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NeuralDream

Admirals Cup - Q & A

Here you can post any questions for clarifications. I copy from the registrations thread:

The_lucky_Y wrote:
Some rules question:

Example:

If I float 1 Shokaku with 2 Vals and 1 Zeke in combination with admiral Ozawa they get the point reduction, does another Val (land based do gain that too?

....

How Many Objectives are deployed on the Map?

Does any Fleet must match exact 75 points or can be a slight overrun (76points or 77?) lower seems to be allowed .

Does The Fleet grows up after the first round?


Land-based due to necessity (no space on carriers) do gain the ozawa bonus as long as they generally can be based on a carrier.

No overrun. Max is strictly 75. Wait to find out what admiral is your opponent before you send me your fleets for the first round.

Each game will have only two objectives of 35 points each.

The next round you will be able to choose new fleet again, but not new Admiral/Nation.

We haven't decided yet what the limit of the next round will be. Probably a bit higher.


swarbs wrote:
 Are the point totals going to go up after every turn?

You'll choose fleet before each map. Next round will probably have slightly higher limit. But Admiral of course remains the same. So get into character Razz.

Cpt. John Miller wrote:
Are we using the out of box rules?
Or Richard Baker's extended rules for Harassed Subs, Engaged Fighters, etc?

We play with Rules Clarifications:
http://www.wizards.com/avalonhill/rules/War_at_Sea_Clarifications.pdf




Any other questions?
EvilKobra

Just to be clear - how many VP are necessary to claim victory? 75? 100?

How many VP are scored if the opponent has no surface fleet remaining?
NeuralDream

EvilKobra wrote:
Just to be clear - how many VP are necessary to claim victory? 75? 100?

How many VP are scored if the opponent has no surface fleet remaining?



Victory is claimed at 75 pts

If the opponent has no surface fleet you win 35 pts  (equivalent to one objective).
NeuralDream

One more that you may need to know:

You cannot edit or delete posts in the Admirals Cup subforum. That's to avoid the temptation of cheating. And the dice-rolls that you see in the preview of your post are not what you'll post when you click submit.

You cannot start new topics here. Only reply to existing ones. That's too keep the olympics tidy and organised.
FrozenTech

hum... well I WAS Going to have three questions - since I thought I saw that Halsey's card's text only specified "Ships" however I double checked and that wasn't an issue.  So I guess I only have two.

So my first question is this - I know I've seen it somewhere, but I can't find it for the life of me - I realize the American Admirals get to command USA fleets - and I think I've seen where the Brits can add the Aussie units to thier fleet.  And I'm pretty sure Japanese get Japanese.  What about the Italians and the Germans?  Do they both get to add the Vichey French?  

I ask because it does affect fleet construction, bot thier's and mine.

I've read the board rules for online play, but one thing isn't clear to me.  Aircraft placement.  During each air phase are we really going to wait as each person places a single plane, back and forth?  Or is there a modification in there that I missed?

Anyway - Thanks in advance ND - this looks like great fun!
NeuralDream

FrozenTech wrote:
hum... well I WAS Going to have three questions - since I thought I saw that Halsey's card's text only specified "Ships" however I double checked and that wasn't an issue.  So I guess I only have two.

So my first question is this - I know I've seen it somewhere, but I can't find it for the life of me - I realize the American Admirals get to command USA fleets - and I think I've seen where the Brits can add the Aussie units to thier fleet.  And I'm pretty sure Japanese get Japanese.  What about the Italians and the Germans?  Do they both get to add the Vichey French?  

No Vichy French. The French will not take part in this tournament.
Quote:
I've read the board rules for online play, but one thing isn't clear to me.  Aircraft placement.  During each air phase are we really going to wait as each person places a single plane, back and forth?  Or is there a modification in there that I missed?

I haven't added any modification for aircraft placement. In your matches you may suggest to your opponents any modifications you want. If both players agree then do it.

Specifically for the aircraft placement, it may not be necessary. 75 points don't allow too many aircraft in a fleet.
USS Virginia BB 13

I'm haveing trouble accessing the rules link.
But a couple of weeks ago I printed out the rules document thats in the WaS rules part of the forum. are they the same rules?
NeuralDream

USS Virginia BB 13 wrote:
I'm haveing trouble accessing the rules link.
But a couple of weeks ago I printed out the rules document thats in the WaS rules part of the forum. are they the same rules?

Here they are:

Miniatures Game Rules
Setting Up
Step 4: The first player selects either side of the map on which to deploy his fleet. Ignore
the Player 1 and Player 2 setup area designations on the battle zone diagrams on pages 5
and 6.
If Aircraft are placed in the same sector as a Carrier, place them either on the Carrier
model or touching it to indicate that they are based on that Carrier. The basing capacity of
the Carrier must be observed. Also place a card matching each Aircraft unit beneath that
Carrier's card. These cards remain stacked with the Carrier's card until the Air Return
phase; see Air Return Phase, below.
How to Win
Points can be scored in a third way:
• If your enemy has no Ships remaining in play, you score bonus points equal to the
value of an objective marker in the scenario you're playing. Ignore Torpedo Boats.
They don't count as Ships remaining in play for this victory condition.
Victory is determined only at the end of the turn, not at the instant when a player reaches
150 victory points.
Sequence of Play
C. Air Mission Phase
Replace the existing Air Mission phase sequence with the following sequence.
• First player places one Aircraft unit.
• Second player places one Aircraft unit.
• Continue alternating placement until both players have assigned all their air missions.
• Aircraft can be placed in any sector on the battle map or on the land airbase. Once an
air mission is assigned to the land airbase, however, all of that player's remaining air
2
missions are automatically sent to the land airbase. The land airbase stacking limit
still applies. Aircraft cannot remain on or be assigned to Carriers.
• Aircraft that are placed on the land airbase as their air mission do not receive
rearming counters and are available for missions on the next turn.
• Aircraft assigned to strafing missions must be indicated during this phase.
E. Air Attack Phase
Aircraft can make Gunnery attacks against Ships only if they were committed to a
Strafing mission during the Air Mission phase.
• When you place an Aircraft in the Air Mission phase, you must announce whether it
is Strafing. To indicate this, place the Aircraft so its base straddles the bow or stern of
the ship being strafed, or place some other type of marker.
• A Strafing Aircraft suffers a -2 penalty to Armor and Vital Armor.
• A Strafing Aircraft cannot use its Escort special ability.
• An Aircraft that isn't Strafing can't use its Gunnery value in the Air Attack phase.
H. Air Return Phase
When Aircraft return to a Carrier, place them in the same sector as the Carrier and either
on the Carrier model or touching it. Also place a card matching each Aircraft unit beneath
that Carrier's card. Those cards remain stacked with the Carrier's card until the Air Return
phase of the next turn, when they can be rearranged by returning Aircraft to different
Carriers or to the land airbase. If a Carrier is destroyed, one Aircraft unit matching each
card stacked with that Carrier may also be destroyed; see Destroyed Carriers, below.
During the Air Return Phase, Aircraft based on Carriers can exceed the normal sector
stacking limit of four Aircraft but must comply with the Carriers' basing limits.
Movement and Position
Stacking
During the Air Return Phase, Aircraft based on Carriers can exceed the normal sector
stacking limit of four Aircraft but must comply with the Carriers' basing limits.
Battle Map Features
Squalls: Squall rules are included for historical or player-designed scenarios. They never
appear in the Standard, Convoy, or Major Engagement scenarios.
Attack and Defense
Torpedo Attacks in the Surface Attack Phase
Ships resolve their Torpedo attacks in the Surface Attack phase. The Torpedo Attack
phase is now the Submarine Attack phase. During the Surface Attack phase, each Ship
can attack one of the following target types:
Submarine: Make an ASW attack against a Local enemy Submarine.
3
Ships: Make Gunnery and Torpedo attacks against enemy Ships in range. A Ship can
make both Gunnery and Torpedo attacks in the same phase. You can attack different
targets with each attack. If your ship has multiple batteries, each battery may fire one
time. A Ship can't, however, make an ASW attack in the same phase it makes Gunnery or
Torpedo attacks, and vice versa.
Torpedo Attacks in the Submarine Attack Phase
During the Submarine Attack phase, each Submarine can make one Torpedo attack
against an enemy Ship in range (or a local enemy Submarine, if the attacking Submarine
has the Submerged Shot special ability).
ASW Threat
The presence of ASW Ships and Aircraft interferes with a Submarine's ability to attack.
A Submarine takes a -1 die penalty to Torpedo attacks (to a minimum of 1 die) for each
of the following:
• Each enemy Aircraft that makes an ASW attack against the Submarine during the Air
Attack phase (place the Aircraft so its base straddles the targeted Submarine or use a
marker to keep track of Aircraft attacks);
• Each enemy Ship with an ASW value of 1 or better that is local or adjacent to the
Submarine during the Submarine Attack phase.
ASW threats stack; if you have several destroyers nearby, you can reduce a Submarine's
attack to 0 dice or less. Special abilities apply normally, however, and abilities such as
Wolfpack or Destroyer Killer may offset some of the ASW Threat attack penalty. Even if
a Submarine's Torpedo attack rating is reduced to 0 or less after all penalties and bonuses
are assessed, its Torpedo attack is always a minimum of 1 die.
Small Ship Evasion
Destroyers and Torpedo Boats are naturally evasive and hard to hit.
• Extended Range: Destroyers and Torpedo Boats are immune to Gunnery attacks at
range 4 or greater.
• Battleship Main Batteries: Battleship main battery attacks take a penalty of -2 per
attack die against Destroyers and Torpedo Boats (they hit only on 6, but 6 still counts
as 2 hits). This penalty overlaps (does not stack) with similar penalties such as
Crippled. Use the worst penalty that applies.
• Torpedo Attack: Torpedo attacks can't hit Torpedo Boats.
Line of Sight
Units in the Island's Sector: Some units can enter island sectors. A unit in an island
sector has its line of sight out of the sector blocked and therefore can't attack units outside
of that sector. Likewise, units that are inside an island sector can't be attack by units that
are not in that island sector. A unit in an island sector can attack other units in the same
sector if it has the appropriate attack type.
4
Aircraft and Airbases
Carriers
Destroyed Carriers: If your carrier is destroyed, you may lose Aircraft units, too. Select
one of your Aircraft units matching each of the cards stacked with that carrier. You can't
choose an Aircraft unit more than once, and you can't choose an Aircraft unit that is on
the land airbase. If no Aircraft of the type matching a particular card remains in play, then
no Aircraft is chosen to be lost for that card. You can choose aborted Aircraft. Roll a die
for each unit you choose. On a 1, that unit goes down with the Ship and is destroyed at
the end of the phase (giving your opponent points for those Aircraft). Otherwise, Aircraft
remain in play when the Carrier is lost and return to your land airbase or to another
Carrier during the Air Return phase.
Effects of Damage
Aborted
Aborted is a special type of damage. As soon as the aborted counter is placed, that
Aircraft is immune to any further combat results. In all other ways, however, it functions
normally until the end of the Air Defense phase. It can attack (if it hasn't already) during
the Air Defense phase but not during any later phase. See also Draw the CAP under
Special Abilities.
Crippled
Crippled flagships don't add their flagship bonus to the initiative roll.
A crippled Ship or Submarine rolls one less attack die when making Torpedo attacks, if
they have one (to a minimum of one). If that Ship or Submarine has a special ability that
grants a bonus Torpedo attack die in certain conditions, then they still get that bonus die
(two dice) when attacking under those conditions.
Special Abilities
Draw the CAP: As soon as a destroyed or aborted counter is placed on this Aircraft,
enemy fighters are no longer required to attack it. Enemy fighters in the sector that have
not yet made an antiair attack are free to select their targets normally.
Lay Smoke Screen: A smoke screen takes effect from the moment it is created until the
end of the next turn. A smoke screen provides concealment to all units in the sector,
including Submarines and Aircraft.
No Sea Control: Units with this special ability cannot claim objectives, but they do
prevent an opponent from claiming an objective by being in or adjacent to that objective.
Slow 1/2: A crippled Ship with speed 2 and the Slow 1/2 special ability has its speed
reduced to 0 for the turn by rolling a 1 (or 2) at the beginning of your Sea Movement
phase.
Boff

Im curious, what if you dont have the model for a ship, can we still use it? (meaning we probably dont have the card too which is what is important). Would it be possible to have ppl upload cards for those who dont have what they want?
Masterchief

Boff wrote:
Im curious, what if you dont have the model for a ship, can we still use it? (meaning we probably dont have the card too which is what is important). Would it be possible to have ppl upload cards for those who dont have what they want?


I found a site with all the cards.  It is: http://aa-naval-miniatures.forum2...al-f1/les-cartes-de-stats-t11.htm
The Mighty A

Are we using historical limits for ships?
NeuralDream

The Mighty A wrote:
Are we using historical limits for ships?

Yes, historical limits do apply. I didn't mention that, because I didn't expect one could manage to go over the historical limits with only 75 pts!!
Gross Admiral Raeder

NeuralDream wrote:

No Vichy French. The French will not take part in this tournament.


Damn, No German Richeleiu's to fight the Wisconsin or Yammy.
Aquarius

If for some reason someone doesn't finish a game, does the person remaining count as the winner?
NeuralDream

Aquarius wrote:
If for some reason someone doesn't finish a game, does the person remaining count as the winner?

Yes. I hope it won't happen though.
EvilKobra

Small request:

In the Brackets post, where you list the players and their (provisional) scores, could you please also list their Admirals?

Cheers!
Aquarius

Is there a deadline by when all games have to be finished?
NeuralDream

Aquarius wrote:
Is there a deadline by when all games have to be finished?

I hope not. I hope they will finish soon so that the rest won't have to wait a lot to start the 2nd round.
Aquarius

Sorry for all the questions, but here's another one:

Will players who competed in the Admiral's cup be allowed to play in the AAM Olympics? I would think not, but I'm putting the question out there.
Gross Admiral Raeder

Why should they not be able 2?
NeuralDream

Aquarius wrote:
Sorry for all the questions,

This is what this thread is for. Don't hesitate ask any question. It's always important clarifying things.
Quote:
but here's another one:
Will players who competed in the Admiral's cup be allowed to play in the AAM Olympics? I would think not, but I'm putting the question out there.

They will.
Just like the Admirals cup they will have to register in time and that's all.
IJN Fuso

One more

For the next WAS online challange could the Itailians get some help from the French?  That way all the available ships will be available.  

Also - it seems to me that the Itailians may need some air-power.  Maybe give them the Luftwaffe planes...  

Just a suggestion...
NeuralDream

Re: One more

IJN Fuso wrote:
For the next WAS online challange could the Itailians get some help from the French?  That way all the available ships will be available.  

Also - it seems to me that the Itailians may need some air-power.  Maybe give them the Luftwaffe planes...  

Just a suggestion...

The next forumini Olympics will not be very soon, and until then the Italians will have air power and more ships (See threads on WAS Set II). You can however use the changes you suggest in your online games that you can play any time, even now in our AAM or WAS online games subforum.
swarbs

If an admiral modifies the cost of a vessel for buying, does he also modify the victory point cost of that ship?  For example, Vian make Javelins cost 7, but are they still worth 9 points to the enemy when sunk?
NeuralDream

swarbs wrote:
If an admiral modifies the cost of a vessel for buying, does he also modify the victory point cost of that ship?  For example, Vian make Javelins cost 7, but are they still worth 9 points to the enemy when sunk?

The admiral doesnt modify the actual value of the ship. only gives a discount to the player. so again the javelin is worth 9.
The_lucky_Y

Question about smokescreen that comes up at the olympics trial match against Fuso:

1: at what time was for e.g. allowed for HMS javelin to lay a smoke screen,  
   the reminder text isn´t clear about that.

I think it can throw smoke at any phase of the game even in the movement end step.

2. Beeing in a smokescreen any unit must roll for each attack source(main guns, secondaries,strafing,bombing) a new die to determine the concealment for this attack.

is that correct?
NeuralDream

This isn't an Admirals Cup question, so please copy your question to the WAS rules clarifications subforum, where you will certainly get an answer. Actually I think this has been answered before there.
The_lucky_Y

for further determination:

1. Does the Flag bonus go off if the Flagbearer is crippled?

2. Does the speed decreases by one sector if the vessel is crippled?

3. Does the crippled Vessels get one armor malus and one Vital armor malus?(for eg an crippled Iowa has now armor 8 and vital14?

4. Does the crippled vessels get attack die penalties of minus 1 per die at main gunnery and AA?

5. Does Special Abilitys go off if the vessesl is crippled?

6. A crippled I-19 Boat cannot use its finish him off SA and looses a torpedo die without counting other penalties they can shot at least one torpedo.
NeuralDream

The_lucky_Y wrote:
for further determination:

1. Does the Flag bonus go off if the Flagbearer is crippled?
2. Does the speed decrease by one sector if the vessel is crippled?
3. Does the crippled Vessels get one armor malus and one Vital armor malus?(for eg an crippled Iowa has now armor 8 and vital14?
4. Does the crippled vessels get attack die penalties of minus 1 per die at main gunnery and AA?
5. Does Special Abilitys go off if the vessesl is crippled?
6. A crippled I-19 Boat cannot use its finish him off SA and looses a torpedo die without counting other penalties they can shot at least one torpedo.

Although again you'd find many more to answer these questions in the Rules Clarification subforum, let's try answer here too.

1. Yes (it's part of the clarifications document)
2. Yes (and in fact this is added to the SLOW S.A. according to the clarifications document, so a SLOW ship can stay immobile if it rolls 1 - or whatever its slow value)
3. Yes, armor and vital armor decrease by 1
4. All gunnery, AA and ASW get -1 on each attack die. (see page 38 )
5. No.
6. If there is no other reason for the number of torpedos to decrease (e.g. destroyers in the same sector, ...) then the I-19 fires one less torpedo because of being crippled. So, if it attacks a damaged ship it fires as many torpedoes as you see on your card (3/3/2/1).
EvilKobra

NeuralDream wrote:
6. If there is no other reason for the number of torpedos to decrease (e.g. destroyers in the same sector, ...) then the I-19 fires one less torpedo because of being crippled. So, if it attacks a damaged ship it fires as many torpedoes as you see on your card (3/3/2/1).


I don't think that's right? I was under the impression that ASW threat and crippled penalties were applied before anything else, meaning a crippled, threatened I-19 would still get to fire 4/4/3/2 torpedoes against a damaged target.
swarbs

EvilKobra wrote:
NeuralDream wrote:
6. If there is no other reason for the number of torpedos to decrease (e.g. destroyers in the same sector, ...) then the I-19 fires one less torpedo because of being crippled. So, if it attacks a damaged ship it fires as many torpedoes as you see on your card (3/3/2/1).


I don't think that's right? I was under the impression that ASW threat and crippled penalties were applied before anything else, meaning a crippled, threatened I-19 would still get to fire 4/4/3/2 torpedoes against a damaged target.


In reducing the total torpedos fired when figuring out the threat, you may reduce the number to zero or below, if the final result is a zero or below, the ship shoots 1.

Here's the quote from the clarifications doc.
ASW threats stack; if you have several destroyers nearby, you can reduce a Submarine's
attack to 0 dice or less. Special abilities apply normally, however, and abilities such as
Wolfpack or Destroyer Killer may offset some of the ASW Threat attack penalty. Even if
a Submarine's Torpedo attack rating is reduced to 0 or less after all penalties and bonuses
are assessed, its Torpedo attack is always a minimum of 1 die.
EvilKobra

That's funny - I could've sworn RB wrote that first all penalties were added, then values of zero or less were reset to 1, and finally you added Pinpoint/Wolfpack/Finish them off/etc bonuses.

I'm going to have to re-read the whole thing...
Aquarius

I think that that was during a "beta version" of the document. I remember something saying that, too. Then they changed it.
swarbs

even in this version though, it doesn't say when to apply the crippled penalty, is that during the whole thing with the SA's and with the sub suppresion, or is it after that whole process?  Not sure if that makes a difference or not, just don't think its mentioned.
EvilKobra

Hmm you're right - only the ASW threat is

I agree that the now official rule (1 die minimum after all modifiers) is the fairest. Pity, though, since I really enjoyed exploiting the beta rules to make massive attacks at long range Twisted Evil
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