@Jacob16 UK misses. German subs to AZO
Rd 2: Russian sub withdraws or stays? Ger has trn, 2 ftr, Bomb for rd 2
@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?
@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
@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
@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
Oh, and 1 of them isn’t even British, its French :p
@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.
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.
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
@gamerman01 Reason why I never scramble as UK in SZ110 is because if the opposite happens, you lose your capital round 3 :D
I need 96 to go well or my plan won’t be so great. Still helping my kid, finished turn might be a bit
Did I get you guys answered about TripleA and subs?
@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!
OK, finally got it. And I feel your pain.
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
@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.
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.
@gamerman01 One hit in SZ97?
Eh, I’m not even able to get into edit mode during a battle now. So yeah, my solution of going straight to the forum dice, wait a bit so you can prove the MARTI dice came at a later time than your forum dice, and edit to correct result at the end.
Maybe what I was thinking of is I have edited all of the loser’s units off the board after resolving on the forum, and then Triple
A doesn’t roll any unwanted dice. But now I can’t access edit mode in the middle of the battle.
So it still works, if you resolve the rest on the forum, then wait so there’s no dispute about MARTI e-mails, then delete the rest of the units
@pejon_88 said in L22 Pejon_88 (X) vs. Gamerman01 (+12) BM4 game1:
@gamerman01 One hit in SZ97?
No map - did you hit it with all Italian naval and the bomber?