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Second World War at Sea: Bomb Alley» Forums » General

Subject: A few question after playing "Darkest wine" rss

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Nathaniel GOUSSET
France
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Hi,

we got the situation when italian DE intercept un-escorted transport and where unable to damage them because they cant close to 2 range even if faster than the transport (3 to 2).

Usually the transport set-up at 6 range then they roll to disengage at the end of every round of combat. They usually succeed before the 4th round end...

Even if the italian manage to win 3 rolls they will only have 1 shoot at range 2 before the game round end and they are put back at range 6 for next game turn.

This doesnt feel right... How come a faster ship cant engage a slower one he is pursuing for 12 hours straight ?
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Jim S.
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Hi Nathaniel,

Several items at work here:

(1) The "fast" transports of the early games. Up until Midway, transports had speeds of 2 (large or small). Since then, they have been re-rated to 1+ and in the case of some small transports down to 1. However this doesn't really help here, as these scenarios were tested with the faster transports.

(2) Clear weather in daylight. This sets up a long stern chase.

(3) The dreaded 6.47 rule, which always seems to enable one player to snatch victory from the grasp of the other at just the wrong moment. I understand why this rule is there, to allow for circumstances outside of combat to force its conclusion (such as the local commander suddenly thinking he is being led into a trap, false reports of low fuel, etc). But it seems like this happens too easily.

For the Italians to succeed, you will need a bit of luck to close in, and then use everything with that one shot (guns and torpedoes).

The other alternative is to ignore 6.47 as suggested under 17.2. And a middle ground would be to continue to use 6.47, but allow the player with the faster TF to get an additional +1 on their roll.

And in the next edition of Bomb Alley, I will have to look at those transport speeds.

-Jim
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Nathaniel GOUSSET
France
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Thanks for the answer.

Well, we can forget torpedoes as the one shot will be at range 2 at best.

Sad thing is that even 2 groupes of DE wont be able to corner the fleet of transport as they can escape the direction they want and will never set up in the middle, even when caught into a pincer.

Lowering transport speed would help definitely.

6.47 I dont know, this rules have his use and removing it would really harm some sides, but still need more practice.

Perhaps some rules adjust in the set-up in case of a pursuit or a fight that last more than 4 round, something like lowering the distance to 4 in case of a pursuit.

Anyway something look wrong because in the operationnal map the DE can caught and even go farther than the transport in the 4 hours turn but on the tactical map the situation isn't possible.

Also if we consider that DD/DE and TRS too probably have smaller view range than CL and BB (because they are small and the earth is round) perhaps in case of a fight with only light units the starting range should be lowered.

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Jim S.
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Hey, if the range is two, you can still take a torpedo shot (torp range is 0-2 in SWWAS, except for Long Lance which is 0-4).

Also, you might try the scenario assuming small transports have speed 1, and large transports speed 1+. Just looking at the scenario duration and distances, this should still enable the Allied player to get them to port (barring any intercepts) and unload for VP.

-Jim
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Nathaniel GOUSSET
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Oh, right

I think I will do just that Scenario usually have plenty of time for transport. Now the trouble is that the whole italian subs can track the convoy from the start, silly english not using escorts.
 
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Nathaniel GOUSSET
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Another related question :

Italian are penalised because their land bomber where level bombing from High Altitude to avoid AA. They have a second roll when bombing.

Did I miss something or shouldn't they have a benefit against AA fire too ? Afterall they are flying this high to avoid it, no ?
 
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Jim S.
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Hi Nathaniel,

Per 24.2, that penalty applies to any Italian level bomber, regardless of altitude. In fact most Italian bombers in the game are not high altitude capable.

For attacks from high altitude, there is no AA fire per 13.34.

-Jim
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Joe McCabe
United Kingdom
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Hi Nathaniel

Just one point I would make - if the chase lasts 4 rounds and the transports don't manage to disengage the range is NOT reset to 6 hexes as you believe. You simply do an operational map move and then continue the battle where you left off

Joe
 
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