T02 - Gargantua (Allies + 7) vs. soundcrapscent (Axis)

  • Liaison TripleA '11 '10

    TripleA Turn Summary for game: World War II v3 1941, version: 1.3

    Game History

    Round :5

    Purchase Units - British
                British buy 1 artillery, 2 fighters and 4 infantry; Remaining resources: 0 PUs;

    Combat Move - British
                1 cruiser moved from 6 Sea Zone to 5 Sea Zone
                1 artillery moved from United Kingdom to 6 Sea Zone
                1 artillery and 1 transport moved from 6 Sea Zone to 5 Sea Zone
                1 artillery moved from 5 Sea Zone to Northwestern Europe
                1 fighter moved from 6 Sea Zone to Northwestern Europe
                1 fighter moved from 6 Sea Zone to Northwestern Europe
                1 fighter moved from 6 Sea Zone to Northwestern Europe
                1 destroyer moved from 6 Sea Zone to 5 Sea Zone
                1 infantry moved from United Kingdom to 6 Sea Zone
                1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
                1 infantry moved from 5 Sea Zone to Poland
                      British take Poland from Germans
                1 bomber moved from Russia to Finland

    Combat - British
                Battle in Northwestern Europe
                    British attack with 1 artillery and 3 fighters
                    Germans defend with 2 infantry
                    Germans win with 1 infantry remaining. Battle score for attacker is -1
                    Casualties for Germans: 1 infantry
                    Casualties for British: 1 artillery
                    3 fighters owned by the British retreated
                Recording Battle Statistics

    Non Combat Move - British
                1 fighter moved from Northwestern Europe to Finland
                1 fighter moved from Northwestern Europe to Finland
                1 fighter moved from Northwestern Europe to Finland
                1 fighter moved from Russia to Finland
                1 fighter moved from Russia to Finland
                1 armour, 1 artillery and 2 infantry moved from Norway to Finland
                1 infantry moved from United Kingdom to 6 Sea Zone
                1 infantry moved from United Kingdom to 6 Sea Zone
                2 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
                1 infantry moved from 5 Sea Zone to Finland
                1 infantry moved from 5 Sea Zone to Finland
                1 transport moved from 6 Sea Zone to 5 Sea Zone
                1 carrier moved from 6 Sea Zone to 5 Sea Zone
                1 carrier moved from 6 Sea Zone to 5 Sea Zone
                1 infantry moved from Trans-Jordan to Persia
                1 infantry moved from India to Persia
                1 infantry moved from India to Persia
                1 armour moved from India to Persia
                1 aaGun moved from India to Persia
                1 infantry moved from Egypt to Trans-Jordan
                1 infantry moved from Egypt to Trans-Jordan
                1 artillery moved from Egypt to Trans-Jordan

    Place Units - British
                2 fighters placed in 6 Sea Zone
                1 artillery and 4 infantry placed in United Kingdom

    Turn Complete - British
                British collect 33 PUs; end with 33 PUs total


  • TripleA Turn Summary for game: World War II v3 1941, version: 1.3

    Game History

    Round :5

    Purchase Units - Italians
                Italians buy 3 infantry; Remaining resources: 0 PUs;

    Non Combat Move - Italians
                1 armour and 6 infantry moved from Italy to France
                1 armour moved from France to Germany

    Place Units - Italians
                3 infantry placed in Italy

    Turn Complete - Italians
                Italians collect 9 PUs; end with 9 PUs total
                    Turn Summary: Missing refresh header after login
                Post Turn Summary to AxisAndAllies.org success = false

    Territory Summary for Italians :

    France : 1 aaGun, 1 armour, 1 artillery, 1 fighter and 11 infantry
        Germany : 1 armour
        Italy : 1 aaGun, 1 factory and 3 infantry
        Ukraine : 1 infantry

    Production/PUs Summary :

    Germans : 29 / 49
        Russians : 18 / 19
        Japanese : 44 / 60
        British : 33 / 33
        Italians : 9 / 9
        Chinese : 1 / 0
        Americans : 44 / 54


  • “Place fighters into territories containing an industrial complex controlled by your power from the start of your turn, or on an aircraft carrier owned by your power in a sea zone adjacent to a territory with such an industrial complex. The aircraft carrier may be either a new one or an existing one already in place. You cannot place a new fighter on a carrier owned by a friendly power.”
    These are the rules. Even if TripleA allows it, you cannot place fighters in sz6 without a British carrier.
    You must edit some noncombat move of planes/ships before American turn. It does not affect the Italian turn already sent.
    Remember also the 3 damage in Norway.

  • Liaison TripleA '11 '10

    Wha?

    Really?  I’m going to have to look that up myself… I had no idea.

    If that’s the case, I’m going to need to re-hash my ENTIRE turn… or else my fleet will be decimated, and that would be stupid…

    I’ll redo UK, Italy… and then play America…


  • You already had combat in NWEurope. You cannot do again the whole turn, you can do only the noncombat move and placement.
    Try to change only the non combat move of ships/planes, there are many possibilities to save your ships…
    If you want to change also the position of land troops you can but I have to check my Italian turn.

  • Liaison TripleA '11 '10

    I was just about to post! :P

    Obviously I’m going to look at my turn, and try to include the same combat.  I have no quams about losing the artillery and the battle.

    But by misunderstanding the rules… the bulk of my move will/would have been considerably different I think…

    I think the best course of action, is to REDO my British Turn, let the Italians do their turn again, (Even if it’s the same) and continue.

    Every effort will be made to keep the Battle for Northwest Europe the same…  including bombard/fighter coverage.  But until I rethink my whole strategy, I can’t commit to it.

    I apologize for not understanding the rule about the fighters on the aircraft carrier :S

  • Liaison TripleA '11 '10

    The problem is too, that If I can’t build my fighters on an Aircraft Carrier, per what I thought was the rules… I wouldn’t have built them.

    That’s just the beginning of why I need to start from scratch with UK…


  • I won’t let you do the entire turn, only the non combat move. It was a mistake, and sometimes mistakes cost.
    Actually I don’t see how in this case you are so concerned about your fleet.
    You can transfer your American fleet to 5sz, you can buy new fighters or ships with American, you can move your British carrier to hold the new planes in sz3 for example, etc.etc.

  • Liaison TripleA '11 '10

    Ok,

    I’ll request an official review, to figure out what my options are.

    Thank you for your patience.

  • Moderator

    I’ll look into this.

  • Moderator

    I’m going to have to rule with soundcrescent on this one.  The purchases and combat moves must stay.  If you can do something in non-com then go ahead, otherwise just play on with the turn as is.

  • Liaison TripleA '11 '10

    I don’t understand why the purchases cannot change?  I can see the arguement for the combat move.  I already acknowledging the importance of maintaining this inconsequential battle.  It will be so.

    But I need some more clarity on the purchase issue?  The bold reality is I wouldn’t have built 2 fighters, if I had -known- I couldn’t place them on the carriers.

    The balance of the game rides on this issue.

    As no dice have been rolled on SC’s turn, unless he’s -locking- his turn in as well, there is no reason this adjustment shouldn’t be considered valid or reasonable.

    If he does not -lock- his turn in, then he is acknowleding that it is still the U.K’s turn as the Italian turn is wholly invalidated.  And without a change to the battle in Northwest Europe, this slight has then occurred on my turn, and is in rule error, but can be repaired accordingly with purchase adjustments.

    Please consider my appeal and final comments.

  • Moderator

    I don’t think lack of knowledge of a rule necessarily warrants a turn redo.  I also have no way of knowing who knows what rule and who doesn’t.  While its clear you weren’t trying anything funny with your purchase, it is possible to make a purchase, see something happen, and then say “Oh I didn’t know….” and then try and alter your purchase to gain an adv.  Its why I first let the two players try to come up with a solution since they have a better feel for the game.  But I simply can’t authorize turn redo’s, b/c I can end up with a game where someone intentionally trys to game the system and get a redo and say  “But Gargantua got a redo, why can’t I?  I didn’t know you needed a dd to prevent a sub sneak attack.  I need a turn redo.”

    Would that person get a redo?  I don’t think so.

    If it is a make or break thing in your game, maybe SC will reconsider or will allow you to spend just those 20 ipcs differently, but I don’t think I can set a precendent for turn redo in this case.


  • I truly believe you missed that point of the rule and did not try out intentionally the combat move.
    Nevertheless, we are in a tournament, and in this case you cannot do again the whole British turn. If you win in the end, your victory must be spotlessly clean without any little advantage.
    I cannot figure out what your tactic would have been, and still don’t understand why you say that the balance of the game rides on this issue. I am very curious about this point and hope you will let me know in the end what you had in your mind. As far as I know the two fighters are going to be useful almost in the same way with some adjustment in noncombat move. I remind you that you cannot place the two planes on the Amercan carrier, but you can place them on a British carrier.
    Finally, if you want to change the position of land troops and transport I have to check my Italian turn. If you move only warships and planes, you can do also the American turn. And do not forget the 3 damage in Norway.

  • Liaison TripleA '11 '10

    I’ll proceed tomorrow with a revised British NCM, and you can post italy again, it probably being the same.

    Thank you for your patience everyone. :)

    And yes Sound Crescent, more than happy to answer all your questions, at the end. :D

  • Liaison TripleA '11 '10

    I will be posting today.  Yesterday was too busy! :S

  • Liaison TripleA '11 '10

    I made as simple adjustments as possible.

    File attached.

    Please confirm/redo your Italian turn, and I will proceed with Americans as quickly as possible.


  • TripleA Turn Summary for game: World War II v3 1941, version: 1.3

    Game History

    Round :5

    Purchase Units - Italians
                Italians buy 3 infantry; Remaining resources: 0 PUs;

    Non Combat Move - Italians
                6 infantry moved from Italy to France
                1 armour moved from Italy to Germany

    Place Units - Italians
                3 infantry placed in Italy

    Turn Complete - Italians
                Italians collect 9 PUs; end with 9 PUs total
                    Turn Summary: Missing refresh header after login
                Post Turn Summary to AxisAndAllies.org success = false

    Territory Summary for Italians :

    France : 1 aaGun, 1 armour, 1 artillery, 1 fighter and 11 infantry
        Germany : 1 armour
        Italy : 1 aaGun, 1 factory and 3 infantry
        Ukraine : 1 infantry

    Production/PUs Summary :

    Germans : 29 / 49
        Russians : 18 / 19
        Japanese : 44 / 60
        British : 33 / 33
        Italians : 9 / 9
        Chinese : 1 / 0
        Americans : 44 / 54

  • Liaison TripleA '11 '10

    Ok,

    I just edited American IPC’s from 54 to 51, spent 3 to repair Norway.

  • Liaison TripleA '11 '10

    TripleA Turn Summary for game: World War II v3 1941, version: 1.3

    Game History

    Round :5

    Turn Complete - Chinese

Suggested Topics

  • 122
  • 5
  • 59
  • 70
  • 89
  • 98
  • 29
  • 124
Axis & Allies Boardgaming Custom Painted Miniatures

22

Online

17.8k

Users

40.5k

Topics

1.8m

Posts