Actually plz hold off until tomorrow, I wanna think through some options before committing to this. It’s late and am gonna go down, so likely tomorrow afternoon or evening I’ll finalize my turn. Thanks!
L22 Pejon_88 (X) vs. Gamerman01 (+12) BM4 game1
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@pejon_88 said in L22 Pejon_88 (X) vs. Gamerman01 (+12) BM4 game1:
@andrewaagamer Did you think AAA did it correctly when you pick casualties from subs first? Or did I misunderstand something here?
You should not pick casualties from subs first when they are opposing a destroyer because the destroyer nullifies the surprise strike capability. But when a sub does have surprise strike capability (no enemy destroyer) the rules say those sub surprise strike casualties are chosen (and removed) before the rest of the units roll. Triple A usually does these things correctly, but not always.
Attacking surprise strike subs roll and the defender picks ship casualties (only capital ships with one hit can fire back later), then defending surprise strike subs roll and the attacker removes ships for the hits (other than capital ships taking 1 hit). Then all surprise strike sub casualties are removed and you move on to all the other units. Triple A doesn’t always do this right.
The rules for surprise strike in the combat order are on page 19 of the 2nd edition Europe manual. -
@gamerman01 I thought AAA always did it wrong in battles with an opposing destroyer.
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In this case, Triple a rolled only the Italian cruiser and battleship and required that I choose a casualty to continue. However, the rules say that all units fire at once. Triple A is trying to distinguish ship hits from air hits because I can’t take a sub off for an air hit. However in doing so, it requires me to choose a ship hit before seeing the air roll, and this is not correct. This is why I had to stop in the middle of this battle and see what the air hits were before I should have to choose a single casualty.
Maybe this isn’t Andrew’s question, but I tried to completely answer why Triple A sometimes doesn’t conduct naval combat correctly.
If you’re just asking how you change casualty choices after taking losses, I’m not sure but you might be able to edit in the unit and edit a different one out, but I haven’t done this much. I know for sure the dice bot will work, so that’s what we did.
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@gamerman01 said in L22 Pejon_88 (X) vs. Gamerman01 (+12) BM4 game1:
@pejon_88 I have been granted extreme powers.
Yes I like BM4, 12 is definitely too cheap.With “12” are you referring to the price for bombers or how much bid you got?
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@pejon_88 said in L22 Pejon_88 (X) vs. Gamerman01 (+12) BM4 game1:
@gamerman01 I thought AAA always did it wrong in battles with an opposing destroyer.
I’m not even 100% sure of exactly what naval battles Triple A is problematic for, but in this case I did have a destroyer and you didn’t, so maybe that confused it
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@pacifiersboard said in L22 Pejon_88 (X) vs. Gamerman01 (+12) BM4 game1:
@gamerman01 said in L22 Pejon_88 (X) vs. Gamerman01 (+12) BM4 game1:
@pejon_88 I have been granted extreme powers.
Yes I like BM4, 12 is definitely too cheap.With “12” are you referring to the price for bombers or how much bid you got?
Price of bombers
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@pejon_88 said in L22 Pejon_88 (X) vs. Gamerman01 (+12) BM4 game1:
@gamerman01 I always look at games with a bit of pessimism from my own end, but with those two outcomes, I really struggle already round 1! For some reason I gamble too much against stronger players during round 1s, which is really stupid. Also, I am usually more cautions with scrambling myself and that affect how I think other players would do in similar situations, which is wrong. In hindsight your SZ110 scramble was reasonable, even without coming out on top I think.
I know what you’re saying, and Round 1 is very volatile because we didn’t choose our starting positions. I just want to say that good dice makes you look like a genius, and poor dice the opposite.
From what I’ve seen, I am a lot more apt to scramble 110 and 111 than most players are. My thinking is that British planes are not worth as much as German ones, and I would be willing to trade 3 British for 2 German, but of course the dice can make it worse than that. I was surprised to find out that I still need to build infantry on London to protect against Sealion even though you lost 7 planes
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Oh, and 1 of them isn’t even British, its French :p
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@gamerman01 I very much agree! German planes are invaluable. Leaving G1 with less than 10-12 is pretty much it against a strong opponent. Of course dependent on what the UK has left etc.
Haha, yeah I was hoping you might overlook Sealion, but that was too much to hope for ;)
Never done one either btw. -
@gamerman01 Yes which is even better for the Allies.
I really dislike round 1 in general as both Allies and Axis to be honest.
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I almost did, but like my old nemesis Boldfresh would say, if you’re going to win Sealion you’d better have a lot of ground units left over after the battle.
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Losing 8 German planes and suffering an aggressive 97 where a loaded carrier and more are left, is very hard to overcome. And don’t worry, I will not let up
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@gamerman01 Reason why I never scramble as UK in SZ110 is because if the opposite happens, you lose your capital round 3 :D
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I need 96 to go well or my plan won’t be so great. Still helping my kid, finished turn might be a bit
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Did I get you guys answered about TripleA and subs?
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@gamerman01 Yeah, I know the rules but I also think I understand how you mean AAA does it wrong. Something to keep in mind. Thanks!
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OK, finally got it. And I feel your pain.
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All defending units should roll at once after any defending subs’ surprise strikes and corresponding attacker ship casualty choices.
In person you’d roll air and naval separately because attacking subs can only be taken as casualties to the extent defending ships scored hits, but you don’t require a casualty choice after only rolling the ships. That’s the problem in TripleA
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@gamerman01 Thanks!
I was asking how to restore casualties during a TripleA battle for the reason you mentioned, incorrectly having to choose casualties too soon, and for the sometimes I fat finger a button and accidentally pick the wrong casualty and go “Noooo, not that one!” Good to know there is no secret way to fix it that I was unaware of. I do like your idea of rolling additional rounds outside of TripleA and fixing it that way. Learned something.
TripleA is wrong in lots of issues, this being one. You need to know the rules to make sure you are playing the game correctly. I can’t even count how many times in face to face games I have had to point out something a person was doing was against the rules only to have them say “TripleA does it that way”.
I agree with you I think the reason TripeA screws up is it needs to determine air hits versus ship hits just for the subs with no spotting destroyers present. Would be nice if it would let you roll all dice and know which ones could go anywhere and which ones could not go on a sub. Asking too much probably.
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You might want to experiment in local. Roll a round of combat, take a casualty choice, then edit some units out and some in.
It freaked out when I did it with our 97 battle, but I do know if you edit all the defending units off the board, Triple A will stop rolling dice. Unless it’s changed in a newer version. Oh shoot, I’ll just try it out now.