Reviewing Japanese Heavy Battleship production. On T10, you start your first HBB. T11, you advance it to stage 2. T12, you start 2 HBB and finish your 1st. T13, you start 1 HBB and advance 1 to stage 2. This means you end T13 with 2 HBB at stage 3, 1 at stage 2, and 1 on the board. T14, you start 1 HBB, advance 2 HBB from stage 3 to stage 2, and place your 2nd HBB on the board. T15, you finish the 2 HBB at stage 2. At this moment, you have 1 HBB at stage 3 and 4 HBB on the board. This turn, you purchase 2 stages of HBB. 1 HBB is started and the one at stage 3 advances to stage 2. You have 4 HBB on the board.
At 10:30, you place a heavy battleship in sea zone P15, but you didn't have one at stage 2. It was at stage 3. So I have you with 4 heavy battleships in sea zone P15, one at stage 3 and one at stage 2.
At 8:05, you are spot on with your fuel marker that your fighter on MAP only had a range of 1. You count, "1, 2..." This would have been too far if you flew over Japan, but your move was still legal because sea zones P15 and P16 are adjacent. So it was just one move. 8 )
The Common Wealth has Anti-Submarine Warfare technology, so convoy line defense rolls are a "2" against each convoy raiding submarine (not a 3), so the Japanese raiding submarines survived this turn. Reference V4.2.1 rules, 8.2.1, and 10.9.
@@crewchief9942 I should have checked before rolling - you are correct. Good news for me though! ASW also gives the Brits another +1 to their defensive roll as well as a + 1 for radar.
Just so you understand the flow of play: You perform all your combat movement and declare all your combats during the combat movement phase. Then, you proceed to the combat phase where you roll dice. I think you believe you declare both your combats and your combat movements, but do not do the movement until after you have rolled the dice. Does this make sense? During the combat movement phase, you can say something like, "I'm going to move these units here to attack here [You move those units into that battle]... and I will move these units there to attack there [You move those units into that battle]." Then, you roll your dice. After resolving all your combats, you then proceed to non-combat movement and more movement takes place. Trying to be helpful! 8 )
I appreciate you rolling your tech *before* you went over your purchases! It just makes so much more sense and it easier for your opponents, rather then setting out one build, then rolling, then going back to change the build. Thanks! 🥰
I feel your pain on Improved Construction. I'm experiencing the same problem with Advanced Submarine Warfare! 4:42 OMG! The close-up camera work in Primosky Krai really shows off the excellent detailing on your airborne infantry, my friend! The backpack. The boots. Stunner! Love your Japanese aircraft! The seaplane with jungle print. The air transport with the snow leopard print. Gorgeous. 10:26 A naval transport carrying 1 infantry and 1 medium armor crosses a narrow crossing between sea zones P50 and I12, but I have a coastal artillery in British Malaya. I elect to use one of my 3 shots with the coastal artillery to attempt to destroy the naval transport. We PBE'd this and it survived safely with a 10. 11:59 a naval transport moves from sea zone I12 to sea zone P50. You don't want to do this because you would face another narrow crossing coastal artillery shot. It then picks up 1 medium armor from Annam-Tonkin. However, that medium armor was in Siam, so you didn't need to cross the narrow crossing again. You can just stay in sea zone I12 and pick it up. At 19:45, you rolled 2 green dice instead of 1 blue, 1 green. One of the green dice was a "3", which would have hit if it were blue. Thus, there was a 50/50 chance you got a hit here. We PBEd this and the green "3" was indeed the blue die. You get a hit here on R2. This means you didn't need to roll for the final militia (which is great, because you forgot to!). 26:34, you move Japan up 2 and USA down 2 for Luzon & the Visayas. This land zone is actually worth 1. At 35:02, you convoy raid the Commonwealth. Since I have developed Radar, I get a +1 to my convoy defense. You therefore only do 1 IPP of damage. You get to assign it to either the FEC or Great Britain. 36:22 "I'll go with the green die and the red can be for the FEC." You mix this up on R3 and give me the hit when really it was you that hit! You take Maharashtra you lucky bastard! 🤣 The art is misleading in Japan. You can just walk two infantry-class units across the narrow crossing to Hokkaido, but you can't rail to Hokkaido.
@@GW36_Enthusiast Thanks for the kind words on the board. It is a labor of love. I do feel spoilt getting to play this game with an excellent group of players! So in the end I did take Maharashtra? What was left in there?
See! Having 3 tech rolls are starting to pay off! ( It was a shame large ships was the one missed...hopefully next round) Thank you for going over and showing what is going on up north in Rehe.
When you moved units into sea zone P60, the Dutch coastal submarine could have elected to engage you in 1 round of combat. I could have pounced on the naval transport at 5:45, but that would have been cruel to do to a newer player. So our group decided that Sarge's Shell Hole moved all the units he was moving into sea zone P60 at the same time: 1 unloaded destroyer, 1 loaded destroyer with a marine, 1 fleet submarine, and 1 naval transport. The coastal submarine elected to engage in 1 round of combat. The Japanese fleet submarine missed its first strike with a "6". The Dutch coastal submarine missed with a "9". The unloaded destroyer missed with a "9". The loaded destroyer barely missed with a "4".
Hey Sarge! I like what I think you are about to do! I also would like to commend you on making 3 major factories to allow you to have 3 tech rolls now (IMHO 2 is just not enough...especially if you are Japan!) Could you hold the camera up for a few seconds more in the north up by Rehe because I would like to see what all you and USSR have pieces-wise up there? Thank you and so far...so good!
I think that it is pronounced celebes as in bees. I love your figures. They look so realistic. The only problem is that can't tell the difference between different army's. How do you tell the difference? But still the paint job is amazing
@@OliverLaskoski thanks so much. I think I am constantly butchering the pronunciations! Its easier to see in person what everything is. I have national decals on everything 👍🫡
Zero accounting errors since adopting the Panzer J's counting method! Argh! Abysmal tech luck! 😭 Note that you have to declare where the major factory is being built.
Hello Sarge! Welcome to this crazy group...I have to tell you, in my humble opinion, Japan is the most difficult country to play in this awesome game...I am wishing you the best of luck because these guys you are playing with are pretty clever!
@@markb2773 they certainly are. Japan is fighting on all fronts. I’m lucky I got a strong ally in Hambone. It’s only early days and I already have a tricky situation developing in China! Its a dilemma for sure.