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@markgutis332 жыл бұрын
Watching your videos is an important “reality check” for me. Thanks so much for doing them!
@jeffbarnes13166 ай бұрын
Very helpful videos!! Just got the game and couldn’t get past scenario 1 without your help!!
@Harvestersz2 жыл бұрын
Thank You for continuing this. Much appreciated. It allows me to double-check my understanding of the rules.
@p.henrique91152 жыл бұрын
Enjoying this series, please keep making Carrier videos.
@williamshkurti31252 жыл бұрын
This is really helpful to me inlearning the game. Keep up the good work!
@ScottPalmer-mp1we Жыл бұрын
I have found the video very useful as I go back to it occasionally while playing the game. I am impressed that more than half way through, MWE said that he was new to the game. Through the first part, MWE was so smooth playing the game that I figured he had played a lot; very impressive indeed.
@musik_non_stop2 ай бұрын
Air Strikes cost 1 fuel, while Air Interceptors cost 3. Also, you forgot to move your TG 3. ....Your videos were extremely helpful, thanks for making!
@Pericalypsis Жыл бұрын
Thanks for the video. I believe Air Mission 1, which got the W/2 result, should have targeted Butai 3 (in the same hex of Butai 2). In the rules for W/2 it says "If there is a different Japanese force -- detected or not -- available within two hexes, the strike contacts that force instead." Butai 3 is within 2 hexes: it's 0 hexes away. Butai 1 is also within 2 hexes: it's 1 hex away. And when there is more than one possible force to choose from, then choose the closest, which is Butai 3. So you could have had one Air Mission on each Butai.
@MyOwnWorstEnemy Жыл бұрын
I believe you are correct. I think (for me) this is another case of where the rules could have used a bit more clarification.
@davidarlington1206 Жыл бұрын
There's an errata for something on the Japanese Air to Air Combat Table at the 30:23 mark. It should be x2 Air Points if no escorts, not +2 to the die roll.
@MyOwnWorstEnemy Жыл бұрын
Thanks for the update!
@charlesl212 жыл бұрын
I suggest downloading the rulebook. I use it to use the search to find rule fast. 4.431 The first hex of movement in a US Air Movement Segment costs one fuel point. •The player may choose not to move the mission at all -- keeping it in the same hex -- but he still pays the cost of one fuel point. 4.432 An air mission may move one additional hex per segment, at a cost of one or two additional fuel points. The US player must roll the die. On a roll of 1-5 he must expend one additional point (a total of two for the entire move). On a roll of 6-10 he must expend two additional points (a total of three for the entire move).
@peachyktful Жыл бұрын
4.434 Intercept missions must pay a cost of three additional fuel points to engage in air-to-air combat. This cost does not apply to fi ghters in strike missions. When a CAP mission is placed on the map to engage in combat (4.34), the cost of three fuel points is deducted from the initial fuel level as determined using the Interception Fuel Level Table (4.35).
@peachyktful Жыл бұрын
3 point fuel usage should not have been deducted as you are not intercepting. You may use a fuel point to coordinate and attack. You definitely use one to Air attack.
@charlesl212 жыл бұрын
I went to 5 and then I skipped on to Scenario 9. What a Great game. I have a pretty good grasp of the Original and this game simplifies it without it to shallow.
@musik_non_stop2 ай бұрын
Air to air combat: what if both sides get nothing in the results? Do they keep rolling again or move on
@Jimo19562 жыл бұрын
Fun even just watching. Still drumming my fingers on my gaming table waiting for the game to arrive at my German dealer. Should be any day now.
@jdbearcat11462 жыл бұрын
Love the videos! Looks like you only pay 1 fuel point for an air strike mission 4.435 not the 3 you charged yourself to start the attack.
@MyOwnWorstEnemy2 жыл бұрын
Wow, I completely missed that, great catch! I think that means all three Air Missions would have had a chance to try to land. I still would have had a terrible finish though. 😎
@psul42 Жыл бұрын
put all the fighers in one group. strikes are 1 fuel, while air-to-air (called intercept in the game) is 3 fuel. Something did not got 100% right in this. I will wtch again and try to figure it out.
@radioj772 жыл бұрын
I believe the designer limited the fuel points so that you could practice night landings with critical fuel. They should have given 16 fuel points so you get there fast and have fuel leftover for the dusk or night landings. Great job with the video and the scenario. Keep them coming! So far I like the game, but not impressed with the rule book!
@dennissvitak148 Жыл бұрын
The original, Carrier, is widely recognized as the most obtuse, poorly worded rule book in the history of wargaming.
@ScottPalmer-mp1we Жыл бұрын
Can you split your force so that each air strike engages a separate butai force?
@ScottPalmer-mp1we Жыл бұрын
I think that was your original intention, but one of your forces got a bad die roll and attacked another butai force. I commented prematurely. By the way, you have mad a fantastic video. It has helped me get through some of the procedures.
@PoultergeistMedia Жыл бұрын
When are you doing Scenario 3? I’m stuck and you’re my lifeline in this game, lol😂
@MyOwnWorstEnemy Жыл бұрын
lol, I had about half of it recorded before real life intervened. Hopefully soon!
@lesliedavis7752 жыл бұрын
It looks like you have to try to move 2 hexes per movement phase, which actually costs less than going one hex per phase. I don't think the Allied air can possibly accomplish the mission moving one hex per phase. They are losing time and fuel by going slower! Also, you seemed to have skipped the step where you determine how many die rolls to make for the second attacked target. Did I misunderstand you, or was that a play mistake. Nice bird's eye view of game play and how the mechanics work.
@charlesl212 жыл бұрын
going two hexes cost 2 or three fuel points(figured by a dice roll), so not less and possible more
@lesliedavis7752 жыл бұрын
@@charlesl21 Going two hexes one hex at a time also cost two fuel points. And you need to go faster due to the approaching darkness. Good luck!
@charlesl212 жыл бұрын
@@lesliedavis775 4.431 The first hex of movement in a US Air Movement Segment costs one fuel point. •The player may choose not to move the mission at all -- keeping it in the same hex -- but he still pays the cost of one fuel point. 4.432 An air mission may move one additional hex per segment, at a cost of one or two additional fuel points. The US player must roll the die. On a roll of 1-5 he must expend one additional point (a total of two for the entire move). On a roll of 6-10 he must expend two additional points (a total of three for the entire move).
@lesliedavis7752 жыл бұрын
@@charlesl21 But, it will take FEWER movement phases to reach the Japanese ships! I think running out of time is more important than running out of fuel. I don't know if the scenario addresses this, but bombing at night would be totally ineffective. The Americans need to get there fast, drop as many bombs as possible and return as fast as possible, including being willing to ditch planes. The American pilots were generally rescued within 24 hours by destroyers. Americans can build more planes faster than Japan can build more ships. Another suggestion. Is it possible to combine American planes into fewer groups or is there a movement penalty for moving a larger strike force. If there's only one group and it can reach the enemy in 5 turns, I think the Americans would do significantly better. Historically, it probably would not be possible to combine the planes into one group, but putting more planes together should increase the chance of contact. Finally, maybe the Americans should focus on the largest Butai, instead of attacking piecemeal. These are just suggestions, but it looks too difficult to make an effective attack without flying faster and concentrating the attack. Thanks again for being the guy who takes the incoming flak.
@charlesl212 жыл бұрын
@@lesliedavis775 you move one or two times a action phase so that is 40 action phases per day. Plenty of time. Running out of fuel is instant death. It’s a balancing act.