CAP vs Interdiction

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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PyleDriver
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CAP vs Interdiction

Post by PyleDriver »

Here goes, I had fighters in Arabia, I placed 1 each, in the Red Sea and the Western Arabian Sea, to offset a 1 Bomber Group in Italian East Africa, however their bomber still was able to interdict my subs, in spite of my fighters...Thats just wrong... It should nutralize its affects by 1. If there where 2 bombers then its 1, if theres 1, then its 0... Anyone else agree?

[8D]
Jon
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Timmeh
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RE: CAP vs Interdiction

Post by Timmeh »

A bit of a shortcomming in turn based games sometimes. I agree it would be nice to use units to counter op fire and interdiction.
 
That was my bomber by the way! : ) sofar in that game that bomber and arty holding back the German horde from the Indian are frontrunners for mvp and a trip to disneyland.
Forwarn45
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RE: CAP vs Interdiction

Post by Forwarn45 »

ORIGINAL: PyleDriver

Anyone else agree?

[8D]
Jon


I see your point - but overall I like the opfire rules as they now stand and wouldn't favor a change.  You could look at it as the fact that the bombers have safe bases out of range of your fighters still lets them harass shipping.  Ordinarily, you could just suppress the opfire by directly attacking the bombers in their bases.  (Although I get the point that your fighters would also be able to protect/escort ships moving through).
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