joshuamnave
Posts: 967
Joined: 1/8/2014 Status: offline
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Second time this has happened. Both instances came when there was a counter interception from the attacker. Not sure if that's relevant or not. The roll flashes up (in this case it was a 4, last time it was a low number also), then the error message. If you hit "continue application" the game hangs with a "waiting for dice roll" message. I reloaded the game, and manually entered a 10 for the die roll, same crash. I reloaded again, this time had the Japanese fighter escort the bombers instead of counter intercept. I manually entered a 4 again and this time it worked fine. The last time I had this crash (see earlier in this AAR) I was able to fix it by escorting instead of intercepting as well. Looks like the code doesn't like attackers counter intercepting during ground strikes. Moving on... The Chinese shoot down the Zero, but not before being destroyed themselves. When the lone survivor lands and sees a row of holes along his fuselage, he casually blames it on termites. Two of the 3 Chinese units are flipped. Bayonets are fixed, prayers are said... The Japanese continue to exploit my blunder by grabbing the resource NW of Lanchow and taking Ningsia. One ChiCom city remains, and there's a Japanese unit 2 mtn hexes from it. Fortunately for the Chinese, he's disorganized and too far from an HQ. Double fortunate for the Chinese, there's a communist infantry due to arrive next turn. In the south, the Japanese wait another impulse to attack. The units are flipped and not going anywhere, and the Japanese can bring in several more units to help in the fight. Otherwise it's only a +6 battle. If the Chinese HQ's reorg them, they'll be flipped on the front lines at a time when China is trying to fall back. On the Allied half of the impulse, Britain and France both take Naval actions. Britain because they have a lot of ships to move and convoys to reestablish, and France because with the exception of the garrison guarding the port of Oran, all of the French ground units are locked in place now anyway. The US is finally getting involved in the war, sending fleets out to escort the east coast convoys on a combined. (Note: The US picked the escort east coast convoy option last turn. The allows them to use up to 5 ships in the 0 box of the east coast in any sub combat there. They can't fight from the 4 box, or send in more than 5 ships, but if the turn is long enough for them to dribble that many ships in, they could put 5 in the 0 box and 5 more in the one box that slide down at the end of the turn) The British are able to patch most of their convoy net, while running more of them through the north. Unfortunately, not even that route is completely safe, with long range uboats operating out of Brest now. Off the Italian Coast, British subs zero in on a convoy of Italian freighters and send them to the bottom. In China, Chiang retreats his units toward the river line. If they can get behind the river in the mountains, Japan will have to spend a lot of valuable time oozing around them. The impulse ends, and the weather clears up - a little. Now it's only raining in the Med. With a strong chance that this will be the last axis impulse of the turn, everyone takes land actions. The goal for Jan/Feb is to be ready for M/A. At the first sign of clear weather we want to be ready to clear Toulouse, then turn our attention on Spain. We're already putting off Barbarossa dangerously long, so it's key that we get through spain, close the Med, and do some damage in the middle east. A 1942 Barbarossa will benefit heavily from allies in Iraq and Persia, for example. Lots of unit shuffling. The Japanese squeeze that pimple in the south and it pops, with lots of sticky Chinese squirting out to the northwest and a disorganized retreat. They live, but Japan has the rail line. The Germans clean up the southern end of the Maginot, mostly as a training exercise to keep their troops sharp. Territorials in East Africa threaten more British possessions, but not British units, resources or supply routes. The impulse ends. As is often the case, the Allies haven't much to do at the moment. Even the Chinese situation is fairly stable now that they are all stacked in contiguous mountain hexes. For the allies, time is money. They pass, giving the turn a 50% chance to end. And it does. The allies add a chit to the European pool and it's a 1. Frustratingly, they still can't gear up. Production: Germany, 28 BP's - 3 Pilots,2 ftr (2), 2 Lnd (2), Arm HQ, Inf, Inf Italy, 11 BP's - Pilot, BB repair, Lnd (4), sub, terr Japan, 16 BP's - 2 Pilot, Mussashi, Amph, Ftr (2), CVP (1) China, 3 BP's - Inf CW, 21 BP's - 2 pilot, 4 CPs, 2 CA's, Monty, Nav (3) US, 10 BP's - New Jersey, pilot, CVP (1), terr USSR, 16 BP's - 2 Ftr (2), Inf HQ, Mech, garr Decent number of reins coming in this turn
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