2.3.1. Non-Phasing Not Given Opportunity to Initiate a Naval Combat

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rkr1958
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2.3.1. Non-Phasing Not Given Opportunity to Initiate a Naval Combat

Post by rkr1958 »

The situation in the North Atlantic is shown at three different phases of the impulse. The top is at the beginning of the allied NAV air phase, the middle is at the beginning of the allied naval move phase and the bottom is for the phasing player to initiate naval combat.

What I would want one to note from all this is that the allied player added both a NAV unit and an SCS unit to that sea area during their moves AND the Italians have one organized sub in the sea area.

The allies elected NOT to attempt to initiate a naval combat.

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RE: 2.3.1. Non-Phasing Not Given Opportunity to Initiate a Naval Combat

Post by rkr1958 »

The top screen cap is the last sea area that the phasing player, the allies, could try to initiate a naval combat. The bottom screen cap is ALL the sea areas that the non-phasing axis players could. NOTE that the opportunity for the non-phasing Italians to initiate a naval combat in the North Atlantic is NOT included in that list.

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RE: 2.3.1. Non-Phasing Not Given Opportunity to Initiate a Naval Combat

Post by rkr1958 »

FYI. I don't know if this has anything to do with the bug but the allies moved two different task forces through the sea area (one RN and one USN) which the axis could have but declined to attempt to intercept.

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RE: 2.3.1. Non-Phasing Not Given Opportunity to Initiate a Naval Combat

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Game turn.
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RE: 2.3.1. Non-Phasing Not Given Opportunity to Initiate a Naval Combat

Post by rkr1958 »

Also, I've included a "game ball" for three game turns at different, and prior, phases (nav air, naval movement and phasing player choose naval combat).
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RE: 2.3.1. Non-Phasing Not Given Opportunity to Initiate a Naval Combat

Post by Shannon V. OKeets »

This problem might be caused if you Undo a naval air move into a sea area. Is that what happened (if you remember)?
Steve

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rkr1958
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RE: 2.3.1. Non-Phasing Not Given Opportunity to Initiate a Naval Combat

Post by rkr1958 »

ORIGINAL: Shannon V. OKeets

This problem might be caused if you Undo a naval air move into a sea area. Is that what happened (if you remember)?
Steve, I did undo two naval moves. In order to get the screen caps for Pat in post 3 above I moved each force into the area to get the intercept attempt die roll needed. I then choose NOT to intercept, stopped in the area, put the forces in some box and then undid the move. I did that twice, once for each task force that I intended to move into and through the area.
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RE: 2.3.1. Non-Phasing Not Given Opportunity to Initiate a Naval Combat

Post by Shannon V. OKeets »

ORIGINAL: rkr1958

ORIGINAL: Shannon V. OKeets

This problem might be caused if you Undo a naval air move into a sea area. Is that what happened (if you remember)?
Steve, I did undo two naval moves. In order to get the screen caps for Pat in post 3 above I moved each force into the area to get the intercept attempt die roll needed. I then choose NOT to intercept, stopped in the area, put the forces in some box and then undid the move. I did that twice, once for each task force that I intended to move into and through the area.
This is a CWIF bug which I never noticed. Instead of simply keeping a Yes/No record of sea areas entered, the program has to count how many moves were made into the sea area - then it can reduce the count when a move is Undone. If at the end of the phase the count isn't zero, then the sea area is viable for combat. Presently undoing a move sets the flag to No regardless of how many moves were made into the sea area.
Steve

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