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RE: 4 player E-mail: A

Posted: Thu Sep 22, 2016 6:35 pm
by Mayhemizer_slith
I think it is quite obious that Axis want to go first [8D]

RE: 4 player E-mail: A

Posted: Thu Sep 22, 2016 6:39 pm
by Orm
ORIGINAL: Mayhemizer

I think it is quite obious that Axis want to go first [8D]
Indeed. But I still wanted you to say it. [:)]

RE: 4 player E-mail: A

Posted: Thu Sep 22, 2016 6:42 pm
by Orm
Picture from Nov/Dec '40 - Weather

Image

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 4:44 am
by Mayhemizer_slith
Sorry that this is taking so long. Axis are planning long and hard. And there seems to be a bug related to O-chit and artillery but we can work it around as we use PBE roller. Let's hope something happens tonight.

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 5:22 am
by Orm
What is the nature of the bug?

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 5:36 am
by Mayhemizer_slith
Doubling artillery in ground strike makes game crash.

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 5:49 am
by Orm
ORIGINAL: Mayhemizer

Doubling artillery in ground strike makes game crash.
Ouch. I hope that you will post a bug report.

When you simulate this, remember that the artillery is actually not doubled during the ground strike but get one extra die roll.

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 6:54 am
by Mayhemizer_slith
ORIGINAL: Orm

ORIGINAL: Mayhemizer

Doubling artillery in ground strike makes game crash.
Ouch. I hope that you will post a bug report.

When you simulate this, remember that the artillery is actually not doubled during the ground strike but get one extra die roll.

I will report it tonight if I can recreate it. I was not sure if I can do that so I tested and had to read rules after crash. At least it easy to work around using PBE roller.

Yes, extra roll, not doubled.

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 6:59 am
by warspite1
What sort of time? This is a key part of the game and it would be good if we can get some serious turn time in this evening (real life permitting of course).

What time can peeps be at their computers ready for action?

warspite1: I should be around from 5pm
Orm:
Mayhemizer:
Allenk:

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 7:15 am
by Orm
ORIGINAL: warspite1

What sort of time? This is a key part of the game and it would be good if we can get some serious turn time in this evening (real life permitting of course).

What time can peeps be at their computers ready for action?

warspite1: I should be around from 5pm
Orm:
Mayhemizer:
Allenk:
Is that 5pm WEST (Western European Summer Time or UTC +1).

Sweden has CEST (Central European Summer Time or UTC +2).

With that said I will arrange to be available whenever it works for you guys.

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 7:40 am
by AllenK
Apart from a break between 18:30 and 20:00 (UK time), I'm available all afternoon and evening.

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 8:21 am
by warspite1
Okay I can do from say 2pm then - how about Ormster and Mayhemizer?

What I am trying to achieve here is a time we are all online and getting the game played OR a player has authority to make moves and decisions for his partner.

If peeps don't want to do this then that's fine - I just think it would be nice to get some major progress. This game will naturally slow when the US and the Soviets come aboard so it would be good if every now and then we can get some dedicated MWIF sessions going.

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 8:34 am
by Mayhemizer_slith
I can't play before evening, but if we decide what we will do AllenK can play naval phase.

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 11:04 am
by AllenK
N/D 40 Axis 1

No DoW or alignments.

Japan land. Germany & Italy combined.

Italy flies a Nav to St. Vincent 3-box and 2 Nav's to West Med 3-box.

Scharnhorst, Gneisenau and Hipper join the Nav in St. Vincent 3-box.

Italian CA moves to East Med. I decline the intercept (where else would it be goin) and it stops in the 3-box.

3 areas available for naval combat.



Image

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 11:12 am
by AllenK
First up, East Med.

Searches: Axis 2, Allies 8. The Italian cruiser locates the unescorted convoy (0-box only chosen) and proceeds to sink it.

Image

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 11:13 am
by AllenK
Job done, the Italian cruiser heads back to port.

I presume the CW will stay in the sea zone?

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 11:17 am
by Orm
Indeed.

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 11:21 am
by AllenK
Next, West Med.

No additional Axis aircraft fly. CW can get the Beuafighter and/or Blenheim to the 2-box and Spitfire to the 0-box. Any takers?

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 11:23 am
by Orm
ORIGINAL: AllenK

Next, West Med.

No additional Axis aircraft fly. CW can get the Beuafighter and/or Blenheim to the 2-box and Spitfire to the 0-box. Any takers?
No, thank you.

RE: 4 player E-mail: A

Posted: Sat Sep 24, 2016 11:32 am
by AllenK
Through the rain squalls both sides think they get glimpses of enemy ships or possibly their own but they vanish into the murk before positive identification can be made. Searches: Axis 4, Allies 3. No combat.

Finally, Cape St. Vincent.

Hipper goes hunting for the convoys.

The Axis don't add any further air. CW can send Spitfire, Beaufighter or Swordfish to the 1-box, Gladiator to the 0-box, Harrow to 2-box and Blenheim to 3-box. How about the CW?