@sunkhareb said in Simon (Alliex+19) vs Sunkhareb (Axis) BM:
holy moly… shockingly bad dice lol
-3 Luftwaffe but you won all the important battles and kept the BB. Only lost inf in France. So could be worse.
Wait, will move some pansar from Burma.
The brits are pretty strong. Couldn’t move the pansar then, but put spread out some subs.
No scrambles.
Weird. What happens if I scramble i e 1 fig?
The German fighter cannot attack the US transport.
I was first thinking of course no scramble, but then came to think of the figs actually being able to land in Eire, thereby saving them. So scramble the 3 figs and land them there.
I’m not sure, but actually it seems that the scramble prevents the unloading of units although the transports can’t be attacked.
“The sea zone may be either friendly or hostile, but if it is hostile it must be made friendly through sea combat before the amphibious assault can commence.”
The simulations I ran allowed the Brits to land, but I will double check.
I suspect the rule refers to an enemy ship in the SZ, but need to check.
Mainly I think it’s about the sea zone being hostile. 3A is likely not so good at managing these situations.
I mean, scrambled air does make the sea zone hostile.
It does not matter so much though, except that the units would then be stuck on the tr.
From the notes to BM4:
“* (PE) You may not conduct an amphibious assault from an allied transport if the defender could scramble and you have no other combat units to protect that transport.”
The note is a bit wrong though. You should be able to do an amphi, but if there’s a scramble it will simply be stopped.
I just ran another sim, and the scramble did not stop the UK infantry and art from landing or have any effect on the US transport. My planning of the US-16 and UK-16 turns was based, in no small part, on this premise. Really tired of the arcane rules that cannot be found in one place and an AA program that does accurately represent rules… Will check with a moderator about how handle this after I get some sleep.
We can just decide that you can go on with the attack. IT simplifies things and moves the game along, so I allow it.
L22 #1 trulpen (+6) vs AoW P2V.tsvg
Game History
Round: 16
Purchase Units - Italians Italians buy nothing; Remaining resources: 6 PUs; Combat Move - Italians 1 infantry moved from Gorky to Komi Italians take Komi from Russians Combat - Italians Non Combat Move - Italians Turning on Edit Mode EDIT: Changing ownership of Tambov from British to Italians EDIT: Turning off Edit Mode 2 armour moved from Tula to Stalingrad 1 infantry moved from Tula to Tambov Turn Complete - Italians Total Cost from Convoy Blockades: 8 Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 5,5,2,2,2,6 Rolling for Convoy Blockade Damage in 95 Sea Zone. Rolls: 1,1 Italians collect 9 PUs (8 lost to blockades); end with 15 PUs
Combat Hit Differential Summary :