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Post subject: Admirals Cup - Q & A
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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?
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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 .
| 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? _________________
My new blog, specialised in the military equipment of Greece (1821-today).
Last edited by NeuralDream on Sat May 10, 2008 11:05 am; edited 2 times in total |
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Thu Feb 07, 2008 10:21 am |
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Resident U-Head

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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? _________________
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Thu Feb 07, 2008 10:50 am |
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Posts: 9282

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| 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). _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Thu Feb 07, 2008 10:54 am |
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Posts: 9282

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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. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Thu Feb 07, 2008 11:01 am |
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Pushing Plastic Ships in the Dakotas

Posts: 103

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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! _________________
~ Not all who wander are lost ~ |
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Thu Feb 07, 2008 4:09 pm |
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Posts: 9282

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| 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?
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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. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Thu Feb 07, 2008 4:15 pm |
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Admiral Lady Dame Honor S. Harrington steadholder and duchess Harrington

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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? _________________ "I will not let my ship be shot from under my own ass"
Captain Ernst Lindemann of KMS Bismarck
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Thu Feb 07, 2008 9:56 pm |
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Posts: 9282

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| 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
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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.
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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.
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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. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Thu Feb 07, 2008 11:57 pm |
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Posts: 44

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| 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? |
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Fri Feb 08, 2008 4:26 am |
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 AHF Bronze-Rated Trader
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Post subject:
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| 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 _________________ “Sweat saves blood, blood saves lives, and brains saves both.”
-Erwin Rommel
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Fri Feb 08, 2008 5:10 am |
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| Are we using historical limits for ships? |
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Fri Feb 08, 2008 2:23 pm |
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Posts: 9282

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| 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!! _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Fri Feb 08, 2008 7:19 pm |
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War at Sea Major League

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| NeuralDream wrote: |
No Vichy French. The French will not take part in this tournament.
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Damn, No German Richeleiu's to fight the Wisconsin or Yammy. |
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Fri Feb 08, 2008 7:29 pm |
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Has nothing to say.
 AHF Silver-Rated Trader

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If for some reason someone doesn't finish a game, does the person remaining count as the winner? _________________ I have to make a new sig because my old one is too wide for this new look... |
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Sat Feb 09, 2008 5:09 am |
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Posts: 9282

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| 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. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Sat Feb 09, 2008 5:51 am |
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Resident U-Head

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Small request:
In the Brackets post, where you list the players and their (provisional) scores, could you please also list their Admirals?
Cheers! _________________
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Mon Feb 11, 2008 12:26 am |
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Has nothing to say.
 AHF Silver-Rated Trader

 Posts: 3847

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Is there a deadline by when all games have to be finished? _________________ I have to make a new sig because my old one is too wide for this new look... |
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Mon Feb 11, 2008 5:09 am |
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Posts: 9282

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| 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. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Mon Feb 11, 2008 10:01 am |
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Has nothing to say.
 AHF Silver-Rated Trader

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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. _________________ I have to make a new sig because my old one is too wide for this new look... |
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Mon Feb 11, 2008 2:27 pm |
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War at Sea Major League

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Post subject:
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| Why should they not be able 2? |
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Mon Feb 11, 2008 4:31 pm |
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