Game History
Round: 2 Research Technology - Germans Purchase Units - Germans Germans buy 1 carrier, 1 fighter and 6 transports; Remaining resources: 0 PUs; Combat Move - Germans 1 unit repaired. 2 bombers moved from Western Germany to United Kingdom 1 tactical_bomber moved from Western Germany to 104 Sea Zone 1 submarine moved from 110 Sea Zone to 104 Sea Zone 1 fighter moved from 112 Sea Zone to 104 Sea Zone 1 tactical_bomber moved from Western Germany to 118 Sea Zone 1 fighter moved from 112 Sea Zone to 118 Sea Zone 3 submarines moved from 112 Sea Zone to 118 Sea Zone 1 infantry moved from Holland Belgium to Normandy Bordeaux 2 mech_infantrys moved from France to Normandy Bordeaux 2 armour moved from France to Normandy Bordeaux 1 armour moved from France to Normandy Bordeaux 1 armour moved from France to Normandy Bordeaux 2 infantry moved from Norway to 112 Sea Zone 2 infantry and 1 transport moved from 112 Sea Zone to 119 Sea Zone 2 infantry moved from 119 Sea Zone to Scotland Combat - Germans Air Battle in United Kingdom Germans attacks with 2 units heading to United Kingdom Air Battle is over, the remaining bombers go on to their targets Strategic bombing raid in United Kingdom Bombing raid in United Kingdom rolls: 3,8 and causes: 11 damage to unit: factory_major Bombing raid in United Kingdom causes 11 damage total. Battle in Scotland Battle in Normandy Bordeaux Germans attack with 4 armour, 1 infantry and 2 mech_infantrys French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Scotland from British, taking Normandy Bordeaux from French with 4 armour and 2 mech_infantrys remaining. Battle score for attacker is 4 Casualties for Germans: 1 infantry Casualties for French: 1 artillery and 1 infantry Battle in 118 Sea Zone Germans attack with 1 fighter, 3 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Germans win with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 28 Casualties for Germans: 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 104 Sea Zone Germans attack with 1 fighter, 1 submarine and 1 tactical_bomber British defend with 1 destroyer Germans win with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for British: 1 destroyer Cleaning up after air battles Non Combat Move - Germans 1 fighter and 1 tactical_bomber moved from 104 Sea Zone to 112 Sea Zone 1 cruiser moved from 112 Sea Zone to 119 Sea Zone 1 carrier moved from 112 Sea Zone to 119 Sea Zone 1 battleship moved from 112 Sea Zone to 119 Sea Zone 1 destroyer moved from 112 Sea Zone to 119 Sea Zone 1 fighter and 1 tactical_bomber moved from 118 Sea Zone to 119 Sea Zone 1 fighter moved from Southern Italy to Western Germany 1 infantry moved from Western Germany to Holland Belgium 2 armour moved from France to Holland Belgium 1 aaGun moved from Western Germany to Holland Belgium 1 aaGun moved from Germany to Western Germany 1 aaGun moved from Poland to Germany 2 infantry moved from Slovakia Hungary to Germany 3 artilleries and 11 infantry moved from Germany to Western Germany 1 infantry moved from Romania to Slovakia Hungary 5 infantry moved from Bulgaria to Romania 2 infantry moved from Yugoslavia to Slovakia Hungary 3 armour moved from Yugoslavia to Western Germany 1 artillery moved from France to Western Germany 3 infantry moved from Finland to Norway 2 bombers moved from United Kingdom to Western Germany 1 infantry moved from Western Germany to Holland Belgium 1 infantry moved from Poland to Germany 1 infantry moved from Finland to Norway 1 infantry moved from Poland to Germany Place Units - Germans 1 carrier and 6 transports placed in 112 Sea Zone 1 fighter placed in Western Germany Turn Complete - Germans Germans collect 43 PUs; end with 43 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 48 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 53 PUsLeague General Discussion Thread
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I like the system the way it is. I really don’t want to play anyone that is not competitive with me, and neither would I enjoy playing someone who is going to smash me. The system now allows you to find an opponent who you can pretty well tell how competitive the game will be.
I think having the minimum for playoff seeding is 8 games is just about right. I didn’t make the regular playoffs this year, but I was seeded in the “second playoff” and in the “second playoff”, any player can enter even if they had not played 8 games. So everyone gets accommodated.
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I think the two main priorities if an adjustment were made are that it needs to be simple and non-disruptive. I expect there’s not a lot of appetite for a sweeping overhaul or adding complexity. Ideally it would be a non-event to players who don’t want any change.
So far, the best proposal I can come up with would be an optional add-on to the current system allowing both players to score as a tier 1 player if the game is played with a standardized handicap. Below is a draft.
Framework:
- The tier 2/3 player would receive a standardized IPC handicap at the beginning of the game to be added as a modifier to the usual bid the players choose
- The win/loss points awarded to both players would be for a tier 1 vs tier 1 match
- The tier 1-M player receives the opportunity to maintain their rank with a sufficiently high win rate
- The handicap amount could be different for each match-up (6 combinations in total)
Benefits:
- Can be ignored if players choose to stick with the existing system
- Pretty simple to understand and hopefully wouldn’t change the existing scoring spreadsheet significantly
- Creates an option if higher tier players want to play lower tier players without guaranteed loss of rank
- IPC handicap could help bridge some of the skill gap and hopefully make games between different tiers more compelling
Drawbacks:
- Deciding the standardized handicaps could be controversial. Perhaps this could be done through a vote?
- Might create some complexity for @gamerman01 (I believe he does all the scoring) considering that points awarded change retroactively when a person changes tiers.
Here’s an example Handicap Chart using a hypothetical 5 IPCs for each level of tier difference. Whether that would be enough to make the game closer to competitive is debatable.
Example IPC Handicap Chart
For example, if a tier E and tier 2 player set up a match, the decided bid would be modified by +10 in favor of the tier 2 player as a handicap. However, both players would score for a tier 1 vs tier 1 match because the handicap puts the lower tier player on closer footing.
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![alt text]http://tinypic.com/m/kcfiht/2(image url)
first i ever seen that :alien:
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@Tizkit, i see what you are saying and played with a similar thought my self, giving the better tier player some sort of a handicap.
But:
Over a hundred games played against at least all Tiers, i saw and realized it is good as it is.
Why??:
You have a real challenge. You will learn better that way. You will rework your flaws in your own game faster if you are willing to accept that sometimes or most of the times your Strategy is not the very best and it should be better to stick to a certain formula.
The formula simply is:
Get to know the board better and the game mechanics, know what you are doing and accept that the dice may not roll sometimes the way you want them to roll and work with it.I think Gamerman01 did an awesome job with this pointsystem.
Is there a better way?, sure but to what cost??
I don’t want to be negative about your idea @Tizkit , just throwing in my thoughts and what i am came up with playing in the league for a while and being proud of the Progress many player and my self made over the years. -
@aequitas-et-veritas I just want to clarify that I do not have any issue with the current system. Just wanted to bring up the other way because it is the only other way I could see working.
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Playing a game with Trulpen and he is having an issue with the US/China/UK turn posting. It is not grouping the turn summary of all three powers when he posts. Is that beacuse he has an out of date version of triple A?
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Probably an out of date version of the map. 4.0 is the most recent, not 3.9. In fact, you started it so it would be your map version which is out of date.
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@simon33 Okay. So version 3.9 does not group the turn summary but 4.0 does? Weird because I have another game with map version 3.4 and it does group the turn summaries. Oh well thanks for the help.
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That would be 3.4 of Balanced Mod. 3.9 of G40 is not specific. Many different iterations of it existed.
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@simon33 Thanks I see that now.
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Does BM not use the France NO where you get 12 IPC of free units one time after you liberate Paris?
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@majikforce It’s still there, and whenever France was liberated in my games it worked.
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@Adam514 Well maybe its a bug. It wouldn’t have to do with fact that Normandy was never conquered by the Axis? But just to be clear after the US liberates Paris the IPC’s should be immediately available correct? You don’t have to wait until Frances turn right? Thanks for the help.
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@majikforce Actually it’s just 4 French infantry that spawn in France when it’s liberated, you need to edit the 4 inf to whatever you want that is worth 12 PUs or less.
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@Adam514 Political question. Japan declared war on US, UK, ANZAC turn 1. US landed troops in Manchuria turn 2. Turn 3 Russia declares war on Japan yet it does not let me move Russian troops from Amur into Manchuria. Am I missing something as to why this is not allowed? The politics panel shows that Russia is neutral to the US yet allied to UK Pacific and ANZAC. Is this a bug? Thanks for the help.
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Never had that happen. Is Russia not at war with Germany yet? That might be the cause of the bug, it is a bug.
Did you edit the relationships?
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@Adam514 Yeah they are not at war yet with Germany. So it is a bug. Okay cool thanks Adam. I will edit it.
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Looks like the Americans aren’t allied with the russians in that case. Although when the Russians move into Manchuria they suddenly become allied. I can only duplicate a problem if the Americans get on Korea. In that case, the Soviets can’t move into that territory. It’s a bit messy because Triple-A doesn’t properly support the rule that the Soviets are at war on the Pacific and Europe maps individually. There’s no complete solution. Once you make the Americans and Soviets allied, the former will be able to land on the latter on the Europe map even though this is illegal.
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@simon33 You are correct it is Korea not Manchuria. My bad.
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@Adam514 I have a question regarding VC; If Italy takes Egypt and it makes 8 VC; do they win right away or they have to hold it for one more round?