Scramble taranto?
13L G40 Boldfresh vs. Jeff28 (Allies +11)
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TripleA lets you conduct combat in the wrong order. It screws up sub warfare, making you choose casualties before you see how many hits you score. It screws up SBR’s and mixed planes and AA….
And, obviously, the programmers were clueless about properly applying many of the neutrals rules, as you are now painfully aware. :-)
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interesting situation in our XDAP game. USA attacks a fleet in z33 (caroline islands). simultaneously it is sending a bomber over the carolines for a strategic bombing run. tripleA should FORCE the plaer to roll the bombing run first per the rules. it’s significant in this case because anzac can do a follow up attack. if they were allowed to attack the fleet first, then depending on how that battle goes (say we want to land a bunch of fighters in carolines to scramble against the follow up attack) he could then decide whether he wants to bomb our AB or NB. rather, per the rules, the defender is entitled to know what was bombed and how much damage was done prior to conducting the fleet war.
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interesting situation in our XDAP game. USA attacks a fleet in z33 (caroline islands). simultaneously it is sending a bomber over the carolines for a strategic bombing run. tripleA should FORCE the plaer to roll the bombing run first per the rules. it’s significant in this case because anzac can do a follow up attack. if they were allowed to attack the fleet first, then depending on how that battle goes (say we want to land a bunch of fighters in carolines to scramble against the follow up attack) he could then decide whether he wants to bomb our AB or NB. rather, per the rules, the defender is entitled to know what was bombed and how much damage was done prior to conducting the fleet war.
oh and of course the point is, tripleA allows combat to be conducted in any order (except that it requires fleet wars to occur before a land battle involving an amphibious assault).
but STILL tripleA is invaluable. i should think that many of these issues would be very easy to implement as well. another thing you didn’t mention that tripleA doesn’t do correctly is it does not distinguish what fighters are on what acc when there are mixed powers. one would think this would be no different than the transport function where the transports keep track of exactly what is on each.
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Statements like Karl made that “I would have just assumed” are inexcusable! Read the rulebook!
Ha, ha… I am “inexcusable” :wink:
Actually, I am worse off than that. Now that I’ve looked at the rulebook, I knew that rule, and assumed actually nothing. I just got confused reading these posts and thought I didn’t know what I actually did know… go figure.
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let’s just wait to see what Jeff says after he’s had a chance to consider everything.
appreciate the comments guys, quite a community we have here.
MM, are you still on sabbatical or are you back in action? gotta jump right back on that horse when it throws you man! :wink:
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Why - you up for a game Bold? :)
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Why - you up for a game Bold? :)
i would be sure. not at the moment, got about 4 hotly contested league games going, two with over 6000 TUV on the board, and the XDAP semifinal game. pretty nuts. but i’d play you when a spot opens up :-)
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oh, make that 3 games that are deep deep into the action, forgot about
Axisplaya i think it’s in 20+. -
got about 4 hotly contested league games going, two with over 6000 TUV on the board, and the XDAP semifinal game. pretty nuts. but i’d play you when a spot opens up :-)
That is impressive. A lot more than I could handle.
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oh and of course the point is, tripleA allows combat to be conducted in any order (except that it requires fleet wars to occur before a land battle involving an amphibious assault).
but STILL tripleA is invaluable. i should think that many of these issues would be very easy to implement as well. another thing you didn’t mention that tripleA doesn’t do correctly is it does not distinguish what fighters are on what acc when there are mixed powers. one would think this would be no different than the transport function where the transports keep track of exactly what is on each.
Excellent points. Yes, TripleA is invaluable, because you could not possibly be playing 4 hotly contested games at the same time without it.
The fighters on carriers is a problem, because it does matter. I dread the day it becomes an issue in one of my games. Chances are, it will cause a problem for you before it does me, because of volume of exposure :-)
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When Boldfresh plays the axis, he does not know how to attack Moscow or London. He skips that shit to make a 30 round game.
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Youre right cow. :wink:
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As far as edits go. You have a friendly game or you don’t. There is no in between. Edit for bugs only or casual.
Still there are general guidelines. 1) no edit after another country took his turn. 2) no edit after combat stuff, none of that “I forgot to take this island now that I see your fleet is sunk.”
Sometimes rule clarifications or disputes come in and people make exceptions.
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Does china have an infantry cap or something? not sure why that is not spent… would totally have moved in on the burma road, that is not closed off from China.
This is such a strange game.
The only way you could lose this is if the axis took london, east usa, or russia. Yet I do not see that emphasis. With a 1k tuv and an income advantage you don’t have to hoard transports or other units.
Plus you should have had the other usa fleet at least at union, not like Japan would back to the pacific… he ran from the pacific, going back to die would not accomplish anything for him.
For this turn, I would have cut my losses, just block japan in at 91 with 3 dd 3 carrier 4 fighter or something… shove everything in london. You could hold out for a long time. Especially if you can pick up from 106 and dump truck on london later on.
~you should move those aa guns from west usa to east usa… that attack might come.
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As it stands, even if Jeff loses uk, this might turn into a stalemate. Provided he acts quickly or gets some lucky dice.
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Remember Jeff28 to always anticipate, rotate, and pray. That is my secret to allied victory. The most important is rotating, because without the rotation you don’t get to pray.
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@Cow:
Does china have an infantry cap or something? not sure why that is not spent… would totally have moved in on the burma road, that is not closed off from China.
Saving money with China is a very good strategy if you are waiting to drop a ton of Chinamen on a territory right after the USA takes it.
Didn’t look at the map, and didn’t read the rest of your comments yet, but I thought I could shed some light on that question :-)
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@Cow:
This is such a strange game.
You shouldn’t be surprised, with Bold. He’s got plenty of eccentric mad scientist in him. Always an interesting watch. Not always so fun to play against him.
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Cow once again you are commenting on strategy in a game still in progress. A league game in which we have both invested a lot of time and effort. Can you please refrain from further comment? You arent doing jeff any favors he will learn best if he has to do it on his own. Maybe a general comment or two is even ok but outlining an entire strategy? Really uncool dude.