View Full Version : Iron Cross w/ Diamonds to Mantis
Attention, attention!!!!!
The "longest" single battle of TOAW may just have been played.:thumup:
Mr. Mantis had 12 separate rounds of "attacks" against a single hex against me!
Thats right 12 individual attacks, from one hex against one hex.
:hail:
Turn 39, units involved:
2nd Finn Corps and 2 Finn Guerillas in hex 131,49 attacking
USSR- Stavka & 20th Mech Corps in hex 132, 49.
Axis attacks against the hex occured on the following “moves” on a 525 "move" turn:
424/474/481/485/489/510/512/515/517/519/522/524.
They just went on and on; great execution Mantis if I may say so!
:hail:
Only one problem: my units held their ground :p
There were several other battles also resolved this round. Destruction of a Russian corp in the north by the Finns, destruction of a several French corps by the German and Italians, a few general advances on the main front through Switzerland.
I found it quite odd that several rounds of combat were resolved without changing the % of the turn left. I also wasn't 'aiming' to get a zillion phases; I could have dragged at least 4 more out of this turn had I been trying for that.
I was always under the impression (from the rules, and experience both - I've had several 10 phase turns) that you could NOT go beyond 10 phases.
Can anyone enlighten me why I got 12, and could quite easily have squeezed 15 out of the system?
:hmmm:
Sheik Yerbouti
29 Oct 02, 09:02
How much shock did you have?
Just the standard shock the Germans have for the first 185 (or whatever it is) turns. Kerry and I agreed to play an unconventional game, so I traded Case Yellow for the Seigfreid line bonus forts, and poured the entire Wermacht through Switzerland.
Sheik Yerbouti
29 Oct 02, 10:04
Even minor ground shock tends to give `bonus´ phases, when most of the attacks during the turn (normal and limited) are made with minor losses settings and artillery is (preferably) set to reserve or dig-in status.
Congratulations! You have obtained the Grail.
Originally posted by Mantis
I found it quite odd that several rounds of combat were resolved without changing the % of the turn left...I was always under the impression (from the rules, and experience both - I've had several 10 phase turns) that you could NOT go beyond 10 phases...Can anyone enlighten me why I got 12...
Read Bob Cross' article on this site, on Multiple Combat Rounds. Think through the implications of the post combat percentage adjustment and turn ending conditions.
In short, by having your attacks broken up quickly, and failing to advance, you preserved movement points. Likely you began a bunch of probing attacks with a fresh unit(s) with MP allowance around 15 and on minimum loss. Your failed attacks left you with a high proportion of your movement left unspent, and integer rounding can keep the % at the same x*10% level, particularly, when other units along the front join in on subsequent attacks and they, as well, have sustantial amounts of their movement left.
Whatever the reason I know my comments went something like this during the 12 "rds":
Yea, :)
Ok,
that's 3, my guys held , :D
Another one, good turn,
More?, :(
Dang, :nervous:
Geesh!,
What the!, :confused:
Hey!,
For crying out loud!, :crosseye:
Damn!, :stop:
Son of a....!
:surprise:
Wow! :hail:
Kerry
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