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RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 2:02 am
by Mayhemizer_slith
ORIGINAL: Orm
The +0.13 blitz bonus does not look right either. But since the end result should be 0, then it matters not.
I think it is right. 2 corps attacking vs one copr is even. +0,13 is from Arm div attacking cross the river.
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 2:35 am
by Courtenay
I do not understand armor factors using the 1d10 table. They are not explained well. Nowhere do I see anything that says they are halved by rivers (unlike for the 2d10 table, which certainly are.) I don't even see anything that says that divisions only count for half (again, the 2d10 table states this explicitly). The +0.13 looks like the 2d10 value of .25 was calculated, and then halved. I don't think that this is correct, but as I said, I don't understand the blitz bonus rule. Here is one place where 2d10 is much clearer.
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 12:01 pm
by brian brian
Maybe MWiF just calculates the 1d10 bonuses on a strict halving of the 2d10 bonuses and still displays them in 1d10 combat but never uses the result? A better test would be to add two armor divisions to a 1d10 blitz combat and see if that gets a rounded up +1 on the combat?
The 1d10 rule does imply that you need two ARM or MECH (true corps/armies) to even get the +1, not just one to get a +0.5 that rounds up.
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 3:29 pm
by AllenK
By my calculations (if I've read the two examples in RAC correctly) the fractional odds would be:
26.5:29 which rounds to 1:2. A true 1:2 is 14.5:29. The odds calculation is (26.5-14.5)/14.5 = 12/14.5 = 0.828.
On that basis, the roll of 0.626 should have been good enough to take the combat table to 1:1. The 6 modified to 8 would give a 1/R result at 1:1.
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 4:23 pm
by Mayhemizer_slith
ORIGINAL: AllenK
By my calculations (if I've read the two examples in RAC correctly) the fractional odds would be:
26.5:29 which rounds to 1:2. A true 1:2 is 14.5:29. The odds calculation is (26.5-14.5)/14.5 = 12/14.5 = 0.828.
On that basis, the roll of 0.626 should have been good enough to take the combat table to 1:1. The 6 modified to 8 would give a 1/R result at 1:1.
That is how I understand this rule also, but I think 26.5 rounds up to 27. Allies accept or should we wait more? Can I fix result to save MIL and 2 BP's for Germany?
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 4:49 pm
by AllenK
Don't think the Mil is saved. 1/R is one loss to attacker and defender retreats.
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 4:53 pm
by Mayhemizer_slith
But I can fix that result to -/R and MIL is saved (Germany still need to be compensated 4 BP's).
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 4:57 pm
by AllenK
-/R would need a 9 on the 1:1 column. Didn't you roll a 6 with +2? Or are you thinking there should be a further +1 for the armour?
Edit: Just cottoned on to what you are getting at. Saving the Mil as part of recouping the 8 BP's (now 4 remaining).
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 5:10 pm
by Mayhemizer_slith
Yes, I should have told I'm talking about that synth plant.
I looked at save file, it is quite clear and I tested to switch those plants and it seemed to go well.
Here is save file:
0,3539,,0,0,0,0,0,0,0,0,0,-1,0,0,0,0,0,0,0,0
.T This unit represents the small synthetic fuel program of Italy. .P Using German technology Italy did produce some oil from coal during World War II. Using hydrogenation Italy obtained modest amounts of synthetic fuel from its refineries in the early stages of the war. Producing synthetic fuel is expensive however and after Greece was invaded Italy switch over to refining Albanian crude oil. They did this up to the armistice in September 1943. Interrogation of Italian ministers and officers by the Allies revealed that Italy had been functioning under an empty bucket of oil reserves. The Italian industry did what it could. For example, the refinery at Bari was refurbished and switched back to producing modest amounts of oil by hydrogenation for the remained of the war.
11416,11453,0,6011,1023,65535,16384,0,0,0,9,0,32768,0,0,0
-1,UndoData
46,84,10,utSynthOil
,204,61,1940
.
.
.
0,3541,,0,0,0,0,0,-1,0,0,0,0,0,0,0,0,0,0,0,0
.T The Italian Synth oil plant is not a Synthetic oil plant at all. Instead it is the site of the modern Libyan oil fields and represents the wartime development of these fields. .P The Italian Synth oil plant is like any other synth oil plant except that when it arrives as a reinforcement, it may only be placed in hex E2701. Whichever major power controls this hex may build this synth oil plant, and unlike other plants it is not destroyed when captured, but is instead treated like any other oil resource on the map (eg. it may be damaged and repaired). Furthermore, if its hex is conquered while the synth oil is on the production circle, it still arrives on the map under the control of the new owner, but damaged and it must be repaired before it can be used.
11417,11453,0,6013,1023,65535,10240,0,0,0,9,0,0,0,0,0
-1,UndoData
0,0,8,utSynthOil
,201,61,1940
I copy pasted bolded lines and changed their places... And correct synth plant was on production track and 10 BP synth plant was in force pool. Not sure if that causes any other problems, but I managed to change them.
I believe correct way to fix it would be to chance 0,0 and 46,84 with each others. Those numbers seems to tell where the unit is, place on map or somewhere else. 0,0 is Force Pool.
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 6:14 pm
by Orm
ORIGINAL: Mayhemizer
ORIGINAL: AllenK
By my calculations (if I've read the two examples in RAC correctly) the fractional odds would be:
26.5:29 which rounds to 1:2. A true 1:2 is 14.5:29. The odds calculation is (26.5-14.5)/14.5 = 12/14.5 = 0.828.
On that basis, the roll of 0.626 should have been good enough to take the combat table to 1:1. The 6 modified to 8 would give a 1/R result at 1:1.
That is how I understand this rule also, but I think 26.5 rounds up to 27. Allies accept or should we wait more? Can I fix result to save MIL and 2 BP's for Germany?
I think this is correct and MWIF is wrong.
27:29 -> 1:2 witch equals to 14.5:29. The remainder would then be (27-14.5):14.5 = 12.5:14.5 = 0.862
So, alas, a 1:1 attack leads to a Allied retreat. We apparently heard some rumours that German forces were enroute and decided that running was safer than staying around and see if there were any truth to the rumours.
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 6:19 pm
by Mayhemizer_slith
Can I also compensate 2 BP's for Germany and save MIL? If CW decides to make heroic counter (suicide) attack we fix results to that MIL is not there.
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 6:19 pm
by Orm
I think that since we begun the route of getting the second synth to replace the first one we should stay on that route.
But if you guys feel differently then who am I to stand in the way. I just want a easy and safe route forward.
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 6:20 pm
by Mayhemizer_slith
I think it is too late to fix it touching save file. Just wanted to point out what I found [:)]
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 6:27 pm
by Orm
ORIGINAL: Mayhemizer
Can I also compensate 2 BP's for Germany and save MIL? If CW decides to make heroic counter (suicide) attack we fix results to that MIL is not there.
Since you have built most of the militia I have no trouble with you getting that militia back straight away.
But if you reorganize it then it may not be part of partisan operations nor in active operations this turn.
And if it stays disorganized, will not the MIL be in the way for Germany?
And, if you are going to use it in Spain then I would appreciate it being railed next turn.
Thoughts?
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 6:28 pm
by Orm
ORIGINAL: Mayhemizer
I think it is too late to fix it touching save file. Just wanted to point out what I found [:)]
Awesome. [:)] Then we think alike here.
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 6:30 pm
by Mayhemizer_slith
I will not use it in Spain for combats before N/D, is that OK? I have two 5 strength MIL ready to be railed to Spain. And I think I will build my MIL pool empty quite soon.
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 6:39 pm
by Mayhemizer_slith
I used HQ support to get odds to 1:1 and rolled 7 to get result -/R (after this Germany needs to be compensated 2 BP's).
Correct result was 1/R.

RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 6:44 pm
by Mayhemizer_slith
In what order CW units wants to retreat? I guess first corps size unit stops in Gibraltar and the other one goes to Africa.
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 6:45 pm
by Orm
Yep. That looks good, I am saddened to say. [:D]
RE: 4 player E-mail: A
Posted: Mon Aug 15, 2016 6:46 pm
by AllenK
I think attacking player chooses where retreating units go to.