Impulse: 5
Rightus o'reilly - what do the Soviets do now?
Before that however, the Americans continue the slow but steady (3 ships per impulse) build up of the Pacific Fleet in Pearl Harbor [&o].

Moderator: Shannon V. OKeets
warspite1ORIGINAL: brian brian
The attacker's advantage for attacking flipped / disorganized units is the same on the WiF5 1d6 tables, and the WiF:FE 1d10 and 2d10 tables because of how the tables are structured. Each disorganized defending corps is worth +1 to the attacker on old 1d6 or the 1d10, and +2 on the 2d10. If you look at the columns of results, you will see that the columns generally increase in positive results by that same amount.
A key thing to realize about the 2d10 is that each +2 you generate through die modifiers is an odds shift in your favor basically.
So that has not changed.
But for anyone converting from WiF5 to Final Edition, you absolutely have to think about simple math. A +1 to a die roll on 1d6 is +16.6% to your chances of success. A +1 on 1d10 is only +10%. These numbers add up over time and you can't just ignore the change to a 1d10 based system and say bad luck created the game results.
This is particularly true of ground strikes with 20% chance of success. That is one time in 5. Needing a 2 on 1d6 is one time in 3. Constantly attempting things with low probabilities of success will obviously not succeed very often.
It is definitely better for the Japanese to add a 2 factor plane and two 1 factor planes to an attack as ground support, against a Chinese unit worth 4 defense. That is an automatic increase of an odds level. Sending in those 3 planes to ground strike the hex first is maybe a 30% chance of success. If the Japanese really want to disorganize an important Chinese stack, they need to take an air impulse and make multiple attempts at doing so.
The attacker also has to consider the penalty for attacking in bad weather. An attack in snow or storm is -4 on the 2d10, or basically minus two complete odds level to whatever your attack generates. Constantly ordering your troops to attack at 3:1 in bad weather is the same as attacking at 1:1, and the result will be your troops are bled white, in most any wargame ever made.
Another basic of the 2d10 is that the single most likely result on the die roll is an 11. If an attack is a failure if you roll an 11, you have to really think about how badly you need that attack to succeed for the risk you are taking, because you are starting out with a less than 50% chance of success.
warspite1ORIGINAL: brian brian
Also for the US Entry system in Final Edition - it is not a passive system where after time passes, the US is magically able to enter the war. The Allied player has to make decisions (picking US Entry options), to maximize their chance to declare war. It is not an automatic event.
Unless chit draws have been incredibly abysmal, the US should have been able to pass War Appropriations and have greater than a 50% chance to Declare War easily, by the end of 1942.
ORIGINAL: warspite1
warspite1ORIGINAL: brian brian
Also for the US Entry system in Final Edition - it is not a passive system where after time passes, the US is magically able to enter the war. The Allied player has to make decisions (picking US Entry options), to maximize their chance to declare war. It is not an automatic event.
Unless chit draws have been incredibly abysmal, the US should have been able to pass War Appropriations and have greater than a 50% chance to Declare War easily, by the end of 1942.
Its a shame there is not (unless I have missed it) a way of seeing at-a-glance exactly what entries have been chosen. I am damned if I can remember....
warspite1ORIGINAL: markb50k
ORIGINAL: warspite1
warspite1ORIGINAL: brian brian
Also for the US Entry system in Final Edition - it is not a passive system where after time passes, the US is magically able to enter the war. The Allied player has to make decisions (picking US Entry options), to maximize their chance to declare war. It is not an automatic event.
Unless chit draws have been incredibly abysmal, the US should have been able to pass War Appropriations and have greater than a 50% chance to Declare War easily, by the end of 1942.
Its a shame there is not (unless I have missed it) a way of seeing at-a-glance exactly what entries have been chosen. I am damned if I can remember....
There is, under "Info" on Main Form, "US Entry Options"
warspite1ORIGINAL: brian brian
3:1 in the snow = 1:1 in the sun. Advantage, defender. You are lucky the Russians didn't have their special units with the white uniforms. You basically rolled a 3, with a +1 for flipped, or a 4 on a 1:1 attack in WiF5. Not likely to lead to a front-shattering breakthrough, though you did clear the hex, which can be very useful early in a turn.
ORIGINAL: brian brian
3:1 in the snow = 1:1 in the sun. Advantage, defender. You are lucky the Russians didn't have their special units with the white uniforms. You basically rolled a 3, with a +1 for flipped, or a 4 on a 1:1 attack in WiF5. Not likely to lead to a front-shattering breakthrough, though you did clear the hex, which can be very useful early in a turn.
warspite1ORIGINAL: Klydon
Some questions for you Warspite/Bob. You mentioned "This allows both a FW-190 and a He-100 to fly in support. The Soviets have loads of bombers but only one 5-quality fighter.. they decide not to risk it." and I see both the 190 and the HE-100 both disorganized as if they have been used. When you flew the Condor in for ground support, did you just show up with those two as well for escorts?
If you did, it wasn't necessary as both are in intercept range of the hex in question. You could have flown in the bomber alone. Had the Russians shown up with fighters, you can counter intercept with either or both of the FW-190/HE-100. The odds are they still would not have intercepted given the presence of the two fighters, but it would not have "burned" your fighters. Only when a hex you want to bomb isn't in range of intercept do you really want to send in fighter escorts (unless you have some planes in the back and want to move them up some anyway and keep your front line fighters available).
warspite1ORIGINAL: Klydon
As far as the 9-5 armor in the trees; given the losses the Germans have already suffered, I would have a go at it if I can get some good odds and have some cannon fodder units to scrape off in the event of a failure. Nov/Dec turns are usually short, so even if you fail, its not like the Germans are going anywhere in a hurry. In addition, you likely won't be able to rebase all those planes to avoid getting them run over, so using them and then flying them back from the front a bit isn't a terrible option. The Germans have no air cover there that I see and you could also consider a ground strike on the stack that includes the XX infantry corps. Strike that stack and disrupt most of them and the Germans are not going much further anyway.
warspite1ORIGINAL: WarHunter
Agree with Kyldon, Look for elite winterized soviet units for a +1 per unit. If there are enough nearby, they could give you the edge.
HQ Vatutin, approves the order.