NeuralDream
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Round 2: swarbs (WON) Vs. The_Lucky_Y (lost)
Time for your round 2 match.
The map is the same. The new limit is 100 pts. Each of the two objectives is for 45 pts and you win at 100 pts.
swarbs
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4 x Truculent (12)
6 x Javelin(7)
2 x Sea Hurricane(5)
The_Lucky_Y
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1x Yamato 66
1x Hiei (Kongo Class) 31
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Mad Ghost/0331
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GO SWARBS!!!
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The_lucky_Y
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setup roll
Rolls: (2d6)
Init roll
Rolls: (2d6)
reroll
Rolls: (2d6)
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IJN Fuso
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Go Lucky!
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Mad Ghost/0331
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I have to cheer for swarbs. every win he gets makes me look a little better for loosing to him... at least in my mind!
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swarbs
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pm sent with fleet build
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swarbs
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I'd like to stick with what we both did last time, high set-up roll wins, so they deploy second.
Set-up
Rolls: (2d6)
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NeuralDream
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Gentlemen, good luck .
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swarbs
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ok, your set-up, good luck!
I don't mind doing the maps, but I probably can't play anymore tonight.
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EvilKobra
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Good luck to the both of you!
I'm curious to see whether the fish from the Ts and the Js will be able to bring down the beasts in time... I'll go out on a limb and bet on Kurita!
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RAEVSKI
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Rule Brittania, Brittania rules the waves
message from Admiral Cunningham
Jolly old Show chaps
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The_lucky_Y
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Map after my setup:
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swarbs
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initiative
Rolls: (2d6)
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swarbs
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ok, my move first since you have a flag bonus.
Truculents all move one spot down left to B6, C6, D6, E6.
Javelins move two spots down left to C9, D9, E9.
My hurricanes won't move, there should be no gunnery either, so here is my rd. 2 initiative.
Rolls: (2d6)
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The_lucky_Y
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Hiei and yamato moves to D3
intit Roll:
Rolls: (2d6)
reroll
Rolls: (2d6)
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swarbs
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re-roll
Rolls: (2d6)
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The_lucky_Y
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both ship move onto d5
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The_lucky_Y
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| The_lucky_Y wrote: | | both ship move onto d5 |
forget that you have to move first (in case of tie the better flag breaks)
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EvilKobra
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Yamato has flag 2 - there is no tie
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The_lucky_Y
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his 1st init roll gives him 11 without flag bonus
my 1st init roll was 9 but I can add flag 2 from yamato so he had to move frst
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EvilKobra
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Yes, my bad I only saw the 10 from the re-roll, not the original roll.
But you're right, flag is the tie-breaker.
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swarbs
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you're correct of course, sorry bout that, my move coming up
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swarbs
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Ok, Truculent 1 holds position on Northern objective B6
Truculent 2 move up-right to C5
Truculent 3 move up-right to D5
Truculent 4 move up to D6
Javelins 1-4 move up one space to B9 and C9.
Javelins 5 and 6 move down to F9.
We can do an update after this, even so, it should just be torpedoes.
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The_lucky_Y
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Yamato to B4
Hiei to E4
maybe some torpedos can be shot but not very much
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swarbs
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This is actually a lot of torpedoes, reading your post made me look at mine again and it becomes apparent that I screwed up. All my columns and rows are correct, but my directions for the subs were wrong. The map will be my move, you are more than welcome to change yours now that you can see what I meant to do, sorry for the confusion.
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The_lucky_Y
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seems to be ok
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swarbs
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ok, sorry about that too, firing away,
Truculent 1 on Yamato
Rolls: (2d6)
Truculent 2 on Yamato
Rolls: (3d6)
Truculent 3 on Yamato
Rolls: (2d6)
Truculent 4 on Hiei
Rolls: (2d6)
Roll for initiative next round
Rolls: (2d6)
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The_lucky_Y
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Rolls: (2d6)
reroll iff needed:
Rolls: (2d6)
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The_lucky_Y
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you move first
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swarbs
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into the breach
Javelins 1 and 2 to B7
Javelins 3 and 4 to C7
Javelins 5 and 6 to E7
Truculent 1 to B7
Truculent 2 to B6
Truculent 3 to C6
Truculent 4 to E6
ok
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The_lucky_Y
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IJN Hiei stays at her position
IJN Yamato moves to B4
IJN Yamato opens fire at Jav#1 in B7 (only 6 counts)
Rolls: (15d6)
IJN Hiei opens fire at Jav#5 in E7 (only 6 counts)
Rolls: (11d6)
please notice that you can make evasive rolls and that sort of thing.
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The_lucky_Y
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ROFLMAO no hit withe the main guns from Yamato
hope the secondarys can do better, same target
Rolls: (5d6)
Hiei secondarys fires at javelin#6 in E7
Rolls: (5d6)
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swarbs
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yeah, one Jav in each spot would be popping smoke, 5 or 6 gains concealment.
Jav 5 for Hiei mains
Rolls: (1d6)
Jav 1 Yamato 2nds
Rolls: (1d6)
Jav 6 for Hiei 2nd
Rolls: (1d6)
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swarbs
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ok, Javelin 1 crip, Javelin 5 crip
submarine fires
Truculent 2 on Yamato
Rolls: (2d6)
Truculent 3 on Yamato
Rolls: (2d6)
Truculent 4 on Hiei
Rolls: (2d6)
Initiative next turn
Rolls: (2d6)
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The_lucky_Y
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init
Rolls: (2d6)
reroll if needed
Rolls: (2d6)
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The_lucky_Y
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so you move first
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swarbs
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Map with my move on it, your turn
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The_lucky_Y
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Yamato Moves onto A6
Hiei moves onto E6
Yamato fires mains after Jav2 (only the 6 scores)
Rolls: (18d6)
Yamato secondaries after Jav3
Rolls: (7d6)
Yamato fires tertiaries after Jav1
Rolls: (5d6)
Hiei mains against Jav6
Rolls: (14d6)
Hiei secondaries against Jav6
Rolls: (7d6)
Hiei tertiaries against Jav5
Rolls: (5d6)
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The_lucky_Y
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waiting for evasive and cover action from your destroyers, the crippled ones both sunk because the cannot use any SA
and the torpedoes ......
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swarbs
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where does the rulebook say that crippled ships can't use SA's, I quickly checked the 'crippled' section and the 'SA' section, but didn't see it, not sure that I want to use it or not, but I was thinking I could.
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NeuralDream
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there is no such rule. S.A.s work normally for crippled
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swarbs
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ok, in that case I'd like Crippled Jav-1 to lay smoke, this would obscure Javelins 3,4 from Yamato, so redirecting your fire against Jav 3 (you can pick your own target, I'm just trying to guess) after this turn Jav 2 is dead, Jav 5, 6 are dead, and Jav 1 is dead unless this roll is a 5 or 6.
Jav 1 save roll:
Rolls: (1d6)
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swarbs
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ok Jav 1 dead, here comes my attacks, note Vian gets extra torp.
Jav 1 torps on Yamato
Rolls: (2d6)
Jav 2 torps on Yamato
Rolls: (3d6)
Jav 4 torps on Yamato
Rolls: (2d6)
Jav 3 torps on Yamato
Rolls: (2d6)
Jav 5(crip), guns on Hiei
Rolls: (5d6)
Jav 5 torps on Hiei
Rolls: (2d6)
Jav 6, guns on Hiei
Rolls: (5d6)
Jav 6, torps on Hiei
Rolls: (3d6)
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swarbs
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ok, two torp hits on Yamato, up to four damage
one gunnery hit on Hiei, first damage
Truculent 1 on Yamato
Rolls: (3d6)
Truculent 2 on Yamato
Rolls: (2d6)
Truculent 3 on Yamato
Rolls: (2d6)
Truculent 4 on Hiei
Rolls: (4d6)
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swarbs
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Yamato sunk, Hiei claims southern objective,
Initiative roll for next turn
Rolls: (2d6)
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swarbs
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ok, even with Hiei's 1 flag bonus, there is no way you can lose initiative, I'll go then.
Javelin 3 onto northern objective B6
Javelin 4 onto A6
Truc 1,2 hold position
Truc 3 to C7
Truc 4 to D6
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Gross Admiral Raeder
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Go UK. Thought I would Never say that. lol
Nothing against the JP player but I think that Myself and My opponent would rather Play against UK instaed of JPN being we are both GE
Good game so Far.
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Mad Ghost/0331
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swarbs you are vicious with those javelins. ouchie
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swarbs
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yeah, Vian is nice with the Torps, also I've been doing well losing initiative roles so I can use smoke
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The_lucky_Y
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and crippling removes flag bonus, resolves speed malus, gives attack dice penealtie and the updated rules with all other says that the SA did go off too.
so we played it in our tournaments and so on.
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The_lucky_Y
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| NeuralDream wrote: | | there is no such rule. S.A.s work normally for crippled |
seems that we have differen advanced rules updates
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swarbs
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I didn't look in advanced rules, I'll check now
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The_lucky_Y
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This Map correct? (stand after your movement, befor mine)
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NeuralDream
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| The_lucky_Y wrote: | | NeuralDream wrote: | | there is no such rule. S.A.s work normally for crippled |
seems that we have differen advanced rules updates |
I searched in the game's manual and in the clarifications document ( http://www.wizards.com/avalonhill/rules/War_at_Sea_Clarifications.pdf ) .I don't see anything about S.A.s being ignored when the ship is crippled.
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The_lucky_Y
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| swarbs wrote: | | I didn't look in advanced rules, I'll check now |
even if you found any it doesnīt matter, I lost My main battleship due to placing failure, I must not place it into firing range of the destroyers.
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swarbs
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The map as you posted it is correct, southern objective claimed by your Kongo, northern objective unclaimed.
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The_lucky_Y
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Then Hiei holds position and send their shells to the right place:
Hiei Main at B6(javelin3), only 6 counts:
Rolls: (11d6)
secondaries at same target:
Rolls: (5d6)
waiting for outcome, concealment and that sort of thing
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swarbs
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ok, both hits do one damage, I'll roll concealment for both, since its out of range the Javelin lays smoke
on main guns
Rolls: (1d6)
on 2nds
Rolls: (1d6)
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swarbs
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javelin survives crippled
Truculent 4 gets 3 torpedos on Hiei
Rolls: (3d6)
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The_lucky_Y
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And this game shows up a real lack in the IJN:
ASW using a Yukikaze would eat up 12 points and give me only 4 ASW and I give the opponent more cannon fodder due the Yuki has only 2/7/2 stat,the long Lance are to luck based to count here, only bringing own subs may be a solution but even I do, I must cover them from oppoents ASW and so on.
Using I 13īs are even not worth to think about if i compare them to a 6 Point sammy roberts or the uber DD the 7 point Fletcher with the game breaking 3 armor. The javelin shines because of the lay smokescreen ability.
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The_lucky_Y
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and lack of Torpedo defense at Kongo Class make it not better.
(an Us player can float two tenessee class and has 14 points left over for two fletchers or one atlanta if he wait for airpower.....)
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The_lucky_Y
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in every upcoming olympics I never shoose tha axis once more .
here the init roll
Rolls: (2d6)
reroll if necessary:
Rolls: (2d6)
once more torpedo hit and the game is over....
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swarbs
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ok, with the 45 points for that objective plus the 70 for Yamato, I'm over the top, very good game, a few times I thought I layed a really good trap and then you got out of it with good moves. In the end though, with lots of torpedo it can come down to good rolls, thanks for the game
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The_lucky_Y
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hmm I can shot down your remaining surface fleet , what happens then?
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The_lucky_Y
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Ok,good game with one mistake on my side that costs my Yamato imeadetly(I did not awaiting that that round brings 4 torpedo hits, so it seems that a crippled yamato can change the outcome)
at beginning I thought about 2 I-19 or 3 D3A Vals but that shrinks the surface fleet to only one battleship.
I would not know which was best against your fleet but how should be this?
1 Shokaku
4 Val
2 zeke
1 Kongo
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swarbs
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The Vals would really help with the destroyers, the problem with the Japanese is always anti-submarine options are bad. And, as you said before, Kongo doesn't have torpedo defense, this really hurts against subs.
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The_lucky_Y
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And I have some really lousy gunnery rolls too.
hop that you make the finals so that I can claim that I only loose against the total winner
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The_lucky_Y
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see a mistake and a very big one!!!!!
javelin 3 and 4 fires torpedos to A6 from sector C7, but the LOS is blocked by smoke in B6
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The_lucky_Y
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that make the yamato stay afloat crippled after the turn.
B6 smoke blocks LOS from Yamato to Jav 3 too(I tried to fire at but jav 1 can lay smoke even it was crippled.
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swarbs
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smoke can happen at any time during the gunnery phase, the other ships can fire before-hand and then the smoke goes up, as long as the smoke ship doesn't fire beforehand
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The_lucky_Y
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ok thats enlightnend
soory for messing up with smoke SA but the IJN has not that SA available, so I do not know everything about that SA at the right place.
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swarbs
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That's fine, the smoke SA has been the subject of a mass of discussion and argument, only solved by the clarifications document. Even with the card in my hand I didn't play right until a couple months ago.
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NeuralDream
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Good job both of you. Swarbs you're through to the semi-finals.
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Mad Ghost/0331
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wooohoo swarbs!!! destroyer swarm wins again...
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