@gamerman01 J12 NCM edit.tsvg one small ncm change, sub to caroline islands
S02 - Gamerman01 (axis) vs. DutchmanD (allies +13)
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Soviet 11
Has $18
Purchases
1 ftr
2 art
Save $0Combat Moves
Kazak (2 inf)
6 inf, 3 arm Novo
1 arm MoscowCombat
A:
Rolls: 6@1 4@3; Total Hits: 26@1: (5, 6, 2, 4, 6, 2)4@3: (2, 4, 2, 5)D:
Rolls: 2@2; Total Hits: 12@2: (3, 1) -
Kazak taken with 5 inf, 4 arm
NonCom
15 inf Belo > Moscow
2 arm Bst > Moscow
1 inf Bst > Belo
1 inf Bst > Kar
aa gun Novo > Kaz
inf Moscow > Novo
4 arm, 7 inf Moscow > Kazak
aa gun Belo > Kar
sub z30 > z48Mobilization
2 art, 1 ftr MoscowCollect $17
Has $17 -
J11 with 64, buy 2 INF, 4 ARM, 3 SS, 2 FTR
Combat moves -
SAf - INF (Rho) TP to 27
EAf - ART (Rho)
TrJ - ARM (Ind)
Sud - 2 INF (Sum)
FEq - ARM (Rho)
Nov - ARM (Yak) BMB (FIC)
Ura - INF (Eve) ARM (Yak)Nov
Rolls: 1@3 1@4; Total Hits: 01@3: (5)1@4: (6)
Rolls: 1@2; Total Hits: 11@2: (2) -
Ura
Rolls: 1@1 1@3; Total Hits: 01@1: (2)1@3: (6)
Rolls: 1@2; Total Hits: 11@2: (1) -
Ura
Rolls: 8@3; Total Hits: 68@3: (1, 5, 2, 1, 2, 3, 3, 4)
Rolls: 8@2; Total Hits: 48@2: (5, 6, 4, 1, 2, 3, 1, 2) -
Yak - BMB (Nov)
Eve - INF (Yak)
Far - 2 INF (Bry)
Nin - INF (Sik) 2 INF (Sui) 3 INF, ART (Hup) FTR (Fuk)
Ind - 2 BMB (FIC) FTR (Yun) 2 FTR (Z38)
FIC - 5 INF, ARM (Jpn)
Z36 - 3 DD, 3 FTR, 3 CV (Z38) 8 SS, 5 DD, CA, 2 CV, 3 FTR (Z62)Place 3 ARM (Ind)
Place 3 SS (Z62)
Place 2 INF, ARM, 2 FTR (Jpn)
Collect 71, 71 on hand -
UK 11
Has $31
Purchases
3 tnps
3 inf
Save $1Combat Moves
Jordan (1 arm)
2 inf, 1 art, 1 arm Egyptz34 (1 tnp)
1 tnp EgyptBalkans (5 inf)
1 inf, 1 arm egypt
BB Bombards
4 ftrs BstPol (5 inf)
2 art, 5 inf bstNWE ( )
1 inf Eng, end z7z5 (dd)
BB, cru, dd z5Combat
Balkans
A:
Rolls: 1@1 5@3 1@4; Total Hits: 41@1: (4)5@3: (4, 1, 3, 3, 4)1@4: (3)D:
Rolls: 5@2; Total Hits: 15@2: (6, 5, 3, 6, 2) -
4 Germans dead
1 UK inf deadRound 2
A:
Rolls: 5@3; Total Hits: 35@3: (5, 2, 2, 6, 2)D:
Rolls: 1@2; Total Hits: 01@2: (5) -
Balkans taken with 1 arm + 4 ftr
Pol
A:
Rolls: 3@1 4@2; Total Hits: 33@1: (6, 4, 3)4@2: (1, 5, 2, 1)D:
Rolls: 5@2; Total Hits: 25@2: (3, 6, 1, 1, 5) -
Axis lose 3 inf, Uk loses 2 inf
Round 2
A:
Rolls: 1@1 4@2; Total Hits: 21@1: (5)4@2: (2, 4, 1, 6)D:
Rolls: 2@2; Total Hits: 12@2: (5, 1) -
Poland taken with 2 art, 2 inf
Jordan
A:
Rolls: 1@1 2@2 1@3; Total Hits: 21@1: (2)2@2: (2, 2)1@3: (4)D:
Rolls: 1@3; Total Hits: 11@3: (1) -
Jordan taken with 1 inf, 1 art, 1 arm
z5
A:
Rolls: 1@2 1@3 1@4; Total Hits: 21@2: (2)1@3: (6)1@4: (2)D:
Rolls: 1@2; Total Hits: 11@2: (1) -
z5 cwol
NWE taken by walk-in
z34 clearedNonCom
ftr z34 > z48
4 ftrs Balk > z14
aa gun Egypt > Jordan
12 inf, aa gun Bst > Kar
2 inf Bst > England, end z7
3 art, 3 inf Bst > z5
2 ftr Moscow > Lib
2 ftrs England > Lib
AC z5 > z7Mobilization
3 tnpz z7
3 inf EnglandCollect $38+1
has $39 -
I’m pretty sure that’s illegal to move ground units to Z5 after sinking the destroyer.
You can’t load anything from Baltic States onto transports in Z5 because they were there for the combat against the destroyer.
I’ve only started reviewing your move - just getting this out there ASAP for you to consider. -
For a tournament champion you’re pretty rusty on the rules. You were supposed to move the aircraft carrier out of Z5 in the combat move phase if you wanted to move it to 7. You did not declare what you were doing with that carrier during the combat move phase, but waited until all dice were rolled. This conflicts with the rules.
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You also cannot transport units from Baltic States to England.
Well, your turn is pretty messed up, then. I’ll wait for you to fix it, within the confines of the rules. You can’t change any combat movement, but you will have to change your noncombat to make it legal. Basically none of the ground units on Baltic States can be transported or even board transports because the transports were considered participants in the Z5 battle. Don’t worry about the illegal carrier move - I just mentioned it for your future benefit.
I guess I have to wait and can’t do Italy until you’re legal. Figured something like this would happen, but there was no sense warning you before the turn - I’d rather have you screw it up if you didn’t know the rules.
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One more thing -
You have 4 transports in Z7 (one moved legally during a combat move on NWE).
You have 4 transports in Z5 (all 4 are frozen since they were not moved away from Z5 in a combat move).Here’s the map I have. You have 5 infantry and 3 artillery on Baltic States that you can either leave there, move to Karelia, or move to Bel.
Like I said, change whatever noncombat moves you want, but I don’t think you can expect to change any combat moves or purchases since you’ve rolled a bunch of (fortunate :-P) combat dice.
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map
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You have 4 transports in Z7 (one moved legally during a combat move on NWE).
You have 4 transports in Z5 (all 4 are frozen since they were not moved away from Z5 in a combat move).OK, this morning I realize it’s inconsistent to allow the carrier to move but not the transport, since if you wanted to move them both to Z7 you had to move them both during the combat movement phase.
For this particular issue (transport and carrier to 7) I’m going to consult with a moderator for advice on a fair way to resolve. Unless, of course, you agree that you should leave everything in Z5 which I doubt you will want to do.
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Then again, it is not inconsistent to allow the carrier move but not the transport.
You didn’t roll the carrier (while it was technically present in Z5) which made it clear of your intent to move it, even though you didn’t move it as the rules require.
However, the issue of the transport move to Z5 is a different matter, because it can’t roll dice anyway.
Whenever you see this stuff, please reply with your opinions and position, and we will need a moderator’s help to sort this out. (Would have been nice if you followed the rules properly, and we could have avoided all this confusion)
See page 14 of the rulebook “Sea Units Starting in Hostile Sea Zones”. You have 4 options for your units in Z5 at the start of your turn, as clearly delineated in the rules. The movements you made of the carrier, the transport, and then loading units on transports in Z5 were all illegal in light of the rules on page 14. (Not the transport that took NWE - that is perfectly legal, as seen in bullet point #2 on page 14)
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