sent a chat so we don’t clutter up this thread
T02 - Gargantua (Allies + 7) vs. soundcrapscent (Axis)
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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
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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…
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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. -
Ok,
I’ll request an official review, to figure out what my options are.
Thank you for your patience.
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I’ll look into this.
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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.
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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.
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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.
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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. -
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
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I will be posting today. Yesterday was too busy! :S
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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.
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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 GermanyPlace Units - Italians
3 infantry placed in ItalyTurn 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 = falseTerritory 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 infantryProduction/PUs Summary :
Germans : 29 / 49
Russians : 18 / 19
Japanese : 44 / 60
British : 33 / 33
Italians : 9 / 9
Chinese : 1 / 0
Americans : 44 / 54 -
Ok,
I just edited American IPC’s from 54 to 51, spent 3 to repair Norway.
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TripleA Turn Summary for game: World War II v3 1941, version: 1.3
Game History
Round :5
Turn Complete - Chinese
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TripleA Turn Summary for game: World War II v3 1941, version: 1.3
Game History
Round :5
Turn Complete - Americans
Americans collect 44 PUs; end with 44 PUs total
Objective 3: Americans met a national objective for an additional 5 PUs; end with 49 PUs
Objective 4: Americans met a national objective for an additional 5 PUs; end with 54 PUs -
Test summary from TripleA 15:17:02
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TripleA Turn Summary for game: World War II v3 1941, version: 1.3
Game History
Round :6
Purchase Units - Germans
Turning on Edit Mode
EDIT: Germans player Changing PUs for Germans from 49 to 40
EDIT: Turning off Edit Mode
Germans buy 1 aaGun, 3 armour, 1 artillery and 5 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from East Poland to Eastern Ukraine
1 fighter moved from Karelia S.S.R. to Eastern Ukraine
1 bomber moved from Germany to Eastern Ukraine
2 infantry moved from Germany to Poland
1 bomber and 1 fighter moved from France to Poland
1 fighter moved from Karelia S.S.R. to Poland
1 armour moved from Karelia S.S.R. to Archangel
Germans take Archangel from Russians
1 armour moved from Archangel to Karelia S.S.R.
Game Loaded
Japanese are now being played by: Human
Germans are now being played by: Human
British are now being played by: Human
Russians are now being played by: Human
Italians are now being played by: Human
Americans are now being played by: Human
Chinese are now being played by: HumanCombat - Germans
Battle in Eastern Ukraine
Germans attack with 1 bomber, 1 fighter and 1 infantry
Russians defend with 1 infantry
Germans roll dice for 1 bomber, 1 fighter and 1 infantry in Eastern Ukraine, round 1 : 2/3 hits
Russians roll dice for 1 infantry in Eastern Ukraine, round 1 : 0/1 hits
1 infantry owned by the Russians lost in Eastern Ukraine
Germans win, taking Eastern Ukraine from Russians with 1 bomber, 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Germans win with 1 bomber, 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Poland
Germans attack with 1 bomber, 2 fighters and 2 infantry
British defend with 1 infantry
Germans roll dice for 1 bomber, 2 fighters and 2 infantry in Poland, round 1 : 3/5 hits
British roll dice for 1 infantry in Poland, round 1 : 0/1 hits
1 infantry owned by the British lost in Poland
Germans win, taking Poland from British with 1 bomber, 2 fighters and 2 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Germans win with 1 bomber, 2 fighters and 2 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Recording Battle StatisticsNon Combat Move - Germans
1 fighter moved from Eastern Ukraine to Karelia S.S.R.
1 bomber moved from Eastern Ukraine to Germany
1 bomber and 1 fighter moved from Poland to France
1 fighter moved from Poland to Karelia S.S.R.
1 infantry moved from Belorussia to Karelia S.S.R.
1 aaGun and 1 infantry moved from Baltic States to Karelia S.S.R.
1 armour moved from East Poland to Karelia S.S.R.
3 infantry moved from East Poland to Ukraine
2 infantry moved from Czechoslovakia Hungary to Bulgaria Romania
1 aaGun moved from Germany to Poland
1 armour moved from Germany to Czechoslovakia Hungary
1 armour moved from Germany to France
2 infantry moved from France to Germany
1 infantry moved from Northwestern Europe to Germany
1 infantry moved from East Poland to Belorussia
Game Loaded
Japanese are now being played by: Human
Germans are now being played by: Human
British are now being played by: Human
Russians are now being played by: Human
Italians are now being played by: Human
Chinese are now being played by: Human
Americans are now being played by: HumanPlace Units - Germans
1 aaGun, 3 armour, 1 artillery and 5 infantry placed in Germany
Turning on Edit Mode
EDIT: Germans player Adding units owned by PlayerID named:Germans to Karelia S.S.R.: 1 artillery and 1 infantry
EDIT: Turning off Edit ModeTurn Complete - Germans
Germans collect 35 PUs; end with 35 PUs total
Objective 1: Germans met a national objective for an additional 5 PUs; end with 40 PUs
Objective 2: Germans met a national objective for an additional 5 PUs; end with 45 PUs
Objective 3: Germans met a national objective for an additional 5 PUs; end with 50 PUsTerritory Summary for Germans :
Archangel : 1 flag, Baltic States : 1 flag, Belorussia : 1 flag, 1 infantry
Czechoslovakia Hungary : 2 armour
East Poland : 1 flag, 1 artillery and 2 infantry
France : 1 armour, 1 bomber and 1 fighter
Germany : 1 aaGun, 3 armour, 3 artilleries, 1 bomber, 1 factory and 16 infantry
Karelia S.S.R. : 1 flag, 1 aaGun, 3 armour, 3 artilleries, 1 factory, 2 fighters and 17 infantry
Eastern Ukraine : 1 flag, 1 infantry
Poland : 1 aaGun and 2 infantry
Bulgaria Romania : 2 infantry
Ukraine : 1 flag, 3 armour, 2 artilleries and 16 infantryProduction/PUs Summary :
Germans : 35 / 50
Russians : 15 / 19
Japanese : 44 / 60
British : 30 / 33
Italians : 9 / 9
Chinese : 1 / 0
Americans : 44 / 54 -
Have you forgotten again our war?
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TripleA Turn Summary for game: World War II v3 1941, version: 1.3
Game History
Round :6
Purchase Units - Russians
Russians buy 4 artilleries and 1 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Russia to Archangel
Russians take Archangel from Germans
1 infantry moved from Russia to Eastern Ukraine
1 artillery moved from Russia to Eastern Ukraine
1 infantry moved from Novosibirsk to Evenki National Okrug
Russians take Evenki National Okrug from Japanese
1 submarine moved from 34 Sea Zone to 37 Sea ZoneCombat - Russians
Battle in Eastern Ukraine
Russians attack with 1 artillery and 1 infantry
Germans defend with 1 infantry
Russians roll dice for 1 artillery and 1 infantry in Eastern Ukraine, round 1 : 0/2 hits
Germans roll dice for 1 infantry in Eastern Ukraine, round 1 : 1/1 hits
1 infantry owned by the Russians lost in Eastern Ukraine
1 artillery owned by the Russians retreated to Russia
Germans win with 1 infantry remaining. Battle score for attacker is -3
Casualties for Russians: 1 infantry
Battle in 37 Sea Zone
Russians attack with 1 submarine
Japanese defend with 1 battleship and 3 transports
Russians roll dice for 1 submarine in 37 Sea Zone, round 1 : 1/1 hits
Units damaged: 1 battleship owned by the Japanese
Japanese roll dice for 1 battleship and 3 transports in 37 Sea Zone, round 1 : 1/1 hits
1 submarine owned by the Russians lost in 37 Sea Zone
Japanese win with 1 battleship and 3 transports remaining. Battle score for attacker is -6
Casualties for Russians: 1 submarine
Recording Battle StatisticsNon Combat Move - Russians
1 artillery moved from Russia to Caucasus
1 armour moved from Russia to Caucasus
1 armour moved from Russia to Caucasus
9 infantry moved from India to PersiaPlace Units - Russians
1 infantry placed in Russia
4 artilleries placed in CaucasusTurn Complete - Russians
Russians collect 18 PUs; end with 18 PUs total
Objective 1: Russians met a national objective for an additional 5 PUs; end with 23 PUs
1 unit repaired.
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