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RE: 4 player E-mail: A - 8/14/2016 10:13:05 PM   
Mayhemizer_slith


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Germany intercepts with Bf109.

CVP stays out of the combat (air to air factor 0)?

(in reply to Orm)
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RE: 4 player E-mail: A - 8/14/2016 10:13:40 PM   
Orm


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quote:

CVP stays out of the combat (air to air factor 0)?

Yes. It stays out of the combat.

< Message edited by Orm -- 8/14/2016 10:14:43 PM >


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RE: 4 player E-mail: A - 8/14/2016 10:16:49 PM   
Mayhemizer_slith


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CW can choose Axis plane to abort.




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Post #: 1743
RE: 4 player E-mail: A - 8/14/2016 10:20:23 PM   
Orm


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Abort the German fighter.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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Post #: 1744
RE: 4 player E-mail: A - 8/14/2016 10:24:09 PM   
Mayhemizer_slith


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CW bombers gets through.

Next round we will see what happens to Ju88 unless Spitfire gets scared.




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Post #: 1745
RE: 4 player E-mail: A - 8/14/2016 10:25:38 PM   
Orm


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CW stay.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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Post #: 1746
RE: 4 player E-mail: A - 8/14/2016 10:27:26 PM   
Mayhemizer_slith


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Air combat was not fun, but at least it is over.




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Post #: 1747
RE: 4 player E-mail: A - 8/14/2016 10:27:51 PM   
Mayhemizer_slith


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Where do I land CW planes?

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Post #: 1748
RE: 4 player E-mail: A - 8/14/2016 10:32:28 PM   
Orm


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The same hexes from where they flew is good enough.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: 4 player E-mail: A - 8/14/2016 10:36:54 PM   
Mayhemizer_slith


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Both sides fails HQ support (Axis 7, Allied 9)

Germany chooses blitz. Roll is coming very soon...




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RE: 4 player E-mail: A - 8/14/2016 10:42:12 PM   
Mayhemizer_slith


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Seems like attack fails, but I need to ask is fractional odds correct?

27:29 is very close to 1:1 but I get only 0,074 fractional odds.




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RE: 4 player E-mail: A - 8/14/2016 10:43:38 PM   
Mayhemizer_slith


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And another question. Is France major power after Vichy is declared?

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Post #: 1752
RE: 4 player E-mail: A - 8/14/2016 10:46:38 PM   
Orm


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Yes, France is a major power. But now they co-operate with CW.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: 4 player E-mail: A - 8/14/2016 10:50:06 PM   
Mayhemizer_slith


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Is fractional odds correct?

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Post #: 1754
RE: 4 player E-mail: A - 8/14/2016 10:58:02 PM   
AllenK


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The fractional odds doesn't look right but I think the Allied combat friction only applies to attacks, not defence.

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RE: 4 player E-mail: A - 8/14/2016 10:58:57 PM   
Orm


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I've always been unsure on the math on fractional odds below 1:1.

The 0.074 looks wrong to me. So I am reading back on the rules and do the math. I'll get back to you shortly.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: 4 player E-mail: A - 8/14/2016 10:59:18 PM   
Orm


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quote:

ORIGINAL: AllenK

The fractional odds doesn't look right but I think the Allied combat friction only applies to attacks, not defence.

Indeed.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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Post #: 1757
RE: 4 player E-mail: A - 8/14/2016 11:02:30 PM   
Mayhemizer_slith


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I think I get to bed now, it is 1 am here. I continue tomorrow when someone can confirm if fractional odds was correct or not.

< Message edited by Mayhemizer -- 8/14/2016 11:03:00 PM >

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Post #: 1758
RE: 4 player E-mail: A - 8/14/2016 11:04:51 PM   
Orm


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The +0.13 blitz bonus does not look right either. But since the end result should be 0, then it matters not.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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Post #: 1759
RE: 4 player E-mail: A - 8/14/2016 11:06:15 PM   
Orm


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quote:

ORIGINAL: Mayhemizer

I think I get to bed now, it is 1 am here. I continue tomorrow when someone can confirm if fractional odds was correct or not.

Could you post a question on the fractional odds on the tech support forum?

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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Post #: 1760
RE: 4 player E-mail: A - 8/15/2016 5:02:25 AM   
Mayhemizer_slith


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quote:

ORIGINAL: Orm

The +0.13 blitz bonus does not look right either. But since the end result should be 0, then it matters not.


I think it is right. 2 corps attacking vs one copr is even. +0,13 is from Arm div attacking cross the river.

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Post #: 1761
RE: 4 player E-mail: A - 8/15/2016 5:35:46 AM   
Courtenay


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I do not understand armor factors using the 1d10 table. They are not explained well. Nowhere do I see anything that says they are halved by rivers (unlike for the 2d10 table, which certainly are.) I don't even see anything that says that divisions only count for half (again, the 2d10 table states this explicitly). The +0.13 looks like the 2d10 value of .25 was calculated, and then halved. I don't think that this is correct, but as I said, I don't understand the blitz bonus rule. Here is one place where 2d10 is much clearer.

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Post #: 1762
RE: 4 player E-mail: A - 8/15/2016 3:01:45 PM   
brian brian

 

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Maybe MWiF just calculates the 1d10 bonuses on a strict halving of the 2d10 bonuses and still displays them in 1d10 combat but never uses the result? A better test would be to add two armor divisions to a 1d10 blitz combat and see if that gets a rounded up +1 on the combat?

The 1d10 rule does imply that you need two ARM or MECH (true corps/armies) to even get the +1, not just one to get a +0.5 that rounds up.

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Post #: 1763
RE: 4 player E-mail: A - 8/15/2016 6:29:35 PM   
AllenK


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By my calculations (if I've read the two examples in RAC correctly) the fractional odds would be:

26.5:29 which rounds to 1:2. A true 1:2 is 14.5:29. The odds calculation is (26.5-14.5)/14.5 = 12/14.5 = 0.828.

On that basis, the roll of 0.626 should have been good enough to take the combat table to 1:1. The 6 modified to 8 would give a 1/R result at 1:1.

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Post #: 1764
RE: 4 player E-mail: A - 8/15/2016 7:23:55 PM   
Mayhemizer_slith


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quote:

ORIGINAL: AllenK

By my calculations (if I've read the two examples in RAC correctly) the fractional odds would be:

26.5:29 which rounds to 1:2. A true 1:2 is 14.5:29. The odds calculation is (26.5-14.5)/14.5 = 12/14.5 = 0.828.

On that basis, the roll of 0.626 should have been good enough to take the combat table to 1:1. The 6 modified to 8 would give a 1/R result at 1:1.


That is how I understand this rule also, but I think 26.5 rounds up to 27. Allies accept or should we wait more? Can I fix result to save MIL and 2 BP's for Germany?

< Message edited by Mayhemizer -- 8/15/2016 7:25:40 PM >

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Post #: 1765
RE: 4 player E-mail: A - 8/15/2016 7:49:50 PM   
AllenK


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Don't think the Mil is saved. 1/R is one loss to attacker and defender retreats.

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Post #: 1766
RE: 4 player E-mail: A - 8/15/2016 7:53:02 PM   
Mayhemizer_slith


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But I can fix that result to -/R and MIL is saved (Germany still need to be compensated 4 BP's).

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Post #: 1767
RE: 4 player E-mail: A - 8/15/2016 7:57:13 PM   
AllenK


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-/R would need a 9 on the 1:1 column. Didn't you roll a 6 with +2? Or are you thinking there should be a further +1 for the armour?

Edit: Just cottoned on to what you are getting at. Saving the Mil as part of recouping the 8 BP's (now 4 remaining).

< Message edited by AllenK -- 8/15/2016 7:59:43 PM >

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Post #: 1768
RE: 4 player E-mail: A - 8/15/2016 8:10:34 PM   
Mayhemizer_slith


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Yes, I should have told I'm talking about that synth plant.

I looked at save file, it is quite clear and I tested to switch those plants and it seemed to go well.

Here is save file:

0,3539,,0,0,0,0,0,0,0,0,0,-1,0,0,0,0,0,0,0,0
.T This unit represents the small synthetic fuel program of Italy. .P Using German technology Italy did produce some oil from coal during World War II. Using hydrogenation Italy obtained modest amounts of synthetic fuel from its refineries in the early stages of the war. Producing synthetic fuel is expensive however and after Greece was invaded Italy switch over to refining Albanian crude oil. They did this up to the armistice in September 1943. Interrogation of Italian ministers and officers by the Allies revealed that Italy had been functioning under an empty bucket of oil reserves. The Italian industry did what it could. For example, the refinery at Bari was refurbished and switched back to producing modest amounts of oil by hydrogenation for the remained of the war.
11416,11453,0,6011,1023,65535,16384,0,0,0,9,0,32768,0,0,0
-1,UndoData
46,84,10,utSynthOil
,204,61,1940
.
.
.
0,3541,,0,0,0,0,0,-1,0,0,0,0,0,0,0,0,0,0,0,0
.T The Italian Synth oil plant is not a Synthetic oil plant at all. Instead it is the site of the modern Libyan oil fields and represents the wartime development of these fields. .P The Italian Synth oil plant is like any other synth oil plant except that when it arrives as a reinforcement, it may only be placed in hex E2701. Whichever major power controls this hex may build this synth oil plant, and unlike other plants it is not destroyed when captured, but is instead treated like any other oil resource on the map (eg. it may be damaged and repaired). Furthermore, if its hex is conquered while the synth oil is on the production circle, it still arrives on the map under the control of the new owner, but damaged and it must be repaired before it can be used.
11417,11453,0,6013,1023,65535,10240,0,0,0,9,0,0,0,0,0
-1,UndoData
0,0,8,utSynthOil
,201,61,1940

I copy pasted bolded lines and changed their places... And correct synth plant was on production track and 10 BP synth plant was in force pool. Not sure if that causes any other problems, but I managed to change them.

I believe correct way to fix it would be to chance 0,0 and 46,84 with each others. Those numbers seems to tell where the unit is, place on map or somewhere else. 0,0 is Force Pool.

< Message edited by Mayhemizer -- 8/15/2016 8:13:59 PM >

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Post #: 1769
RE: 4 player E-mail: A - 8/15/2016 9:14:59 PM   
Orm


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quote:

ORIGINAL: Mayhemizer

quote:

ORIGINAL: AllenK

By my calculations (if I've read the two examples in RAC correctly) the fractional odds would be:

26.5:29 which rounds to 1:2. A true 1:2 is 14.5:29. The odds calculation is (26.5-14.5)/14.5 = 12/14.5 = 0.828.

On that basis, the roll of 0.626 should have been good enough to take the combat table to 1:1. The 6 modified to 8 would give a 1/R result at 1:1.


That is how I understand this rule also, but I think 26.5 rounds up to 27. Allies accept or should we wait more? Can I fix result to save MIL and 2 BP's for Germany?

I think this is correct and MWIF is wrong.

27:29 -> 1:2 witch equals to 14.5:29. The remainder would then be (27-14.5):14.5 = 12.5:14.5 = 0.862

So, alas, a 1:1 attack leads to a Allied retreat. We apparently heard some rumours that German forces were enroute and decided that running was safer than staying around and see if there were any truth to the rumours.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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Post #: 1770
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