Page 179 of 291
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 8:36 am
by Mayhemizer_slith
Yes please.
Edit: if it's not too late, AllenK can decide as he is online now.
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 8:41 am
by Orm
ORIGINAL: Mayhemizer
Yes please.
Edit: if it's not too late, AllenK can decide as he is online now.
Unfortunately it is to late. [:(]
But I can go back if you insist. [;)]
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 8:42 am
by Orm
Ridiculous. [:(]

Picture from Jul/Aug '41 Impulse #3 (Allied) - Naval Combat
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 8:42 am
by Mayhemizer_slith
Heh. I thought it might be too late.
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 8:43 am
by AllenK
I would have said stay.
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 8:43 am
by Centuur
ORIGINAL: Mayhemizer
Heh. I thought it might be too late.
[:D][8D]
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 8:44 am
by Orm
How will Italy place the first abort result?

Picture from Jul/Aug '41 Impulse #3 (Allied) - Naval Combat
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 8:45 am
by Mayhemizer_slith
CP thanks. Axis stay.
Can you AllenK continue? I'm little busy at the moment.
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 8:56 am
by AllenK
Will do.
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 9:00 am
by Orm
The Danish merchant ships aborts when the Allied air force fails to provide adequate air protection.

Picture from Jul/Aug '41 Impulse #3 (Allied) - Naval Combat
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 9:06 am
by AllenK
ORIGINAL: Orm
ORIGINAL: AllenK
The US entry effects from having the extra 2 chit earlier than they should are rather difficult to undo and what's done is done. We could fix the next entry roll that called for a chit, so 1 less was added and leave Madagascar as it is but I'm not sure how many more opportunities for that will present themselves.
The alternative is to remember to take 2 off Jap and 1 off Ge/It entry values when it comes to selecting US Entry options and DoW calculations.
On the other hand, the game is now in the position where Japan can align it at the next DoW step anyway. If the hex control can be changed, the Axis paid the cost of the alignment (even if it was illegal), so may as well have the benefit.
Since the Allies have operated on the principal Madagascar was Japanese controlled, option 3 would seem the best. Otherwise, option two. I'd go with trying to change the hex ownership.
I leave it to you to decide on a practical route to proceed.
It's only going to be an issue if Japan decides to start using the island or the Allies want to invade to take it back. We may as well leave things as the are for now.
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 9:09 am
by Orm
ORIGINAL: AllenK
ORIGINAL: Orm
ORIGINAL: AllenK
The US entry effects from having the extra 2 chit earlier than they should are rather difficult to undo and what's done is done. We could fix the next entry roll that called for a chit, so 1 less was added and leave Madagascar as it is but I'm not sure how many more opportunities for that will present themselves.
The alternative is to remember to take 2 off Jap and 1 off Ge/It entry values when it comes to selecting US Entry options and DoW calculations.
On the other hand, the game is now in the position where Japan can align it at the next DoW step anyway. If the hex control can be changed, the Axis paid the cost of the alignment (even if it was illegal), so may as well have the benefit.
Since the Allies have operated on the principal Madagascar was Japanese controlled, option 3 would seem the best. Otherwise, option two. I'd go with trying to change the hex ownership.
I leave it to you to decide on a practical route to proceed.
It's only going to be an issue if Japan decides to start using the island or the Allies want to invade to take it back. We may as well leave things as the are for now.
Indeed. But does this mean we go with the option of lowering US Entry or with playing as if Madagascar was Japanese?
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 9:10 am
by Orm
Allies roll 3 while Axis rolls 8. After some anguish the RN decide to take the battle to the Italian naval bomber.

Picture from Jul/Aug '41 Impulse #3 (Allied) - Naval Combat
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 9:11 am
by AllenK
Sorry, I meant play as if Madagascar was Japanese.
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 9:16 am
by Orm
Ok. I thought that was what you meant. I just wanted confirmation.
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 9:18 am
by Orm
The Gladiators and Swordfish all go out hunting for the Italian bombers.

Picture from Jul/Aug '41 Impulse #3 (Allied) - Naval Combat
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 9:20 am
by AllenK
I think one Italian sea plane's career prospects aren't looking too promising.
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 9:22 am
by Orm
And the final result was pretty much as expected.

Picture from Jul/Aug '41 Impulse #3 (Allied) - Naval Combat
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 9:25 am
by Orm
And the British AA fire did what it was supposed to do.

Picture from Jul/Aug '41 Impulse #3 (Allied) - Naval Combat
RE: 4 player E-mail: AAR
Posted: Sun Jan 01, 2017 9:26 am
by Orm
Another round, I presume?