• @Panzerstahl-Helm right on yea I only want to move 1 ftr. I’ll move the other back. Thanks for doing that though.

    I will try and remove 1 Inf from PHI then ? You can always readd if needed.

    Also, do you care if we activate CDG Neutrals ? We don’t have to lay with the rules, but we can if you want, I just like the flavor it gives to the map. Not all neutrals are just a bunch of Inf :)


  • @Panzerstahl-Helm

    Game History

    Round: 4
    
        Purchase Units - ANZAC
            Turning on Edit Mode
            EDIT: Removing units owned by British from Gibraltar: 1 uk_fighter
            EDIT: Adding units owned by British to United Kingdom: 1 uk_fighter
            EDIT: Turning off Edit Mode
            ANZAC buy 2 armour, 1 infantry and 1 transport; Remaining resources: 8 PUs; 
    
        Combat Move - ANZAC
    
        Non Combat Move - ANZAC
            1 infantry moved from New South Wales to 62 Sea Zone
            1 infantry and 1 transport moved from 62 Sea Zone to 63 Sea Zone
            1 infantry moved from New Zealand to 63 Sea Zone
            2 infantry and 1 transport moved from 63 Sea Zone to 46 Sea Zone
            2 infantry moved from 46 Sea Zone to New Guinea
            1 cruiser moved from 54 Sea Zone to 55 Sea Zone
            1 submarine moved from 62 Sea Zone to 54 Sea Zone
            1 infantry moved from New South Wales to Queensland
    
        Turn Complete - ANZAC
            Total Cost from Convoy Blockades: 4
                Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 2,4,3,6,2,2,4,6
            ANZAC collect 10 PUs (4 lost to blockades); end with 18 PUs
            Trigger ANZAC Liberates DNG Turn4: ANZAC met a national objective for an additional 2 PUs; end with 20 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 25 PUs
    
        Combat Move - French
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    EXP Game 1 Stahl F 4.tsvg

    I moved 1 UK Ftr from Gib back to UK. I didn’t do anything to Phi.

  • 2024 '23 '22 '21 '20 '19 '18

    @Panzerstahl-Helm Oh yea, so when a Waffen Arty is in an Army, you need to edit in “Waffen_ArtyPG”

    Waffen_ArtyPG.png

    so that it won’t give it’s boost to Inf and Pnzrgrndr waffen units

  • 2024 '23 '22 '21 '20 '19 '18

    @Panzerstahl-Helm I wonder if I should change it and give it a blue dot ? :thinking_face:

    lol

  • 2024 '23 '22 '21 '20 '19 '18

    @Panzerstahl-Helm ok I changed it to blue

    Waffen_ArtyPG.png

    put in your units folder and images inside doc folder so it’ll show up in Notes too.

    The inactive PG’s are blue and so is the inactive USA AG flag, so it seems more consistent to have it blue and hopefully intuitive as well :)

  • 2024 '23 '22 '21 '20 '19 '18

    @Panzerstahl-Helm here’s the Tacs They should rarely be needed.

    usa_tactical_bomberTG.png

    tactical_bomberPG.png

    tactical_bomberTG.png

  • 2024 '23 '22 '21 '20 '19 '18

    @Panzerstahl-Helm Hmm … I just reread the rules and i don’t think I have it right.

    A Waffen-v Oberst-Gruppenführer that is part of
    a Waffen-v Armée cannot be supported by
    Waffen-v artillery.

    Units in a Waffen-v Army cannot interact with
    units outside this Army: a Waffen-v artillery unit
    outside this Army cannot support a
    Waffen-v infantry unit inside this Army, etc.

    So it seems Waffen Arty Can support Inf and Pnzrgrndrs inside an Army, just not the Oberst.
    And Paratroopers too.

    So unless you just had Panzers and Arty in the Army, probably rare occurrence, you wouldn’t need to deactivate the Arty.

    However, if you had an Arty outside the Army with nothing to support, you’d need to deactivate.

    There are only two of them, so this seems as if it’d be a rare scenario to even need them.

    Well, whatever, we have them and I will clarify in Notes.

    I’ll check AGs next in case I have that wrong too. Actually I will ping @The-Captain to double check if the above is correct.

    I’ll give @VictoryFirst a hit too so he knows whats up

  • 2024 '23 '22 '21 '20 '19 '18

    @barnee said in PanzerStahl vs barnee EXP:

    So unless you just had Panzers and Arty in the Army, probably rare occurrence, you wouldn’t need to deactivate the Arty.
    However, if you had an Arty outside the Army with nothing to support, you’d need to deactivate.

    these are the only two situations I see Waffen Arty needing to deactivate.

    I will update Notes. Tac Bmbrs not being able to support Tank Armies is correct and already explained in Notes.

    Another rare instance. Just want to be as rule compliant as possible :)


  • @barnee

    Good morning. ✌️

    I am going through your post and also through the rule book to plan my G5. There I will attack with my Army Group Center in Romania your 1 inf in Bessarabia (surprise 😉).

    I have a few questions to Army Groups and their advantage. I struggle to understand, why only 1 army can be active within an Army Group? What is the purpose of this? Is the inactive Army not taking place in the battle?
    The Army Group symbol has a movement of 2, but the attack and defense value is 0. According to the rules this should be 4 respectively 5 by 2 dices.

    How do I dice out the battle in Bessarabia by using only my AG Center to attack your 1 inf? (the outcome will be clear for the AG to win, but future battles will involve more defense units)

    Perhaps you can demonstrate it on my G5 turn and send me the file with the correct setup for this attack.


  • @Panzerstahl-Helm Guten Morgen

    Only 1 Army Active in a AG means that the Inactive Army does not get it’s bonus rolls. Its still participates otherwise.

    The AG symbol itself, same as the Army/Corps Tokens, are for Informational purposes. The Active Flag in the AG Box is what provides the A/D rolls of 4 and 5.

    I will do an example in local mode and post momentarily.

  • 2024 '23 '22 '21 '20 '19 '18

    @Panzerstahl-Helm

    EXP AG Center Example.tsvg

    So 1st Panzer has “Panzer_General3” which makes it the Active Army in AG Center. 1st Waffen is Inactive as it has a “Waffen_Oberst” which gives no bonus rolls.
    It would need a Oberst 2,3 or 4 to activate it’s bonus rolls.

    The Active Flag gives 2 Rolls at 4. Do Not take the AG icon or the Army Tokens as hits. I only include them in the Attack for informational purposes. They don’t need to be.

    You took 1 hit so you’ll reform AG Center with a Inf from Romainia.

    Here is the NCM placing the AG back in there Boxes.

    EXP AG Center Example NCM.tsvg

  • 2024 '23 '22 '21 '20 '19 '18

    @Panzerstahl-Helm Game Notes Section IV 3,4,5 and 6 explain in detail how they work as well as a partial explanation at the beginning of Notes.

    It can get pretty involved, so one needs to be quite deliberate in there moves. I think in extremely large battles one will need to post after CM and in some cases might need to call casualties round by round.

    Idk, this is only the 2nd game with Boxes and the 1st one is in rd 4 still, so it’s kind of a test as we go :)

  • 2024 '23 '22 '21 '20 '19 '18

    @Panzerstahl-Helm The AG Flags were before the Boxes and Icons were created. I think it’d probably be ok to get rid of the Active Flag and give the icon it’s combat value. Idk. Have to think on it

  • 2024 '23 '22 '21 '20 '19 '18

    @Panzerstahl-Helm Actually we need to keep the Flag for when there are multiple AGs in the same TTy. Only 1 AG can be active.


  • @barnee

    Hello,

    I need your scramble orders for London.
    Furthermore I am attackick with 2nd Waffen-SS-Army Poland. I activated Oberst_2 to activate the army.
    In Bessarabia I am marching in with the Army Group Centre and 1st Panze army is accessoire only, hence deactivated.
    I hope this is working.

    exp-game-1-stahl-g-5_scramble.tsvg


  • @Panzerstahl-Helm what are they bombing in london


  • @Panzerstahl-Helm 2nd Waffen should have a Oberst3 as the Arty hits at 3. The 2 is for Inf boost.

    It’ll be a edit Battle with the Paras, so no need to redo it, just adjust for another 3 hit obviously :)


  • @barnee

    Darn, I did not select it.
    The 2 bombers are aiming for the factory, the 2 tacticals for the air field.


  • @Panzerstahl-Helm I will not scramble. This is the one part of the mod i don’t like. I think it could be improved.

    I understand the blokes had radar early, so I can kinda see being able to vector your Ftrs where you want, but unless you have overwhelming Air Superiority, you’re probably only gonna hit one target.

    I also think Undg Fctrys should take some damage. Maybe up to half and round up to the Fctrys favor.

    Also think Air Battle shouldn’t be complete victory. Maybe 2 or 3 Rds max.

    Would have to test it all but … :)

    Anyway, I’m tempted to intercept the Bmbrs but i will not scramble and rely on my AA Gunners :)

  • 2024 '23 '22 '21 '20 '19 '18

    I ran out your Combats in local and the Arty boosted a Inf to 3 and the Oberst then boosted it to two 3’s which would be correct.

    I’ll make a note of it in Notes. I would still go with Oberst 3 though in that situation as the boosted units are picked somewhat arbitrarily.

    In this instance with the Arty it works but if no Arty and you had a Pnzrgrndr and 2 Inf and placed a 2, it wouldn’t.

    2 for all Inf, 3 for anything that has something other than Inf but no Pnzr and 4 if at least 1 Pnzr.

    Generally you want to try and have all your Armies with 1 Pnzr per Army by mid to late Game. Makes them the most effective obviously, but easier said than done in my experience :)

    For instance

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