Revised Tournament of Champions (ToC 15) "Arctic Convoy"
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Please sign me up! Though before you do - when is the first game?
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Oh wait nvm it seems to have already started
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Hey everyone.
Suggestion that we clarify rules that happened in ToC 14 and ToC 13 that got people riled up.
About carriers: Imo you should be able to land on any empty carrier and leave any plane anywhere as long as it can return to a safe spot during non combat phase.
Also no cargo bullshit discussions. The plane has to move outside of combat to not engage in combat during the combat turn. If this is impossible (which it wasn
t in ToC 14, it could go to tons of land and sea squares) then it fights.Do we agree on this for the future of the tournament?
Also there was something in ToC 13 about subs and sub s are always interesting so I already asked Cernel to post it.
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@Ondis said in Revised Tournament of Champions (ToC 15) "Arctic Convoy":
Hey everyone.
Suggestion that we clarify rules that happened in ToC 14 and ToC 13 that got people riled up.
About carriers: Imo you should be able to land on any empty carrier and leave any plane anywhere as long as it can return to a safe spot during non combat phase.
Also no cargo bullshit discussions. The plane has to move outside of combat to not engage in combat during the combat turn. If this is impossible (which it wasn
t in ToC 14, it could go to tons of land and sea squares) then it fights.Do we agree on this for the future of the tournament?
@Ondis In proper v2, no units can move during the Non Combat Move phase, if they moved during the Combat Move phase, ever. Air units are no exception.
So, nothing at all can ever "return" during Non Combat Move.
As for the matter of air being never allowed to remain cargo on its controller's turn, that's how it works since v2 LHTR.
Also there was something in ToC 13 about subs and sub s are always interesting so I already asked Cernel to post it.
In proper v2, the defender can never deny the attacker the option to retreat by submerging any defending submarine, because the attacker decides whether to retreat or not before the defender decides how many submarines to submerge.
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Agency10 (axis) defeats Emil in 15 rounds. A slugfest but ultimately Moscow fell to the Axis. Well played.
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Can I get a confirmation that we don't play with cargo per se (obv you can land planes on friendly allied carriers if you inform people about that but in other aspects we follow the engine?) and follow my suggestion above for our game (and other games?) and that concerning the sub rule is as it was judged last game, i.e. no weird splitting of submerged subs or what ever. ITs all or nothing and we follow the engine in terms of everything else.
If anone else has concerns about weird rules they've experienced, better take it up now than before it happens because that does (legitimately so) rile up tempers.
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Handsome (Axis+9) wins vs Brennan (Allies) by Allied surrender in round 22. A long, tense, close and very challenging game. Allied got a good start with 1 Art 3 ARM's surviving in Ukr after R1, despite the 1 INF bid there.
Germany's difficulties followed up with a G2 loss of BMB vs a lone UK TRN.The Allies then went hard for Africa, and harrassed Germany with constant raids vs the poorly defended Atlantic wall. At the same time minor Russian forces delayed the Japanese progress in Asia. The Japanese choose to hurry to help Germany keep some IPC's from Africa and at the same time keep the Suez closed.
Germany on it's side, moved it's available forces East to threaten the oilfields and force the Russians to keep as many unit as possible away from Japans campaign in Asia. Resulting in an combined UK/US landing in France already in round5. Germany's panzers had to retreat to defend the Fatherland.
Then many rounds of dancing arround EE/Balkans/UKr/Bel followed for Germany, all while the Allied TUV and unit advantage kept growing. The Strategic situation, however was still favoring Axis, the pressure from 2 sides slowly increased towards Russia.
In round 10 the time was beginning to run out for Axis and a desperate plan was made. A combined threat against The Russian front in Cau, made US move a big army into TJ to help Russia keep its factory. That might have been the crucial turningpoint for the game. Axis left Cau alone, Germany withdraw once again, and Japan chose to destroy the American stack. Thus evening out the TUV advantage a bit, and also allowed Axis to keep Suez shut. In Round 13/14 the next crucial battle took place, when Russia destroyed the advancing Japanese Army in Kaz, retreating to Moscow and left Cau to Germany.In round 18 Moscow finally fell after the 6th Army commited a suicide attack to make way for a follow up attack from Japan.
Allies still had a little TUV/Unit advantage, but the change in production/income and the loss of 17 Allied FTR in the Battle for Moscow, while Germany still was well defended, forced an Allied surrender a couple of rounds after.
I want to thank Brennan for a long, exciting and fantastic entertaining game. He showed great sportmanship and was a true gentleman to play. He also put up a hell of a fight.
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@Ondis The two rules you have mentioned (subs and cargo) have determined by the rules authorities and documented by Deltium and prastle for ToC play.
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Could a summary be posted somewhere so it can be referenced in the future and read by participants? Unless I missed it =p
edit. It seems to be in your OP Bayder, at least the plane thing, Im sorry. Though I didn't quite understand if they judged that the cargo part was faulty or not but that it was okay to move them to an empty spot and then back.
Oh well, Im sure if such a situation happens we can have that discussion then (before the move is made)
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@Ondis Not wanting to rehash all of the rules discussion here...but to respond quickly to your questions: per the OOB Revised rules, planes cannot move in both combat and non-combat phases. However the triplea engine allows it, and in fact, it's done in every round that planes attack (probably 90% of game turns), so it's accepted as one of those things where we follow the engine, because otherwise there would be hundreds of edits per game. The cargo element refers to the fact that allied planes on an AC are not forced to enter combat if enemy units suddenly pop up in their space.
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bayder (Allies) wins over Ondis (Axis) in J4. Axis started out with great dice in the first 2 rounds, including killing the UK air force in BC and a devastating hit on the Allied fleet in sz13. However, in rounds 3 and 4, the dice turned around and the Allies dealt serious blows to the Axis fleets and air forces. Ondis is a fun opponent with a very unique Axis strategy. I look forward to playing him again, and hopefully the dice will be more balanced all game! File attached. ToC15_bay-allies-ond-axis_r04_4JAP.tsvg
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Yeah cool game. Learned a lot WP Bayder. Had to play a high risk high reward game vs the champ
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Mogulrunnin (Allies) wins over OppositeOf (Axis) bid of 9. This game was completely decided by luck early, with the allies having a near flawless first round, especially UK R1 - the only dice that hit for axis was the Japanese transport as it died. Axis pressed on, mounting many strong attacks to last 13 rounds, but the Allies were able to shift forces to meet them all and Russia was never really in dire threat. As Germany started to fall, the Axis surrendered as the arbitrators were looking at the game to render judgment as the time had run out. Great game Oppositeof!
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hammond (Allies) defeats Wasp (Axis) +10 RD 21 in a very good game with some fantastic maneuvering by the Axis. I want to make mention that Wasp was a good sport and allowed me some needed time and pacing. The Axis really battered and bruised the Allies and were relentless while showing no cracks to be exploited. Bombing raids were starting to hurt Moscow which forced Stalin to execute his air defense Marshall. Then, some lucky rolls against Japanese bombers helped Russia continue to feed its people and make more soldiers. At one point, Stalin had to flee Moscow as it turned yellow. Upon Stalin’s return, the Allies were able to (at great cost) temporarily defeat the Axis’ combined Army in WR and push Japan back into southern Asia, but some timely German planes helped stop that Allies advance in the sea and land. It did however, buy Russia and USA some time to limit Germany’s next offensive which fell just shy of being able to make Stalin use his frequent mileage points. Future positioning was starting to favor the Allies and the Axis sued for peace, although it wasn’t an unconditional surrender as they had some fight to extend the game for awhile. Good game Wasp and well played. Good luck in the rest of the tourney and again, thank you for your good sportsmanship throughout the game. G21.tsvg
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Panpal (axis +8) defeats Nardwagg (allies) in a game played online. Nardwagg was a good sport and agreed to play on a time that was convenient for me. Axis bought a fleet on baltic, the UK purchased enough planes and managed to sink it soon and allow the US to build a factory in Norway. This, however, meant that the Germans had time to consolidate their hold on Africa and maintain a high income, which allowed them to replenish their losses. Russia manoeuvred exceptionally and managed to keep both Germany and Japan at bay. USA tried to wipe off German air force and capture S. Europe in a risky attacked that failed. Without USA threat, Germany advanced in Europe and Japan stacked Persia, surrounding Russia. NArdwagg surrendered honourably at this point, deciding not to prolong the fight. He is a very good player and never complains about dice even though most of the times, they were not in his favour. Good luck in the rest of the tournament. nardwagg--panpal.tsvg
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Blasherke defeats Agency10 (Axis, 9) in round 10. After a more or less classic opening, the Japs were already able to reinforce the Med Fleet in round two, while Germany heavily defended its Atlantik Wall. The Allies tried to pull a pincer maneuver, but this was countered by an unexpected german reinforcement of the Med fleet. However, the allies managed to build up a bridgehead in E-Europe. A German counterattack failed due to very bad dice, and unfortunately for the Führer this opened the doors to Berlin. The Japanese responded by a victory in the Battle of Moscow, though at a very high cost, which resulted in an honourable surrender. Thanks, Agency10 for an entertaining game!
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Epinikion (Axis +10) defeats Mogulrunnin by honorable surrender in round 6. Unfortunately it was just one-sided dice for the axis all game. For what happened in detail look at the file attached TOC15_epi vs mogul USA6.tsvg
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@epinikion said in Revised Tournament of Champions (ToC 15) "Arctic Convoy":
Epinikion (Axis +10) defeats Mogulrunnin by honorable surrender in round 6.
There is actually a victory condition called "Honorable Surrender" (10 of 12 VC end round).
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Very true, Cernel, but that was not what i meant.
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jbwood53 (allies) defeats Handsome (axis +9) by surrender in R25. It was a slugfest!
Axis capitalized on an Allied mistake with a successful capture of Moscow by Japan in R16, but Allies recovered and took Berlin in R23. The axis made a play for US mainland and (almost) took Washington in R23/24.
Handsome played a great game and his turn by turn commentary was hilarious! Until we play again