The dice have narrowed.
Net Allies dice swing: +5.79 swing
Net Axis dice swing: -5.79 swing
Also missed my des in the Med.
@trulpen want to take it off?
Means restart with proper dice and such?
@trulpen i mean do we have to restart or can we just turn it off now and go
Think this first round was pretty enlightening. I can actually resign and we start a new one. If that’s ok.
Could set up a new game in this thread again, if we consider the first one more of a test.
@trulpen sure, but dont bother “resigning”, this was a test game. Lets just play a new one
But you crushed me! :grin:
@trulpen well, it helps that ive seen the thing before :laughing:
Ok, so which options should we check?
low luck off, and i guess, i dont see anything else really
maybe neutral flyovers because it is really annoying that you can hit all neutrals but you cant fly over them, not like you’re at war. just something ive notived from my game
Hits repaired first on turn I think is better. Then atleast bs can be exposed.
Also units can be destroyed. Goes for aa and factories. Is it optional?
yes, AA is capturable
I think thats fine, I think low luck and neutral flyovers are the only ones i see worth changing
Thing is, if I check it, then perhaps there’s an option to destroy those units. I wouldn’t want it to be unreservedly auto-destroy though, especially for factories.
I’d like to push for the repair at start instead of end, or do you have a solid argument to keep it? :)
repair at end is good. Destroy is bad, gtg
Another one that’s fishy, but not necessarily bad, is that units that are killed by shore bombardment can’t return fire. Actually, I think that one makes a bit of sense.
@trulpen yeah have at it, ive really got to go now ill be late :laughing:
@WindowWasher said in #1 trulpen (X) vs WindowWasher (A) WaW:
repair at end is good. Destroy is bad, gtg
Ok, perhaps not solid arguments, but I’ll keep those then.