Intercontinental Tournament - 2022

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2 years 6 months ago - 2 years 6 months ago #7958 by RiverWanderer

Neither Brad nor me could save the logfile of the 2nd game, so here I leave the photo finish of the match. Thanks Brad for the 2 enjoying matches.  


 
A screenshot of my post on this (website hung on me just before I tried submitting it).





If anyone is experiencing the problem but already had JVM heap set to 1024 or higher before starting the module, please let me know.
Last edit: 2 years 6 months ago by RiverWanderer.

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2 years 6 months ago #7959 by Burnabybob
This is correct. People are welcome to play out their remaining games, but it won't make any difference in who makes the playoff round.

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2 years 6 months ago #7960 by Craterus

Neither Brad nor me could save the logfile of the 2nd game, so here I leave the photo finish of the match. Thanks Brad for the 2 enjoying matches.  



 
A screenshot of my post on this (website hung on me just before I tried submitting it).





If anyone is experiencing the problem but already had JVM heap set to 1024 or higher before starting the module, please let me know.

Thanks, River !!!


 

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2 years 6 months ago - 2 years 5 months ago #7968 by Mark-McG
Quarter Final 1
Mark McG (Russki) 7 banners
Greg (French) 5 banners

Dice server was working overtime delivering very unusual dice, but equally handed. Averages went out the door.
Russians pursued a policy of bring up the Grenadiers, artillery and cavalry, and managed to deal a lot of damage on the French right. Looked a bit touch and go there for a while, but the Russian cavalry caught the French out on the ice where they couldn't square to grab the win.

Attachment qf1.vlog not found



Quarter Final 2
Mark McG (French) 7 banners
Greg ((Russki) 1 banner

French started with Forced march, so after moving toward the centre and calling up my Old Guard reserve, they went up the ridge. Old Guard dealt out some pain to the Russian artillery before being overcome, and the rest of the infantry targeted the Russian infantry which are always more vulnerable. 1 banner for the hill.
I still believe Guard should be worth 2 banners each, and Old Guard 3 banners. 

Attachment qf2.vlog not found


Glory is fleeting, but obscurity is forever.
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Last edit: 2 years 5 months ago by Mark-McG.

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2 years 6 months ago #7969 by stephent
Quarter FinalsEylau, morningAllies, David Horts 4 banners, 36 blocks lostFrench, SteveT 7 banners, 32 blocks lostThe Russians quickly formed a grand battery on the central ridge, and the French responded by withdrawing behind the crest of their ridge. The French advanced on their left and the Russians launched a cavalry charge here, forcing the light into square in the forest for most of the game, but with the Russian heavy cavalry taking and suffering heavy damage against canister from the French cannons. Luck went both ways – French light cavalry and cannons attacked those  heavy cavalry with elan and did only 1 block damage from 9 dice and five flags, allowing their last remnants to flee to safety; but on the other flank Davout’s light cavaly used leadership to attack the Russian cuirassiers and destroyed them entirely. Fighting continued on both flanks, at one point (frustratingly) the Russian cavalry had two French units squared for prolonged periods – with Bayonet Charge and Elan both out of play as a result. Bitter fighting back and forth continued to exhaustion on both flanks, especially the French left. With the score at 4-6, the French launched a bayonet charge at the right end of the ridge, destroying a grenadier unit for the game.Thanks to David for a very tough, close and well-played game that could have gone either way!
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2 years 6 months ago #7970 by Gonzo
Quarterfinals Eylau Morning
Gonzo (French) 7 banners 18 blocks killed
John Spicer (Russian) 1 banner 10 blocks killed
First Russian turn they killed the French LC from right that had moved to the middle with 4/5 cav hits from art, then does 2/2 on inf on French right.  Last good news for the Russians.  Dream hand for French.  French cards went Coordinated advance to gather on right, Assault right into position, bayonet charge, forward and Force march to end it on turn 5.  Started with all except bayonet charge which was drawn at perfect time.  All g CCs effective incl short supply on an art, inf fire first, smoke, 2 leader commands and Break the square.  John had bad hand of probes and advances.  French took the 2 right hill hexes and killed 2 inf, art, and LC on that flank and one LT on other for win.  My condolences to John, I have been on the back end of a game like this.  Rematch upcoming.

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2 years 5 months ago #7971 by jfardette
Renaud and I finished the first leg of our QF match.  VLOG attached.

Jim Fardette - Russian - 7
Renaud Verlaque French - 2

Action opened on both flanks early, and some good dice by both sides quickly killed a pair of units each.  The Russians got their cavalry into play, forcing some French into square which were then pounded by infantry and artillery.  The French replied with artillery fire and rallied a few units as well.  Able to make no more ground on the flanks, the Russians then moved forward in the center, again using cavalry to pin some French infantry while the rest of the troops shuffled up.

The French played a pair of Assault Center cards to reposition their forces but were unable to drive off the HC.  This allowed a Russian LGM to take a town space and bring their grenadiers up for a final Bayonet Charge.

One question that did come up was whether a Cuirassier could ignore a cavalry hit on a Retire and Reform action.  We ultimately determined that the attack was still a melee attack and so not considered ranged fire, and therefor allowed the hits.  This seems kind of counterintuitive and could be clearer in the rulebook.  It was also not covered in the FAQ here on CCN.net.  

Thanks Renaud for a well-played game.  Looking forward to the return match.

 
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2 years 5 months ago #7972 by Burnabybob
That's a good question about the Cuirassier unit on R&R. I'm going to post it to BGG rules forum.

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2 years 5 months ago - 2 years 5 months ago #7973 by rjvonline
Respectfully (and respect to Jim who agreed to play that way), there is nothing in the rules for Retire & Reform that suggests that a melee attack becomes ranged attack because the cavalry chooses to retire and reform. Quite the CONTRARY (and that's why no FAQ is needed):

BEFORE the cavalry unit conducts Retire and Reform, the attacking infantry unit determines and rolls the proper number of MELEE battle dice against the cavalry unit. ARTILLERY BATTLE DICE IN A COMBINED ARMS ATTACK ARE STILL ROLLED if the cavalry unit elects to Retire and Reform. Only cavalry symbols will score a hit in any combat against a cavalry unit electing to Retire and Reform. All other symbols, including sabers and flags, are ignored. If the cavalry unit receives a hit and has an attached leader, a leader’s casualty check is made normally.
AFTER the attacking infantry unit’s dice roll, the cavalry unit’s Retire and Reform movement of 2 hexes toward its own side of the battlefield is made.
Last edit: 2 years 5 months ago by rjvonline.

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2 years 5 months ago #7974 by stephent
I thought I had added the log-files but looks like I didn't , hopefully here they are
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