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       #Post#: 809--------------------------------------------------
       Tally order in combat
       By: Elias Nordling Date: January 8, 2019, 8:56 am
       ---------------------------------------------------------
       I have discovered that in certain situations, it can matter in
       which order you assign tallies after combat. Specifically, in a
       3 vs 2 situation (or other situation with multiple air units in
       combat on both sides), the assignment of tallies can determining
       who's the attacker, which in turn can matter if both sides have
       the same speed but different turn rate. I think that if one side
       has higher speed, he can make sure he is the attacker more or
       less no matter how the tallies are chained, but I'm not sure.
       The whole thing makes my head spin!
       #Post#: 810--------------------------------------------------
       Re: Tally order in combat
       By: Elias Nordling Date: January 8, 2019, 9:04 am
       ---------------------------------------------------------
       Or maybe it doesn't matter. You can roll for tallies in the
       following phase against anyone in the square anyway, and unless
       you are green, success is automatic.
       #Post#: 811--------------------------------------------------
       Re: Tally order in combat
       By: pilotofficerprune Date: January 8, 2019, 10:03 am
       ---------------------------------------------------------
       [quote author=Elias Nordling link=topic=58.msg809#msg809
       date=1546959384]I have discovered that in certain situations, it
       can matter in which order you assign tallies after combat.
       Specifically, in a 3 vs 2 situation (or other situation with
       multiple air units in combat on both sides), the assignment of
       tallies can determining who's the attacker, which in turn can
       matter if both sides have the same speed but different turn
       rate. I think that if one side has higher speed, he can make
       sure he is the attacker more or less no matter how the tallies
       are chained, but I'm not sure. The whole thing makes my head
       spin![/quote]
       Am I missing something? How can the order of handing out tallies
       affect who is the attacker? Surely, in a chain, 10.1.3 applies
       and the either highest speed or turn determines the attacker,
       depending on whether it is a dogfight.
       #Post#: 812--------------------------------------------------
       Re: Tally order in combat
       By: Elias Nordling Date: January 9, 2019, 1:26 am
       ---------------------------------------------------------
       [quote]Surely, in a chain, 10.1.3 applies and the either highest
       speed or turn determines the attacker, depending on whether it
       is a dogfight.[/quote]
       No, the last unit moved determines who's the attacker, and in a
       combat with 3 versus 2 units, that can depend on how the tallies
       are chained. At least I think it can, trying to figure the
       possible chains makes my head hurt. Ironically, it seems like
       the player that has the LOWEST basic speed can control who's the
       attacker, since he decides which part of the tally chain to pull
       first.
       #Post#: 813--------------------------------------------------
       Re: Tally order in combat
       By: pilotofficerprune Date: January 9, 2019, 3:27 am
       ---------------------------------------------------------
       Okay, so the order of the chain is determining the attacker, as
       per 6.1.2. The rule makes perfrect sense for a first combat.
       However, the problem comes with the second and subsequent
       combat, when the chain can be rearranged.
       How can we untangle this, so that it is simpler?
       Just for context, the rule for assigning tallies has its roots
       in the intention that once in an air combat, a squadron is
       committed to that combat and cannot continue pursuit on targets
       outside the square.
       #Post#: 814--------------------------------------------------
       Re: Tally order in combat
       By: Elias Nordling Date: January 9, 2019, 3:49 am
       ---------------------------------------------------------
       The problem is of course that the game has no "memory" from last
       turn, with the exception of dogfights.
       You could add a clause that if no one moved into the combat
       square this turn, the move order becomes irrelevant, but that
       would possibly introduce new ways of gaming this as you could
       drop the tally with one squadron dragging the rest of the chain
       with it by moving out. Then again, this could backfire if the
       other fighters don't move out... I think that could work.
       Another possibility would be to add a clause for fighter-fighter
       combats with more than one fighter on either side, the one with
       more fighters is the attacker, which I THINK is what you end up
       with in practice in most situations with the current rule. But
       I'm not sure if there are also ways to game 2 vs 2 combats.
       Maybe both in combination?
       I haven't had a lot of this before because I usually find adding
       more than one fighter to combat inefficient, but Desperate
       Improvisation is a scenario that pushes you in new directions
       :-)
       #Post#: 815--------------------------------------------------
       Re: Tally order in combat
       By: pilotofficerprune Date: January 9, 2019, 3:58 am
       ---------------------------------------------------------
       Where there's a problem I am trying to head in the direction of
       the simplest solution.
       'Last to move in' is such a powerful rule, as it givers such an
       advantage to the initiative holder, as it should.
       Your 'side with more fighters' idea is intriguing, but we'd
       still need to tie break and I suspect there are ways to game
       this.
       I can't help feeling that we need to separate combats into two
       categories:
       (a) Those where squadrons entered the square in the previous
       movement phase, and
       (b) Those where they didn't (a category into which many
       dogfights fall)
       The alternative is to re-examine rule 7.2.4 and apply it only to
       units that do not have a tally on an enemy in the same square.
       Damn you, Elias, for finding such a knotty problem!
       #Post#: 816--------------------------------------------------
       Re: Tally order in combat
       By: Elias Nordling Date: January 9, 2019, 4:23 am
       ---------------------------------------------------------
       Determining the attacker in combats where both sides start in
       the square is something I've spent an inordinate amount of time
       with for often minor game effects (but not in this particular
       case), which suggests a simple clause would be in order.
       If you define "continuing combats", then it would make sense to
       basically use the same way to determine the attacker as for
       dogfights, that is use the speed rather than the turn rate, and
       roll for tie-breaks.
       Even though it would flip the situation to my disadvantage in
       Desperate Improvisation :-) Those 5-7 fighters are peculiar.
       #Post#: 817--------------------------------------------------
       Re: Tally order in combat
       By: pilotofficerprune Date: January 9, 2019, 5:29 am
       ---------------------------------------------------------
       [quote author=Elias Nordling link=topic=58.msg816#msg816
       date=1547029393]If you define "continuing combats", then it
       would make sense to basically use the same way to determine the
       attacker as for dogfights, that is use the speed rather than the
       turn rate, and roll for tie-breaks.[/quote]
       I suppose so, yes. I'm just trying to think of a way to phrase
       such a rule without it making things worse, or more complex.
       Let's get it straight what the issue is:
       (a) For non-continuing combats the existing rule works fine and
       I don't want to change it.
       (b) Continuing combats can be manipulated by jiggering with
       tallies
       It's really (b) I want to resolve ideally.
       #Post#: 818--------------------------------------------------
       Re: Tally order in combat
       By: Elias Nordling Date: January 9, 2019, 5:41 am
       ---------------------------------------------------------
       Agreed. For first-turn combats, there is very little opportunity
       for that kind of jiggering.
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