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Thread: A Game of Nations: World War 2
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2008-08-13, 06:20 AM (ISO 8601)
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Re: A Game of Nations: World War 2
I think I messed up some-where too in writing CAU, but it's accademic as I could have used my second army to take either one or the other territory if I had known there was this confusion.
No, but you could have them be picked up by the bomber in NOV and then move them on from there.
Also you are the one under attack. Doesn't truly matter for the strategy roll though.... (not moving, or digging in)
GERMAN ROLL (1d6+1)[3](4) 1 star general (4xp)
Strategies to come pending composition of russia forces EDIT: Never mind...
Still use of cruise missiles depend on soviets...so don't roll resolution untill your forces are in order.Last edited by Wizard of the Coat; 2008-08-13 at 06:22 AM.
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2008-08-13, 07:20 AM (ISO 8601)
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Re: A Game of Nations: World War 2
Ok, I'll do that.
Caucasus:
Russian IIFBB attacks German IITAA
Strategy:
(1d6+2)[3]
+1 from leftover speed, +1 from commander rating
Novgorod:
German IIBBF (2 missiles) attacks Russian TIIAA
3 strategy points for Russia: Mislead German bombers in Indirect Phase (Does this affect missiles too?)Resident Vancian Apologist
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2008-08-13, 08:12 AM (ISO 8601)
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Re: A Game of Nations: World War 2
That's 2 points worth of strategy, (the total result was a dice roll of 3 +1 = 4, I used the rollv command). I'd say yu'd have to evade cruise missiles seperately though. Possibly we should give them a battleorder of 6, so they can be shot down with AA fire...what do you think?
Caucassus
(1d6+1)[1](2) (dug in)
well you get a 1 pt strategy...can't resolve it till it's known.
(Also in battle order the german army is: TIIAA)Last edited by Wizard of the Coat; 2008-08-13 at 08:36 AM.
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2008-08-13, 08:16 AM (ISO 8601)
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Re: A Game of Nations: World War 2
But I want my missile submarines now! Alright, fine, I'll change it.
Revelation of hidden moves:
2* Admiral and DDDDD moved to SJ/JAP.
-* Admiral and DDDD moved to Guam.
Choice of tech: Free +1 Military Stat
New spending:
4 wealth on units, as below
S (SUM)
SS C (E US)
2 wealth on Military, raising it to 7 (+1 free had raised it to 6)
US Deployment, Turn 2
(SJ) DDDDD (2* admiral, 8XP)
(GUAM) DDDD (-* admiral, 0XP)
(FIL) TT I (-* general, 1XP)
(KAL) SS C F (-*admiral, 0XP)Ramm in Lords of the Elements
Russia in The World is Dark
"I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
-Albert Einstein
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2008-08-13, 08:38 AM (ISO 8601)
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Re: A Game of Nations: World War 2
4 Destroyers in Guam attempt to intercept Yamato Group before it leaves FIL.
Strategy Roll: (1d6)[2]
When counted as maneuvering roll, +8 for fleet speed
When counted as strategy roll for the possible battle, +1 for leftover speedRamm in Lords of the Elements
Russia in The World is Dark
"I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
-Albert Einstein
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2008-08-13, 08:46 AM (ISO 8601)
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Re: A Game of Nations: World War 2
Alright, fine, be that way.
SS C FF moves from KAL to FIL.
JAP: S C DD B (1-star Adm.)
US: DDDDD (2-star Adm.)
Strategy Roll: (1d6+3)[7] ((+2 for Adm., +1 for not having moved))Ramm in Lords of the Elements
Russia in The World is Dark
"I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
-Albert Einstein
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2008-08-13, 08:51 AM (ISO 8601)
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Re: A Game of Nations: World War 2
Battle of Sea of Japan
US: DDDDD (2-star Adm.)
JAP: S C DD B (1-star Adm.)
Strategy won by US, margin of 2
Strategies used:
Defensive Planning: Destroyer
Offensive Planning: Battleship
AIR: JAP: No targets.
AIR: US: (5d6)[4][1][6][4][4](19) ((1 hit, bomber destroyed))
RESULT: JAP: S C DD
US: DDDDD
INDIRECT: JAP: (3d6)[4][4][5](13) ((last two rolls negated, but they were all misses anyway))
INDIRECT: US: No attacks
DIRECT: JAP: (5d6)[1][5][6][6][6](24)((last roll negated; 1 hit negated by defensive planning))
DIRECT: US: (5d6)[6][4][1][1][2](14)((1st miss applied to S; 3 hits applied to C DD; DD destroyed))
RESULT: JAP: S* C*
US: DDDDD
CLOSE: JAP: (6d6)[2][2][4][4][2][3](17)((all but first two rolls negated, and wouldn't ya know, they were the hits ... 2 hits, DD destroyed))
CLOSE: US: (10d6)[4][2][4][4][5][3][6][3][3][5](39)((1 hit; S destroyed))
FINAL RESULT:
JAP: C*
US: DDD
US Adm. gains 4 XP (total: 12), achieves Rank 3.Last edited by Moody the Wise; 2008-08-13 at 09:00 AM.
Ramm in Lords of the Elements
Russia in The World is Dark
"I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
-Albert Einstein
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2008-08-13, 09:21 AM (ISO 8601)
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Re: A Game of Nations: World War 2
The Guam Destroyer Fleet (DDDD) moves to FIL, loads the relieved garrison of TTI onto transports, putting the FIL Commander (1 XP) in charge, and proceeds to the Sea of Japan to finish off the remnants of the Imperial Japanse Navy. Once there, a new unit is formed (Japan's C is helpless to prevent it with a +1 bonus on the maneuvering check) with the 3-star admiral leading DDDD.
US DDDD (3-star Adm.) ATTACKS JAP C (1-star admiral)
Impossible for Japan to succeed on a maneuvering roll.
US Strategy Check: (1d6+3)[7]
JAP Strategy Check: (1d6+1)[6]Ramm in Lords of the Elements
Russia in The World is Dark
"I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
-Albert Einstein
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2008-08-13, 09:24 AM (ISO 8601)
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Re: A Game of Nations: World War 2
2nd Battle of SJ
US DDDD (3-star)
JAP C (1-star)
Strategy won by US, margin of 1
Strategy used: Offensive Planning: Carrier
AIR, INDIRECT: Neither army has valid targets and attacks.
DIRECT: US: (4d6)[3][6][4][2](15) ((1 natural hit, 1 miss turned into a hit by Offensive Planning; C destroyed))
DIRECT: JAP: No attacks.
CLOSE: US: (8d6)[3][4][3][5][4][4][5][3](31)
CLOSE: JAP: (1d6)[3]
FINAL RESULT:
US DDDD
JAP -
US Adm. gains 1 XP (total: 13)Last edited by Moody the Wise; 2008-08-13 at 09:26 AM.
Ramm in Lords of the Elements
Russia in The World is Dark
"I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
-Albert Einstein
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2008-08-13, 09:38 AM (ISO 8601)
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Re: A Game of Nations: World War 2
I thought stating that my navy was in the isles implied they were in port. That's what I meant, in any case.
The Army of England joins the RAF to repel the attack. Is strategic maneuvering called for here?
Anyway strategy: Offensive and Defensive Planning on Fighters
Bombing of Japan:
FBB vs. (Fort)IIAA
Strategy rolls:
British: (1d6+2)[8]
Japanese: (1d6+1)[4]
If +1, Offensive Planning on Bombers
If +2, Offensive Planning on Bombers and Defensive Planning on Fighters
If +3, Offensive Planning on Bombers and Precision Bombing on Artillery
if +4, all of the above.Last edited by thevorpalbunny; 2008-08-13 at 09:39 AM. Reason: typo
Folding@Home
The Diamond Mind (A Tome of Battle prestige class)
"I just ESP it a half-twist and. . ." Mark Clifton, "Star, Bright"
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2008-08-13, 09:44 AM (ISO 8601)
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Re: A Game of Nations: World War 2
Bombing of Japan:
FBB vs. (Fort)IIAA
Strategy: Offensive Planning on Bombers, Defensive Planning on Fighters and Precision Bombing on Artillery
Air:
Britain: irrelevant
Japan: (4d6)[2][1][1][6](10) 1 attack negated by Defensive Planning.
B vs. IIAA
Indirect:
Britain: (4d6)[4][5][3][3](15) last 2 rolls negated, +1 attack with Offensive Planning
Japan: (2d6)[5][5](10)
- vs. IIA
Direct:
Britain: (2d6)[3][3](6)
Japan: (4d6)[3][6][2][6](17)
Close:
Britain: none
Japan: (2d6)[5][4](9)
Result:
- vs. IIA
Japanese commander gets 3 XP, becomes level 2.
The British commander is killed.
There's your luck, Nerd-o-rama.Last edited by thevorpalbunny; 2008-08-13 at 09:53 AM.
Folding@Home
The Diamond Mind (A Tome of Battle prestige class)
"I just ESP it a half-twist and. . ." Mark Clifton, "Star, Bright"
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2008-08-13, 09:52 AM (ISO 8601)
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Re: A Game of Nations: World War 2
@Vorpal: Offensive Planning requires you to designate one of the enemy's units, and the first miss on that unit is turned into a hit. So you probably want to say either OP: Fortifications or OP: Artillery.
Also, your fighter has 2 Air attacks, so your Air phase is not irrelevant.Ramm in Lords of the Elements
Russia in The World is Dark
"I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
-Albert Einstein
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2008-08-13, 09:57 AM (ISO 8601)
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Re: A Game of Nations: World War 2
He has no air forces to attack, so it's irrelevant.
@Offensive planning, I meant Artillery. I'll remember that.Folding@Home
The Diamond Mind (A Tome of Battle prestige class)
"I just ESP it a half-twist and. . ." Mark Clifton, "Star, Bright"
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2008-08-13, 09:59 AM (ISO 8601)
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Re: A Game of Nations: World War 2
Well, he does deserve a little luck at this point, being down pretty much to a small army stranded on Japan and a few Infantry waiting to die on the mainland. The destruction of the Yamato Group was disastrous.
Ramm in Lords of the Elements
Russia in The World is Dark
"I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
-Albert Einstein
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2008-08-13, 10:17 AM (ISO 8601)
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Re: A Game of Nations: World War 2
(allright if you want you can keep the british fleet in port, makes the attack all the more lucrative...since I don't have to lose the german fleet. Your call. Invasion of england will continue in any case.)
Also on offensive and defensive planning, defensive is aplied to your own units, offensive is aplied against mine. (but since figthers only target bombers I guess I'll allow it either way and just say the first miss on a momber is turned into a hit)
(also normally you'd have to roll an interception check with the infantry to merge them, but I'll allow you to merge them without a check. Mostly as I find it pretty strange you would have split them up in the first place (serves little strategic advantage in defence...other then delaying the enemy somewhat, but that should not be the purpose of multiple armies, hence the minimize forces demand) )
So the battle...Germany launches 3 cruise missiles
III BBB MMM vs II F BB (M indicating a missile)
AIR
GERMANY (3d6)[4][4][3](11)
Britain (4d6)[5][5][4][2](16) 2 bombers shot down
Result: III B MMM vs II F BB
Indirect
GERMANY (9d6)[4][5][6][2][5][1][5][6][4](38) last 4 negated due to downed bombers
Britain (4d6)[5][3][2][6](16)
Result:I*II B vs I*I F BB
Direct
GERMANY (6d6)[3][1][1][4][2][5](16) Last 2 negated
Britain (4d6)[1][2][5][6](14)
Result:I*I B vs I* F BB
Close
GERMANY (6d6)[1][3][3][3][1][1](12) Last 2 negated
Britain (4d6)[1][3][5][6](15) Last 2 negated
Result: IB vs FBB
Interesting...the RAF survived...
((OOC: british are getting lucky...very lucky
Also I feel offensive and defensive planning are too potent, especially in the air phases, so it can no-longer be aplied to aircraft. (the fact that air craft are vulnerable makes an auto hit on a bomber a battle winning thing, not something a 1 pt strategy is meant to be) ))Last edited by Wizard of the Coat; 2008-08-13 at 10:30 AM.
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2008-08-13, 10:18 AM (ISO 8601)
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Re: A Game of Nations: World War 2
Caucasus: Air Phase
Strategy: Defensive Planning: Bomber
Russia: No targets
Germany has: IIAA==> 4 attacks, -1 hit
(4d6)[6][4][4][1](15)
Result: no hits
Russia has: IIFBB
Germany has: TIIAA
Novgorod: Air Phase
Strategy: Defensive Planning (Tank), Offensive Planning (Bomber)
Germany: no targets
Russia: IIAA ==> 4 attacks, 1 automatic hit
(4d6)[6][5][5][2](18)
2 hits, 1 fighter and 1 bomber down
Russia has: TIIAA
Germany has: IIBMM
Russian commander gains 2 XP(5 total, level 2)
Can the missiles still be fired if the bombers are down?Last edited by Eldan; 2008-08-13 at 10:23 AM.
Resident Vancian Apologist
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2008-08-13, 10:35 AM (ISO 8601)
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Re: A Game of Nations: World War 2
Yes, but please reroll this entire battle and change the strategies. I've concluded that using defensive/offensive planning on aircraft is just too good and I would like the effects of other kinds of tactics being tried or else we won't learn much from testing the game. (leave your post standing here though it's good proof of why these 1 point stategies should not be allowed to be used on air power, they should not be battle winning at all and they clearly are.)
Last edited by Wizard of the Coat; 2008-08-13 at 10:37 AM.
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2008-08-13, 02:04 PM (ISO 8601)
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Re: A Game of Nations: World War 2
Well, they're two different modifiers (Total SPEED or Commander Rating + Remaining Movement). Do I just roll one die and add both separately?
I think I'm going to have to call large Destroyer fleets a bit overpowered. Maybe I've just been unlucky, but seriously, a single fleet of just submarines should not be able to wipe out two large, well-screened surface fleets withnotwo casualties at the very, very end. It's beyond bizarre.
Wait, where the hell did my F go for the Sea of Japan battle? Shouldn't I have still had a Bomber?
IJA First Army Group is staying put for the foreseeable future.
USSR: strategy roll for YAK, please? I believe I got a four.Spoiler
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2008-08-13, 02:21 PM (ISO 8601)
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Re: A Game of Nations: World War 2
Well, I think there has been an element of luck. I think a lot of it has been the Strategies too, though. And, for the sake of correctness, there have been three casualties - one in the first battle too. Also, in neither case was your fleet totally destroyed in one battle.
Huh ... I thought I had already pointed this out. I shot it down when you made the shore bombardment in FIL. Check post #122.Ramm in Lords of the Elements
Russia in The World is Dark
"I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
-Albert Einstein
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2008-08-13, 04:08 PM (ISO 8601)
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Re: A Game of Nations: World War 2
Well it's partly due to their anti air defences. Aircraft are very vulnerable to those. 6 or so destroyers will shoot down 2 aircraft easily. Aircraft are units that should only be used if you controll when they are and are not going to fight, they are very fast, so you can generally station them out of harms way.
6 destroyers should proceed in the direct and close phases of combat to deal a further 2 and 4 damage. Maybe we could reduce their close attack somewhat to compensate or boost battleships indirect attack by 1?
Maybe also remove offensive/defensive planning from the game alltogether. It's a thing used to often, even if supposedly better things could be chosen.
Still in an even fight (see the battle of the north sea destroyers can get pretty well chewed up and spat out)
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2008-08-13, 07:25 PM (ISO 8601)
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Re: A Game of Nations: World War 2
(Eh, we can talk through everything before the Cold War sim. I'm just about out of this game; I just hope to make the Home Islands as costly for the yankees as they were projected to be in a real invasion. It just seems wrong for a one-dimensional attack to be able to chew up what I intended to be a balanced force like that. But maybe it's simply bad luck.)
Spoiler
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2008-08-14, 06:53 AM (ISO 8601)
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Re: A Game of Nations: World War 2
OOC: Cold War sim will be in a few weeks, but feel free to take over the German and French forces in Europe. I would like to see people try different things, as much as possible. So long as I'm making moves I'm not learning about the system. I want you guys to try and break it.
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2008-08-14, 08:12 AM (ISO 8601)
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Re: A Game of Nations: World War 2
SS C in (E US) moves to (W ATL)
As far as I'm concerned, movement phase 1 is done.Ramm in Lords of the Elements
Russia in The World is Dark
"I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
-Albert Einstein
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2008-08-14, 08:51 AM (ISO 8601)
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Re: A Game of Nations: World War 2
Same here.
Folding@Home
The Diamond Mind (A Tome of Battle prestige class)
"I just ESP it a half-twist and. . ." Mark Clifton, "Star, Bright"
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2008-08-14, 09:05 AM (ISO 8601)
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Re: A Game of Nations: World War 2
Fine by me. Though some eastern front battles need still be ran.
NOTE: Unless Nerd-o-Rama takes over the european axis have no commander anymore. As I said, I only had one week and that is nearing an end. I'm off preparing for my summerschool next week and can only do some rules adjucations from now on.Last edited by Wizard of the Coat; 2008-08-14 at 09:15 AM.
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2008-08-14, 12:37 PM (ISO 8601)
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Re: A Game of Nations: World War 2
British Deployments, end of 1st movement phase:
Army of the Middle East (Cmdr 1): TAI (GR)
Army of India (Cmdr 1) TAI (KOR)
Pacific Fleet (Cmdr 1): CS (YAN)
British Home Fleet (Cmdr 2, 7 XP): DS (BI, in port)
RAF (Cmdr 2, 5 XP): FBB (BI)
Middle East Auxiliary (Cmdr 1): I (ME)
Chinese Auxiliary (Cmdr 1): I (YAN)
Vietnam Auxiliary (Cmdr 1): I (VIET)Folding@Home
The Diamond Mind (A Tome of Battle prestige class)
"I just ESP it a half-twist and. . ." Mark Clifton, "Star, Bright"
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2008-08-14, 01:14 PM (ISO 8601)
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Re: A Game of Nations: World War 2
If nobody objects, I think I could handle taking over one or both of the members of the European Axis. I think I can handle the conflict of interest.
Ramm in Lords of the Elements
Russia in The World is Dark
"I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
-Albert Einstein
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2008-08-14, 09:48 PM (ISO 8601)
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Re: A Game of Nations: World War 2
I would take over, but I';m at GenCon this weekend and have minimal time. Sorry!
Spoiler
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2008-08-15, 02:18 AM (ISO 8601)
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Re: A Game of Nations: World War 2
I'm sorry that I have left during two battles. I'll finish them tonight, I promise, or during lunch if I have time.
Resident Vancian Apologist