Just a year ago! Thanks for pointing out, I did miss that link to an important place.
It’s like a rip in the cloth of space and time!
Well, that was fun.
@Cow:
At the beginning of the Combat Move phase, you may
already have sea units in spaces containing enemy units that
were there at the start of your turn. For example, an enemy
may have built new sea units in a sea zone where you have
surface warships. When your turn comes around again, you
are sharing that sea zone with enemy forces.
If you are sharing a sea zone with enemy surface warships
(not submarines and/or transports), this situation requires
you to do one of the following:
� Remain in the sea zone and conduct combat,
� Leave the sea zone, load units if desired, and conduct
combat elsewhere,
� Leave the sea zone, load units, and return to the same sea
zone to conduct combat (you cannot load units while in a
hostile sea zone), or
� Leave the sea zone and conduct no combat.
Once these sea units have moved and/or participated in
combat, they cannot move or participate in the Noncombat
Move phase of the turn.Here is what is not clear. 1st it states surface warships which transports are not. 2nd I am choosing to remain in the seazone, it does not state I cannot load units if I decide to do that.
A transport can load units while in any friendly sea zone along its route, including the sea zone it started in.
honestly, the rules were very clear. the part in bold is right there……
Verq, I’m not sure I get the whole split fleet concept. But I’ll take it. This is the EPIC showdown between the IJN and the USN. I need to know if you want to scramble your fighter in Carolines or not. Cow, I invaded Denmark with a mech and I forgot you have to trick triplea into asking for scramble orders. I have 3dd, 2cv, 6ftrs vs a max of 3 defending fighters. I’m assuming no scramble and will play it that way, but we can go back and manually roll that if you want.
I just thought of something else and would like to move 2 more transports out of sz112 and to sz104 in case there is combat in that zone and I’m precluded from moving in the ncm phase. Not bothering with the map as it’s a minor change and I’m pretty confident Cow’s not scrambling.
OOL instructions for this battle would also be appreciated. We can do it turn by turn or however you want.
That’s an interesting loophole. Scrambling - to prevent a fleet from moving in NCM… or it’s transports.
interesting…
Yeah, I just thought of it and it seems like Germany could take really advantage of this in the right situation. Sacrificing one fighter might be worth stalling a shuck for a turn.
I AM CONSIDERING IT SETH.
nah I won’t scramble, it is pointless. I can attack it wherever it goes anyway.
veqryn scrambles, of course.
for battles of scale. tilts first then subs, then 2 destroyers. casualties after this really depends.
these sorts of battles are usually best done round by round.
japan will keep 1 destroyer for the first round of rolling
@seththenewb:
OOL instructions for this battle would also be appreciated. We can do it turn by turn or however you want.
Here is my orders:
scramble everything! scramble the fighters, scramble the infantry, scramble the artillery, scramble the crying children!
OOL: tilt BB, tilt all carriers, take subs, take all but 1 destroyers (just 2 destroyers), then ask me again and post another savegame
this is a 50/50 battle, and while i obviously hope to win, I will accept losing so long as you have 3 or less units left! :evil:
what a showdown!
It’s actually slightly in my favor and obviously I’m hoping for much better than 3 units left! :-D
If I pull this off, Japan will have maybe a 40% shot at Hawaii next turn. Which I can live with. Either you regroup for a turn or two or I get another turn to reinforce Hawaii before the hammer falls.
Ok, now I just pretty please need Japan to whiff or get sub par rolling!
@seththenewb:
It’s actually slightly in my favor and obviously I’m hoping for much better than 3 units left! :-D
If I pull this off, Japan will have maybe a 40% shot at Hawaii next turn. Which I can live with. Either you regroup for a turn or two or I get another turn to reinforce Hawaii before the hammer falls.
if by that you mean 51/48…… this should be a pretty well balanced fight.
for OOL this round, take: tilts, subs, destroyers, carriers
@seththenewb:
WHOOOOOOOO!
14 hits first round!
depending on my rolls, that might be the game…
You have 2 cvs(d) left if you do that, that’s what you want?
I calced it earlier to being 53.7% me :-P Or 66% if you kept the carriers for last like the program defaulted to.