Breaking an Alliance Removes Access

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DCWhitworth
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Joined: Sat Dec 15, 2007 1:20 am
Location: Norwich, England

Breaking an Alliance Removes Access

Post by DCWhitworth »

Just encountered a nasty issue (logged with Mantis - Issue 507). If an alliance between two nations is broken then any previously granted access is immediately removed *without* any temporary access being granted.

Bit of a problem as I have just got the entire Russian army stuck in Austrian territory and cannot move it.
Regards
David
NeverMan
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RE: Breaking an Alliance Removes Access

Post by NeverMan »

AWESOME!!! You got them right where you want them.
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MarshallEllis
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Location: Dallas

RE: Breaking an Alliance Removes Access

Post by MarshallEllis »

I am taking a look at this David!
 
 
Thank you

Marshall Ellis
Outflank Strategy War Games


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DCWhitworth
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RE: Breaking an Alliance Removes Access

Post by DCWhitworth »

ORIGINAL: NeverMan
AWESOME!!! You got them right where you want them.

Errr, except *I'm* the Russians . . . .
Regards
David
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Mardonius
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RE: Breaking an Alliance Removes Access

Post by Mardonius »

Marshall:

Dave did get a bit screwed here... What sort of maniacal jerk would pull this sort of cut off the head of the Russian Snake from the body here? [;)]

Truthfully, he does need to have some sort of access here, if just to get home.

Also, I can see that if the former alliance member would want to stay and fight, then they should be allowed to. There was a mechanism in the EiA errata that allowed this, though there was a 1 pp cost per month. http://penguin.xnetz.com/EiA/rules/errata.html
See -1: Per major power per Turn using forcible access (10.3.4).

How about limiting movement as per retreats (toward home nation) unless player pays the 1 pp per month? How hard would this be? Would be a great tool (forcible access) in other instances as well.

best
Mardonius
"Crisis is the rallying cry of the tyrant" -- James Madison
"Yes, you will win most battles, but if you loose to me you will loose oh so badly that it causes me pain (chortle) just to think of it" - P. Khan
NeverMan
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RE: Breaking an Alliance Removes Access

Post by NeverMan »

ORIGINAL: DCWhitworth
ORIGINAL: NeverMan
AWESOME!!! You got them right where you want them.

Errr, except *I'm* the Russians . . . .

Well then, he's got you by the baby makers.
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Jimmer
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RE: Breaking an Alliance Removes Access

Post by Jimmer »

As a workaround, can you
 
A)  Have Austria declare war on Russia
B)  Russia move backwards
C)  Declare an informal peace
 
?
 
While this seems quite contrived, and would require some help from every player who is allied to either or at war with either, it may serve to at least get the troops out.
At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?
bresh
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RE: Breaking an Alliance Removes Access

Post by bresh »

ORIGINAL: Jimmer

As a workaround, can you

A)  Have Austria declare war on Russia
B)  Russia move backwards
C)  Declare an informal peace

?

While this seems quite contrived, and would require some help from every player who is allied to either or at war with either, it may serve to at least get the troops out.

Good point.
D) Remember to reimbuse Russia's PPs for DOW.

Regards
Bresh
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Jimmer
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RE: Breaking an Alliance Removes Access

Post by Jimmer »

Thanks for the correction, Bresh!
At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?
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Ted1066
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RE: Breaking an Alliance Removes Access

Post by Ted1066 »

Russia won't be able to declare war on Austria because he has forces in Austria. I know it works this way for minors, but I believe it also works this way for majors (otherwise, you request access, march to his capital, DoW and siege - voila, end of war). Austria would need to declare war, so he would his PPs and VPs adjusted. Just an FYI.

Cheers,

Ted
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