Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; 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 1 armour, 1 artillery and 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 mech_infantry moved from Western Germany to Normandy Bordeaux 3 armour and 3 mech_infantrys moved from Austria to France 1 artillery, 3 infantry and 1 mech_infantry moved from Western Germany to France 2 armour, 1 artillery and 3 infantry moved from Holland Belgium to France 1 fighter moved from Norway to 114 Sea Zone 1 tactical_bomber moved from Germany 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 submarine moved from 127 Sea Zone to 114 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters and 4 tactical_bombers moved from Western Germany to 113 Sea Zone 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 1 fighter moved from Poland to Yugoslavia Combat - Germans 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 9 infantry remaining. Battle score for attacker is 15 Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry 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 mech_infantry remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry 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 Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 31 Casualties for Germans: 1 submarine Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport Germans win, taking 109 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 14 Casualties for British: 1 destroyer and 1 transport Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 4 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 and 3 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 2 submarines and 1 tactical_bomber Casualties for French: 1 cruiser Casualties for British: 1 battleship and 1 cruiser Battle in France Germans attack with 5 armour, 2 artilleries, 6 infantry and 4 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 and 4 mech_infantrys remaining. Battle score for attacker is 27 Casualties for Germans: 2 artilleries 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 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 2 infantry moved from Denmark to 115 Sea Zone 2 infantry moved from 115 Sea Zone to Norway 1 aaGun, 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 fighter and 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Holland Belgium to Normandy Bordeaux 1 aaGun moved from Western Germany to Holland Belgium Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 115 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Germans from 114 Sea Zone: 1 submarine EDIT: Removing units owned by Germans from 114 Sea Zone: 1 battleship EDIT: Adding units owned by Germans to 115 Sea Zone: 1 battleship EDIT: Changing unit hit damage for these Germans owned units to: battleship = 1 EDIT: Turning off Edit Mode 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 PUs2013 - AAG 40 League
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I kind of wish players were not fragmented between different online communities.
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Amen to that
It’s not like there’s that many of us anyway. It’s not a mainstream game, and the fans are all fragmented among who knows how many web sites, with little comingling…. Zhukov is an exception -
If we’re supposed to place bid units only in territories that already have a unit of the same power in it, then how come I hear that some people put an ANZAC infantry in New Guinea? Is it legal to do that?
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Hey, don’t forget about Dizz on that “multiclub” list…. I know it’s still tax season, and I’ve started back playing tournament chess, but I’m lurking… ;)
Okay, so, 1 game between the top two at this point is ludicrous with all of the activity here. Gamer, I know that players for the most part don’t play just to win the league. However, there is always that element (I’m usually in it) that likes to have the chance to play the best of the best by qualifying for something cool, something important, something league championship oriented…
So, here is my off-the-cuff solution. Remember, I’ve been running the “tournament” thing for over 23 years now, so I hope at least everyone can humor me.
Someone mentioned a 6-player round robin final. That is a really interesting idea. I think the problem is the number of games that players would be playing at once. So, how about we modify that? Why not two 4-player round robin semifinals and a 4-player final? The only chance where a tiebreak would be needed (other than head-to-head) would be if 3 of the 4 players went 2-1 and the 4th 0-3. Well, somebody can figure out a tiebreak for that. So, 8 players qualify, and the top 2 in each round-robin semifinal make the finals. 3 games to play at once. Certainly not an overload. And, this allows more players to qualify while still allowing the cream to rise to the top.
In that scenario, my goal would be to make the playoffs, knowing that I would be probably NOT making the finals. But, to lose those games honorably would be a very cool experience…
Of course, the number of players could be modified and is certainly worthy of discussion.
Then, the qualification scheme. Win percentage for FOUR games?? That is statistically cavemanesque. Anyone interested in a postseason (and remember, not everyone is!) should at least have to play 8 games or something. Or, you could do this. If there were 8 qualifying spots, perhaps allow 2 in on the rules already set out regarding win percentage, 2 more for total wins overall (THIS factor would certainly increase games played, wouldn’t it? And, isn’t that the point??), and 4 more spots to be divided any way you would see fit (1 for most different opponents beaten, 1 for hottest girlfriend (or boyfriend), etc. etc., or heck, 2 - 4 for top players on Gamer’s list not already qualified for one of the other slots).
Now, that’s a playoff system, isn’t it? What’s not to like? :mrgreen:
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I had a similar suggestion. 1 most wins, 1 most games, 1 winning streak, 1 win loss ratio %. Have the 4 compete. Round robin sounds fun. If round robin is the thing then we can have 1 highest ranked (gamer has a ranking system so we could implement it).
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Yeah that is a good idea. we could have top 4 by ranking and 4 by other categories.
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you might have to do brackets. rank 1 vs cat 1, rank 2 vs cat 2, etc. Rankings vs Other style. Then the final 4 could round robin it out.
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If we’re supposed to place bid units only in territories that already have a unit of the same power in it, then how come I hear that some people put an ANZAC infantry in New Guinea? Is it legal to do that?
It is legal. You don’t have to have a unit there already. That’s the way it used to be, but Jenn changed it.
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@JWW:
4c - Bid Placements - Bids can be placed all in one territory, spread out over multiple territories, or taken in IPCs to one country or split between multiple countries.
Land bids must be placed in a territory which you own at the beginning of the game but are restricted to units of that countries nationality.
Examples for clarification -
A - UK can bid units to Egy. Russia/US cannot.
B - UK can bid units to Bor/Sum. Russia/US cannot.
C - US/UK/Rus cannot bid units to any Chinese territory. Only Chinese units can be placed there.
Naval Bids must be placed in a seazone which already contains at least one unit and are restricted to that countries nationality.
Examples for clarification -
A - Russia can only bit naval units to sz 4.
B - UK can bid units to sz 12. Russia/US cannot.
C - US can bid units to sz 50. Russia/UK cannot.
You can bid for Industrial Complexes. Placement (of newly purchased units) may take place immediately in the placement phase of Round 1. The new IC will be limited by the IPC total of the territory on which it is placed and all other standard IC rules apply. -
OK that makes sense. Thank you.
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Yep - any time
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League question???
OK. Boldfresh sent me the map after a german attack. I was looking at casulaties and sent him an email with them. I had several games open and accidentally clicked on that game and rolled my defense a little later. The dice went to marti and he had not continued the game yet from my losses response, do we count them or ignore them?
I consider dice rolls, dice rolls and if we were playing face to face they would have been my dice to roll, but this platform dictates smoother play by having the attacker roll all dice.
Boldfresh disagrees.
I do not wish to make this a big issue, but I wonder if there is precedence or clarification available? -
using common sense the rolls should stand. it does not matter which player rolls the dice it is all random.
if someone is foolish enough to think it matters who rolls the dice, i could see them make an argument that the defender should always roll their own dice and the attacker has to wait.
as long as both players order of losses are followed it should not matter who rolls the dice.
this is just my opinion, i am not a league moderator and have no influence or bias as to the game results.
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Here’s the problem I see with your situation as you have presented it.
If your dice were poor, would you have insisted that they count? Or would you have said it was an accident?
Did you only roll your defense and then stop rolling? Did you upload the map after your rolls?
I think you’re going to need a moderator for that one, and I haven’t seen any sign of Jenn in quite a while.
I have never encountered anyone who rolled their own defense in Triple A. If you roll your own defense, I would think that you should then upload your map, as you have continued the game to a new point.I don’t know all the circumstances and haven’t seen Bold’s argument. I’m not going to give an opinion on it. I just think the above questions are considerations, and that a league moderator (or THE league moderator?) should decide.
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if someone is foolish enough to think it matters who rolls the dice, i could see them make an argument that the defender should always roll their own dice and the attacker has to wait.
as long as both players order of losses are followed it should not matter who rolls the dice.
If this is the exact situation at hand, then that is exactly what I would say myself- every player needs to roll their own dice. It is absolutely true that from a probability standpoint it makes no difference, but the player needs to
feellike they had some control over their fate.I’m trying to imagine somebody in a tabletop game rolling dice for me because they thought my process was too slow. Needless to say the probability argument isn’t going to go over too well.
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LOL- I should have followed the forum’s advice and read the post that was posted while I was typing. What I said doesn’t apply if a player is taking their own turn in an online game- in that case the normal process doesn’t have the defender make their own rolls. What would be weird is if for example I asked a player for their scramble orders and then instead of just telling me they went ahead and did my own rolls on the attack. In that case I certainly would want to make my own rolls- with the actual affect on probability again not being the issue.
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@infrastructure:
technically they were my dice. The other person rolls in this format for normal ease of game flow. If I had rolled horribly would the roll have counted? I did not do the rolling on purpose either, but had multiple games open, so do not get angry. As I have never seen this happen before, I’ll ask someone to judicate.
I put one sentence in bold. That is the million dollar question. Since you’re asking it, I don’t think you even know the answer to it.
If this is the first time you rolled the dice for your own defense in Triple A, and by your own admission in game it was an “oops”, I would suggest that you either:
- re-roll from the save like Bold would want, or
- take a low-luck result and roll it out on the forum from there
That is, add up the combat value, divide by 6, and roll 1 die for any remainder.
If you 2 can agree to a solution, you won’t need a judge.
I have one more suggestion for a compromise:
Do 1) and 2) and take the better roll of the 2, but not to be better than the accidental roll. -
What my official ruling would be (so take it for what it’s worth):
The attacker rolls the dice in TripleA PBF format. Period. Always. End of story. It really is that simple. Any other rolls are null and void.
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What would you think if the roles were reversed, Infra?
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Re: 13L G40.2 AllWeNeedIsLove vs Gamerman01 (Allies +10)
« Reply #58 on: February 15, 2013, 10:19:16 am »
0 Quote
I guess I can do my defense rollRolls: 1@2 2@3; Total Hits: 1
1@2: (1)2@3: (4, 5)i do not mind letting my opponent roll the dice.
and i assume gamerman is the same as he rolled for my in one of our games.
but i like gamerman’s theory, if you would be upset if your opponent rolled for you, then you should not roll for others.
i hope bold and infrastructure come to an agreement without any animosity, as we are all here to have fun.





