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Entry # Time Turn Player Title Entry
35 2/17/2018 9:26:00 AM Turn 1 Coalition Message Unless you want to activate your detachments. I think that on Empire 1 or Coalition 1 is the only time you can activate those. You may want to adjust them for either supply or reinforcement purposes.
34 2/17/2018 6:08:00 AM Turn 1 France Message I will destroy the fortress. I think I have ended my activation?
33 2/11/2018 12:58:00 PM Turn 1 Coalition Message Genoa falls.

You will need to make a decision whether to reactivate the fortress or leave it destroyed (rule 9.4.5 through 7).

Log file on its way.
32 2/11/2018 6:13:00 AM Turn 1 France Message Also - could Serurier have marched to the guns?
31 2/11/2018 6:11:00 AM Turn 1 France Message I assume "+ = side with such result wins battle if loss numbers are tied" does not apply here and we must have a second round if neither give up the field. The French will not give up the field
30 2/11/2018 6:09:00 AM Turn 1 France Message Result


FRA 3 +4 +2drm = 9 = 0+
COA 6 +3 +1 drm = 10 = 0+

but I am not sure how to apply the result. I assume the French have lost?
29 2/11/2018 6:05:00 AM Turn 1 France Die roll request Request: 6-sided die x 1

3


Message from France:
Making a mess of this - COAL roll
28 2/11/2018 6:05:00 AM Turn 1 France Die roll request Request: 6-sided die x 1

4


Message from France:
FRENCH

COAL

Should have rolled 2d6
27 2/11/2018 6:00:00 AM Turn 1 France Die roll request Request: 6-sided die x 2

3
6


Message from France:
FRENCH

COALITION

Lets roll the dice
Combat odds: we each have 2 steps. so a 1:1 is a 0 DRM for attacker and defender's individual rolls
Messena: +2 for attacker's roll
Neither side has subordinate leaders: 0 DRM.
Lead assault unit: no modifier for fortress points. attacker only has one choice so it's +1 attacker's roll.
Attacker has 1 arty point; fortress gets 1 for each so it's a DRM of -1 for attacker's roll and +1 for defender's roll.

Net modifiers: attacker roll +2 and the defender roll +1
26 2/3/2018 10:44:00 AM Turn 1 Coalition Message Got your email. I've posted game relevant discussion here. My email response won't include a log file as I think you'll be able to resolve the combat based upon the following. Afterwards, if you want to continue with your activation do so, otherwise let me know what my next step is.

Good point about being able to intercept the move into Genoa. That was possible and I didn't consider it. Looking at it I don't think it would make sense given that I would no longer be supporting Argenteau.

For rule 9.12.2, it states there are two exceptions. For case "b", the example in italics clarifies the intent that you only get the end of movement siege if you didn't have enough MPs to conduct the first siege.

Your siege calculation was accurate. Dice roll outside of ACTS is okay, with result of Breach. So there will be a battle on the Siege column.

The fortress points are in supply (rule 7.18.2).
The besieging force do not require a supply check for siege battles (rule 7.11.1.c.1); you were in supply at the beginning of the turn otherwise.

Siege battle works like normal battles except as noted (rule 9.3.2.a) so march to the sound of the guns is still part of the sequence. I'll choose not to do so for the reason cited earlier.

Morale points for fortress points is 3 (rule 9.31.5)

In the player aid I wrote, I listed the battle modifiers and coded the ones that are used in siege battles in red (rule 9.31.9.a through e).

Combat odds: we each have 2 steps. so a 1:1 is a 0 DRM for attacker and defender's individual rolls
Messena: +2 for attacker's roll
Neither side has subordinate leaders: 0 DRM.
Lead assault unit: no modifier for fortress points. attacker only has one choice so it's +1 attacker's roll.
Attacker has 1 arty point; fortress gets 1 for each so it's a DRM of -1 for attacker's roll and +1 for defender's roll.

Net modifiers: attacker roll +2 and the defender roll +1
25 1/28/2018 1:39:00 PM Turn 1 France Message Have carried out a successful siege of Genoa but forgot to use ACTs for the die rolls. Have some questions in covering email.
24 1/28/2018 9:54:00 AM Turn 1 Coalition Message Massena only spent one movement point out of six. You'll place a Siege 0 marker down to show you've started the siege; you have 2 combat steps to siege a level 2 fortress so you've met the prerequisites.

With 5 remaining MPs, you could perform a series of two siege rolls as part of his operations. By all means do so. If you're very successful on the first roll, you may even have enough MPs left to continue moving.
23 1/28/2018 9:46:00 AM Turn 1 Coalition Message Hi Henry,
I would retreat to the woods if the Contact Area didn't prohibit that. When you attacked, crossing 3434 to 3534, you'd place the contact marker on the map. Unfortunately the module doesn't allow players to rotate the marker by hexside to show where the attack originated. So that hexside and the two adjacent to it woul prevent evasions to 3433 and 3535 (putting aside any other reasons). The mountain terrain penality was too risky so that just leaves one available retreat space, 3533. I can only withdraw one hex or into a fortress if there were one in the space. With a 2 star commander, I had 5 steps and another 2 star leader, so I had to shed one of each.
22 1/28/2018 9:28:00 AM Turn 1 France Message I think your suggestion would work and makes sense. I understand your reluctance to evade onto your Army group. I assume your losses were caused by overstacking.

I stick with my original move:


C: AoI must move first - converts supply unit to Depot / uses 2MPs theu pass to 3434/ 2MPs +1 MP to battle Colli in 35354
D: Massena moves to place Genoa under siege
E: Securier moves to protect depot in 3535
21 1/27/2018 9:25:00 AM Turn 1 Coalition Message I think ACTS is back up.
How about if we try a -4 modifier for mountain (given the bell curve distribution of 2D6) and that mountain passes are -3 no engineer necessary? We can also call the "heavy mountain" full hexes or hexsides as prohibited for interception and evasion.

Let me know if that works for you. Maybe the variety of mountain types would also reflect differentiations in the terrain.

In any event, I'll forward an updated log file with my avoid move to 3533 and any impacts upon stacking.

20 1/25/2018 6:28:00 PM Turn 1 Coalition Message (hit button too early)

Would certainly entertain houserules where we see something that doesn't seem to make sense. Before doing so, think about whether it should have the same impact on retreat after determining winner of the combat.

I can see arguments both ways and don't have enough expertise to make a judgment.

19 1/25/2018 6:21:00 PM Turn 1 Coalition Message Yeah, I raised an eyebrow myself when looking at that. It seemed to differentiate between performing the evasion vs. where you can retire to.

I saw rule 6.54.2 with the list of withdraw restrictions.

In comparing mountain (without pass) and unbridged river, movement is still possible though more expensive. The original rulebook documented it that way as well. Also didn't see anything on BGG or ConSimWorld.

18 1/24/2018 3:22:00 PM Turn 1 France Message I see why one shouldn't broadcast in advance what one intends to do. However before I continue my move s it seems odd that there is no negative modifier for evading across mountain terrain with no pass to Genoa? Is this correct?
17 1/23/2018 6:03:00 PM Turn 1 Coalition Message Evasion succeeded. Colli evading to 3633. Would like to go to 3533 but there'd be a stacking problem. That log file is on its way. AoI can continue moving.
16 1/23/2018 5:50:00 PM Turn 1 Coalition Die roll request Request: 6-sided die x 2

6
3


Message from Coalition:
Colli will attempt to avoid in 3534. DRMs are:

+3 Initiative
-2 Initiative differential

Need a 9 or more to evade.

15 1/23/2018 5:35:00 PM Turn 1 Coalition Die roll request Request: 6-sided die x 2

4
3


Message from Coalition:
Your move appears correct so far; declaring the activation and accounting for what the army is commanding. I favor choosing the Empire 1 counter as the opening move, rather than Coalition 4. It's an opportunity to stomp on your opponent before they can react. Given that, I think the coalition first attempts to intercept for favorable terrain and if that fails, then to attempt to evade combat in the open.

I'll go ahead and roll the interception attempt with E. Colli and if it fails, no need to interrupt your original log. DRMs are:

-1 for terrain of 2+ MPs
-1 for lower initiative than Napoleon

So I need a 12 ... not likely but doesn't cost me anything to try.


14 1/23/2018 5:19:00 PM Turn 1 Coalition Message Thanks for verifying my understanding of the convention. I was hoping that I wasn't overlooking something or that there's a better way to achieve the same means.

I'll go ahead now.
13 1/23/2018 7:06:00 AM Turn 1 France Message Tom - I am aware of the convention and, once I becaome more au fait with the system, I will play it that way. But while I am learning I will put more detail in my log so that, if there is a mistake, you can more easily point it out to me. So by all means go with the Interception.
12 1/22/2018 7:03:00 PM Turn 1 Coalition Message Sample one-liner log entries for vassal

AoI to 3434 ... react?
Continuing
Now moving to x
11 1/22/2018 6:55:00 PM Turn 1 Coalition Message As AoI enters 3434, I would like to attempt an interception. Though I've only recently started playing Vassal games that are more interactive, I think the protocol is something along the lines where you ask your opponent within the log file if they wish to intercept or retreat (or take whatever action might be possible) and you continue to complete just that move.

When opponent receives the file, they see the prompt and either immediately start a new log file for the reaction or continue through the log file and forfeit the reaction possibility. It does require player honesty but does speed up the process without sacrificing the interactivity. This is in part why I think games like this are better with skype in real time, though I think with this type of tweak that it can still work.

This tweak also means you wouldn't want to disclose everything in an ACTS message. I too do what you've done in my EotS games; write my turn in ACTS and paste the text into the log as a remark.

Anyway, want to get your thoughts and feelings on this before continuing. If you want to do something different, by all means make changes. It's a learning game and also the first time trying this system pbem for both of us.

I think in one game I played face to face, Colli intercepting was a bit of a low odds play but could prove to be successful, especially as Messana can't march to the sound of the guns to hex 3434 and Serurier's odds are diminished because of the terrain (-1 interception hex costs 2+ MPs).
10 1/22/2018 6:25:00 PM Turn 1 Coalition Message I'll get a copy of the player aids to you. Let me know if you don't have them in a few hours.
9 1/22/2018 6:24:00 PM Turn 1 Coalition Message Hi Henry, thanks for setting up this module!

For controlled cities: VPs: Mantua = 3; all others 1: Lyon, Toulon, Nice, Turin, Genoa, Milan, Livorno, Florence, Bologna, Venice, Trieste, Rome, Innsbruck

Looks like France controls: Lyon, Toulon and Nice for a total of 3 VPs. That leaves 10 single point cities and Mantua (3) for 13 VPs. Looks right to me.
8 1/22/2018 3:01:00 PM Turn 1 France Message My log is on its way
7 1/22/2018 2:55:00 PM Turn 1 France Message OK here goes
A: Choose the 1 Activation chit
B: Activate Army of Italy (3 Steps) and Massena (2 Steps) and Securier (1 Step) - TOTAL 6 Steps
C: AoI must move first - converts supply unit to Depot / uses 2MPs theu pass to 3434/ 2MPs +1 MP to battle Colli in 35354
D: Massena moves to place Genoa under siege
E: Securier moves to protect depot in 3535
6 1/22/2018 11:46:00 AM Turn 1 France Message I seem to be lacking the Player Aids
1.8 The Player Aids
1. Terrain Effects Chart (TEC): Lists all terrain types on the map, and their effects on movement and combat as well as special game effects..
2. Player Card 1: This lists charts and tables pages 1-4 of 8 (page numbers are written in the top left corner in barely visible gray letters).
3. Player Card 2: This lists charts and tables on pages 5-8 of 8.
5 1/22/2018 6:03:00 AM Turn 1 France Message Forgot I only needed 1 VP tally. No way to amend as far as I can see. Grateful if you could check if I have calculated VPs correctly. Hope to make 1st Activation later today.
4 1/22/2018 6:02:00 AM Turn 1 France Edit French VPs France: from 3 to 3
Coalition: from 0 to 13
3 1/22/2018 6:01:00 AM Turn 1 France Edit Coalition VPs France: from 0 to 3
Coalition: from 0 to 13
2 1/22/2018 6:01:00 AM Turn 1 France Edit French VPs France: from 0 to 3
Coalition: from 0 to 0
1 1/22/2018 5:59:00 AM Turn 1 France Message Victory Conditions:
The players gain one victory point for each of the following cities at the end of the scenario : Lyon, Toulon, Nice, Turin, Genoa, Milan, Livorno, Florence, Bologna, Venice, Trieste, Rome and Innsbruck.
The control of Mantua is worth three victory points.
At the end of the scenario, the player who controls at least 12 victory points wins the game.
Any other result is a draw.

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