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Round 2: swarbs (WON) Vs. The_Lucky_Y (lost)
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NeuralDream

 

Joined: 22 Dec 2007

Posts: 9280




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there is no such rule. S.A.s work normally for crippled
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PostMon Feb 18, 2008 2:32 pm
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swarbs

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 Nothing but Rum, Sodomy, and the Lash.


Joined: 23 Dec 2007



Posts: 5363




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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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PostMon Feb 18, 2008 2:38 pm
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swarbs

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 Nothing but Rum, Sodomy, and the Lash.


Joined: 23 Dec 2007



Posts: 5363




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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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PostMon Feb 18, 2008 2:43 pm
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swarbs

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 Nothing but Rum, Sodomy, and the Lash.


Joined: 23 Dec 2007



Posts: 5363




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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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PostMon Feb 18, 2008 2:46 pm
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swarbs

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 Nothing but Rum, Sodomy, and the Lash.


Joined: 23 Dec 2007



Posts: 5363




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Yamato sunk, Hiei claims southern objective,

Initiative roll for next turn
Rolls: (2d6)     
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PostMon Feb 18, 2008 2:48 pm
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swarbs

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 Nothing but Rum, Sodomy, and the Lash.


Joined: 23 Dec 2007



Posts: 5363




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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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PostMon Feb 18, 2008 2:54 pm
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Gross Admiral Raeder

 War at Sea Major League


Joined: 26 Jan 2008


Posts: 1739




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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.
PostMon Feb 18, 2008 3:20 pm
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Mad Ghost/0331

 
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Joined: 28 Dec 2007

Posts: 1888




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swarbs you are vicious with those javelins. ouchie Shocked
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PostMon Feb 18, 2008 3:55 pm
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swarbs

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 Nothing but Rum, Sodomy, and the Lash.


Joined: 23 Dec 2007



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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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PostMon Feb 18, 2008 4:55 pm
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The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




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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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PostMon Feb 18, 2008 8:25 pm
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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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YVAN EHT NIOJ !
PostMon Feb 18, 2008 8:26 pm
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swarbs

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 Nothing but Rum, Sodomy, and the Lash.


Joined: 23 Dec 2007



Posts: 5363




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I didn't look in advanced rules, I'll check now
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PostMon Feb 18, 2008 8:47 pm
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The_lucky_Y

 


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This Map correct?  (stand after your movement, befor mine)



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YVAN EHT NIOJ !
PostMon Feb 18, 2008 8:51 pm
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NeuralDream

 

Joined: 22 Dec 2007

Posts: 9280




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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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PostMon Feb 18, 2008 8:53 pm
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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 doesn´t 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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YVAN EHT NIOJ !
PostMon Feb 18, 2008 8:55 pm
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swarbs

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 Nothing but Rum, Sodomy, and the Lash.


Joined: 23 Dec 2007



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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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PostMon Feb 18, 2008 8:58 pm
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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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YVAN EHT NIOJ !
PostMon Feb 18, 2008 9:08 pm
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swarbs

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 Nothing but Rum, Sodomy, and the Lash.


Joined: 23 Dec 2007



Posts: 5363




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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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PostMon Feb 18, 2008 9:15 pm
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swarbs

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 Nothing but Rum, Sodomy, and the Lash.


Joined: 23 Dec 2007



Posts: 5363




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javelin survives crippled

Truculent 4 gets 3 torpedos on Hiei
Rolls: (3d6)       
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PostMon Feb 18, 2008 9:17 pm
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The_lucky_Y

 


Joined: 09 Jan 2008

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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 13´s 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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YVAN EHT NIOJ !
PostMon Feb 18, 2008 9:17 pm
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