• @Cmdr:

    @Lucifer:

    I don’t play quitters

    What’s the point in beating a dead horse?  If you “quit” a game and allow the other player to have the win, then you can set up a new game and hopefully play better then you did before.

    Honestly, I prefer it when people realize they’ve lost and there’s no hope of coming back short of a miracle (and in some cases players need 5 miracles and STILL lose because the board is so strong one way) so we can start a new game.

    Hello pot… this is the kettle!

    You refused to surrender in our team game when it was over (japan had fallen, Russia was never near being taken) and THEN taunted us to continue when you had no chance because we continued to out wit your vaunted ‘japanese fleet run to atlantic’ move…

    Perhaps you’ve forgotten your Ginko Biloba these past few days…

  • '18 '17 '16 '11 Moderator

    Axis,

    There’s a difference between quitting and being forced to quit.  Sometimes a player wants to see if they can recover.  But if a player has decided that it’s hopeless for himself, then they should be allowed to quit.

    I, personally, don’t force my opponent to capture a capitol per se.  And, just because a capitol is captured, doesn’t mean I’ll necessarily concede either.  It’s all board position.  If I can make a run, I will.  But if I see it’s completely hopeless (ie America, Russia and England have 800 point Armies on the board while Germany and Japan together can’t field a 400 point army) then I have no problem letting someone quit or quitting myself.

    Mateooo,

    Personally, I think it’s worse to win a completely one sided game when your opponent just won’t quit then it is to admit defeat in a completely one sided game.  Very frustrating to be sitting there with 700 points of armies next to Moscow (defended by 400 points of army and needing constant resupply by the allies to prevent it’s fall) then it is to be the gal needing all that reinforcement and saying “You win.  Want to play again?”


  • Sometimes I have surrendered rnd 3… quitting is about not saying: GG, or not conceding.
    Just to leave a game without a word that is quitting.
    To play until the end is the players choice.
    No one can claim victory so it’s up to the player who is not leading to concede.

  • 2007 AAR League

    i enjoy any reference to platoon.

    the o’neil death grip…… :lol:


  • @Bean:

    Sounds like you’re fighting…

    teh Jenf0rces!

    lolz.


  • Never doubt, in A&A like most games you can win psychologically.
    An oppononent gets mentally defeated to thepoint they surrender even though there is still a strong chance of winning.

    If you quit early you will never know the limit of your own skill.

    In fact I’m going to be harsh and say ANYONE who quits after just 3 rounds is not someone I’d ever like to play against because they are basically saying that if things don’t go there way in the beginning then they don’t want to play.

    I’ve certainly recovered from the worst starts, once as Japan i failed in almost all attacks and ended up with 2x damaged BB navy and 2 fighter + bomber Airforce by round 3 and still won on the coat tails of a strong German team mate performance.

    Nothing worse than players who makes high risk moves that fail with the sure knowledge if the dice goes against them then they can just start again.

    rant off


  • Nothing worse than players who makes high risk moves that fail with the sure knowledge if the dice goes against them then they can just start again.

    Personally I don’t mind these players and I am sort of like that myself. Sure you can start again, but you just gave yourself a loss. If you keep doing that (waiting for good dice otherwise forfeiting) your record isn’t going to be very good.


  • ya but it’s no fun for those your playing against.


  • I guess if you have to quit early at least have a discussion about it

    if both sides sees it in a similar way then its not too bad to stop the game

    especially if its not for competition, no harm telling the conceding enemy the weaknesses you see of your position


  • @Bel:

    If you quit early you will never know the limit of your own skill.

    I should say that I would only concede before rnd 5 in LL games. With ADS this aspect is very different.

  • '18 '17 '16 '11 Moderator

    What fun is it to command a game you already won?  All it is from that point on is a risk that the loser will get a lucky break of the dice and win.  I prefer it when people resign, it becomes a guaranteed win, instead of a highly probable win.


  • :x
    Anyone here played Bung lately?
    He pulled the, Carrier to an exposed forward position to get more range for his fighter, then did a delete move for the carrier. After the battle, the fighter having survived, he withdrew the carrier even further away! I notified him of this mis-movement, and his reply was,“Aw, you’ll live”.
    I informed him that delibrately bending the rules was not acceptable. He replied that the carrier would not be a problem for  5 more turns. I’m not sure what that ws supposed to explain, but I resigned from the game.
    I’m just curious if anyone else has had this done to them in games recently  :?

  • '18 '17 '16 '11 Moderator

    You have to do it in TripleA.  That’s because TripleA is broken.

    However, I do not believe you have to move the carrier to retrieve the fighters in NCM.  You just have to have a valid landing zone for each of your fighters when they make the combat movement.  No rule I know of, could be wrong, states you HAVE to recover the fighters.

    If there is no landing zone, however, they go splash/crash and you lose them.


  • You have to declare the INTENT to move the AC if you need it to recover FIGs, but if the FIGs die, you are not obligated to keep that declared move when NCM rolls around (If you need to land FIGs though, then YES, you HAVE to make the move in NCM)

  • '18 '17 '16 '11 Moderator

    I see it, buried on page 25 of LHTR 2.0 almost at the very, very bottom.

    Yes, you do have to move the carrier if that was your declared safe landing zone and NO OTHER landing zone is present.

    However, if you declare the carrier to be a valid safe landing zone, but then decide to go with ANOTHER landing zone (that is a legal landing zone) you do NOT have to move the carrier.

    Planned Carrier retreats are not permitted.  And you can assume 100% accuracy on offense and 0% accuracy on defense which does and is intended to lead to abuse!  (So you could attack with a submarine against 40 battleships to “clear the sea zone” for your carriers to move in and send your fighters out stating the LZ will be in the sea zone your submarine is attacking.)


  • :|
    I know the rule.
    I was just asking if anyone else had been cheated in this way lately. :?


  • @newpaintbrush:

    @Bean:

    Sounds like you’re fighting…

    teh Jenf0rces!

    lolz.

    Gotta admit, I got a good chuckle out of that one  :wink:

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