Red Prince
Posts: 3686
Joined: 4/8/2011 From: Bangor, Maine, USA Status: offline
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The situation here in Egypt has me a little more than puzzled, for a number of reasons. By the end of the first impulse, Italy will have 25 attack factors to use in the Middle-East and Egypt. It will take a few land impulses to get all of those factors into position to get a good attack on HQ-A Wavell. If Wavell doesn't retreat, it's possible he could be put out of supply. It's going to take a Naval Action plus a Land Action (or a dreaded Combined Action) to get the Indian MIL into Suez (due to non-cooperation between Spain and Egypt). That means it'll likely be impulse #4 before that happens. At that point, there's a choice . . . double-stack Suez, double-stack Cairo, or single-stack both. That would be impulse #6, and it's a tough choice. Cairo offers the option to select the CRT, but Suez allows for a certainty of supply coming through the Red Sea; unfortunately, the presence of both HQ-A Graziani and the MECH will let the Italians choose the CRT if Suez is the chosen location for a "final stand". Another problem here is the fleet in Port Said. It has 22 attack factors among 9 units. The Italians have 16 factors among 5 units, plus a NAV. Granted, they are in the 2 Box, and most of the CW fleet can reach the 4 Box . . . but, that NAV is still a problem. What the real problem here is, is that if the Commonwealth isn't careful, these units will end up trapped in the Med -- Port Said is an E. Med port, and does not let out into the Red Sea. If it doesn't attempt an attack on the Italian fleet early, it could get stuck if Italy claims any 1 of the 4 hexes that control the Suez canal. So, I guess they'll have to try to fight at less than overwhelming odds, and if it means they lose a ship or two and need to Abort, they can almost all abort to Aden. ----- Why not simply bypass the Italian fleet and move on to another sea area, you ask? The W. Med, perhaps? Or even the Italian Coast? Well, I've been trying to avoid mentioning this, but I feel I need to now (sorry Steve): there is a very minor bug that I've been able to work around most of the time that prevents me from sending this fleet to either of those sea areas (well, I suppose I could get them to the W. Med . . . keep reading and I'll explain). This is a relatively new bug that showed up (or resurfaced, really) about two months ago -- after the option to intercept is offered to the enemy fleet, regardless of the decision made, a MadExcept Error occurs if you try to continue moving the fleet to another sea area. This kind of error isn't fatal, but it has the potential to introduce corrupt variables into the game, which can cause the entire game to become too corrupted to be useful as a test game. It's almost certainly an easy thing to fix, but Steve has had much higher priority code to complete during that stretch. The work-around I use, if I know the interception is going to fail, is to use special debugging tools to move the fleet to a port adjacent to the sea area where the fleet should end up. Unfortunately, in this case, the CW has no ports adjacent to the Italian Coast, and I'd have to move them to Gibraltar in order to get them to the W. Med. With so many ships already in Gibraltar, I just don't want to have to try to keep track of which ships should be able to reach which sea box. I apologize for the digression, but with all of the talk about bad CW play this "bad play" is an obvious one, and it takes a lot of effort to make sure everything is done "correctly". To be honest, I'm tired of having to explain everything I do with the CW navy. In fact, it isn't only the CW navy that has had to deal with this. In order to get the German Azores invasion force through to the North Atlantic, I had to restart the game 3 times for that single Naval Move: the first move was out of Kiel into the North Sea to check for a successful interception, which failed. The second time I moved the force to a location (using two sets of debugging tools) bordering Faeroes Gap to check for an interception. The third time was a creative use of the tools to move into the North Atlantic, and for that case an interception didn't matter even if it succeeded, since the fleet would remain there anyway. As I said, I apologize for this digression, but I expect this bug will be fixed soon, and will no longer be a problem. I thought this might give you a little better understanding of what we do as beta-testers (and also some of the things I have to deal with to show you the game). Please take note: I haven't lied to you at all about the game being playable from start to finish. I hope you believe me when I say that. Every now and then a minor bug pops up that makes things a little more difficult, that's all. I've already told you about a few of them. Maybe I should have mentioned this one sooner, but none of us (including Steve, I think) expected the work he's been doing on Supply to be as difficult as it was, so I was just waiting for this to be fixed . . . which meant it would no longer be an issue. I decided to mention it now (as I already said) because of the request that I show some more images of the active areas, and this image clearly shows me playing the game like an idiot . . . unless you take the bug into account. ----- And now, back to business: Notice that the Italian fleet is disorganized. That's why I decided to bite the bullet and invest in the SynthOil for both Italy and Japan after the last turn. Yes, it will be Summer 1941 before it goes online, and hopefully Iraq will be part of the Italian Empire by then, but if all goes well (ha ha ha), Barbarossa will be about to begin, and every drop of oil is going to be needed. But I'm getting ahead of myself here. Who said I don't plan several turns ahead? Oh, I think it was me in the previous post . . . Anyway, here are the realities of the Egyptian scenario:
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Always listen to experts. They'll tell you what can't be done and why. Then do it! -Lazarus Long, RAH
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