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 PUs2013 - AAG 40 League
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Wrong thread, Cow.
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yeah cow, wrong thread
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I’m sure you all have noticed that the default name that TripleA gives the turns for the U.S. and ANZAC are the same (“A5” for example). Is there any way that ANZAC’s default file name for the MB’s could be changed to, say, Z (“Z5” as an example)?
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Send a PM to Veqryn
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is league 2nd edition rules?
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is league 2nd edition rules?
Yes
If you haven’t already, read the oldest page of posts on this thread for the league rules -
To see current league standings (unofficial), go to the stickied thread called “Gamerman’s rankings” and download the spreadsheet.
Who are you going to pulverize first?
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The question isn’t who I’m going to pulverize… it’s who wants to be my pulverized first :lol:
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How much have you played G40?
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not much, haven’t even tried a real game with tripleA :lol:
looks interesting though
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hobo, if you can do tripleA i will take you on.
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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?
Per rules on page 1/page 2:
Units bid must be placed in a zone you control at the start of your turn, or in a sea zone that already contains units you control.Therefore, ANZAC could place units in New Guinea since they control the zone at the start of their turn; but could not place them in Malaya since that is a British territory (even though they have a unit present there.)
Likewise, France could place an Aircraft Carrier and 2 fighters in SZ 112 AND England could place an Aircraft Carrier and 2 fighters in SZ 112 since both powers have a naval unit in that zone at the start of the game already.
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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.
If you want my advise on the matter, the commonly accepted rules on this game forum (and it will be included for the 2014 league rules for clarification) is that the attacker rolls all dice (both attacking dice and defending dice) and follows a common “Order of Loss” or “OOL.”
This generally works for everyone except in a few cases. If the dice are going to be close, it is wise to ask the defender for his “OOL” prior to rolling the first set of dice and then again for each round thereafter if the numbers stay close. There are a few battle calculators out there you can use.
Some examples of when OOL might be needed.
A) Allies drop a fleet of bombers in Russia the round before they think an attack will occur. Do they really want the bombers taken as casualties last, or did they want them first, or did they want them after infantry died? ASK!
B) Japan attacks an allied fleet. Did they want to sink carriers or damage them? Did they want to lose planes or cruisers/destroyers? If the attack is close, they might want to lose a tactical bomber before they damage an aircraft carrier since planes cannot land on damaged carriers (and yes, some of us are real jerks, we’ll pull an attack that is winning just to watch all those zoomie pilots splash into the drink and come back for another round laters. :P)Just two examples. Usually you can assume: AA Guns, Infantry, Artillery, Mechanized Infantry (attacker can swap out if either of those units still exist after the battle), Armor, Tactical Bombers, Fighters and Damage Battleships, Damage Carriers (if valid landing zone exists for planes), Submarines, Destroyers, Cruisers, Tactical Bombers, Sink Carriers, Fighters, Sink Battleships. (why yes, there are some ground units missing…why? Because I never assume anything when I attack a strategic bomber!)
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Your opponents
Did you see the wink?
Lastly, back from an unscheduled, extended, personal issue. Thank you Gamerman for picking up the slack and helping out.
Oh, and I always see the winks! It may take a month for me to catch them, but I always see the winks!
Good luck and happy hunting!
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Cmdr Jennifer,
Is there any chance the G40 league playoffs will be amended to include more than 2 players given the volume of activity this season?
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I was once told that there was a 1% chance of anything happening in life. However, I would say there is probably more than a 1% chance I will amend the rules to have a full playoffs season of at least the top 4 players.
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If you amend for that, please also consider upping the 4 game minimum to get in
I think it was 8 in AA50 last year - just a reference point -
Can you spend your bid on infantry in pro-allies neutral territories or Dutch territories?
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or Mongolians?
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