Protect several movements from interception

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juntoalmar
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Protect several movements from interception

Post by juntoalmar »

Ok, I haven’t nailed this case of naval movement yet.

1st impulse: player A moved his relatively strong fleet to section 3 in a sea area, and sunk all convoyes of player B from his section 0 (but a couple of cruisers survived).

2nd impulse: player B would like to move:

a) a convoy to section 0 (no need to move more cruisers, just need to move the convoy)
b) two cruisers to section 1 for protection in the first impulse during the next turn
c) a great fleet to section 4 to chase for player A fleet

the fact that movements a) b) c) are performed sequentially, allows player A to intercept movements individually and have good chances to destroy ships from movements a) and b).

Does player B have any option to protect himself from this? What would be his best sequence of actions? I guess:

c) in order to look for battle and hope to weaken or abort player A fleet
b)
a)

from strongest to weakest. But if he doesn't finds the opponent's fleet on his first movement (c) he is still #@@$
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Jagdtiger14
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RE: Protect several movements from interception

Post by Jagdtiger14 »

How important is it to have cp's in that sea zone? Is supply an issue? If so, you could use a fast TRS with the main fleet in the 4 box, or sneak in one cp in the zero box. I would forget about the 1 box, or putting more than 1 cp in the zero. I assume player B has a substantially better force in the 4 box than player A has in the 3 box. Player B should fight it out from the 4 box if its in his advantage to do so. There could be multiple battles, so anything in the zero or 1 box would just be wasted.
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paulderynck
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RE: Protect several movements from interception

Post by paulderynck »

ORIGINAL: juntoalmar

Ok, I haven’t nailed this case of naval movement yet.

1st impulse: player A moved his relatively strong fleet to section 3 in a sea area, and sunk all convoyes of player B from his section 0 (but a couple of cruisers survived).

2nd impulse: player B would like to move:

a) a convoy to section 0 (no need to move more cruisers, just need to move the convoy)
b) two cruisers to section 1 for protection in the first impulse during the next turn
c) a great fleet to section 4 to chase for player A fleet

the fact that movements a) b) c) are performed sequentially, allows player A to intercept movements individually and have good chances to destroy ships from movements a) and b).

Does player B have any option to protect himself from this? What would be his best sequence of actions? I guess:

c) in order to look for battle and hope to weaken or abort player A fleet
b)
a)

from strongest to weakest. But if he doesn't finds the opponent's fleet on his first movement (c) he is still #@@$
You only have to take a chance on being intercepted if you want to go through the sea zone. If each of those naval moves stops in the sea zone and selects their sea box to be in - then there will be no interception combats.

After you've done all your naval moves, you can initiate a search there. Or you can decline to do so and then the enemy will have a chance to search for you. But if your force in the 4-box is strong, he may be afraid to do so. Going back to your search opportunity, a reason not to do so (despite superior forces in the 4-box) is that naval search is always a bit of a crap shoot and you may not want to chance rolling high and have your opponent roll low and zot a bunch more of your CPs and then abort.
Paul
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Courtenay
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RE: Protect several movements from interception

Post by Courtenay »

ORIGINAL: paulderynck

You only have to take a chance on being intercepted if you want to go through the sea zone. If each of those naval moves stops in the sea zone and selects their sea box to be in - then there will be no interception combats.

After you've done all your naval moves, you can initiate a search there. Or you can decline to do so and then the enemy will have a chance to search for you. But if your force in the 4-box is strong, he may be afraid to do so. Going back to your search opportunity, a reason not to do so (despite superior forces in the 4-box) is that naval search is always a bit of a crap shoot and you may not want to chance rolling high and have your opponent roll low and zot a bunch more of your CPs and then abort.
When you do your movement, MWiF does not know that you are stopping in the sea area, so the other player will be given the chance to intercept you. If he knows for certain that you are stopping in the sea area, he will not do so, because that will flip one of his units for no gain. If he is worried that some of your units will move through the area (not stop), he might intercept you. On any intercept, if the intercept is successful, the moving player is asked if he wants to "fight through". If he declines, he must put his moving fleet in some box in that sea area, and that ends its movement. If he does fight through, he also must place that fleet in some box in the sea area -- and it costs movement points, but not range, to go anywhere but the zero box -- but, after a naval battle is fought (which could be multiple rounds of combat) if the moving player did not abort from the sea zone, any surviving ships can keep moving.

Fighting through is rare. A small number of ships being intercepted is at a tremendous disadvantage, and will usually stop. A large combat fleet will rarely be intercepted, because what would the other side do if it caught it? Transports moving through usually stop, because, no matter how good their escorts, the odds of their opponents having enough surprise points to directly target a transport are high, because you will be in a low sea box, he will be in a high one, and, in finding you, he has already made a good search roll.
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