View Full Version : Victory Conditions
cjrobinson
05-11-2004, 08:48 PM
The rules state that for the allies to win they must capture the three target cities and hold them for one turn. So, assuming that on the ninth turn, the allies haven't captured the three cities, then doesn't the axis win because even if the allies capture the cities on the 10th turn, they won't be able to hold them for one complete turn. Or in such an event does one play an 11th turn to see if the allies can hold the cities?
edmond
05-12-2004, 09:56 AM
if at the end of the 9th turn the axis have a single unit in any of the 3 VCs they win.
bjoboo
05-12-2004, 10:59 AM
Now I'm confused. I don't have the game so I can't see what it says in the rule book, but apparently it says that you have to hold the three cities for a turn. But Mike clearly stated in his articles that you just have to hold them until the end of the turn.
He wrote: "After the deck has been exhausted for a given turn, you check for victory. If the Allies have the only units in the three victory cities (Cherbourg, St Lô, and Caen), the Allies win immediately. If it's the end of turn 10 and the Allies haven't won, the Axis wins immediately. Otherwise, turn the deck back over, advance the turn marker, and start the next turn."
So, what is really the correct rule?
[ May 12, 2004, 02:00 PM: Message edited by: Bjorn Book ]
Mike Selinker
05-12-2004, 01:23 PM
Wow, that's a huge error on my part. In the column, I mean. Apparently, I didn't check the rulebook before I wrote that.
Anyway, the game's right, and the column is wrong. Sorry about the confusion.
Mike
Wharf Rat
05-12-2004, 02:50 PM
Wow, okay, I've thus far been playing by the rulebook anyway (allies must hold all cities for one full turn), but it seems to be a really killer axis strategy to just park a couple of large forces a space away from a victory city and just wait for turn 10 to move into the city. Odds are against them being wiped out completely given that allied armor defends at 2, even with fighter strafing, thus leaving at least one axis unit in the city at the end of turn 10 (this has been covered before, but I didn't have the game then and thus didn't realize the implications). This is complicated by the fact that bombers can't strike zones w/allied units. Any comments/ allied counters would be appreciated.
Hey Rat. Yeah it sounds like a good strategy but I think it is flawed. The strafing by the Allied fighters cannot be overlooked. I've seen entire columns wiped out by them.
Then you have to remember that no wise Allied player would sit by and watch a buildup of the enemy soldiers outside of a Vcity. They probably would attack on that last round before the Germans move tying them up outside of the city. On the Germans move phase they wouldn't be able to attack the city and would lose the game.
Wharf Rat
05-13-2004, 09:25 AM
Doc,
I agree that the turn 10 push is not useful in all situations, I would just like to see victory achieved the turn you take all 3 VC's, not the turn after. I would point out some things though.
1) I think you overestimate the effectiveness of a unit rolling for 1's during axis movement, given that two of the VC's are so close to axis reinforcement zones that the units would not have to move much at all before the final push. Also, with the huge amount of 88's that the axis have at their disposal, the fighters have to be careful where they deploy.
2) Being locked in combat works both ways, and it is the allies that have the disadvantage in the restricted mobilization being locked in combat provides. Because the axis get to defend before they move, you have to make sure you go into the axis force with significant numbers, and not just a cursory force. That's a dangerous gamble.
If you're ever in my neck of the woods, drop me a line, we'll see how it plays out.
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