RE: Canada and India invaded!
Posted: Wed Feb 17, 2016 1:51 pm
I agree too.
What's your Strategy?
https://forums.matrixgames.com:443/
ORIGINAL: Canoerebel
Absolutly, if your guys aren't too beat up. But if they badly disrupted and fatigued, you'd better wait a couple of days. Next attack should definitely be shock unless he manages to reinforce.
ORIGINAL: JocMeister
Sub attack near Norfolk Island at 113,171
Japanese Ships
SS RO-33, hits 1
Allied Ships
CV Saratoga, Torpedo hits 1, on fire
CA Pensacola
CLAA San Diego
DD Morris
DD Lardner
DD Lansdowne
Fuel storage explosion on CV Saratoga
SS RO-33 launches 4 torpedoes at CV Saratoga
DD Morris fails to find sub and abandons search
DD Lardner fails to find sub and abandons search
DD Lansdowne attacking submerged sub ....
Escort abandons search for sub
Yeah...my luck with Japanese SSNs continue to hold...my fault really. Didn´t have 20 CVEs with dedicated ASW groups on it. My own fault really.
Don´t know the damage yet but it will probably be the yards for her.
A new mod - Atom Man Super Subs NastyORIGINAL: Lokasenna
ORIGINAL: JocMeister
Sub attack near Norfolk Island at 113,171
Japanese Ships
SS RO-33, hits 1
Allied Ships
CV Saratoga, Torpedo hits 1, on fire
CA Pensacola
CLAA San Diego
DD Morris
DD Lardner
DD Lansdowne
Fuel storage explosion on CV Saratoga
SS RO-33 launches 4 torpedoes at CV Saratoga
DD Morris fails to find sub and abandons search
DD Lardner fails to find sub and abandons search
DD Lansdowne attacking submerged sub ....
Escort abandons search for sub
Yeah...my luck with Japanese SSNs continue to hold...my fault really. Didn´t have 20 CVEs with dedicated ASW groups on it. My own fault really.
Don´t know the damage yet but it will probably be the yards for her.
Japan has nuclear attack submarines?!
JocMeister: I thought he would leave the hex this turn. Wonder if he accidently reset his movement or I counted wrong.
ORIGINAL: Canoerebel
I suppose we've all experienced this: We almost win an attack on a high-end 1:1; the enemy is obviously cracking; the Computer tells us our units want to attack again; we order the attack; it comes off at 1:4 and really messes up our units.
At least I've experienced that alot, especially in my early days when I hardly paid attention to fatigue and disruption. I think F and D are the culprits.
So if your guys are 20 F/20 D or perhaps 30 F/30 D, I'd go for it, as a successful shock attack will maul his units (as you know). But if your guys are 60 F/60 D or something like that, you're asking for trouble.
Of course, I'm sure you know these things better than I do.
ORIGINAL: Lokasenna
Japan has nuclear attack submarines?!
ORIGINAL: BBfanboy
JocMeister: I thought he would leave the hex this turn. Wonder if he accidently reset his movement or I counted wrong.
No accident. I am pretty sure that when a unit is moving in combat mode or move mode and gets attacked, it cancels its move to defend itself. If there are a number of units in the hex, only those that get involved in the combat get knocked out of their move progress. I have always thought the loss of movement progress is quite unfair, given that IRL it might halt it's progress for a round to fight but would not go back many miles to the starting point to defend. All part of the abstracted hex movement calculations I guess.
Yet another thing I will have to look for in game to see what happens ...ORIGINAL: Lokasenna
ORIGINAL: BBfanboy
JocMeister: I thought he would leave the hex this turn. Wonder if he accidently reset his movement or I counted wrong.
No accident. I am pretty sure that when a unit is moving in combat mode or move mode and gets attacked, it cancels its move to defend itself. If there are a number of units in the hex, only those that get involved in the combat get knocked out of their move progress. I have always thought the loss of movement progress is quite unfair, given that IRL it might halt it's progress for a round to fight but would not go back many miles to the starting point to defend. All part of the abstracted hex movement calculations I guess.
No, they will retain their movement (to my knowledge), however they will be reset to Combat mode if they are not already in it.
One would hope the game takes into account the difficulty of withdrawal from contact, and adjusts combat results accordingly.ORIGINAL: BBfanboy
JocMeister: I thought he would leave the hex this turn. Wonder if he accidently reset his movement or I counted wrong.
No accident. I am pretty sure that when a unit is moving in combat mode or move mode and gets attacked, it cancels its move to defend itself. If there are a number of units in the hex, only those that get involved in the combat get knocked out of their move progress. I have always thought the loss of movement progress is quite unfair, given that IRL it might halt it's progress for a round to fight but would not go back many miles to the starting point to defend. All part of the abstracted hex movement calculations I guess.
ORIGINAL: JocMeister
ORIGINAL: Canoerebel
I suppose we've all experienced this: We almost win an attack on a high-end 1:1; the enemy is obviously cracking; the Computer tells us our units want to attack again; we order the attack; it comes off at 1:4 and really messes up our units.
At least I've experienced that alot, especially in my early days when I hardly paid attention to fatigue and disruption. I think F and D are the culprits.
So if your guys are 20 F/20 D or perhaps 30 F/30 D, I'd go for it, as a successful shock attack will maul his units (as you know). But if your guys are 60 F/60 D or something like that, you're asking for trouble.
Of course, I'm sure you know these things better than I do.
Last 2 attacks have bumped F/D a little bit too high for comfort so I probably shouldn´t attack. Besides Jeffs stack probably won´t be left next turn anyway. But if things look okay I´ll order the shock. [:)]
ORIGINAL: Lokasenna
Japan has nuclear attack submarines?!
How else can they sneak through 30 radar equipped DDs to attack a target moving at 20-25 knots? Only explanation I have found to account for all the CV losses I have had to subs.
Only thing that seems to help is having 10-12 CVEs with dedicated ASW groups. Sadly I don´t have that many yet. [:(]
Ground combat at Dacca (56,38)
Allied Deliberate attack
Attacking force 82455 troops, 1524 guns, 923 vehicles, Assault Value = 2295
Defending force 43785 troops, 552 guns, 229 vehicles, Assault Value = 867
Allied adjusted assault: 874
Japanese adjusted defense: 691
Allied assault odds: 1 to 1 (fort level 2)
Allied Assault reduces fortifications to 1
Combat modifiers
Defender:
Attacker:
Japanese ground losses:
3083 casualties reported
Squads: 11 destroyed, 250 disabled
Non Combat: 8 destroyed, 55 disabled
Engineers: 2 destroyed, 20 disabled
Guns lost 91 (28 destroyed, 63 disabled)
Vehicles lost 19 (8 destroyed, 11 disabled)
Allied ground losses:
1558 casualties reported
Squads: 9 destroyed, 156 disabled
Non Combat: 0 destroyed, 28 disabled
Engineers: 1 destroyed, 15 disabled
Guns lost 41 (1 destroyed, 40 disabled)
Vehicles lost 6 (1 destroyed, 5 disabled)
ORIGINAL: obvert
Still worrying about Japanese sub infiltrations!?!
Good to see this going still. I'm no where near caught up. I'll try to stick with it for a few days to see what's happening.
Been playing a lot of H to H and notice how little F/D defenders take, even in 1:1 attacks. I've stopped attacking even after a 1:1 if F > 25 and D is > 15. Unless there is a massive accompanying bombardment, at least.
ORIGINAL: JocMeister
I ordered the shock attack. If anyone thinks its insanity you still have about 30 mins to speak up! [:D]
ORIGINAL: tiemanj
ORIGINAL: JocMeister
I ordered the shock attack. If anyone thinks its insanity you still have about 30 mins to speak up! [:D]
I vote go for it. Not because I think it is a good idea, but because I have no idea and want to see what happens. [;)]