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 PUs2015 League General Discussion Thread
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so basically do I need to keep a surface warship in 6 to keep it hostile after an all out air strike by the USA?
Yes I think so. From what I understand, the scrambled fighers are back in Japan at the end of the combat move.
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so basically do I need to keep a surface warship in 6 to keep it hostile after an all out air strike by the USA?
Yes I think so. From what I understand, the scrambled fighers are back in Japan at the end of the combat move.
Yes, I agree. I looked at the rule book (shocking, I know!) and it says that scrambled aircraft return to base before the moving player starts his NCM. So if there are no ships, there is not hostile sea zone and the USA can move into 6 if there are no defending ships.
Does tripple a reflect this? I seem to recall that “cleaning up air battles” happens after the ncm move is over, but I could be wrong.
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Yes you can move into the sea zone if there are no surface enemy ships remaining.
I think Triple A will let you do that with no problem, yes -
Should the ruling about MrCunego’s games be made an official part of the rules? Seems like it would be a logical addition.
So extend section 7 with something like “All games are included in the league year in which they are reported, unless the game is decided by default (see sections 5d, 5e), in which case the game is included in the league year in which the losing player made their last turn post (or partial turn post).”
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I don’t think so…. isolated incident - I appreciate the suggestion - considered it, but felt it presents other problems
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Ok, just so I am clear, for an Axis win, they need to hold 8/6 VCs for an entire round from when the condition is achieved. So G10 to G11, or It10 to It11 and if the allies manage to capture one VC in the interm and then even lose it back to the Axis, the victory condition is reset.
And tripple A has this wrong.
Thanks
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Ok, just so I am clear, for an Axis win, they need to hold 8/6 VCs for an entire round from when the condition is achieved. So G10 to G11, or It10 to It11 and if the allies manage to capture one VC in the interm and then even lose it back to the Axis, the victory condition is reset.
And tripple A has this wrong.
Thanks
I am not sure, but I think it depends on when the axis take the vc back. For example. If and when the axis grab the 6th vc on J10 and the axis loses a vc on I10 and grab a 6th vc back during the G11 turn, then its still a win for the axis. However if it is Japan that needs to grab the vc back, then you are right. Basically the vc win condition checks if you have the required amount of vc to win the game and checks if you still have it when it is your next turn with that country. Might be wrong, but I think this is the way it is.
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Please see my answer in the FAQ thread
When the Axis have met victory conditions, to win, they must maintain that number of cities or more in that theater AT ALL TIMES for a complete round of play
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Please see my answer in the FAQ thread
When the Axis have met victory conditions, to win, they must maintain that number of cities or more in that theater AT ALL TIMES for a complete round of play
ts
can you post a link to you response?
the ambiguity is if is the allies snatch a VC back if only for a turn during a round. Example: Ger gets 8 on its turn, USA takes 1 back, Italy gets it back – my understanding (now) is that this resets the Victory condition. So The Axis would have to hold the 8 VCs until Italy’s next turn.
That is correct, right?
The rule book actually I think is too clear on that and could use an example to illustrate that.
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Please see my answer in the FAQ thread
When the Axis have met victory conditions, to win, they must maintain that number of cities or more in that theater AT ALL TIMES for a complete round of play
Right but a complete round of play from what? The beginning of the round, or the turn in the round that the 8 or 6 were taken?
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Please see my answer in the FAQ thread
When the Axis have met victory conditions, to win, they must maintain that number of cities or more in that theater AT ALL TIMES for a complete round of play
Right but a complete round of play from what? The beginning of the round, or the turn in the round that the 8 or 6 were taken?
This very frustrating:
So, the rule is this:
The axis must hold 8 or 6, VCs depending on the theater, from the time an Axis power takes the final requisite VC and first meets the condition until that power moves again for the Axis to win without losing any of the necessary VCs between that time.
Right?
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Yes
Please see my answer in the FAQ thread
When the Axis have met victory conditions, to win, they must maintain that number of cities or more in that theater AT ALL TIMES for a complete round of play
Right but a complete round of play from what? The beginning of the round, or the turn in the round that the 8 or 6 were taken?
This very frustrating:
So, the rule is this:
The axis must hold 8 or 6, VCs depending on the theater, from the time an Axis power takes the final requisite VC and first meets the condition until that power moves again for the Axis to win without losing any of the necessary VCs between that time.
Right?
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I didn’t mean an old response to the FAQ thread. I responded to your question today in the FAQ thread, and I was directing you to go see that.
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I didn’t mean an old response to the FAQ thread. I responded to your question today in the FAQ thread, and I was directing you to go see that.
AH, good. THanks!
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Can someone clarify the league rule for bidding placement for me? The rules clearly state that bids can only be placed in a territory or SZ that already has a unit from that power. However, I see several league games that start with an ANZAC infantry in New Guinea. What gives?
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It is not a league rule, it is a default.
That way, if players don’t agree, there is a standard. Also, players don’t have to specify the guidelines they want to play by every time, because there is a default.
Upon mutual agreement, players can play pretty much however they want - whatever house rules they want, for example.
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It is not a league rule, it is a default.
That way, if players don’t agree, there is a standard. Also, players don’t have to specify the guidelines they want to play by every time, because there is a default.
Upon mutual agreement, players can play pretty much however they want - whatever house rules they want, for example.
So if I want a game where each nation doesn’t have its own capital, but starts elsewhere. That is possible? :P
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Yes. Is that the craziest thing you could come up with ? :-)
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Is it not the rule/custom that if there is an “over roll” that you subtract from the dice results from the right?
Thanks
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That is the method many players use, but there is no rule or official statement. It should be established with your opponent.
Do you need a moderator?





