EXP Game 1 Trout vs Johnny Cat
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@trout how go we handle my attacks in your islands with forts?
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Hi Cat
You have to control the SZ or a TTy the SZ borders in able to place the repair token. Otherwise edit is required.Tac Bmbrs can't attack Fctrys. Refer to the OOB rules https://www.hasbro.com/common/documents/60D52426B94D40B98A9E78EE4DD8BF94/6B7BC7B257E049558181A7D71B822DCF.pdf
As Trout suggested, you can just play the turn out in "Local Mode" when testing potential outcomes.
Fwiw I did that for a Max USA attack against JPN and the Americans got obliterated losing over 100 TotalUnitValue
Edit
Do not take the Forts as casualties. After all other units are dead, keep rolling till they are all dead too. -
@trout good morning Sir Tasty Fish and evil nemesis opponent great new buddy.
And happy birthday to me ! Why I’m
Here alone while my wife is going to the CES show is just bad planning. But thankfully in between work stuff i have our game !!!!!!!I’m trying to roll the results of my turn but I need to know how to do it.
I’ve got a group of marines and ladies pushing strollers and tanks and you have some inf and forts.
How do I run the attacks. The ai will eliminate forts like units I guess and that is wrong !?
Thanks
Since today is my birthday I’m hoping the Gods of Chance give me great dice rolls heehee
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Happy Birthday Cat
Post a save at the end of NCM but before Combat phase. I will check for rule compliance and then walk you through the combat phase for a "test" turn
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@beelee Here is Turn 5 Non Combat
I don't know how to run the attacks on the islands because of those forts. I thought I read once that in times like this you remove the fort and inf and replace it with a tank for one turn but I dunno...
Thank you for helping
1767483274599-c3afe45a-87dd-4378-ac05-f2ed7d655671-exp-game-1-jc-USA5.tsvg
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that is just for using the battle calc to get the odds.
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@beelee ok thank you for clarifying that. So I’m going to search for breakfast.
If you can tell me what I need to do I’ll execute the attacks. I’m guessing I just have to ensure certain rules that the ai doesn’t naturally do but even that I don’t know yet.

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yea I'm going through it right now. I'm going to post a save and you can use History to go through it turn by turn to see how to do it.
Couple things for starters. the Repair BB won't place in 16 so you placed in 17 which is fine. Then at start of CombatMove, remove the damaged BB and replace with undamaged one. The token will disappear on it's own.
You have 2 Elites in HI. Since you can only have 1, I think not moving the 2nd one this turn is a good compromise instead of going back to when the error occured and trying to fix it.
This is a learning game after all.
Marines need to be paired with Artillery. Otherwise you need to use MarineA1. Also, if a Elite is present and a Marine and only 1 Arty, you need to use a MarineA1 as the Elite may or may not get the bonus but the Marine will attack at 2 if it does.
Two 2's are statistically better than one 3. At any rate, it's close enough not to go overboard with it. If one really wants the Elite to attack at 1 and the Marine at 3, you need to hand roll the battle or fight it in edit.
We won't concern ourselves with that right now.
I'll be back with the rest of your turn after bit.
Edit
here is a save at end of NCM reproducing your turn with the above corrections for the Marine/Elite/BBNote
You have 2 Arty and 2 Marines attacking Caroline, so no adjustment needed since we left the Elite in HI.The other Marine we change to Marine A1 that is landing in IWO as it has no Artillery support. The BB is also repaired, so it can provide shore Bombardment, as when it is damaged it can't.
The only Forts are in Caroline. You need not do anything special for the battle, other than DO NOT select the Forts as casualties until ALL other defending units are destroyed.
Once all defenders are destroyed, continue rolling until all the Forts ared dead.
I will critique your attack shortly.
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@beelee cool - thanks. by the way our game notes stated that said elite stayed on his transport - just fyi
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@johnnycat or we just can change to a regular inf. I have no idea how you guys can keep track of such intricate details hahaha
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OK then the Elite can join the attack on Caroline and one of the Marines needs to be changed to Marine A1.
Here is what triplea will default to as casualties in the caroline battle

So deselct the Fortifications and take 2 Inf

Note you still have 2 Inf or JPN does, so they will continue to defend inside the bunkers or Forts or w/e lol
That's why the Arty was selected as it only defends at 2
Edit
yes it can get quite complex
It gets easier with experience.Now I'm not sure your plan for the CA in HI or the Ships in 16 but an additional Bombard on IWO is possible with one of the CAs. However, the IJN in 20 SZ can sail from the Kwangtung NB and strike the US Fleet off Iwo or in 16 unless 2 CAs are deployed as blockers to prevent that.
Anyway, that should pretty much cover it. Open History and click through move by move to better understand it.
When edit is turned on in History, you need to switch back to History or it will skip over the edit moves.

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@beelee OMG
I’m about to quit
This level of detail is crazy
At least for me
Anyway. I had no idea that ships can bombard islands
I thought only special bb could do that.
So can my various cruisers move to bombard ?
And what’s all that talk about Japan and me needing two, but not one destroyer ????
If you are referring to the Japanese ability to move next turn yea I know that and have been counting on my tin cans mostly to block them. I learned that subs cannot block but are you telling me that destroyers cannot block either unless there are two of them ???
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heh heh it's not for everyone

only need 1 DD to block
Bombard page 15 OOB https://www.hasbro.com/common/documents/60D52426B94D40B98A9E78EE4DD8BF94/6B7BC7B257E049558181A7D71B822DCF.pdf
