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RE: Interdiction Broken Since 2014

Posted: Thu May 30, 2019 1:49 pm
by Zovs
Ahhhh duh I should kept reading....face palm....brain fart....

RE: Interdiction Broken Since 2014

Posted: Tue Nov 26, 2019 8:30 pm
by BigDuke66
According to the latest FITE2 release:
"The only thing that’s fixed to our knowledge is the random bombing is now limited to the end of the turn, and not during each combat phase."
Question is is there no also supply & readiness consumption for these attacks?

RE: Interdiction Broken Since 2014

Posted: Wed Nov 27, 2019 8:23 pm
by Hellen_slith
ORIGINAL: BigDuke66

According to the latest FITE2 release:
"The only thing that’s fixed to our knowledge is the random bombing is now limited to the end of the turn, and not during each combat phase."
Question is is there no also supply & readiness consumption for these attacks?

I thought FitE2 had a house rule: no interdiction.

Does this mean that the latest beta of TOAW has "fixed" that issue?

For all scenes? The interdiction issue is a real turn off ... I can't imagine new players having to deal with it. I have learned how to mitigate the interdiction strikes, but it would be nice not having to run RR units around, "fishing" for interdiction so that my fighters can shoot it all down.


RE: Interdiction Broken Since 2014

Posted: Wed Nov 27, 2019 10:02 pm
by larryfulkerson
ORIGINAL: Hellen_slith

ORIGINAL: BigDuke66

According to the latest FITE2 release:
"The only thing that’s fixed to our knowledge is the random bombing is now limited to the end of the turn, and not during each combat phase."
Question is is there no also supply & readiness consumption for these attacks?

I thought FitE2 had a house rule: no interdiction.

Does this mean that the latest beta of TOAW has "fixed" that issue?

For all scenes? The interdiction issue is a real turn off ... I can't imagine new players having to deal with it. I have learned how to mitigate the interdiction strikes, but it would be nice not having to run RR units around, "fishing" for interdiction so that my fighters can shoot it all down.
I used to move some of my AA units around as the first thing in the turn just to get the INT strikes to eventually quit so I could move my remaining unit without INT strikes.

RE: Interdiction Broken Since 2014

Posted: Wed Nov 27, 2019 10:52 pm
by Hellen_slith
ORIGINAL: larryfulkerson

ORIGINAL: Hellen_slith

ORIGINAL: BigDuke66

According to the latest FITE2 release:
"The only thing that’s fixed to our knowledge is the random bombing is now limited to the end of the turn, and not during each combat phase."
Question is is there no also supply & readiness consumption for these attacks?

I thought FitE2 had a house rule: no interdiction.

Does this mean that the latest beta of TOAW has "fixed" that issue?

For all scenes? The interdiction issue is a real turn off ... I can't imagine new players having to deal with it. I have learned how to mitigate the interdiction strikes, but it would be nice not having to run RR units around, "fishing" for interdiction so that my fighters can shoot it all down.
I used to move some of my AA units around as the first thing in the turn just to get the INT strikes to eventually quit so I could move my remaining unit without INT strikes.

Yes, exactly, but I have found recently that embarking a "throw away" unit, and running it constantly around an airbase or two (that is heavily defended by air superiority) usually shoots down those pesky strikes, and sends a not so subtle message: stop interdicting me, or pay the price.

I think part of the issue is that you get no combat reports about it ... it just "happens" and you have to dig deep into the "inventory / replacements" menu to find out (partly) what is happening. I understand that interdiction is part of the "operational" part of war, but more information about what is happening is needed to make it not so frustrating.

I just today had this issue when I was trying to land Japs on the west coast of US in our Invasion Amerika battle. So, I floated a few Jap carriers loaded w/ AS, kept moving them around aimlessly until I finally shot down the interdict. After that: invasion ON.

Similar (but different) issue w/ NormandyRommel scene and the German Coastal Artillery. Shoot those guys, destroy them w/ coastal bombardment from the sea, take them out w/ British airborne SAS units, THEN move your US Engineers in to take the beach. Can't move your infantry etc. via seaborne assault until you take out the guns.

YMMV, depending upon scenario :)

RE: Interdiction Broken Since 2014

Posted: Thu Nov 28, 2019 2:53 am
by Hellen_slith
ORIGINAL: Bamilus

ORIGINAL: Lobster

To run COW I would have to download something like Oracle VM and read up on it. Then I'd have to find my Windows 98 manual which has the reg. numbers for 98. To find that manual I would have to go on an expedition into the unexplored depths of storage land. A journey from which many have never returned with sanity intact. Not going there. Too scary.

Grogs aren't well known for their high tech computers so I bet there's a chance someone active on these forums is still using Windows 98, lol

<looks around, over my shoulder>

and what the H is wrong w/ Win98? I find it to be very stable :)

Er, I mean, MY FRIEND says that HIS computer is very stable :)

:)

RE: Interdiction Broken Since 2014

Posted: Mon Dec 02, 2019 8:52 am
by fogger
From memory about 6-7 years ago there was a problem with AA and someone wrote a small (unofficial) patch. Is my memory correct and is that person still around?

RE: Interdiction Broken Since 2014

Posted: Mon Dec 02, 2019 1:56 pm
by Lobster
ORIGINAL: fogger

From memory about 6-7 years ago there was a problem with AA and someone wrote a small (unofficial) patch. Is my memory correct and is that person still around?

Ah yes. I still have that patch for TOAWIII. https://www.matrixgames.com/forums/tm.a ... t&#3376085