Sheytan
Posts: 863
Joined: 11/28/2006 Status: offline
|
id have to agree with his that you parking and trapping his ships in a map corner was major gameyness. honestly, we all look for some glimmer of fair play in the game, doing things that ARE OBIVIOUSLY wrong is gamey, you exploited the map limitations to your own advantage. If I was your opponent, id say take your chances ;} if they dont fly you die. quote:
ORIGINAL: John 3rd This exchange just occurred between us: I just PM'd Brian about the Mod but everyone is telling me that though the Jack and later the George are naval fighters they are NOT carrier fighters. It isn't a big surprise but it has served to massively confuse me. Going back one turn is OK BUT I will be highly vulnerable due to shifting six Daitai of Jacks over to something less lethal. If we could agree on a 'hold fast' order for our Fleets for--say Sept 21 (1 turn back) to Sept 24--then that might work. Four game turns should be enough for me to get things shifted and then we can decide who rules the Pacific in 1943. What do you think of that? ----- Original Message ----- From: ropersfive@aol.com To: jrc_3@msn.com Sent: Wednesday, June 04, 2008 10:19 AMSubject: Re: Important Note I'm still not sure I understand, but I'm inclined to proceed as is. As far as I know, the only planes you can put on a CV are "carrier-capable" planes. If your Jacks are carrier-capable, then so be it. Let's proceed, because we had no house rule against it. If you put non-carrier-capable planes on a CV, then yes, that's not kosher. I don't know how you would even do that. In that event, let's back up a single turn. Calling things gamey or not is really difficult. In the first place, what if you know something wasn't done, but your opponent doesn't. Remember when you said flying LRCAP over carriers was gamey? I had no idea. You were basing that call on your knowlege and experience, something I didn't have. (Later, somebody pointed out that Americans did use LRCAP over carriers, so it wasn't gamey anyhow). Same thing about refueling at a level one port; I had no idea. On the other hand, you stripped units from China early to see what you might do with them elsewhere. Nothing gamey about that in my opinion; it's simply trying something different and within the rules. I thought your bombing the Australia merchant fleet out of existence was a bit questionable. In real life, the Aussies would have sent those ships south out of harm's way, but the map prevented me from doing that. So you trapped them in a corner and hammered them in a way that wasn't realistic, but was forced on us by map edges. But nothing in the rules to prevent that, so I had to take my medicine. So, if Jacks are carrier-capable, proceed. If they aren't, then I don't know how you even did what you did and I'd agree we need to back up one turn. I think that if Dan and I did this things would be OK. Move back to the previous turn and then hold 3 seems reasonable enough.
|