Naval Combat Question

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MarcelJV
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Naval Combat Question

Post by MarcelJV »

I had a battle with some wierd results.

Germans had: 3 heavies, 3 lights and 1 heavy bomber
Allies had: From eastern Med 2 heavies, 2 lights
Western med 3 heavies, 3 light, 1 CAG.

The results window showed 2 damaged allied heavies and 1 damaged CAG and one sunk light, Germans took 1 damaged light. Looking at the detail I saw that only 2 allied heavies and 2 lights plus the CAG fought in the battle. [&:]

Why only this small group?

Should I have attacked in waves first from the west and then from the east?
dobeln
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RE: Naval Combat Question

Post by dobeln »

1) How many naval units actually fight it out is random - check out section 8 in the manual for details.

2) Moving those allied units from the Atlantic into the Med in one turn reduces their combat efficiency (interdiction points) - hence the (usually) sub standard outcomes involved when doing a turn 1 allied med rush.

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MarcelJV
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RE: Naval Combat Question

Post by MarcelJV »

Actually this was a turn three push and all units moved 1 space. So I would have been better off to do two attacks even if the second might have been at lower odds.

Not sure I like the random element, I know why it is there so that you can have upsets so to speak. I will have to remember this.
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Joel Billings
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RE: Naval Combat Question

Post by Joel Billings »

The advantage of the big push is your ability to take the area goes up. The disadvantage is that you are only marginally increasing your chance at causing losses by increasing the chance more ships will actually fight. Several smaller groups may work better for causing losses but will be less likely to take the area. Depends on what you want to accomplish.
All understanding comes after the fact.
-- Soren Kierkegaard
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MarcelJV
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RE: Naval Combat Question

Post by MarcelJV »

Ok, If I have the rule correct I had 5 heavies and 5 lights for a total of 10 ships. So a 10 sided die is rolled and it was probable a low number. Then if it was greater than 1 roll again 1 to x (x is the first roll). I assume the second roll is a die with X sides for the second roll. This is then the total that fight.

Ok So I have 10 ships and the first roll is a 10 sided die result is X then the second roll is a X sided die and the second roll is the number of ships that fight. Only if the first roll is a 1 is the second roll not done. So in my case the first roll must have been greater than 3 and the second roll must have been a 4. It would also seem the split on light and heavy is 50/50 where possible?

I get it. Next time I will do two attacks, the first one should have been then with 3 light, 3 heavies and the Cag, for a 6 sided roll (the Germans had 6 units as well). Then after the carnage is done, I follow up with the 2 heavies and 2 lights against the remains. As it is my chance of using all the units is not good (in my case 1 in 10 X 1 in 10 max) I had a 10% chance of getting a 10 on the first roll and then I would have a 10% chance of getting it on the second roll in order to get all my units to participate. Not good odds.
Better to have done the two attacks. I will have to work on the math to determine the best possible odds to get the max units involved. Of course what ever the probability is it will never help if the first roll is a 1.

Now the interdiction points. None were accumulated all all participants started next to each other.

Ok I get it.
ORIGINAL: dobeln

1) How many naval units actually fight it out is random - check out section 8 in the manual for details.

2) Moving those allied units from the Atlantic into the Med in one turn reduces their combat efficiency (interdiction points) - hence the (usually) sub standard outcomes involved when doing a turn 1 allied med rush.

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aletoledo
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RE: Naval Combat Question

Post by aletoledo »

I've taken to sending in the heavies first and then a followup attack of the lights (assumming I have more heavies than they do that is).
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Oleg Mastruko
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RE: Naval Combat Question

Post by Oleg Mastruko »

Do not forget that your fleets that participated in the battle, but didn't shoot, can enter the contested sea again and attack again in the same turn (given they have enough MPs of course).

O.
hakon
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RE: Naval Combat Question

Post by hakon »

I think including a random number of ships is a good thing. I only wished it applied to subs as well.

Btw, the number of defending transport ships should be added to the number of ships on each side, since transports are terrible at evading battle.
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MarcelJV
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RE: Naval Combat Question

Post by MarcelJV »

They are if the screening ships are fewer then the transports in which case 1/2 of them are added. I am sure you new this[;)] and are suggesting that they should be included all the time and all of them.

Can you confirm or someone that my calculation that N roll above is then used for the number of sides on the die roll for the second roll.[&:]
ORIGINAL: hakon

I think including a random number of ships is a good thing. I only wished it applied to subs as well.

Btw, the number of defending transport ships should be added to the number of ships on each side, since transports are terrible at evading battle.
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MarcelJV
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RE: Naval Combat Question

Post by MarcelJV »

I did this, this time and it worked nicely. I know have control of the central med and the Germans are down to 1 light ship left. I have 1 carrier, 2 heavies and 3 lights. And full control of Africa, not counting Vichy.[:)]

ORIGINAL: aletoledo

I've taken to sending in the heavies first and then a followup attack of the lights (assumming I have more heavies than they do that is).
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