I guess, with the exception of the first, this is valid for original revised rules, too?
Thx for the quick answer
I guess, with the exception of the first, this is valid for original revised rules, too?
Thx for the quick answer
I have some questions:
i thought TWW was only as a tiebreaker to determine the winner. With 2-3 i doubt that i have chances :) but if there is an official rnd 6, of course i will participate. Please give me ice, i want to have the chance once to kick his ass :-)
After three rounds of not knowing what I was doing I (evil) conceded to Pug.
First time LotR, was fun though.
Thanks to all opponents for nice gaming and Veqryn for organisation!
Guess i got it now. So to make it clear, a plane coming from US and attacking Canada won’t get that movement advantage :)
One last question:
Can i make my fighter movement during cm under the assumption that a carrier picks it up in ncm moving three spaces using a just captured naval base?
@wittmann:
Evening Wirkey.
Aircraft flying to or from a territory with a Friendly Air Base do not use up one movement to go between the territory and the SZ on which the Base is situated or adjacent to. (Copied it as I always found it hard to understand.)
That equates to 6 moves, but not how you are meant to count it.
The diagram on page 13 is a bit useless, as you would not make that move.
You could go from New Zealand to Midway(which is normally 6).
Hope that helps, otherwise ask again.
Still a bit confused: lets say i own Japan and Hawaii. Can a fighter fly from Hawaii to Japan or vice versa?
Assume only Japan and Phillipines left in Japans hand: can a fighter fly from Japan, attack SZ 33 and land in Phillippines?
@wittmann:
They only lose one VP because they only surrendered 19(they did not have 25).
They can only surrender as much money as they have, hence one not two VPs.
Had to have 20 to lose two.
That makes sense: so rules should say “for every 10 IPC lost by Japan one VP is lost”.
@wittmann:
Have fun. I always liked that game.
I wish I had a German version: very cool!
We don’t have a german version. We just have a version with the important rules handwritten. Original rulebook got lost
Thx for your help
Hi folks,
we just got a version of Pacific in a garage sale and only have a german translation of the rules so I have some questions:
According to the translation Japan looses one VP for every 10 IPC damage done during SBR. That is pretty simple. But the example makes it unclear again: “Japan has an income of 19. A SBR causes 25 damage. Japan hands off his 19 and looses one VP.” Shouldn’t they loose 2 VP?
Airbase: “Planes, originating from or moving towards a friendly airbase, gain additional movement.” Does this mean that fighters could move up to 6 spaces (bomber 8) or are they still limited to 5 (7) moving between air bases?
Rnd 25 and still going
@ice:
round 4 greatwar
ajmdemen(allies) vs ice(cp) –- winner ajm
20 rounds of awesomeness muchos thanks to ajm for such a good and fun game.
i send the save to Veqryn, so when he posts it u can take a look at this historical match.
ice
Finally, after 31 Rounds of intense fighting, after the last Russian troops were shattered together with the majority of Sir Lawrence Expeditionary Corps, with Paris being surrounded by Austrians and a breaktrough in the back of the Western Front, with Ottomans expeditionary forces on their way to reinforce Austrians, with Germany gaining the offensive on the Western Front and the Med more or less still in CPs hands, the Supreme Headquarter of Allied Forces (Wassmuss) asked for a immediate cease fire. The Combined Imperial Staff (wirkey) has given order to hold positions and treat all enemy personal with respect and according to the Geneva Conventions. With beginning of the 20th hour of the 27th day of the first month, there will be no more fighting.
@P@nther:
LoL - I wonder how the Central Powers are ever meant to win this game…
I don’t get it.:-)
Trying to win on the western front is usually a bad idea. Go for Russia hard and just slow down the advances of the entente on the western front
Rnd 25 and still going
@ice:
round 4 greatwar
ajmdemen(allies) vs ice(cp) –- winner ajm
20 rounds of awesomeness muchos thanks to ajm for such a good and fun game.
i send the save to Veqryn, so when he posts it u can take a look at this historical match.
ice
I concede, I don’t like this map, and I really don’t like dice. Good luck in coming games!
TripleA Turn Summary for game: 270BC, version: 1.1.2
Game History
Round :2
Purchase Units - GreekCityStates
GreekCityStates buy 2 archers, 1 city and 3 hoplites; Remaining resources: 0 PUs;
Combat Move - GreekCityStates
6 hoplites moved from Sparta to Corinth
1 slingers moved from Athens to Corinth
2 archers, 3 hoplites and 4 slingerss moved from Pergamum to Sardis
1 cavalry and 5 hoplites moved from Athens to SZ 68
1 cavalry and 5 hoplites moved from SZ 68 to Sardis
Combat - GreekCityStates
Battle in Corinth
GreekCityStates attack with 6 hoplites and 1 slingers
Macedonia defend with 3 hoplites
6 hoplites owned by the GreekCityStates retreated to Athens
Macedonia win with 2 hoplites remaining. Battle score for attacker is 3
Casualties for Macedonia: 1 hoplite
Casualties for GreekCityStates: 1 slingers
Battle in Sardis
GreekCityStates attack with 2 archers, 1 cavalry, 8 hoplites and 4 slingerss
Seleucid defend with 6 hoplites and 4 peltastss
GreekCityStates win, taking Sardis from Seleucid with 8 hoplites remaining. Battle score for attacker is 18
Casualties for GreekCityStates: 2 archers, 1 cavalry and 4 slingerss
Casualties for Seleucid: 6 hoplites and 4 peltastss
Non Combat Move - GreekCityStates
Place Units - GreekCityStates
2 archers and 3 hoplites placed in Sparta
1 city placed in Athens
Turn Complete - GreekCityStates
GreekCityStates collect 37 PUs; end with 37 PUs total
ya, i’ve found that 90% just isn’t good enough in a dice game…
you really need to push it to 96% or higher, and even then be prepared for the occasional forced retreat
I will never do a 90% attack again :roll:
TripleA Turn Summary for game: 270BC, version: 1.1.2
Game History
Round :1
Purchase Units - Parthia
Parthia buy 2 cataphracts and 4 cavalrys; Remaining resources: 0 PUs;
Combat Move - Parthia
3 archers, 1 cataphract, 1 cavalry, 1 horsearcher and 7 spearmen moved from Ctesiphon to Seleucia
3 archers, 1 cataphract, 1 cavalry, 1 horsearcher and 7 spearmen moved from Susa to Seleucia
2 archers, 1 cataphract, 1 cavalry and 4 spearmen moved from Persepolis to Babylon
1 archer, 2 horsearchers and 3 spearmen moved from Cyropolis to Gazaca
1 horsearcher moved from Ecbatana to Gazaca
1 archer and 4 spearmen moved from Ecbatana to Ctesiphon
Combat - Parthia
Battle in Seleucia
Parthia attack with 6 archers, 2 cataphracts, 2 cavalrys, 2 horsearchers and 14 spearmen
Seleucid defend with 1 peltasts
Parthia win, taking Seleucia from Seleucid with 6 archers, 2 cataphracts, 2 cavalrys, 2 horsearchers and 14 spearmen remaining. Battle score for attacker is 2
Casualties for Seleucid: 1 peltasts
Battle in Gazaca
Parthia attack with 1 archer, 3 horsearchers and 3 spearmen
Neutral defend with 1 archer and 3 spearmen
Neutral win with no units remaining. Battle score for attacker is -18
Casualties for Neutral: 1 archer and 3 spearmen
Casualties for Parthia: 1 archer, 3 horsearchers and 3 spearmen
Battle in Babylon
Parthia attack with 2 archers, 1 cataphract, 1 cavalry and 4 spearmen
Neutral defend with 3 archers and 7 spearmen
1 cavalry owned by the Parthia and 1 cataphract owned by the Parthia retreated to Persepolis
Neutral win with 3 archers and 5 spearmen remaining. Battle score for attacker is -14
Casualties for Neutral: 2 spearmen
Casualties for Parthia: 2 archers and 4 spearmen
Non Combat Move - Parthia
Place Units - Parthia
2 cataphracts and 4 cavalrys placed in Persepolis
Turn Complete - Parthia
Parthia collect 40 PUs; end with 40 PUs total
TripleA Turn Summary for game: 270BC, version: 1.1.2
Game History
Round :1
Purchase Units - Egypt
Egypt buy 2 archers, 3 axemen, 1 chariot, 1 city and 3 spearmen; Remaining resources: 0 PUs;
Combat Move - Egypt
3 biremes and 1 trireme moved from SZ 57 to SZ 64
1 trireme moved from SZ 58 to SZ 63
2 archers, 3 axemen, 2 chariots and 4 spearmen moved from Alexandria to Paraetonium
3 archers, 4 axemen and 2 spearmen moved from Hermopolis to Paraetonium
1 chariot moved from Memphis to Paraetonium
1 archer, 2 axemen and 5 spearmen moved from Memphis to Alexandria
1 spearman moved from Jerusalem to Damascus
3 axemen, 2 chariots and 6 spearmen moved from Sidon to Damascus
Combat - Egypt
Battle in Damascus
Egypt attack with 3 axemen, 2 chariots and 7 spearmen
Seleucid defend with 2 cavalrys, 2 hoplites, 1 legionaire and 3 peltastss
1 spearman owned by the Egypt , 3 axemen owned by the Egypt and 2 chariots owned by the Egypt retreated to Jerusalem
Seleucid win with 2 hoplites remaining. Battle score for attacker is 0
Casualties for Egypt: 6 spearmen
Casualties for Seleucid: 2 cavalrys, 1 legionaire and 3 peltastss
Battle in Paraetonium
Egypt attack with 5 archers, 7 axemen, 3 chariots and 6 spearmen
Neutral defend with 3 spearmen
Egypt win, taking Paraetonium from Neutral with 5 archers, 7 axemen, 3 chariots and 5 spearmen remaining. Battle score for attacker is 6
Casualties for Egypt: 1 spearman
Casualties for Neutral: 3 spearmen
Non Combat Move - Egypt
Place Units - Egypt
2 archers, 3 axemen, 1 chariot and 3 spearmen placed in Alexandria
1 city placed in Jerusalem
Turn Complete - Egypt
Egypt collect 47 PUs; end with 47 PUs total
Did I tell you before, that i have no clue what I’m doing?
TripleA Turn Summary for game: 270BC, version: 1.1.2
Game History
Round :1
Purchase Units - GreekCityStates
GreekCityStates buy 6 hoplites; Remaining resources: 4 PUs;
Combat Move - GreekCityStates
6 hoplites and 3 slingerss moved from Sparta to Corinth
2 archers, 1 cavalry, 5 hoplites and 3 slingerss moved from Athens to Corinth
3 biremes and 2 triremes moved from SZ 67 to SZ 68
1 hoplite and 1 slingers moved from Rhodos to SZ 68
1 archer, 2 hoplites and 3 slingerss moved from Delphi to Athens
1 hoplite and 1 slingers moved from SZ 68 to Athens
Combat - GreekCityStates
Battle in Corinth
GreekCityStates attack with 2 archers, 1 cavalry, 11 hoplites and 6 slingerss
Macedonia defend with 2 cavalrys, 5 hoplites, 4 peltastss and 2 swordmen
11 hoplites owned by the GreekCityStates and 1 cavalry owned by the GreekCityStates retreated to Athens
Macedonia win with 3 hoplites remaining. Battle score for attacker is 14
Casualties for Macedonia: 2 cavalrys, 2 hoplites, 4 peltastss and 2 swordmen
Casualties for GreekCityStates: 2 archers and 6 slingerss
Non Combat Move - GreekCityStates
Place Units - GreekCityStates
6 hoplites placed in Sparta
Turn Complete - GreekCityStates
GreekCityStates collect 34 PUs; end with 38 PUs total
TripleA Turn Summary for game: 270BC, version: 1.1.2
Game History
Round :1
Purchase Units - RomanRepublic
RomanRepublic buy 1 bireme, 3 legionaires, 1 trireme and 4 velitess; Remaining resources: 0 PUs;
Combat Move - RomanRepublic
1 legionaire moved from Croton to SZ 44
1 bireme and 1 legionaire moved from SZ 44 to SZ 35
1 ballista, 2 legionaires and 3 velitess moved from Ariminum to Verona
3 legionaires and 4 velitess moved from Arretium to Ariminum
2 legionaires and 3 velitess moved from Salapia to Ariminum
1 legionaire and 3 velitess moved from Croton to Capua
2 legionaires and 1 velites moved from Tarentum to Capua
1 ballista, 2 cavalrys, 4 legionaires and 5 velitess moved from Roma to Capua
4 legionaires and 5 velitess moved from Messana to Syracuse
1 legionaire moved from SZ 35 to Syracuse
Combat - RomanRepublic
Battle in Verona
RomanRepublic attack with 1 ballista, 2 legionaires and 3 velitess
Neutral defend with 2 axemen and 3 swordmen
RomanRepublic roll dice for 1 ballista, 2 legionaires and 3 velitess in Verona, round 1 : 2/6 hits
Neutral roll dice for 2 axemen and 3 swordmen in Verona, round 1 : 5/5 hits
2 axemen owned by the Neutral , 3 velitess owned by the RomanRepublic and 2 legionaires owned by the RomanRepublic lost in Verona
1 ballista owned by the RomanRepublic retreated to Ariminum
Neutral win with 3 swordmen remaining. Battle score for attacker is -11
Casualties for Neutral: 2 axemen
Casualties for RomanRepublic: 2 legionaires and 3 velitess
Non Combat Move - RomanRepublic
Place Units - RomanRepublic
1 bireme and 1 trireme placed in SZ 28
3 legionaires and 4 velitess placed in Roma
Turn Complete - RomanRepublic
RomanRepublic collect 43 PUs; end with 43 PUs total
Rnd 2 wirkey concedes to Admetus rnd 6