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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8 Players would be a total of 3 games with the winners of each playing the winners of the other in the next round. So 4 people are eliminated round 1, 2 are eliminated round 2 and 1 is eliminated round 3.
At this time, I do not think 16 players is warranted. The next league kicks off the same day league play ends and league championships begin, so it isn’t like without playoff games you have nothing to do.
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@Cmdr:
Admittedly, I know how easy it is for #4 to happen if using Battlemap as it does that throughout game play, not sure about TripleA.
TripleA also has TUV stats by country and by side (you don’t even have to add them up as in ABattlemap) but the total includes all facilities.
Forgot about your scoring system for games that could be called at the end of the year. Seems like a promising idea for deciding playoff matches where time is up. But you should try to take incentive away for players to stall. I think you should consider making the 72 hour rule a 24 hour rule for faster playoff games, to avoid stalling.
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Good idea, Gamerman. So we can make the playoffs 24 hours, except if you notify me by PM and your opponent in some manner that you need more time, in which I will grant a one time extension to 72 hours.
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Jenn, could you edit #2 in the rules, in the first post of this thread to reflect the new ruling?
That would be great - -
so are we going by ranking or record?
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@Infrastructure:
so are we going by ranking or record?
Are you asking about the playoffs?
It’s by league rules and therefore league record and the rankings have no bearing whatsoever - that’s what “for fun and information only” means.
That said, I don’t know that anyone has been keeping the official league records, so either Jenn is going to rely on my records or she is going to have to go through 400 some odd game results posts and meticulously record them all herself at the end of the year.
So unless Jenn makes and more revisions, if she goes with top 4 or top 8, it would be the top 4 or 8 with a minimum of 4 games played and highest winning percentage
PPG and ranking # is my device and is completely unofficial, as made clear in the first two posts of the rankings thread.
I have this caveat draped over the middle of the spreadsheet in order to prevent this type of confusion. Do I need to make it larger? :-) -
@Infrastructure:
so are we going by ranking or record?
Current rules are the top 8 players, based on percentage of games won. Technically, there is a 4 game minimum, however, since our top players are complaining of lack of people to play, and I know there’s more than 4 contestants (since 17 are complaining) then I don’t think the minimum number of games is going to be an issue.
Perhaps next year we can have a weighted system where if you beat someone with a better record than yourself, you can earn more points, but no matter what, you can’t lose points. I think it would be interesting, just not sure how to implement it without going insane in the process. =^_^=
And yes I’ll be going through the results thread in July, August, September and the last day of October to keep a record going of win/losses. Not that I don’t trust Gamerman, it’s just I am the one who is going to get hate-mail if I don’t have the right people qualified for the playoffs. lol. (I’m sure his record is correct, and you can use it to look at where you are in the standings, but it’s not the official record.)
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@Cmdr:
@Infrastructure:
so are we going by ranking or record?
Perhaps next year we can have a weighted system where if you beat someone with a better record than yourself, you can earn more points, but no matter what, you can’t lose points. I think it would be interesting, just not sure how to implement it without going insane in the process. =^_^=
gamerman is currently maintaining such a system.
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No, she’s talking about not losing points, which merely rewards the frequent flyers and punishes those who don’t play a zillion games
Bad idea!
Even Darth has a -3 points per loss in the ghost town AA50 league, and he was loathe to take off points
Oh, wait, that’s right. You CAN’T lose points in my system anymore.
And the substance is still exactly the same :roll:
So, Jenn, you’re telling me that there is no official league standings because you haven’t done it, and without my work no one would know where they stood compared to other players unless they kept all the records themselves?
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Go on win percentage, but add a percentage point for every game played.
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If you lose points if you play and lose to inferiorly rated players, then who would take a challenge from someone who lost a few games and won nothing? Only concern.
That’s what I mean by, I am not sure how we would go about implementing a weighted system. Unlike unofficial tabulations, I have to deal with the players complaining the system is not fair. :cry:
Don’t worry about it, no one will get shafted this year. The only rule changes I’m likely to implement are ones that keep players playing, like upping the number of games you can have with an opponent. We can discuss new rules in October for the next season.
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Right
Well, why not consider Darth’s 2013 AA50 system?
Too bad it’s not getting tested, so we don’t really know how well it works, but it seems OK.FWIW I have no problem with simple win% so long as the minimum # of games is sufficiently high (like a lot more than 4 in this year’s G40)
The only issue I see here is somebody going 4-0 or 5-0 or 8-0 and then sitting on that. Talk about incentive to not play games… :-P
I trust Jenn when she says no one will get shafted this year
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Right
Well, why not consider Darth’s 2013 AA50 system?
Too bad it’s not getting tested, so we don’t really know how well it works, but it seems OK.FWIW I have no problem with simple win% so long as the minimum # of games is sufficiently high (like a lot more than 4 in this year’s G40)
The only issue I see here is somebody going 4-0 or 5-0 or 8-0 and then sitting on that. Talk about incentive to not play games… :-P
I trust Jenn when she says no one will get shafted this year
i will no doubt be shafted, per usual.
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On a related note, with Gamerman’s subjective system,
Tier 1 has gone 39-0 against tier 3.
Tier 1 has gone 39-8 against tier 2.
Tier 2 has gone 48-5 against tier 3 (and the five tier 3 victories include some forfeits).That pretty impressive predictive power.
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- That’s
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Right
Well, why not consider Darth’s 2013 AA50 system?
Too bad it’s not getting tested, so we don’t really know how well it works, but it seems OK.FWIW I have no problem with simple win% so long as the minimum # of games is sufficiently high (like a lot more than 4 in this year’s G40)
The only issue I see here is somebody going 4-0 or 5-0 or 8-0 and then sitting on that. Talk about incentive to not play games… :-P
I trust Jenn when she says no one will get shafted this year
Sounds like an issue where we need to raise the limit on the number of games.
Admittedly, we had 35 games last YEAR. 4 games out of 35 total left us with only two people qualified to play at all in the last game of the year, and that was just barely if I remember right.
We have many more games now. 245 by last count on Gamerman’s spreadsheet alone and we’re only halfway done. (I only tallied wins, and I may have miscounted, I’ve been in the hospital a LOT this year, like most of January, February and March.)
So if 4 games means you participated in about 11% of games, to get that same percentage now (assuming the league ended today) you’d need 27 games to qualify.
Assuming we get as many games again as we have now, perhaps a total of 500 games, would a 50 game minimum to be in the championships be too high? Probably, what about 25 game minimum? We have 6 players with over 14 games now (14 or more to 17) just counting WINS, not counting losses.
I’m good with changing it if everyone else is.
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At this point here in May, it seems to me 20 game minimum might be appropriate, ±5
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my vote is 30 games played. I also think that currently active games as well as finished games should count towards being able to go best of 5…
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the limit should not be too high as it might discourage new players from joining the league.
i would suggest 10 games.i also really like infrastructure’s idea of adding percentage points for games played. this gives incentive to keep playing more games.
having an attainable low threshold while creating incentive to play more games even with a perfect record makes for the most robust league.
i would suggest adding more than a single percent per game played. i would think somewhere between 1 to 6 per game played.





