Revised Tournament of Champions (ToC 15) "Arctic Convoy"
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ingcameroni (axis +8) defeat Frank-the-tank in a long game that was played very swiftly. Allies took an early advantage and and managed to reinforce its position both in the Pacific with USA slowly gaining ground, while UK managed to control Africa and thus limit Germany's expansion. But on round 13, Germany managed to destroy UK fleet. Also, ingcameroni played Japan's defense very well to the extent that Tokyo only felt one round prior UK. At that point, Germany power was just too much, and the rush to control Suez came at Germany's advantage. Frustrating defeat, but to the hands of a great player and true gentleman.
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tnks for the "true gentleman" but you are the very gentleman because I need many "edit" and you conceded me.. tnks... very funny game... and agaist UK's fleet dice was favor for Germany! tnks I hope to play again whit you!!
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Shmod (Allies) defeats calbears. calbears offered a tenacious defense, but was unabe to keep Japan in the fight and surrenderedtriplea_Rus15.tsvg in round 15
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Quick rules question, if someone submerges subs, shouldn't the attacker have the option of retreating? Currently that would require an edit, but it doesn't make sense to not be able to retreat when there are still enemy ships present
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@Shmod https://forums.triplea-game.org/topic/542/triple-a-rules-for-revised-tournaments/2
hi shmod, this should help
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@Shmod No need editing once the new release comes out (hopefully soon). This thing has been fixed about one year ago...
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Baxter (Axis) wins vs. Shmod. Got diced harder than I've ever been diced before. Sorry I couldn't give you a good game Baxter
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TOC15 Baxter v Shmod R3-5US.tsvg
Thanks Shmod! Axis bid 9 and placed 2 inf for Ger (Ukr/Lib) and 1 inf for Jap (Fr Inc). Axis definitely had the dice all game, but 2 telling battles were UK1 where the Jap trans killed the UK destroyer, and Ger2 where Germany threw everything at WRus and got really good dice. The battles in R1 wrecked Shmod's KJF plans, and the battle in WRus meant that Russia was on a very shortened life span. Game ended on R3 US. I wish you much better dice next game Shmod!
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Epic Game between me (Êbül team) and King Kelly (Super best friend rainbow team) ends in marginal Victory for me at round 14 after plenty of back and forths and an unusual progression compared to the usual style of Revised games. Thx again for a GG.
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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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