Game History
Round: 6 Research Technology - Germans Purchase Units - Germans Germans buy 1 artillery, 2 destroyers, 3 fighters and 8 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 armour and 1 mech_infantry moved from Leningrad to Archangel Germans take Archangel from Russians 1 armour and 1 mech_infantry moved from Archangel to Karelia Germans take Karelia from Russians 1 armour moved from Leningrad to Vologda Germans take Vologda from Russians 1 armour moved from Vologda to Leningrad 1 armour moved from Leningrad to Novgorod Germans take Novgorod from Russians 1 armour moved from Novgorod to Leningrad 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys moved from Leningrad to Vyborg 1 transport moved from 116 Sea Zone to 117 Sea Zone 1 artillery and 1 infantry moved from Poland to 117 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 117 Sea Zone to 116 Sea Zone 1 armour, 2 artilleries and 2 infantry moved from Germany to 116 Sea Zone 1 artillery and 2 infantry moved from Western Germany to 116 Sea Zone 1 armour, 4 artilleries and 5 infantry moved from 116 Sea Zone to Norway 1 fighter and 2 tactical_bombers moved from France to Norway 1 bomber, 2 fighters and 1 tactical_bomber moved from Western Germany to Norway 1 fighter and 2 tactical_bombers moved from Germany to Norway 1 armour moved from Eastern Poland to Southern Belarus Germans take Southern Belarus from Russians 1 armour moved from Southern Belarus to Eastern Poland Combat - Germans Russians scrambles 2 units out of 128 Sea Zone to defend against the attack in Norway Battle in Norway Germans attack with 1 armour, 4 artilleries, 1 bomber, 4 fighters, 5 infantry and 5 tactical_bombers British defend with 1 armour, 1 artillery and 2 infantry; Americans defend with 1 armour, 1 artillery, 1 bomber, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber; Russians defend with 1 aaGun, 3 armour and 1 mech_infantry Germans win, taking Norway from Russians with 1 armour, 3 fighters and 5 tactical_bombers remaining. Battle score for attacker is 57 Casualties for Germans: 4 artilleries, 1 bomber, 1 fighter and 5 infantry Casualties for Americans: 1 armour, 1 artillery, 1 bomber, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber Casualties for British: 1 armour, 1 artillery and 2 infantry Casualties for Russians: 1 aaGun, 3 armour and 1 mech_infantry Battle in Vyborg Germans attack with 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys Russians defend with 1 infantry Germans win, taking Vyborg from Russians with 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Germans 1 aaGun, 2 armour, 2 artilleries, 11 infantry and 2 mech_infantrys moved from Bessarabia to Eastern Poland 1 destroyer moved from 118 Sea Zone to 116 Sea Zone 1 transport moved from 94 Sea Zone to 95 Sea Zone 1 artillery and 1 infantry moved from Southern France to 95 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 95 Sea Zone to 93 Sea Zone 1 artillery and 1 infantry moved from 93 Sea Zone to Morocco 1 carrier, 1 cruiser, 1 destroyer, 1 submarine and 1 transport moved from 94 Sea Zone to 93 Sea Zone 1 submarine moved from 116 Sea Zone to 108 Sea Zone 2 fighters and 1 tactical_bomber moved from Norway to Leningrad 1 fighter and 4 tactical_bombers moved from Norway to Western Germany Place Units - Germans 1 artillery, 3 fighters and 1 infantry placed in Western Germany 5 infantry placed in Germany 2 infantry placed in Western Germany Germans undo move 1. 3 fighters placed in France 1 artillery and 1 infantry placed in Western Germany Germans undo move 3. 2 fighters placed in France 1 fighter placed in Western Germany 2 destroyers placed in 116 Sea Zone Turn Complete - Germans Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 128 Sea Zone. Rolls: 4,3,1,6,5,2,3,6,4,3,4,5,4,1,4 Germans collect 54 PUs (3 lost to blockades); end with 54 PUs Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 57 PUs Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 62 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 67 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 3 PUs; end with 70 PUs Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 5 PUs; end with 75 PUs2015 League General Discussion Thread
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on pg. 13 of rulebook explicitly states that the transport not able to do an amphib without warship escort is an exception:
Enemy submarines and/or transports do not block any
of your units’ movement, nor do they prevent loading
or offloading in that sea zone (with one exception; see “Special Combat Movement: Transports,” page 16). -
Thanks axis-dominion and Gamerman, I must say I’m surprised about it. Also, I’m surprised Triple A provides a warning about a false rule (warns that the transports that stay in the sea zone with the sub will be destroyed).
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Triple A has a lot of differences with the rule book, as you will see if you look in Help -> Game Notes
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Hi, are facilities (industrial complexes and bases) considered as units for purposes of default bidding rules? So could for example US bid for units on Midway? Or could UK bid a minor factory to Egypt or Gibraltar?
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Funny that hasn’t come up yet Nerquen, as the IC in egy might be worth a try. I dunno if there’s any precedent. I guess we’ll have to decide. I’m fine with it.
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I’ve seen bids of ICs in Egypt, but those may have been agreed to beforehand.
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Also, I would say an IC in Gibraltar is not allowed because it’s not worth 2 IPCs.
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Right, the bid rules just say “units” and do not prohibit facilities.
Note that this year’s rules do specify that there is already a unit there. There is an airbase on Midway and a naval base on Gibraltar, so another unit may be added to them. Note that the default league bidding rules are for a limit of 1 unit added per territory/sea zone. Again, a reminder that these are default league rules and may be altered by agreement of both players. The purpose of the league bid rules is to give a starting, default point, and should be used if one player does not agree to a change proposed by his opponent.
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There is an airbase on Midway and a naval base on Gibraltar, so another unit may be added to them.
There is also a fighter on Gib IIRC. Nothing special about a base being there - my point is that a base is a unit so a base being on Midway or Wake, for example, qualify them for a bid unit according to default league rules.
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There is an airbase on Midway and a naval base on Gibraltar, so another unit may be added to them.
There is also a fighter on Gib IIRC. Nothing special about a base being there - my point is that a base is a unit so a base being on Midway or Wake, for example, qualify them for a bid unit according to default league rules.
Ok, thanks Gamrman01. What about the restrictions for IC’s? Can one place a bid IC on an island or a territory with PU value less than 2?
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No, it’s against the rulebook to put an IC on an island or a territory that isn’t worth 2 or more
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Rules question for Gamer or whoever else wants to handle it. Situation is this: Japan and US both have huge fleets separated by a blocking space around Australia. Japan has some mechanized ground units in Australia that can attack NSW by moving 2 spaces, the planes from the Japanese fleet can only attack NSW if they land in the sz protected by the US (no other possible landing space is available). With the fleet blocked the Japanese have no chance of clearing that sz. Is Japan allowed to send its planes against NSW while sending a single plane against the US fleet to technically give battle a create a claim of somehow being able to clear the zone for the Japan CVs to catch the planes in noncom (assume they clear the blocking space as well)?
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Rules question for Gamer or whoever else wants to handle it. Situation is this: Japan and US both have huge fleets separated by a blocking space around Australia. Japan has some mechanized ground units in Australia that can attack NSW by moving 2 spaces, the planes from the Japanese fleet can only attack NSW if they land in the sz protected by the US (no other possible landing space is available). With the fleet blocked the Japanese have no chance of clearing that sz. Is Japan allowed to send its planes against NSW while sending a single plane against the US fleet to technically give battle a create a claim of somehow being able to clear the zone for the Japan CVs to catch the planes in noncom (assume they clear the blocking space as well)?
Yup Japan would be allowed to send a sub or a plane to the sea zone to create a potential landing spot. If you weren’t allowed, then blockers would sometimes also prevent air from reaching a target.
From the notes: “* (PE) All air moved must have a way of potentially being picked up or landing, and all air that survives combat MUST be picked up if possible.”
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yeah the problem is how you define possible, if you attack with one plane against 13 loaded carriers I don’t consider that possible
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yeah the problem is how you define possible, if you attack with one plane against 13 loaded carriers I don’t consider that possible
Well it’s easier to say possible than establishing a limit to what is possible or impossible/highly unlikely. There is a chance that the lone plane can single-handedly clear the sea zone of hostile ships, and so that sea zone is a potential landing zone if carriers could reach it on the NC phase. Think of it this way: assuming all the attacks go perfectly, would the carriers be able to reach the sea zone? If the answer is yes, then that sea zone is a potential landing zone and combat moves can be made accordingly.
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I understand what your saying and the game I’m playing is a friendly league game and we are asking because the issue came up and it was interesting. Wanted to know the official league rule for reference in the future. In our game Axis dominion and I have agreed on an “above 0%” rule, meaning the odds of winning the combat must be at least 1% or you can’t make another attack that is dependent on winning that battle otherwise your essentially allowing suicide missions.
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yeah the problem is how you define possible, if you attack with one plane against 13 loaded carriers I don’t consider that possible
Well it’s easier to say possible than establishing a limit to what is possible or impossible/highly unlikely. There is a chance that the lone plane can single-handedly clear the sea zone of hostile ships, and so that sea zone is a potential landing zone if carriers could reach it on the NC phase. Think of it this way: assuming all the attacks go perfectly, would the carriers be able to reach the sea zone? If the answer is yes, then that sea zone is a potential landing zone and combat moves can be made accordingly.
That rule is hilarious. Yes a massive fleet is blocking me, but I can send planes anyways, because I send a lone submarine to try and kill the fleet. And the transports are gone…
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yeah the problem is how you define possible, if you attack with one plane against 13 loaded carriers I don’t consider that possible
Well it’s easier to say possible than establishing a limit to what is possible or impossible/highly unlikely. There is a chance that the lone plane can single-handedly clear the sea zone of hostile ships, and so that sea zone is a potential landing zone if carriers could reach it on the NC phase. Think of it this way: assuming all the attacks go perfectly, would the carriers be able to reach the sea zone? If the answer is yes, then that sea zone is a potential landing zone and combat moves can be made accordingly.
That rule is hilarious. Yes a massive fleet is blocking me, but I can send planes anyways, because I send a lone submarine to try and kill the fleet. And the transports are gone…
If we were using logic you wouldn’t even need a valid landing spot to make an attack. But if you insist, how is it any more ridiculous than a destroyer blocking a massive fleet?
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yeah the problem is how you define possible, if you attack with one plane against 13 loaded carriers I don’t consider that possible
Well it’s easier to say possible than establishing a limit to what is possible or impossible/highly unlikely. There is a chance that the lone plane can single-handedly clear the sea zone of hostile ships, and so that sea zone is a potential landing zone if carriers could reach it on the NC phase. Think of it this way: assuming all the attacks go perfectly, would the carriers be able to reach the sea zone? If the answer is yes, then that sea zone is a potential landing zone and combat moves can be made accordingly.
That rule is hilarious. Yes a massive fleet is blocking me, but I can send planes anyways, because I send a lone submarine to try and kill the fleet. And the transports are gone…
If we were using logic you wouldn’t even need a valid landing spot to make an attack. But if you insist, how is it any more ridiculous than a destroyer blocking a massive fleet?
Or a single infantry preventing a large group of tanks from moving 2 spots forward instead of just 1 :P.