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Post by shoey109 on Jul 2, 2013 15:41:05 GMT -5
I hope the next tournament that is run at Tripleplay will have time limits during deployment and that ALL players have there company in a tray ready for deployment. I do not think digging your company out of stacked foam trays at the time the game clock starts is fair to your opponent, who has his company on a tray and is separated in platoons to facilitate a speedy deployment. This unpreparedness when you know you are the defender, gives the defender a unfair advantage. It is eating the play clock and is not fair to the attacker who is under the gun to win the game by taking a Objective. Will Okay, I will bite how much time should I have had before it became slow play? 5 minutes?, seems like to to little, 10 minutes? maybe but remember I had to set up without having clear idea of where exactly you would set up, I don't think that you can create an Iron clad rule of how much time people should get to set and be fair to every army. We also used some some of my 15 minutes to discuss terrain and so you could argue that one building was a fraction of an inch to small for me fit a team inside(I can not find anything in the rules that requires that for a solid building). In anycase you should have been able to beat my 6 infantry teams, 2 command teams and 2 HMG teams easily in very two or three turns. But you have a bad habit of being unwilling to take a chance when you have the advantage. I have seen it in other games played in the past (like our 20 turn Marathon game of panthers vs American airborne). If on turn two or three you started to assault the ends of my line, away from my panzerfausts, you would have won easily with plenty of time to spare. But you insisted on trying to kill as many of my 10 teams before assaulting and spent a great deal of time making sure that every vehicle that you had could shoot at me every turn. Also had you gotten another turn you would still have lost, It was my third turn without reinforcements , I would have taken a platoon(patrol) of Rad 8s they could have entered on the long table edge, near the objective you held, and disputed your control of it. You would have needed another turn to win. I would also suggest that in Future tournaments players must know the rules that apply to their armies, you didn't. There is no rule, at least in turning the tide, that allows Sherman platoons to ignore the +1 effect of stabilizer's . Instead there is Sergeant pool his Sherman may ignore the effects of stabilizers only. Did you pay for Mr. Pool If you did you never identified him to me. You and Jeremy were wrong in saying that a platoon retreating from an assault must be 4" away from the victor in the consolidation step. See the to captured if to slow rule p.165. 4" is counted at the the end of break off movement. It was two inches Temis in consolidation. So me and Jeremy was right. Then again I have a trained company with a skill of four in assaults. There was a reason I did not assault your vet infantry that can roll on a skill of three at almost full strength. I had to reduce there numbers for me to have any chance to win the assault. Then again its pointless arguing with you and a waste of bandwidth. The final result was you won. There was no changing that fact. Cheers, Will
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Post by kv1e on Jul 2, 2013 15:57:28 GMT -5
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Post by shoey109 on Jul 2, 2013 15:57:38 GMT -5
I hope the next tournament that is run at Tripleplay will have time limits during deployment and that ALL players have there company in a tray ready for deployment. I do not think digging your company out of stacked foam trays at the time the game clock starts is fair to your opponent, who has his company on a tray and is separated in platoons to facilitate a speedy deployment. This unpreparedness when you know you are the defender, gives the defender a unfair advantage. It is eating the play clock and is not fair to the attacker who is under the gun to win the game by taking a Objective. Will Okay, I will bite how much time should I have had before it became slow play? 5 minutes?, seems like to to little, 10 minutes? maybe but remember I had to set up without having clear idea of where exactly you would set up, I don't think that you can create an Iron clad rule of how much time people should get to set and be fair to every army. We also used some some of my 15 minutes to discuss terrain and so you could argue that one building was a fraction of an inch to small for me fit a team inside(I can not find anything in the rules that requires that for a solid building). In anycase you should have been able to beat my 6 infantry teams, 2 command teams and 2 HMG teams easily in very two or three turns. But you have a bad habit of being unwilling to take a chance when you have the advantage. I have seen it in other games played in the past (like our 20 turn Marathon game of panthers vs American airborne). If on turn two or three you started to assault the ends of my line, away from my panzerfausts, you would have won easily with plenty of time to spare. But you insisted on trying to kill as many of my 10 teams before assaulting and spent a great deal of time making sure that every vehicle that you had could shoot at me every turn. Also had you gotten another turn you would still have lost, It was my third turn without reinforcements , I would have taken a platoon(patrol) of Rad 8s they could have entered on the long table edge, near the objective you held, and disputed your control of it. You would have needed another turn to win. I would also suggest that in Future tournaments players must know the rules that apply to their armies, you didn't. There is no rule, at least in turning the tide, that allows Sherman platoons to ignore the +1 effect of stabilizer's . Instead there is Sergeant pool his Sherman may ignore the effects of stabilizers only. Did you pay for Mr. Pool If you did you never identified him to me. You and Jeremy were wrong in saying that a platoon retreating from an assault must be 4" away from the victor in the consolidation step. See the to captured if to slow rule p.165. 4" is counted at the the end of break off movement. I just want to point out that those 8-rads was borrowed from me for you to play. The Maintenance was not done on the engines and they where bound to break down upon there entry in the game. ;D Then again, to win a game played only to the top of turn four. I would have had to capture the objective on the top of turn 3. That was going to be almost impossible with a platoon of Vet infantry gone to ground and dug in. The major complaint I had about the game was all the time wasted during deployment. Then playing a 1750 point company after so much time lost during deployment was a task in itself. I think nationals give you 2.5 hours to play 1700 point games. Cheers, Will
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Post by kv1e on Jul 2, 2013 16:14:42 GMT -5
Fortuneatly I had two 8 rads of my own that were in tip top shape and good to go.
Tell you what Will I will play your army, you can play my army, same terrain, and we will see what happens, I bet that you will lose every time
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Post by shoey109 on Jul 2, 2013 16:25:05 GMT -5
Fortuneatly I had two 8 rads of my own that were in tip top shape and good to go. Tell you what Will I will play your army, you can play my army, same terrain, and we will see what happens, I bet that you will lose every time I can say I will have to pass on your offer. My sanity and nerves can only take so much of you in a given time period at my advancing age. I think you are better served by placing a mirror on the table in my place. Then argue and play with your reflected image. This might give you insight in your inner daemons that dwell in your soul. Then you will have all the time in the world to play a game. It might show you how slow you play. Cheers, Will
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Post by kv1e on Jul 2, 2013 16:35:33 GMT -5
Fortuneatly I had two 8 rads of my own that were in tip top shape and good to go. Tell you what Will I will play your army, you can play my army, same terrain, and we will see what happens, I bet that you will lose every time I can say I will have to pass on your offer. My sanity and nerves can only take so much of you in a given time period at my advancing age. I think you are better served by placing a mirror on the table in my place. Then argue and play with your reflected image. This might give you insight in your inner daemons that dwell in your soul. Then you will have all the time in the world to play a game. It might show you how slow you play. Cheers, Will And loving it, Coward he he ;D ;D edit Oh yes we played 5 turns not 4 I was rolling three die on my last turn
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Post by shoey109 on Jul 2, 2013 19:47:16 GMT -5
I can say I will have to pass on your offer. My sanity and nerves can only take so much of you in a given time period at my advancing age. I think you are better served by placing a mirror on the table in my place. Then argue and play with your reflected image. This might give you insight in your inner daemons that dwell in your soul. Then you will have all the time in the world to play a game. It might show you how slow you play. Cheers, Will And loving it, Coward he he ;D ;D edit Oh yes we played 5 turns not 4 I was rolling three die on my last turn Edit again: you rolled one dice on turn three. No reserves. Turn four you rolled two dice. One was a five and the other a three. The game ended before you could place your reserve unit. We where busy with a debate with Jeremy about the consolidation move. You argue we where wrong and you right. The game clock ended after the debate. You win. That is how I remembered the ending of turn four. WILL
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Post by shoey109 on Jul 2, 2013 20:12:46 GMT -5
And loving it, Coward he he ;D ;D edit Oh yes we played 5 turns not 4 I was rolling three die on my last turn Edit again: you rolled one dice on turn three. No reserves. Turn four you rolled two dice. One was a five and the other a three. The game ended before you could place your reserve unit. We where busy with a debate with Jeremy about the consolidation move. You argue we where wrong and you right. The game clock ended after the debate. You win. That is how I remembered the ending of turn four. WILL It took me four turn to take the objective. Turn one: killed two infantry stands. Turn two I kill one more guarding the objective. Turn three no reserves and killed two more infantry stands. It cause you to test. You failed and company commander saved your butt. Turn four I killed a few more in shooting phase. Caused you to test after shooting. You failed. Company commander saved your butt. I did a all out assault on the objective and your mortar platoon. Your infantry bailed one tank. Assault continued. I kill two more. You countered attack. You failed to kill anything. I countered attacked and wiped you out. I consolidated. Then my Stuart's assaulted your mortar platoon and won the assault. You argued the consolidation move after and you where over ruled by Jeremy. Game ended after you rolled two dice and had a reserve unit to deploy. That was the bottom of turn four. Will
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Post by kv1e on Jul 2, 2013 20:25:35 GMT -5
And loving it, Coward he he ;D ;D edit Oh yes we played 5 turns not 4 I was rolling three die on my last turn Edit again: you rolled one dice on turn three. No reserves. Turn four you rolled two dice. One was a five and the other a three. The game ended before you could place your reserve unit. We where busy with a debate with Jeremy about the consolidation move. You argue we where wrong and you right. The game clock ended after the debate. You win. That is how I remembered the ending of turn four. WILL No I did not place my Ambush on turn 1, turn 2 I placed my ambush and shoot at one of you Recon patrols, turn 3 I took the two tanks that were left and retreated behind the woods, turn 4 I started to cross the river with my tanks 1 got across and one did not have the movement for the other I rolled two dice and got a total of five, turn 5 I rolled three dice and got one reserve. never put them on. I know I rolled 3 dice on the last turn of the game. The argument did not end game. My taking a last turn would have ended the game argument or not . We Never would have reached the check victory conditions step of your turn I remember that very well the only hope I had in the game was was to get my reserves fast., and the movement of my tanks was about the only movement I did in the game.
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Post by shoey109 on Jul 2, 2013 20:29:52 GMT -5
Then lets talk about your 8 rads coming on as reserves to contest the objective on the bottom of turn four. We where playing on the table short end to short end. That is three feet from the center line to the back edge of table. The math tells us its 36 inches. I placed the objective 8 inches from the center line. That leaves 28 inches. Then subtract two inches for the width of objective. That leaves 26 inches from the back edge. The ranged of the 8 Rads is 16 inches in a bee line. That would leave you short by 10 inches to contest the objective with your 8 rads. In the rules I remember. You must be within four inches to contest the objective. I guess you where using some Temis Fuzzy math. Then again tanks can not assault tanks. Since my Stuart's where blocking the path to the objective.
Will
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Post by shoey109 on Jul 2, 2013 20:48:25 GMT -5
If it made it to my next turn you would have lost the game. It turned out I lost the game due to the time limit. Then again my biggest complaint was about the amount of time you took in deployment. That would have made a big difference in the outcome of the game for the attacker. I just hope next tournament you come like the rest of us with your company on a tray ready to deploy and not trying to dig them out of your foam trays stacked on one another. Then try to place your objective on the right side of the table. Then our argument about the house over the center line and we agreed only one stand of Infantry was allowed in the house. That placed the corner of your stand of infantry over the center line in no man's land. So all of that cost me the attacker allot of time to play to win the game. Then add you are not the fastest player by all means playing this game. I came with a always attack company. I knew I had to play fast and to take the objective to win. Playing fast on my turns enables more turns.
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Post by kv1e on Jul 3, 2013 8:10:52 GMT -5
Then lets talk about your 8 rads coming on as reserves to contest the objective on the bottom of turn four. We where playing on the table short end to short end. That is three feet from the center line to the back edge of table. The math tells us its 36 inches. I placed the objective 8 inches from the center line. That leaves 28 inches. Then subtract two inches for the width of objective. That leaves 26 inches from the back edge. The ranged of the 8 Rads is 16 inches in a bee line. That would leave you short by 10 inches to contest the objective with your 8 rads. In the rules I remember. You must be within four inches to contest the objective. I guess you where using some Temis Fuzzy math. Then again tanks can not assault tanks. Since my Stuart's where blocking the path to the objective. Will Ah grasshopper: so young, so sure that you know all the answers, and so wrong in this case. ;D . The scenario is called pincer, my Reinforcements would come in on on either long table edge, not the short edge, 8" from the zone where objectives are placed, they then would have another 12" of movement to get within 4" of the objective and dispute your control. A piece of cake. Your blocking forces were blocking in the wrong directions, your post shows you had no idea where my reinforcements would come in.
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Post by doctorclockwork on Jul 3, 2013 13:57:20 GMT -5
Then again its pointless arguing with you and a waste of bandwidth.
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