ORIGINAL: paulderynck
ORIGINAL: Shannon V. OKeets
Please let me know your vote for #1 or #2.
And just to bias the results[;)], my vote is for #2.
I strongly support #1 and thoroughly dislike #2.
One tactic I have seen used in Naval Combats is to resolve the ones furthest from enemy home bases first so that in the event of success, the aborting enemy units will have to go through sea zones where they can be intercepted again, and in the event of failure, your own units won't. Furthermore you may even have sailed your own units into enemy waters for that specific purpose, knowing that you'll have pretty decent combat opportunities against aborting enemy units that must fight through from the zero box. You might not even choose to search yourself in that sea zone when the "normal" search opportunity comes around because other enemy units there already are formidable. (Of course they'll likely search for you in that event, but at least you can ensure that happens after you've performed all your own searches. And if you do intercept successfully you could abort after that combat. [;)])
#2 eliminates this tactic if all naval combats including the opponents are queued. Even if there is a queue for the phasing player followed by a queue for the non-phasing player, I could lose a decent intercept possibility in the second sea zone (caused by successful combat in the first sea zone) because of an unlucky split in the second sea zone.
In summary, #2 is bad because it takes away the chess-like decision process that the phasing player employs in determining in which order to search the sea zones. It takes an advantage away that is there in RAW.
First I am very happy with Steve's comment to my previous post.
The discussion goes the way I was hoping, but since I feel obliged to get to the best total solution, I can't help but to put ask some more questions that may jeopardize this:
Let me probe into #2:
The way to implement the #2 would be to flip the whole thing around. In one single naval combat the aborts are handled as a FIFO queue instead of a stack, with
one round of naval combat from one side be one entry in the queue that has to be aborted before moving on to the next entry in the queue. But as that first abort entry are executed, additional interception combat may occur, and aborts from these combats, are stacked when added to the other queue (but FIFO in the combat).
Example:
Abort queue first combat:
1. Naval combat in North Atlantic, 1 round, active side
2. Naval combat in North Atlantic, 1 round, inactive side
3. Naval combat in North Atlantic, 2 round, active side
4. Naval combat in North Atlantic, 2 round, inactive side
Naval combat North Atlantic lapses after 2. round.
Then implementation of queue event 1. from the first combat results in a interception combat in Bay of Biscay. Two rounds of combat is fought with the following additions to the abort queue:
1. Interception combat in Bay of Biscay, 1 round, active side
2. Interception combat in Bay of Biscay, 1 round, inactive side
3. Interception combat in Bay of Biscay, 2 round, active side
4. Interception combat in Bay of Biscay, 2 round, inactive side
5. Naval combat in North Atlantic, 1 round, active side (At this point partially or wholly completed)
6. Naval combat in North Atlantic, 1 round, inactive side
7. Naval combat in North Atlantic, 2 round, active side
8. Naval combat in North Atlantic, 2 round, inactive side
That way the interception events would be exactly the same as with solution #1, wouldn't it? And it would stay that way throughout all interception combats as long as no one choose to do a move back through the Sea Zone where the first naval combat took place.
I don't understand Paul's argument in the quoted post because I don't see that the number of decisions are reduced, and also the events would be mostly the same, only what information you have in these events would be slightly different.
What do I miss?