@GeneralDisarray Game History
Round: 1 Bid Purchase - Germans Germans buy 1 artillery and 1 submarine; 0 PU unused Bid Placement - Germans 1 submarine placed in 120 Sea Zone 1 artillery placed in Holland Belgium Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 transport; Remaining resources: 0 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans 2 submarines moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone 1 bomber moved from Germany to 114 Sea Zone 1 fighter moved from Norway to 114 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters moved from Western Germany to 113 Sea Zone 3 tactical_bombers moved from Western Germany to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 tactical_bomber moved from Western Germany to Normandy Bordeaux 1 armour moved from Holland Belgium to Normandy Bordeaux 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 artillery, 3 infantry and 2 mech_infantrys moved from Western Germany to France 3 armour and 3 mech_infantrys moved from Austria to France 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 fighter moved from Poland to Yugoslavia 1 artillery moved from Holland Belgium to Normandy Bordeaux 2 armour, 2 artilleries and 3 infantry moved from Holland Belgium to France Combat - Germans Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport British win with 1 transport remaining. Battle score for attacker is -4 Casualties for Germans: 2 submarines Casualties for British: 1 destroyer Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 3 fighters, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 34 Casualties for French: 1 cruiser Casualties for Germans: 1 submarine Casualties for British: 1 battleship and 1 cruiser Battle in 114 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber remaining. Battle score for attacker is 37 Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter and 9 infantry Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter and 8 infantry remaining. Battle score for attacker is 12 Casualties for Germans: 1 infantry Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 tactical_bomber French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 armour, 1 artillery, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in France Germans attack with 5 armour, 3 artilleries, 6 infantry and 5 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 5 armour, 2 artilleries and 5 mech_infantrys remaining. Battle score for attacker is 31 Casualties for Germans: 1 artillery and 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 fighter moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 tactical_bomber moved from Normandy Bordeaux to Western Germany 1 aaGun moved from Western Germany to France 1 aaGun moved from Holland Belgium to Normandy Bordeaux 2 aaGuns, 3 artilleries and 11 infantry moved from Germany to Poland 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 2 infantry moved from Norway to Finland 1 aaGun moved from Western Germany to 115 Sea Zone 1 infantry moved from Denmark to 115 Sea Zone 1 aaGun and 1 infantry moved from 115 Sea Zone to Norway 1 infantry moved from Denmark to Western Germany Place Units - Germans 1 carrier, 1 destroyer and 1 transport placed in 115 Sea Zone Turn Complete - Germans Germans collect 41 PUs; end with 60 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUsLeague General Discussion Thread
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@gamerman01 you have been a great representative of this forum and what you have done for the League is immense. You can’t be thanked enough .
We will miss you, but totally understand .
Keep well, my friend. -
I am very sorry to hear that but I, of course, totally understand.
I can’t say it any better than Witt, so I just quote and second him.
@witt said in League General Discussion Thread:
@gamerman01 you have been a great representative of this forum and what you have done for the League is immense. You can’t be thanked enough .
We will miss you, but totally understand .
Keep well, my friend. -
@gamerman01 sorry to lose you as a moderator and thanks for all your efforts. Its been really appreciated! I hope everything works out and I looking forward to a future game.
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Just a quick rules check please. At the start of the US turn they have a transport already loaded with 1 inf and 1 AA gun. #1) Can they do an amphibious assault and only unload the inf? #2) If a cruiser unloads a marine to Korea for an amphibious assault and the cruiser is killed by a Kamikaze does the marine die as well?
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@majikforce said in League General Discussion Thread:
Just a quick rules check please. At the start of the US turn they have a transport already loaded with 1 inf and 1 AA gun. #1) Can they do an amphibious assault and only unload the inf? #2) If a cruiser unloads a marine to Korea for an amphibious assault and the cruiser is killed by a Kamikaze does the marine die as well?
#1 Yes
#2 Yes
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Trulpen is right but I believe Triple-A gets point #2 wrong.
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@gamerman01 said in League General Discussion Thread:
Guys, I’m thinking about resigning as league moderator and scoreboard operator. I don’t want to leave you in the middle of a year so intend to finish this year out and set up playoffs and everything, but maybe somebody should come alongside me and learn some of the ropes, or maybe you guys have an idea of another direction to take all this.
Contributing to this decision is that I did have my first manic and depressive episodes this year since 2005 (still pretty depressed - trying to get the right meds) but I wanted to get out anyway, since I haven’t found the time to play any league games myself.
I intend to help make a smooth transition if someone else is eager to moderate and score games (maybe a team) - I’d been doing everything with no partner for years now (Although having a partner can mean more work if they have differing ideas than you)
Please think about it - sorry - I guess this day had to come sooner or later. Thanks for understanding
Gamer
All I have to say to this is, that I am not a Big fan of this.
I totally understand your situation (been there). But I really hate the situation itself that you are leaving and would rather have you stay and doing the Mod and the League Ref. stuff.All I can say is, there will be better days and sometimes not. Just try to keep reminding yourself on the good things in Life.
All I want to say is, take good care Brother in triple a Arms, get Free soon and that you will come back. Here is allways an open Ear,open Arms and Peoples who will help you!
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I need a rule clarification due to a question someone brought up in a pickup game:
If USA is not at war with Germany or Italy, USA may only move its units to sea zones touching USA territories and also Sea Zone 102.
If USA is not at war with Japan, USA may not move its units into sea zones touching Japanese controlled territories.
Do these rules apply for both oceans or just atlantic for rule 1 and pacific for rule 2?
just asking because people move dest/sub off anzac coast us1, which would seem to violate rule1 in pac
Might be house rules but some players are strict
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@aagamerz13 said in League General Discussion Thread
just atlantic for rule 1 and pacific for rule 2
I’m not a rules official but the rules are different for the US in each ocean.
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From p37, Eur rules:
"While not at war with Germany or Italy, the United States may end the movement of its sea units on the
Europe map only in sea zones that are adjacent to U.S. territories, with one exception: U.S. warships (not transports)
may also conduct long-range patrols into sea zone 102. -
@simon33 ok thanks
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@aagamerz13 there is another tricky rule that needs clearing up. If a player wants to strafe an island with planes that will have one movement point left after the attack, where the island is surrounded by a huge enemy navy, and where they want to land on carriers, with dice, the player has to just send one unit with an attack value to the surrounding navy to attack it even if the odds are low. For example, attacking 15 battleships with a sub gives a small but nonzero chance to clear the enemy fleet so the planes can strafe the island and plan to land on a carrier.
The issue is with lowluck on. If the fleet has at least 2 batts, or any combo of 2 ship hitpoints and at least 6 attack against sub, and a sub attacks, it is guaranteed to lose without clearing the zone.
So, do the guaranteed hits of low luck not change the equation of whether it’s possible to clear the fleet, or do we assume the fleet is unclearable and only planes that can land elsewhere can strafe?
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Seems to be an easy equation. The air can’t attack if they can’t land and in LL with such scenarios it would be impossible.
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Well low luck is a house rule so it is not properly defined but if you extend the standard rules, which are you can assume every attacking dice is a hit and every defending dice is a miss (or words to that effect). Then you have to have a non zero chance to be able to get the CV to move into that sea zone.
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@simon33 Ok. Low luck is just a rule for the dice. So, are we to assume that every rule that might be affected by low luck is affected by it?
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@aagamerz13 said in League General Discussion Thread:
@simon33 Ok. Low luck is just a rule for the dice. So, are we to assume that every rule that might be affected by low luck is affected by it?
Not sure if there are any other rules affected.
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@simon33 said in League General Discussion Thread:
@aagamerz13 said in League General Discussion Thread:
@simon33 Ok. Low luck is just a rule for the dice. So, are we to assume that every rule that might be affected by low luck is affected by it?
Not sure if there are any other rules affected.
It’s possible to apply LL on SBR and CD.
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LL on SBR AA Guns is pretty obvious but not sure about the damage rolls.
LL on CD - so reduce income by 1 for every die roll? I suppose that is possible.But I think the one he was talking about: is this attack legal is the only real anomaly that LL causes.
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Hehe, I’d say the real anomaly is being able to make such an air-raid by allocating a cheap, crazy kamikaze attack. Of course, the air will also be expended, so not so cheap actually, but in a situation when i e winning the game if the opponent can’t grab a VC and that land would be needed for that purpose, any investment is worth it.





