Blocking sea transit hexes is gamey

Moderator: Hubert Cater

Duedman
Posts: 341
Joined: Mon Aug 09, 2021 4:36 pm

Re: Blocking sea transit hexes is gamey

Post by Duedman »

OldCrowBalthazor wrote: Wed Apr 10, 2024 6:59 am
Duedman wrote: Fri Mar 29, 2024 1:52 pm I usually houserule the blocking out. Not so much for allowing Italians out but rather allowing German Subs in
Yeah...In. 😁
:shock:
User avatar
OldCrowBalthazor
Posts: 2795
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: Blocking sea transit hexes is gamey

Post by OldCrowBalthazor »

Duedman wrote: Thu Apr 11, 2024 10:41 am
OldCrowBalthazor wrote: Wed Apr 10, 2024 6:59 am
Duedman wrote: Fri Mar 29, 2024 1:52 pm I usually houserule the blocking out. Not so much for allowing Italians out but rather allowing German Subs in
Yeah...In. 😁
:shock:
Hahaha. Das Boot x4!
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
User avatar
havoc1371
Posts: 446
Joined: Tue Dec 05, 2017 2:44 pm

Re: Blocking sea transit hexes is gamey

Post by havoc1371 »

Birdw wrote: Wed Apr 03, 2024 1:03 am I believe Havoc had the misfortune of running into my fleet screening a damaged flattop in Gibraltar. I won't leave a damaged carrier vulnerable so I don't appear "gamey." Other times, it's just that the ships are at the limit of their movement—not so nefarious. There are only so many hexes for ships; leaving a ship vulnerable isn't an option, IMHO.

What is gamey is moving the best part of the Italian Army to East Africa and a significant portion of the Italian Fleet into the Atlantic. The Allies would have seen any Italian movement into the Atlantic as hostile. At the very least, it would free the Allies from any penalties they would face otherwise in the Middle Sea.

If Allied fleets in the Central Med "would have" triggered Italy then the Italian Navy moving into the Atlantic battleground would undoubtedly have the same effect on the Allies. It's a two-way street.


A possible solution for the Gibraltar bottleneck would be to have three sets of dual hexes within, say, five hexes of Gibraltar. The Allies could still block the passage if they wanted to use all those resources, but it would give the Axis more options.
I don't see the sense of moving the Italian fleet into the Atlantic, as they are better off under the umbrella of land based air. I imagine that some players do it because many Allied players mass their Br and Fr fleets off Italy waiting for the DoW, so they can wipe out the It fleet ala "Pearl Harbor" style, sacrificing the Fr fleet first in suicide attacks. Gamey play on all sides it seems. I try to counter that by shifting at least one Ge fighter and build both Ge and It maritime early enough to move into Italy when it DoW.

As for shifting ground units to East Africa, what exactly is gamey about Italy defending its colonies? I usually move two corps, or an army and a corps. More than that makes Italy too weak to hold in North Africa and even Italy itself. But its just enough to possibly hold onto East Africa. Considering how many Allied players move SA HQ and units (and sometime Au and NZ units) to East Africa to attack in anticipation of Italy's DoW, its perfectly reasonable that the Italians might beef up their forces.
User avatar
OldCrowBalthazor
Posts: 2795
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: Blocking sea transit hexes is gamey

Post by OldCrowBalthazor »

havoc1371 wrote: Sat Apr 20, 2024 3:04 am
Birdw wrote: Wed Apr 03, 2024 1:03 am I believe Havoc had the misfortune of running into my fleet screening a damaged flattop in Gibraltar. I won't leave a damaged carrier vulnerable so I don't appear "gamey." Other times, it's just that the ships are at the limit of their movement—not so nefarious. There are only so many hexes for ships; leaving a ship vulnerable isn't an option, IMHO.

What is gamey is moving the best part of the Italian Army to East Africa and a significant portion of the Italian Fleet into the Atlantic. The Allies would have seen any Italian movement into the Atlantic as hostile. At the very least, it would free the Allies from any penalties they would face otherwise in the Middle Sea.

If Allied fleets in the Central Med "would have" triggered Italy then the Italian Navy moving into the Atlantic battleground would undoubtedly have the same effect on the Allies. It's a two-way street.


A possible solution for the Gibraltar bottleneck would be to have three sets of dual hexes within, say, five hexes of Gibraltar. The Allies could still block the passage if they wanted to use all those resources, but it would give the Axis more options.
I don't see the sense of moving the Italian fleet into the Atlantic, as they are better off under the umbrella of land based air. I imagine that some players do it because many Allied players mass their Br and Fr fleets off Italy waiting for the DoW, so they can wipe out the It fleet ala "Pearl Harbor" style, sacrificing the Fr fleet first in suicide attacks. Gamey play on all sides it seems. I try to counter that by shifting at least one Ge fighter and build both Ge and It maritime early enough to move into Italy when it DoW.

As for shifting ground units to East Africa, what exactly is gamey about Italy defending its colonies? I usually move two corps, or an army and a corps. More than that makes Italy too weak to hold in North Africa and even Italy itself. But its just enough to possibly hold onto East Africa. Considering how many Allied players move SA HQ and units (and sometime Au and NZ units) to East Africa to attack in anticipation of Italy's DoW, its perfectly reasonable that the Italians might beef up their forces.
Agree..nothing gamey at all in shifting Italian assets to Italian East Africa. The opposite of gamey. A legit strategic move to tie up UK and Commonwealth troops.
What some folks do that is definite cheese is to use neutral Italian ships to scout for German U-boats in the Atlantic. Worst offenders use cheap units on transports as scouts. Thank the goddess I don't play with any of those chumps.
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
User avatar
ElvisJJonesRambo
Posts: 2462
Joined: Wed Feb 06, 2019 6:48 pm
Location: Kingdom of God

Re: Blocking sea transit hexes is gamey

Post by ElvisJJonesRambo »

There's nothing gamey about using Garrison transports for suicide scouts, unless you're on the ship.
Slaps issued: 16 - Patton, Dana White, Batman, Samson. Medals/Salutes given: 6, warnings received: 11, suspensions served: 4, riots: 2.
James Taylor
Posts: 696
Joined: Fri Feb 08, 2002 10:00 am
Location: Corpus Christi, Texas
Contact:

Re: Blocking sea transit hexes is gamey

Post by James Taylor »

I resent being called a "chump". ;)
SeaMonkey
User avatar
havoc1371
Posts: 446
Joined: Tue Dec 05, 2017 2:44 pm

Re: Blocking sea transit hexes is gamey

Post by havoc1371 »

ElvisJJonesRambo wrote: Wed Apr 24, 2024 1:30 am There's nothing gamey about using Garrison transports for suicide scouts, unless you're on the ship.
Really? Nothing gamey about that? I would hope this is a facetious comment and not a serious one, because an action like that is a perfect example of "gamey". Please give historical examples of any nation deliberately sending unarmed transports loaded with troops out in search of enemy naval forces in WW2.
User avatar
OldCrowBalthazor
Posts: 2795
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: Blocking sea transit hexes is gamey

Post by OldCrowBalthazor »

havoc1371 wrote: Mon May 27, 2024 5:52 pm
ElvisJJonesRambo wrote: Wed Apr 24, 2024 1:30 am There's nothing gamey about using Garrison transports for suicide scouts, unless you're on the ship.
Really? Nothing gamey about that? I would hope this is a facetious comment and not a serious one, because an action like that is a perfect example of "gamey". Please give historical examples of any nation deliberately sending unarmed transports loaded with troops out in search of enemy naval forces in WW2.
Yup agree with you here big time. Transports as scouts (unless inadvertent) is total Roquefort. 🧀
Actually it's lazy too.......
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
User avatar
ElvisJJonesRambo
Posts: 2462
Joined: Wed Feb 06, 2019 6:48 pm
Location: Kingdom of God

Re: Blocking sea transit hexes is gamey

Post by ElvisJJonesRambo »

You guys are funny.
The entire game is gamey.
Suicide Transports is the Americans favorite pastime in Pacific.

I'll tell you what's gamey, is all the "Diplo stuff", the knowledge of scripts and trigger points.
Players don't like experience harvesting, I think it's actually cool
Harvesting, really isn't smart, gives away position, expensive and wastes time.
These players who know USA readiness levels and trigger them.
Stuffing all kinds of units before PH at last minute.
That's so huge, if you can time in right.
The whole "timing" of events in MedFront too.
People really care about leaving the MedFront, who cares.
Suicide garrison transports, who cares.

Battle of Tarawa, President FDR wanted a victory so bad for the newspapers, he sent Marines in on rubber boats.
You really don't know what happened in the middle of the Pacific Ocean.
Just because Mark Felton makes cool videos with music, has cool voice, and shows Nazi uniforms doesn't mean it happened that way.
Pearl Harbor was the trigger point. FDR knew the Japs were coming, it was a set-up.
Island Hopping was the dumbest strategy too.

Think of the garrison transports as scout ships, it all can't be Maritime Bombers
Slaps issued: 16 - Patton, Dana White, Batman, Samson. Medals/Salutes given: 6, warnings received: 11, suspensions served: 4, riots: 2.
gigiduru
Posts: 62
Joined: Fri Oct 14, 2022 5:05 pm

Re: Blocking sea transit hexes is gamey

Post by gigiduru »

And 'Troll of the Year' goes to ... drums .... we all know who ;)
User avatar
ElvisJJonesRambo
Posts: 2462
Joined: Wed Feb 06, 2019 6:48 pm
Location: Kingdom of God

Re: Blocking sea transit hexes is gamey

Post by ElvisJJonesRambo »

gigiduru wrote: Tue May 28, 2024 2:16 pm And 'Troll of the Year' goes to ... drums .... we all know who ;)
Exactly!
Was wondering the same thing myself, & it's only 1-day until June.
It's only 2024, within this Decade. Imagine that, Troll of the Decade.
The Forum is a discerner of the thoughts and intents of the heart.
Piercing even to the dividing asunder of soul and spirit of all Trolls, world wide.
Regardless of how Trolls identify, I'd say recommit yourself to truth & justice.
Stay in your lane Trolls, you are loved, this is not the end of the line.
For the Forum society is quick, & powerful, & sharper than any two edged sword.
Only the lonely & brave Trolls will dare log in, let alone speak.
We must govern Troll interaction.
No structural Troll, greater than an Ameba, should venture beyond the invisible boundaries of the Troll cell bridge.
Take the leap, a giant leap of faith, or a leap off the Grand Canyon, you will find your destiny.
Attachments
Troll.jpg
Troll.jpg (33.62 KiB) Viewed 640 times
Slaps issued: 16 - Patton, Dana White, Batman, Samson. Medals/Salutes given: 6, warnings received: 11, suspensions served: 4, riots: 2.
James Taylor
Posts: 696
Joined: Fri Feb 08, 2002 10:00 am
Location: Corpus Christi, Texas
Contact:

Re: Blocking sea transit hexes is gamey

Post by James Taylor »

Let's see, what was it that caused Doolittle to launch his raid early :?:
SeaMonkey
User avatar
Platoonist
Posts: 3042
Joined: Sun May 11, 2003 4:53 am
Location: Yoyodyne Propulsion Systems

Re: Blocking sea transit hexes is gamey

Post by Platoonist »

James Taylor wrote: Fri May 31, 2024 7:36 pm Let's see, what was it that caused Doolittle to launch his raid early :?:
A 35-ton former fishing boat. But then we can't launch medium bombers from carriers either.

Image
User avatar
havoc1371
Posts: 446
Joined: Tue Dec 05, 2017 2:44 pm

Re: Blocking sea transit hexes is gamey

Post by havoc1371 »

gigiduru wrote: Tue May 28, 2024 2:16 pm And 'Troll of the Year' goes to ... drums .... we all know who ;)
Not surprised, considering the track record.
User avatar
OldCrowBalthazor
Posts: 2795
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: Blocking sea transit hexes is gamey

Post by OldCrowBalthazor »

James Taylor wrote: Fri May 31, 2024 7:36 pm Let's see, what was it that caused Doolittle to launch his raid early :?:
That would be the Japanese trolling Pearl Harbor I believe...
And then of course the Americans got troll Tokyo with Doolittle.
That's how it works right?…….....
😁
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
User avatar
ElvisJJonesRambo
Posts: 2462
Joined: Wed Feb 06, 2019 6:48 pm
Location: Kingdom of God

Re: Blocking sea transit hexes is gamey

Post by ElvisJJonesRambo »

Trolls are tough.
Lots of Hit Points
Even worse, Trolls regenerate, except against Fire & Acid
Multiple attacks, ouch 2 claws and a bite.
Wonder if Female Trolls are even more deadly!
Transexual Trolls, may get a mix of Male/Female traits, just depending.
The mating process, not sure of.
Do they travel in packs or prefer domestic traditional dwellings.
Keen sense of smell, which gives them wisdom, wow!
And to think, Trolls used to stuck only under bridges.
Chaotic Evil, right from the pits of Hell.

Now the opposite of a Troll, maybe a Pixie, Paladins (sort of), White Knights (possible)

I've always wondered about mythical creatures.
Are these creatures real? Like a Sphinx, Centaur, Unicorn.
Or figment of the imagination.

Personally, I believe it's not simple as all or nothing.
Why would humans ponder such things.
In different dimension or dispensations, yes.
Attachments
Troll.png
Troll.png (1.23 MiB) Viewed 559 times
Slaps issued: 16 - Patton, Dana White, Batman, Samson. Medals/Salutes given: 6, warnings received: 11, suspensions served: 4, riots: 2.
Post Reply

Return to “Strategic Command WWII: World at War”