14L Playoff: Hobo (Allies +15) vrs Zhukov (Axis)

  • '16 '15 '10

    Sorry about the edit above, changed my mind about nwe persia walk-in.  If you want to edit it back that’s fine, just add +2 to Ger.


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 7

    Purchase Units - Russians
                Russians buy 5 infantry; Remaining resources: 2 PUs;

    Combat Move - Russians
                1 infantry moved from Tambov to Rostov
                      Russians take Rostov from Italians
                1 artillery and 2 infantry moved from Tambov to Volgograd
                2 fighters and 1 tactical_bomber moved from Russia to Volgograd

    Combat - Russians
                Battle in Volgograd
                    Russians attack with 1 artillery, 2 fighters, 2 infantry and 1 tactical_bomber
                    Germans defend with 1 aaGun, 1 factory_minor and 3 infantry
                    Russians win, taking Volgograd from Germans with 1 artillery and 2 fighters remaining. Battle score for attacker is -3
                    Casualties for Germans: 1 aaGun and 3 infantry
                    Casualties for Russians: 2 infantry and 1 tactical_bomber

    Non Combat Move - Russians
                2 fighters moved from Volgograd to Russia
                2 aaGuns, 4 artilleries and 66 infantry moved from Tambov to Russia
                1 aaGun and 3 infantry moved from Samara to Russia
                2 aaGuns, 1 artillery and 12 infantry moved from Vologda to Russia

    Place Units - Russians
                5 infantry placed in Russia

    Turn Complete - Russians
                Russians collect 21 PUs; end with 23 PUs total

  • '16 '15 '10

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 7

    Purchase Units - Japanese
                Japanese buy 4 fighters, 7 infantry and 1 mech_infantry; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

    Combat Move - Japanese
                2 infantry moved from Solomon Islands to 49 Sea Zone
                1 battleship, 2 infantry and 1 transport moved from 49 Sea Zone to 63 Sea Zone
                2 infantry moved from 63 Sea Zone to New Zealand
                1 infantry moved from Western Australia to Northern Territory
                      Japanese take Northern Territory from ANZAC
                1 infantry moved from Western Australia to South Australia
                      Japanese take South Australia from ANZAC
                1 armour moved from Shensi to Kansu
                      Japanese take Kansu from Chinese
                1 armour moved from Kansu to Novosibirsk
                      Japanese take Novosibirsk from Russians
                1 infantry moved from Tsinghai to Novosibirsk
                1 mech_infantry moved from Shensi to Novosibirsk
                4 artilleries, 8 infantry and 2 mech_infantrys moved from Shensi to Hopei
                2 mech_infantrys moved from Hunan to Hopei

    Combat - Japanese
                Battle in New Zealand
                Battle in Hopei
                    Japanese attack with 4 artilleries, 8 infantry and 4 mech_infantrys
                    Chinese defend with 1 infantry
                    Japanese win, taking New Zealand from ANZAC, taking Hopei from Chinese with 4 artilleries, 8 infantry and 4 mech_infantrys remaining. Battle score for attacker is 3
                    Casualties for Chinese: 1 infantry

    Non Combat Move - Japanese
                1 carrier, 3 destroyers and 2 fighters moved from 33 Sea Zone to 63 Sea Zone
                4 fighters moved from 33 Sea Zone to Western Australia
                2 fighters and 4 tactical_bombers moved from Philippines to Western Australia
                1 transport moved from 56 Sea Zone to 37 Sea Zone
                1 infantry moved from Java to 42 Sea Zone
                1 artillery moved from Java to 42 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 42 Sea Zone to 56 Sea Zone
                1 artillery, 2 infantry and 2 transports moved from 35 Sea Zone to 56 Sea Zone
                1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 56 Sea Zone
                3 artilleries and 4 infantry moved from 56 Sea Zone to Western Australia
                1 battleship moved from 56 Sea Zone to 46 Sea Zone
                2 carriers moved from 33 Sea Zone to 46 Sea Zone
                2 carriers and 1 cruiser moved from 35 Sea Zone to 46 Sea Zone
                4 fighters moved from 35 Sea Zone to Western Australia
                2 bombers moved from Shan State to Western Australia
                1 aaGun moved from Shensi to Hopei
                1 armour and 1 mech_infantry moved from Hunan to Yunnan
                1 mech_infantry moved from French Indo China to Yunnan
                4 mech_infantrys moved from India to Yunnan
                1 fighter and 7 tactical_bombers moved from Japan to 46 Sea Zone
                1 submarine moved from 35 Sea Zone to 46 Sea Zone
                1 submarine moved from 39 Sea Zone to 56 Sea Zone
                3 fighters moved from Japan to Kiangsi

    Place Units - Japanese
                3 infantry placed in India
                2 infantry and 1 mech_infantry placed in French Indo China
                1 fighter and 2 infantry placed in Kwangtung
                3 fighters placed in Japan

    Turn Complete - Japanese
                Japanese collect 68 PUs; end with 68 PUs total
                Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 73 PUs
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 78 PUs

  • '16 '15 '10

    TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 7

    Purchase Units - Japanese
                Japanese buy 4 fighters, 7 infantry and 1 mech_infantry; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

    Combat Move - Japanese
                2 infantry moved from Solomon Islands to 49 Sea Zone
                1 battleship, 2 infantry and 1 transport moved from 49 Sea Zone to 63 Sea Zone
                2 infantry moved from 63 Sea Zone to New Zealand
                1 infantry moved from Western Australia to Northern Territory
                      Japanese take Northern Territory from ANZAC
                1 infantry moved from Western Australia to South Australia
                      Japanese take South Australia from ANZAC
                1 armour moved from Shensi to Kansu
                      Japanese take Kansu from Chinese
                1 armour moved from Kansu to Novosibirsk
                      Japanese take Novosibirsk from Russians
                1 infantry moved from Tsinghai to Novosibirsk
                1 mech_infantry moved from Shensi to Novosibirsk
                4 artilleries, 8 infantry and 2 mech_infantrys moved from Shensi to Hopei
                2 mech_infantrys moved from Hunan to Hopei

    Combat - Japanese
                Battle in New Zealand
                Battle in Hopei
                    Japanese attack with 4 artilleries, 8 infantry and 4 mech_infantrys
                    Chinese defend with 1 infantry
                    Japanese win, taking New Zealand from ANZAC, taking Hopei from Chinese with 4 artilleries, 8 infantry and 4 mech_infantrys remaining. Battle score for attacker is 3
                    Casualties for Chinese: 1 infantry

    Non Combat Move - Japanese
                1 carrier, 3 destroyers and 2 fighters moved from 33 Sea Zone to 63 Sea Zone
                4 fighters moved from 33 Sea Zone to Western Australia
                2 fighters and 4 tactical_bombers moved from Philippines to Western Australia
                1 transport moved from 56 Sea Zone to 37 Sea Zone
                1 infantry moved from Java to 42 Sea Zone
                1 artillery moved from Java to 42 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 42 Sea Zone to 56 Sea Zone
                1 artillery, 2 infantry and 2 transports moved from 35 Sea Zone to 56 Sea Zone
                1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 56 Sea Zone
                3 artilleries and 4 infantry moved from 56 Sea Zone to Western Australia
                1 battleship moved from 56 Sea Zone to 46 Sea Zone
                2 carriers moved from 33 Sea Zone to 46 Sea Zone
                2 carriers and 1 cruiser moved from 35 Sea Zone to 46 Sea Zone
                4 fighters moved from 35 Sea Zone to Western Australia
                2 bombers moved from Shan State to Western Australia
                1 aaGun moved from Shensi to Hopei
                1 armour and 1 mech_infantry moved from Hunan to Yunnan
                1 mech_infantry moved from French Indo China to Yunnan
                4 mech_infantrys moved from India to Yunnan
                1 fighter and 7 tactical_bombers moved from Japan to 46 Sea Zone
                1 submarine moved from 35 Sea Zone to 46 Sea Zone
                1 submarine moved from 39 Sea Zone to 56 Sea Zone
                3 fighters moved from Japan to Kiangsi

    Place Units - Japanese
                3 infantry placed in India
                2 infantry and 1 mech_infantry placed in French Indo China
                1 fighter and 2 infantry placed in Kwangtung
                3 fighters placed in Japan

    Turn Complete - Japanese
                Japanese collect 68 PUs; end with 68 PUs total
                Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 73 PUs
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 78 PUs
                Turning on Edit Mode
                EDIT: Removing units owned by Germans from Western Germany: 1 tactical_bomber
                EDIT: Adding units owned by Germans to Southern Italy: 1 tactical_bomber
                EDIT: Turning off Edit Mode

  • '16 '15 '10

    Edited a fig to Southern Italy because it seems I didn’t understand the sub/amphib rules correctly re Italy (I thought unfought subs can block landings, but apparently not).  Would rather not lose the game because of a silly rule technicality when I can easily defend the capital…

  • '16 '15 '10

    TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 7

    Purchase Units - Japanese
                Japanese buy 4 fighters, 7 infantry and 1 mech_infantry; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

    Combat Move - Japanese
                2 infantry moved from Solomon Islands to 49 Sea Zone
                1 battleship, 2 infantry and 1 transport moved from 49 Sea Zone to 63 Sea Zone
                2 infantry moved from 63 Sea Zone to New Zealand
                1 infantry moved from Western Australia to Northern Territory
                      Japanese take Northern Territory from ANZAC
                1 infantry moved from Western Australia to South Australia
                      Japanese take South Australia from ANZAC
                1 armour moved from Shensi to Kansu
                      Japanese take Kansu from Chinese
                1 armour moved from Kansu to Novosibirsk
                      Japanese take Novosibirsk from Russians
                1 infantry moved from Tsinghai to Novosibirsk
                1 mech_infantry moved from Shensi to Novosibirsk
                4 artilleries, 8 infantry and 2 mech_infantrys moved from Shensi to Hopei
                2 mech_infantrys moved from Hunan to Hopei

    Combat - Japanese
                Battle in New Zealand
                Battle in Hopei
                    Japanese attack with 4 artilleries, 8 infantry and 4 mech_infantrys
                    Chinese defend with 1 infantry
                    Japanese win, taking New Zealand from ANZAC, taking Hopei from Chinese with 4 artilleries, 8 infantry and 4 mech_infantrys remaining. Battle score for attacker is 3
                    Casualties for Chinese: 1 infantry

    Non Combat Move - Japanese
                1 carrier, 3 destroyers and 2 fighters moved from 33 Sea Zone to 63 Sea Zone
                4 fighters moved from 33 Sea Zone to Western Australia
                2 fighters and 4 tactical_bombers moved from Philippines to Western Australia
                1 transport moved from 56 Sea Zone to 37 Sea Zone
                1 infantry moved from Java to 42 Sea Zone
                1 artillery moved from Java to 42 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 42 Sea Zone to 56 Sea Zone
                1 artillery, 2 infantry and 2 transports moved from 35 Sea Zone to 56 Sea Zone
                1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 56 Sea Zone
                3 artilleries and 4 infantry moved from 56 Sea Zone to Western Australia
                1 battleship moved from 56 Sea Zone to 46 Sea Zone
                2 carriers moved from 33 Sea Zone to 46 Sea Zone
                2 carriers and 1 cruiser moved from 35 Sea Zone to 46 Sea Zone
                4 fighters moved from 35 Sea Zone to Western Australia
                2 bombers moved from Shan State to Western Australia
                1 aaGun moved from Shensi to Hopei
                1 armour and 1 mech_infantry moved from Hunan to Yunnan
                1 mech_infantry moved from French Indo China to Yunnan
                4 mech_infantrys moved from India to Yunnan
                1 fighter and 7 tactical_bombers moved from Japan to 46 Sea Zone
                1 submarine moved from 35 Sea Zone to 46 Sea Zone
                1 submarine moved from 39 Sea Zone to 56 Sea Zone
                3 fighters moved from Japan to Kiangsi

    Place Units - Japanese
                3 infantry placed in India
                2 infantry and 1 mech_infantry placed in French Indo China
                1 fighter and 2 infantry placed in Kwangtung
                3 fighters placed in Japan

    Turn Complete - Japanese
                Japanese collect 68 PUs; end with 68 PUs total
                Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 73 PUs
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 78 PUs
                Turning on Edit Mode
                EDIT: Removing units owned by Germans from Western Germany: 1 tactical_bomber
                EDIT: Adding units owned by Germans to Southern Italy: 1 tactical_bomber
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from 35 Sea Zone: 1 destroyer
                EDIT: Adding units owned by Japanese to 6 Sea Zone: 1 destroyer
                EDIT: Turning off Edit Mode

  • '16 '15 '10

    Ok, one more edit, dd from 35 to 6, use the file above pls.


  • well knowing the rules is part of the game… I’ve lost a couple games on rules I wasn’t 100% familiar with…

  • '12

    @Zhukov44:

    Edited a fig to Southern Italy because it seems I didn’t understand the sub/amphib rules correctly re Italy (I thought unfought subs can block landings, but apparently not).  Would rather not lose the game because of a silly rule technicality when I can easily defend the capital…

    Yes only an escort is needed to land.  If a fighter scrambles and sub fights,  then the sub must be killed for landing to occur.


  • well in case you just waiting for me to move, I was waiting for a response. I’m fine with edits for the current turn if made prior to my move, but not for a prior nation’s move after I already moved my turn. I’d understand and allow it if I moved right away and didn’t give you a chance to edit, but I didn’t move for a couple days after your turn. so basically if you want the edit we’ll have to ask for a call on it. otherwise I’ll move without edits for any of the non-japanese units. again just fyi, I’ve made the same sub mistake before, and on other rule issues LOST 2 games because I didn’t know the rules well enough. losing rome is annoying but not a game breaker for you since you are in total command of the game thus far.

  • '16 '15 '10

    If you want to ask for a call go ahead.

    The bottom line is there is no way I leave the capital open if I think there is any possibility you can walk in.

    The reason it’s a fair edit is this would never ever happen in a f2f game.  You basically acknowledge that you saw I was misinterpreting the rules and that there would be no opportunity if we both had the same understanding of the rules.

    If it was a small issue that would be one thing but this is a potential game-decider.

    If your case is that the Russian turn would have been different if the tactical had been ncmed to Southern Italy in the German turn, then by all means replay your Russian turn.

  • '12

    hey guys - commander jenn is who would be making the call on this and she’s not been on for 5 days.  if it’s any help, i pretty much know how she would rule on this case.

  • '12

    Bottom line zhuk is free to ask pretty please with cherries on top but the decision is hobos.  The ruleset is fully in hobos corner to deny as he sees fit.

  • '16 '15 '10

    Well this is pretty uncomfortable as I play this game for fun and this isn’t fun.  I respect Hobo’s expertise at A&A but we don’t seem to see eye to eye on this.  I gotta think about whether I want to wait for Jen.  For the moment, at least let me revise the Japanese ncms to reflect the drastically altered circumstances of the game should the ruling go against me.

    Hey Bold if the ruleset is clear can you refer me to the language you’re thinking of?

  • '12

    from the 2015 league rules thread:

    9 – Order of Play – From page 11 of the rulebook: “Axis and Allies is played in rounds. � A round consists of each power taking a turn. � Your power’s turn consists of six phases, which take place in a fixed sequence. � When you finish the Collect Income phase, your turn is over. � Play then passes to the next power.”
    You may not go back to previous phases/turns of the game and make changes without your opponent’s permission.

  • '12

    gentlemen, i can relate to the position each of you is in as I have been in both before.

    most recently, in my playoff game with ghost.  my game was effectively over when he attacked my z97 combined axis fleet when i forgot he had the range to do so with bombers from london.  i have known this in the past, just plain overlooked it.  that fleet was way underpowered and had 4 transports and was the entire key to an initiative into northern africa and the middle east.  when it sank it was over for axis.

    i realized he could hit my fleet a power or two before he made the attack, but I didn’t ask to change my turn.  i didn’t ask to change it.

    and yet it is also true that i would not have left my fleet in harm’s way if i realized he could sink it.

    it’s part of the game we play and love - sometimes we forget something we once know or make mistakes.

    as i said, i think it’s up to hobo and hobo, having made similar mistakes in the past seems inclined not to go back in time.

    cheers

  • '15 '14

    I am not the rules deputy but I had many many fruitful discussions with gamerman about the rules.

    I can just second Bold’s post. It is up to hobo to decide to take the map without German air in Rome or with a tac there, totally up to him.

    One could argue that this is kind of the spice of the game, the fact players keep playing although the position is bad, maybe kind of an analogy to chess.
    You can have a technical winning position in chess which every engine would win 100% of the time but in chess there are no discussions about blunders. If they happen, they happen and there wouldn’t be arguments about it.

    The same applies for A&A. Although I believe that that pill is way harder to swallow as a chess game takes usually several hours, while a A&A game can take several days, thus the price-tag on a severe blunder is brutally high in A&A.

    However this currently s the common opinion of the community to accept and to embrace that fact.

  • '16 '15 '10

    TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 7

    Purchase Units - Japanese
                Japanese buy 4 fighters, 7 infantry and 1 mech_infantry; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

    Combat Move - Japanese
                2 infantry moved from Solomon Islands to 49 Sea Zone
                1 battleship, 2 infantry and 1 transport moved from 49 Sea Zone to 63 Sea Zone
                2 infantry moved from 63 Sea Zone to New Zealand
                1 infantry moved from Western Australia to Northern Territory
                      Japanese take Northern Territory from ANZAC
                1 infantry moved from Western Australia to South Australia
                      Japanese take South Australia from ANZAC
                1 armour moved from Shensi to Kansu
                      Japanese take Kansu from Chinese
                1 armour moved from Kansu to Novosibirsk
                      Japanese take Novosibirsk from Russians
                1 infantry moved from Tsinghai to Novosibirsk
                1 mech_infantry moved from Shensi to Novosibirsk
                4 artilleries, 8 infantry and 2 mech_infantrys moved from Shensi to Hopei
                2 mech_infantrys moved from Hunan to Hopei

    Combat - Japanese
                Battle in New Zealand
                Battle in Hopei
                    Japanese attack with 4 artilleries, 8 infantry and 4 mech_infantrys
                    Chinese defend with 1 infantry
                    Japanese win, taking New Zealand from ANZAC, taking Hopei from Chinese with 4 artilleries, 8 infantry and 4 mech_infantrys remaining. Battle score for attacker is 3
                    Casualties for Chinese: 1 infantry

    Non Combat Move - Japanese
                1 carrier, 3 destroyers and 2 fighters moved from 33 Sea Zone to 63 Sea Zone
                4 fighters moved from 33 Sea Zone to Western Australia
                2 fighters and 4 tactical_bombers moved from Philippines to Western Australia
                1 transport moved from 56 Sea Zone to 37 Sea Zone
                1 infantry moved from Java to 42 Sea Zone
                1 artillery moved from Java to 42 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 42 Sea Zone to 56 Sea Zone
                1 artillery, 2 infantry and 2 transports moved from 35 Sea Zone to 56 Sea Zone
                1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 56 Sea Zone
                3 artilleries and 4 infantry moved from 56 Sea Zone to Western Australia
                1 battleship moved from 56 Sea Zone to 46 Sea Zone
                2 carriers moved from 33 Sea Zone to 46 Sea Zone
                2 carriers and 1 cruiser moved from 35 Sea Zone to 46 Sea Zone
                4 fighters moved from 35 Sea Zone to Western Australia
                2 bombers moved from Shan State to Western Australia
                1 aaGun moved from Shensi to Hopei
                1 armour and 1 mech_infantry moved from Hunan to Yunnan
                1 mech_infantry moved from French Indo China to Yunnan
                4 mech_infantrys moved from India to Yunnan
                1 fighter and 7 tactical_bombers moved from Japan to 46 Sea Zone
                1 submarine moved from 35 Sea Zone to 46 Sea Zone
                1 submarine moved from 39 Sea Zone to 56 Sea Zone
                3 fighters moved from Japan to Kiangsi

    Place Units - Japanese
                3 infantry placed in India
                2 infantry and 1 mech_infantry placed in French Indo China
                1 fighter and 2 infantry placed in Kwangtung
                3 fighters placed in Japan

    Turn Complete - Japanese
                Japanese collect 68 PUs; end with 68 PUs total
                Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 73 PUs
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 78 PUs
                Turning on Edit Mode
                EDIT: Removing units owned by Germans from Western Germany: 1 tactical_bomber
                EDIT: Adding units owned by Germans to Southern Italy: 1 tactical_bomber
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from 35 Sea Zone: 1 destroyer
                EDIT: Adding units owned by Japanese to 6 Sea Zone: 1 destroyer
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from Kiangsi: 3 fighters
                EDIT: Removing units owned by Japanese from 46 Sea Zone: 3 tactical_bombers
                EDIT: Adding units owned by Japanese to Kiangsi: 3 tactical_bombers
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from 46 Sea Zone: 1 battleship, 4 carriers, 1 cruiser, 1 fighter, 1 submarine and 4 tactical_bombers
                EDIT: Adding units owned by Japanese to 19 Sea Zone: 4 carriers, 1 cruiser, 1 destroyer, 4 fighters, 1 submarine and 4 tactical_bombers
                EDIT: Removing units owned by Japanese from 35 Sea Zone: 1 destroyer and 1 submarine
                EDIT: Adding units owned by Japanese to 19 Sea Zone: 1 destroyer and 1 submarine
                EDIT: Removing units owned by Japanese from 63 Sea Zone: 1 destroyer
                EDIT: Adding units owned by Japanese to 19 Sea Zone: 1 destroyer
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from Yunnan: 1 mech_infantry
                EDIT: Adding units owned by Japanese to Hopei: 1 mech_infantry
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Adding units owned by Japanese to 56 Sea Zone: 1 battleship
                EDIT: Removing units owned by Japanese from 56 Sea Zone: 1 submarine
                EDIT: Adding units owned by Japanese to 36 Sea Zone: 1 submarine
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from 19 Sea Zone: 1 destroyer
                EDIT: Turning off Edit Mode


  • Jenn was gone for about 5 days, but I just happened to get an unsolicited PM from her.  She had major computer problems but now has them fixed.  So maybe you should ask her to weigh in - I think she is available.

  • '16 '15 '10

    Thanks to Bold and JDow for weighing in.

    As far as edits go, I will play by whatever the rules or ruling says.  So if the rules and/or ruling are clearly against me then that’s that.

    Above is another ncm edit of the Japanese turn to try to salvage the game.  Hobo, you may continue, but please use the file I just posted.

    as far as the issue discussed…

    I also have denied my opponent ncm edits after dice has been rolled.  But when we are talking about the Axis player catching a German naval mistake during the Japanese turn or the Allied player catching an American Pacific mistake during the Anzac turn, the principle I subscribe to is that the edit is out of bounds if the other player can assert in good faith (and/or it is clear to an impartial, reasonable observer) that their moves would have been different without the edit.  Like many norms, it’s based on the golden rule (that is, reciprocity).  I believe this is the operative principle on edits in most f2f or live games that people play.  But of course my view is not universal and different people have different ideas about online gaming ettiqutte.

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