That attack wasn’t smart but I got out of it ok.
14L G40 Axisandalliesp (Allies + 10) vs JuanSpain (Axis)
-
I have read all the dialogue related to the Japanese transport loading and unloading issue, and now need to look at the turn.
Right now it looks like I need to determine whether Juan gets any advantage from retroactively saying he could have loaded them in NCM and got the same result, or not.
-
There are problems with this turn that neither of you brought up. These problems are a result of illegally making noncombat moves in the combat movement phase. Many players have this bad habit. It causes problems like in this turn.
Before I even talk about the transports:
These combat moves were illegal:
2 Carriers and 2 fighters to 54
Dropping 1 infantry on Queensland and leaving an artillery on the transport
Dropping 1 infantry on WAU and leaving the other ground unit on the transport
Carrier to 42 and carrier to 56
2 fighters, and 3 loaded transports to 42According to the rulebook, you are actually NOT ALLOWED to make NCM in the Combat movement phase.
Moving the carrier from 63 to 54 caused a problem. 2 aircraft splashed in 64, but shouldn’t have. Juan is required to move the carrier from 63 to pick up the 2 aircraft that splashed. This was not possible because he illegally moved the carrier to 54 in the combat movement phase, which technically made the attack of 14 fighters illegal, because only 12 could land safely (6 carriers available), but I’m not saying to remove 2 fighters from the 64 battle. He just shouldn’t have moved the carrier to 54, which, again, was actually illegal.
More in next post.
-
So for starters, one carrier in 54 should be edited to pick up the fighter/tac that splashed in 64, and the fighter/tac should be edited back on the carrier.
Now the transports.
As I said, it was actually illegal to load the transports in the combat movement phase that did not conduct any combat.
It actually handicaps the player who has the bad habit of making unnecessary NCM in the combat movement phase, because they are committing movements before seeing the dice.Ruling:
I will require JuanSpain to drop BOTH units on Queensland and WAU, as a consequence of not knowing the rules.
JuanSpain is allowed to make the NCM of transports/carrier/fighters to 42 and 56 as he intended (less one unit in 56 that must be dropped on WAU)
The carrier in 54 should be edited to within one space of 64 (or 64 itself) and the 2 aircraft lost should be edited back on it.
A&Aplayer has the right to refuse the late combat movement on NTE. If he does refuse it, Juan has the right to NCM those 3 units to any legal place.I think that’s everything. Let me know if I missed any areas of contention
-
JuanSpain, like a lot of players, you need to form a new habit.
Many (Most?) players like to make NCM in the Combat movement phase, but when you are playing a variety of players on-line, you need to realize that this practice is actually illegal. There are reasons it is illegal, and one of them is the carrier/fighter rules, which caused you to illegally lose 2 aircraft stranded in 64.
You need to now be fully aware of the rule that any units loaded onto a transport in combat move MUST ALL be unloaded in an amphibious assault in the combat movement phase. Some players like to leave a unit on a transport at the end of their turn for this reason - the unit already on the transport and the beginning of the turn does NOT have to be unloaded in the combat movement phase - only the unit(s) that were loaded on the transport during this combat movement phase.
Also, you should not assume that your opponent will accept your late changes. Technically, it requires opponent approval every time you retroactively make any changes to previous phases. A player should always mention and request permission for late walk-ins, especially when combat dice have been rolled.
I appreciate the way you both have carried out your disagreement thus far, showing due respect to your fellow gamers. I trust that my input here will completely resolve your issue, and in the case of JuanSpain, hopefully prevent many future issues.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 20
Purchase Units - Japanese
Japanese buy 3 artilleries, 1 fighter, 4 infantry, 8 mech_infantrys and 3 transports; Remaining resources: 6 SuicideAttackTokens; 0 PUs;Combat Move - Japanese
12 fighters moved from 26 Sea Zone to 64 Sea Zone
2 carriers moved from 26 Sea Zone to 64 Sea Zone
1 destroyer moved from 26 Sea Zone to 64 Sea Zone
1 fighter moved from 6 Sea Zone to 8 Sea Zone
1 tactical_bomber moved from 63 Sea Zone to 50 Sea Zone
1 fighter moved from 63 Sea Zone to 50 Sea Zone
1 tactical_bomber moved from 50 Sea Zone to 64 Sea Zone
1 fighter moved from 50 Sea Zone to 64 Sea Zone
1 mech_infantry moved from Kweichow to Tsinghai
1 bomber moved from Yunnan to Tsinghai
1 artillery moved from New Zealand to 63 Sea Zone
1 infantry moved from New Zealand to 63 Sea Zone
1 artillery, 2 carriers, 2 fighters, 1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone
1 infantry moved from 54 Sea Zone to Queensland
3 infantry moved from Shan State to 37 Sea Zone
3 artilleries moved from Shan State to 37 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 37 Sea Zone to 56 Sea Zone
1 carrier moved from 37 Sea Zone to 56 Sea Zone
1 carrier moved from 37 Sea Zone to 42 Sea Zone
2 fighters moved from 37 Sea Zone to 56 Sea Zone
2 fighters moved from 37 Sea Zone to 42 Sea Zone
3 artilleries moved from French Indo China to 36 Sea Zone
3 infantry moved from French Indo China to 36 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 36 Sea Zone to 42 Sea Zone
1 infantry moved from 56 Sea Zone to Western AustraliaCombat - Japanese
Battle in 8 Sea Zone
Japanese attack with 1 fighter
Americans defend with 2 transports
Japanese win with 1 fighter remaining. Battle score for attacker is 14
Casualties for Americans: 2 transports
Battle in Tsinghai
Japanese attack with 1 bomber and 1 mech_infantry
Russians defend with 1 infantry
Japanese win, taking Tsinghai from Chinese with 1 bomber and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Queensland
Battle in Western Australia
Battle in 64 Sea Zone
Japanese attack with 2 carriers, 1 destroyer, 13 fighters and 1 tactical_bomber
Americans defend with 2 carriers, 5 destroyers, 4 fighters, 4 submarines and 8 transports
Units damaged: 2 carriers owned by the Americans
Units damaged: 1 carrier owned by the Japanese
Japanese win, taking Queensland from ANZAC, taking Western Australia from ANZAC with 9 fighters and 1 tactical_bomber remaining. Battle score for attacker is 112
Casualties for Japanese: 2 carriers, 1 destroyer and 4 fighters
Casualties for Americans: 2 carriers, 5 destroyers, 4 fighters, 4 submarines and 8 transportsNon Combat Move - Japanese
1 fighter and 1 tactical_bomber could not land in 64 Sea Zone and were removed
8 fighters moved from 64 Sea Zone to 28 Sea Zone
4 carriers moved from 26 Sea Zone to 28 Sea Zone
1 destroyer moved from 26 Sea Zone to 28 Sea Zone
1 battleship moved from 26 Sea Zone to 28 Sea Zone
1 fighter moved from 8 Sea Zone to Soviet Far East
1 carrier, 1 destroyer and 1 fighter moved from 6 Sea Zone to 33 Sea Zone
1 transport moved from 36 Sea Zone to 19 Sea Zone
1 bomber moved from Tsinghai to Yunnan
1 aaGun, 4 armour, 18 artilleries, 11 infantry and 24 mech_infantrys moved from Burma to Yunnan
4 armour moved from Kweichow to Yunnan
3 mech_infantrys moved from Kiangsu to Hunan
2 mech_infantrys moved from Shantung to Hunan
1 infantry moved from Shantung to AnhwePlace Units - Japanese
3 transports placed in 6 Sea Zone
3 artilleries, 1 fighter and 3 infantry placed in Japan
1 infantry and 2 mech_infantrys placed in French Indo China
3 mech_infantrys placed in Kiangsu
3 mech_infantrys placed in ShantungTurn Complete - Japanese
Japanese collect 77 PUs; end with 77 PUs total
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 82 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 87 PUs
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 56 Sea Zone: 1 artillery, 1 infantry and 1 transport
EDIT: Adding units owned by Japanese to 55 Sea Zone: 1 transport
EDIT: Changing ownership of Northern Territory from ANZAC to Japanese
EDIT: Adding units owned by Japanese to Northern Territory: 1 artillery and 1 infantry
EDIT: Changing PUs for Japanese from 87 to 88
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 54 Sea Zone: 1 artillery and 1 transport
EDIT: Adding units owned by Japanese to New Zealand: 1 artillery
EDIT: Adding units owned by Japanese to 54 Sea Zone: 1 transport
EDIT: Removing units owned by Japanese from 56 Sea Zone: 2 artilleries and 1 transport
EDIT: Adding units owned by Japanese to Western Australia: 1 artillery
EDIT: Adding units owned by Japanese to 56 Sea Zone: 1 transport
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Japanese from New Zealand: 1 artillery
EDIT: Adding units owned by Japanese to Queensland: 1 artillery
EDIT: Removing units owned by Japanese from 54 Sea Zone: 1 carrier
EDIT: Adding units owned by Japanese to 64 Sea Zone: 1 carrier, 1 fighter and 1 tactical_bomber
EDIT: Turning off Edit Mode -
Juan, did you understand that you do not have to put the carrier in 64? Anything 3 spaces from New Zealand and 1 space from 64 would work too.
-
Hi, I understand that the requested changes by gamerman are the attached.
Thank you Gamerman for having spent so much time looking at it.
I usually play with edits for forgotten moves or rules not applied correctly by mistake, but tipically I accept and I am accepted with alternative movements that are ok with the rules if I did wrong the first time, spetially when it is clear that there is no influence from combat results in the turn.
Well… to be honest I accept any change from my opponent… even with combat results involved, and allthough I don´t expect that from all the rest of the players, at least I expect it when it is clear that you are not taking advantage of the sequence order in which things happen. In example leaving 1 art in New Zealand, as I could have just loaded 1 inf in combat move and not 2.
I consider that fairplay, but it is just a way of face a game.
We did not ask for permission on edits during the game, which I think is a common practice, you can always discuss afterwards when you review your opponent´s turn if you think your opponent cheated or did not follow rules and was not just applying a forgotten move with no link to the others. Asking for every edit makes the game very slow, and the same happens with scramble.
Thanks again for your time.
Juan
-
Juan, did you understand that you do not have to put the carrier in 64? Anything 3 spaces from New Zealand and 1 space from 64 would work too.
No, I understood that was the only option, I would prefer all grouped in 28.
Thx
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 20
Purchase Units - Japanese
Japanese buy 3 artilleries, 1 fighter, 4 infantry, 8 mech_infantrys and 3 transports; Remaining resources: 6 SuicideAttackTokens; 0 PUs;Combat Move - Japanese
12 fighters moved from 26 Sea Zone to 64 Sea Zone
2 carriers moved from 26 Sea Zone to 64 Sea Zone
1 destroyer moved from 26 Sea Zone to 64 Sea Zone
1 fighter moved from 6 Sea Zone to 8 Sea Zone
1 tactical_bomber moved from 63 Sea Zone to 50 Sea Zone
1 fighter moved from 63 Sea Zone to 50 Sea Zone
1 tactical_bomber moved from 50 Sea Zone to 64 Sea Zone
1 fighter moved from 50 Sea Zone to 64 Sea Zone
1 mech_infantry moved from Kweichow to Tsinghai
1 bomber moved from Yunnan to Tsinghai
1 artillery moved from New Zealand to 63 Sea Zone
1 infantry moved from New Zealand to 63 Sea Zone
1 artillery, 2 carriers, 2 fighters, 1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone
1 infantry moved from 54 Sea Zone to Queensland
3 infantry moved from Shan State to 37 Sea Zone
3 artilleries moved from Shan State to 37 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 37 Sea Zone to 56 Sea Zone
1 carrier moved from 37 Sea Zone to 56 Sea Zone
1 carrier moved from 37 Sea Zone to 42 Sea Zone
2 fighters moved from 37 Sea Zone to 56 Sea Zone
2 fighters moved from 37 Sea Zone to 42 Sea Zone
3 artilleries moved from French Indo China to 36 Sea Zone
3 infantry moved from French Indo China to 36 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 36 Sea Zone to 42 Sea Zone
1 infantry moved from 56 Sea Zone to Western AustraliaCombat - Japanese
Battle in 8 Sea Zone
Japanese attack with 1 fighter
Americans defend with 2 transports
Japanese win with 1 fighter remaining. Battle score for attacker is 14
Casualties for Americans: 2 transports
Battle in Tsinghai
Japanese attack with 1 bomber and 1 mech_infantry
Russians defend with 1 infantry
Japanese win, taking Tsinghai from Chinese with 1 bomber and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Queensland
Battle in Western Australia
Battle in 64 Sea Zone
Japanese attack with 2 carriers, 1 destroyer, 13 fighters and 1 tactical_bomber
Americans defend with 2 carriers, 5 destroyers, 4 fighters, 4 submarines and 8 transports
Units damaged: 2 carriers owned by the Americans
Units damaged: 1 carrier owned by the Japanese
Japanese win, taking Queensland from ANZAC, taking Western Australia from ANZAC with 9 fighters and 1 tactical_bomber remaining. Battle score for attacker is 112
Casualties for Japanese: 2 carriers, 1 destroyer and 4 fighters
Casualties for Americans: 2 carriers, 5 destroyers, 4 fighters, 4 submarines and 8 transportsNon Combat Move - Japanese
1 fighter and 1 tactical_bomber could not land in 64 Sea Zone and were removed
8 fighters moved from 64 Sea Zone to 28 Sea Zone
4 carriers moved from 26 Sea Zone to 28 Sea Zone
1 destroyer moved from 26 Sea Zone to 28 Sea Zone
1 battleship moved from 26 Sea Zone to 28 Sea Zone
1 fighter moved from 8 Sea Zone to Soviet Far East
1 carrier, 1 destroyer and 1 fighter moved from 6 Sea Zone to 33 Sea Zone
1 transport moved from 36 Sea Zone to 19 Sea Zone
1 bomber moved from Tsinghai to Yunnan
1 aaGun, 4 armour, 18 artilleries, 11 infantry and 24 mech_infantrys moved from Burma to Yunnan
4 armour moved from Kweichow to Yunnan
3 mech_infantrys moved from Kiangsu to Hunan
2 mech_infantrys moved from Shantung to Hunan
1 infantry moved from Shantung to AnhwePlace Units - Japanese
3 transports placed in 6 Sea Zone
3 artilleries, 1 fighter and 3 infantry placed in Japan
1 infantry and 2 mech_infantrys placed in French Indo China
3 mech_infantrys placed in Kiangsu
3 mech_infantrys placed in ShantungTurn Complete - Japanese
Japanese collect 77 PUs; end with 77 PUs total
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 82 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 87 PUs
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 56 Sea Zone: 1 artillery, 1 infantry and 1 transport
EDIT: Adding units owned by Japanese to 55 Sea Zone: 1 transport
EDIT: Changing ownership of Northern Territory from ANZAC to Japanese
EDIT: Adding units owned by Japanese to Northern Territory: 1 artillery and 1 infantry
EDIT: Changing PUs for Japanese from 87 to 88
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 54 Sea Zone: 1 artillery and 1 transport
EDIT: Adding units owned by Japanese to New Zealand: 1 artillery
EDIT: Adding units owned by Japanese to 54 Sea Zone: 1 transport
EDIT: Removing units owned by Japanese from 56 Sea Zone: 2 artilleries and 1 transport
EDIT: Adding units owned by Japanese to Western Australia: 1 artillery
EDIT: Adding units owned by Japanese to 56 Sea Zone: 1 transport
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Japanese from New Zealand: 1 artillery
EDIT: Adding units owned by Japanese to Queensland: 1 artillery
EDIT: Removing units owned by Japanese from 54 Sea Zone: 1 carrier
EDIT: Adding units owned by Japanese to 64 Sea Zone: 1 carrier, 1 fighter and 1 tactical_bomber
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 64 Sea Zone: 1 carrier, 1 fighter and 1 tactical_bomber
EDIT: Adding units owned by Japanese to 28 Sea Zone: 1 carrier, 1 fighter and 1 tactical_bomber
EDIT: Turning off Edit Mode -
Thanks Gamer for clarifying things and Juanspain, my apologies. I will take my turn by tomorrow night, don’t know if you saw my thread, but I had a situation in the family.
-
No problem, no reason for apologies, you are usually very frequent moving so you deserve we waiting for you when you need it with no complaints. Hope things are solved at home, which is of course the important matter.
Juan
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 20
Purchase Units - Americans
Americans buy 2 carriers, 1 fighter, 13 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
1 infantry moved from Yugoslavia to Greater Southern Germany
2 fighters moved from Bulgaria to Greater Southern Germany
3 infantry moved from Southern France to Normandy Bordeaux
1 fighter moved from Spain to Normandy Bordeaux
3 bombers moved from Bulgaria to Germany
3 fighters moved from Bulgaria to Greater Southern Germany
1 armour moved from Southern Italy to Greater Southern Germany
1 armour and 1 mech_infantry moved from West India to Burma
UK_Pacific take Burma from Japanese
1 bomber moved from India to French Indo ChinaCombat - Americans
Strategic bombing raid in French Indo China
Bombing raid in French Indo China rolls: 5 and causes: 5 damage to unit: factory_minor
Bombing raid in French Indo China causes 5 damage total.
Strategic bombing raid in Germany
1 bomber killed by AA
Bombing raid in Germany rolls: 5,8 and causes: 13 damage to unit: factory_major
Bombing raid in Germany causes 13 damage total.
Battle in Normandy Bordeaux
Americans attack with 1 fighter and 3 infantry
Germans defend with 1 factory_minor, 1 harbour and 2 infantry
Americans win, taking Normandy Bordeaux from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 2 infantry
Casualties for Americans: 2 infantry
Battle in Greater Southern Germany
Americans attack with 1 armour, 5 fighters and 1 infantry
Germans defend with 2 infantry
Americans win, taking Greater Southern Germany from Germans with 1 armour and 5 fighters remaining. Battle score for attacker is 3
Casualties for Germans: 2 infantry
Casualties for Americans: 1 infantryNon Combat Move - Americans
5 fighters moved from Greater Southern Germany to Bulgaria
2 bombers moved from Germany to Bulgaria
1 artillery and 2 infantry moved from Greece to Bulgaria
1 fighter moved from Normandy Bordeaux to Southern Italy
2 bombers moved from Spain to Western United States
1 bomber and 2 fighters moved from Eastern United States to Western United States
1 destroyer and 1 transport moved from 101 Sea Zone to 89 Sea Zone
4 aaGuns and 1 infantry moved from Central United States to Western United States
1 fighter moved from Saudi Arabia to India
2 mech_infantrys moved from Saudi Arabia to Persia
1 bomber moved from French Indo China to IndiaPlace Units - Americans
1 carrier and 1 transport placed in 80 Sea Zone
1 infantry placed in Saudi Arabia
3 infantry placed in Greece
3 infantry placed in Southern Italy
3 infantry placed in Southern France
3 infantry placed in Spain
1 carrier, 1 fighter and 1 submarine placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 76 PUs; end with 76 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 81 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 91 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 20
Purchase Units - British
Turning on Edit Mode
EDIT: Removing units owned by Americans from 80 Sea Zone: 1 submarine
EDIT: Adding units owned by Americans to 39 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
British buy 3 aaGuns, 1 armour, 1 destroyer and 6 infantry; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery and 1 infantry; Remaining resources: 0 PUs;Combat Move - British
Combat - British
Non Combat Move - British
1 submarine moved from 110 Sea Zone to 92 Sea Zone
8 fighters moved from Southern Italy to Bulgaria
1 armour moved from Eastern Persia to India
8 fighters and 1 tactical_bomber moved from India to Burma
3 aaGuns, 1 armour, 9 artilleries, 40 infantry and 14 mech_infantrys moved from India to Burma
2 submarines moved from 80 Sea Zone to 39 Sea Zone
3 mech_infantrys moved from Persia to West India
1 fighter moved from Iraq to India
2 infantry moved from Iraq to Turkey
2 mech_infantrys moved from Egypt to Iraq
1 infantry moved from Egypt to Trans-Jordan
1 destroyer moved from 10 Sea Zone to 11 Sea Zone
2 mech_infantrys moved from Kazakhstan to KansuPlace Units - British
1 infantry placed in Northern Italy
1 destroyer placed in 110 Sea Zone
Turning on Edit Mode
EDIT: Removing units owned by British from 92 Sea Zone: 1 submarine
EDIT: Adding units owned by British to 110 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
3 aaGuns, 1 armour and 5 infantry placed in United KingdomTurn Complete - British
British collect 42 PUs; end with 42 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 47 PUsPlace Units - UK_Pacific
1 artillery and 1 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 6 PUs total
Some Units in India change ownership: 1 artillery and 1 infantry -
Took longer for me to get that round in than I expected to. I had forgotten how complicated things had gotten. I took one look at the map and decided it should wait for when I wasn’t tired. Saturday was spent over with friends, so today was the day for my move. :-D
-
Oh, man, that sounds just like me. First time I’ve seen someone else saying something like that.
I don’t make the huge moves when tired, so sometimes they have to wait a day or… several days
-
I doubt we’re the only ones either, even if not many will admit to it. :-D
And thanks again for clarifying everything for us. :-)
-
You’re most welcome - I do it because I enjoy it
I think you’re right on! Just no one admitting
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 20
Combat Move - Italians
Turn Complete - Italians
-
Took longer for me to get that round in than I expected to. I had forgotten how complicated things had gotten. I took one look at the map and decided it should wait for when I wasn’t tired. Saturday was spent over with friends, so today was the day for my move. :-D
No problem, it was indeed a relevant move. If I want to play more frequently, I can just start more games!!! it is nonsense bothering your opponents with their speed, in the end, it is a game so we can take it easy… :mrgreen:
-
Sorry for the slower play lately. The new job’s got me working overtime lately.
Should have a turn out later today. Just about to leave with some friends and didn’t quite make it all the way through my play list. Sorry.