casualty is chosen at that time
Does it? There are three combat phases here, first strike, offense, defense. It does not matter whether the sub rolls during first strike here or offense.
While not what i was thinking, this is a good example. I could choose the destroyer first, and hope that either the sub or destroyer get a hit, and then i save my expensive unit, or i could keep the destroyer in fear that i an not going to get a hit this round to make sure the sub doesn't get a first strike next round.
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@ff03k64 said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
@LaFayette said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
@Panther said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
If a lonely submarine fights against a destroyer and a carrier and scores a hit during the opening fire step it does matter which casualty is chosen at that time
Does it? There are three combat phases here, first strike, offense, defense. It does not matter whether the sub rolls during first strike here or offense.
While not what i was thinking, this is a good example. I could choose the destroyer first, and hope that either the sub or destroyer get a hit, and then i save my expensive unit, or i could keep the destroyer in fear that i an not going to get a hit this round to make sure the sub doesn't get a first strike next round.
Thank you, @ff03k64 .
@LaFayette This example illustrates why the time when casualty selection has to take place is an important aspect of the rules.
@LaFayette said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
The fact that the first strike units roll first always is more for simplicity and consistency.
Maybe in some TripleA implementations, but not by the rules.
@Panther I was referring to the rules on that account, if subs are incorrectly rolling during first strike then it is all the more to the point.
In the discussed context/example the rules enforce a decision about casualty selection under uncertainty. I don't know on what you base your "... is more for simplicity and consistency"-statement.
It is only TripleA on some maps/rulesets that enforces submarines to fire during an opening fire step that does not exist in those rulesets, so maybe this implementation is "for simplicity and consistency". There the result is vice versa. In those rulesets, even when a destroyer cancels a submarine's Surprise Strike ability, TripleA irregularly lets the submarines fire first and irregularly enforces a casualty selection, despite the fact, that this selection would be needed only later - when the other dice results are visible.
We are discussing nothing new here. All of this has been part of Github issues and forum discussions in the past. I have not checked this lately so maybe some aspects have been resolved in the meantime...
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To make a case for this change I have made affirmative statements that perhaps can read like assumptions. These are questions that I would like examined.
Let's take the same example of sub vs sub, dd, and expensive boat.
If the sub hits, you choose the sub as a casualty. Then you are left with a sub vs dd and expensive boat, in which case you are faced with the same dilemna again and the 'early information' is moot.
I wonder if there is a case where it really does change the OOL? I wonder if maybe there are more subs vs that same group. With the surface boats firing after the subs, the number of return hits is still unknown and I don't see how that can change the OOL.
To come up with a counter example, we need a scenario where the knowledge about the number of sub changes how those casualties are assigned. Having a concrete example to think through would be excellent. I think it is a very truthy statement, and something I have taken for granted and figured was probably true, but now am challenging whether the out of ordering rolls impacts OOL. After having gone on a TripleA binge in the last week where subs were breaking LL, it did not look like there were any examples in V2 where a situation with no planes, DD on both sides, where the staggered rolling made any difference to OOL.
"we are discussing nothing new here"
The main point of this thread is whether to stop having subs fire differently in any rule set where the subs firing out of order has no material impact.
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@LaFayette said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
Then you are left with a sub vs dd and expensive boat, in which case you are faced with the same dilemna again and the 'early information' is moot.
If the sub hits, this is when early information is relevant. If i know that the destroyer or expensive boat hit in this situation, i take the destroyer as a casualty. If i don't know that my destroyer or expensive boat hit, i might take the expensive boat so that the destroyer can negate the first strike again, and make it more likely to kill the sub next turn. especially if the expensive boat happens to be a low attack or defense boat (carrier).
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@LaFayette said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
The main point of this thread is whether to stop having subs fire differently in any rule set where the subs firing out of order has no material impact.
If a map has the "WW2V2" property, then the subs must fire at a separate time from the rest of the units. The presence of a destroyer doesn't affect it.
But, if a map doesn't have "WW2V2" property, then the fact that subs fire at a separate time from the rest of the units even when a destroyer is around should be changed. I think @Panther even mentioned that that is most likely a bug.
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@ff03k64 said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
If i know that the destroyer or expensive boat hit in this situation
That knowledge comes after you select casualties (all of them), so you'll never know whether destroyer or expensive boat hit before selecting casualties in any scenario (defenders always roll last).
Maybe the scenario is when selecting casualties of sub vs DD. Let's say you have one sub against another sub and DD. Maybe you want to keep the sub for its own first strike (perhaps as a counter-attack in the next round). But again here, the sub first strike initial roll comes before you gain any further information at all. In this scenario, all attacker dice are rolled and casualties selected before there is any return fire. Hence, you do not gain any knowledge in this scenario.
So we can rule out the only subs vs anything else scenario I think. In any such scenario, all of the attacking subs roll first, you have to choose all casualties before you gain any new information, whether there is a skipped first strike phase or not does not matter.
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@Trevan said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:
If a map has the "WW2V2" property, then the subs must fire at a separate time from the rest of the units. The presence of a destroyer doesn't affect it.
But, if a map doesn't have "WW2V2" property, then the fact that subs fire at a separate time from the rest of the units even when a destroyer is around should be changed. I think @Panther even mentioned that that is most likely a bug.
I agree that this should be fixed. The updated rule idea is therefore more applicable to WW2V2.
Fundamentally the problem is how do we solve LL scenarios where units are rolling more dice than they "should". Any battle is supposed to have just one die roll, never more than one. In v3 because you have a defenders roll against non-air and defenders roll against air, you can have 3 units with a power under 6 rolling three dice and getting three hits (an effective power of 18!). If an attacking force has 3 units and a power of 12, then the defenders can wipe out this attacking force with high luck and less than half the strength.
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