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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not sure, maybe, but then it gets into a question of, did your opponent really want to retreat, or did he get bad results and then claim he wanted to retreat, blaming it on the triplea bug? i mean, i like to believe no one would exploit it like that, but you can see how it can get problematic.
Thanks for the warning, dominion,
a player can still save it, and then use edit mode if it happens to them, right? -
Wait, you’re saying you don’t even get a prompt to continue, so if there’s no casualty choice, nothing to stop it? I’ve been using .7 with no incident yet, but that’s not saying much
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well there’s casualty choice, but then it doesn’t stop to ask whether you want to retreat. it’ll just go straight to rolling for the next round of combat.
Wait, you’re saying you don’t even get a prompt to continue, so if there’s no casualty choice, nothing to stop it? I’ve been using .7 with no incident yet, but that’s not saying much
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Yeah, so if the defense whiffs, you can’t stop it from rolling the next offensive round? That’s terrible - I guess I should test it….
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Yeah, that’s weird, it’s like it displays the casualty choice window an extra time instead of the continue / retreat window.
I could only reproduce it when starting a new game, when I did a test using an existing game save (from the previous version), it worked fine. So it may only affect games started with the new version.
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I had it happen to me in my game with MakeMaps on G1 when I wanted to “hit and run” in SZ111.
http://www.axisandallies.org/forums/index.php?topic=36453.0
I didn’t test it with the older engine. I actually assumed the glitch was sub related as it gave me the option to dive subs, and then skipped the general retreat. The game was created using the .7 engine as far as I remember.
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@PGMatt:
I had it happen to me in my game with MakeMaps on G1 when I wanted to “hit and run” in SZ111.
http://www.axisandallies.org/forums/index.php?topic=36453.0
I didn’t test it with the older engine. I actually assumed the glitch was sub related as it gave me the option to dive subs, and then skipped the general retreat. The game was created using the .7 engine as far as I remember.
I’m running .7, so yes.
Time to load up .5 I suppose.
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Gameraman do you have a breakdown somewhere in your records of tier E vs E allied/axis Win Loss ratios? Would you have the same for 1 vs 1 etc?? Just curious, I love playing the allies, I find it quite challenging w/so many decisions to make vs axis play but beating comperable level players is very difficult at best.
Also, along the same lines, in the last 2 years of global, in the playoffs, what is the W/L ratio for the allies versus the axis players?
If you don’t have this info easily available don’t worry about it. Thanks for all that you do here!
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You bet, JWW, that will be interesting info for everyone and will only take me a few minutes, so I’ll provide it here.
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OK, I don’t have last year’s league Axis vs. Allies, and it would be tedious to find them….
This year, there’s one game I haven’t found (Bold vs. Ghost)
Ghost beat Bold with Axis and Allies both this year, so I’m not sure which is the playoff gameIn this year’s playoffs, it’s Axis - 3, Allies - 2
without Bold vs. Ghost. It’s looking real good for the Axis in the championship game :-)However, I can tell you 3 of last year’s playoff games out of 7, because they were mine.
I won with Axis in the first round, then Allies in the semis and then again in the finalsThis year regular season, I come up with…
Axis - 18
Allies - 10
That’s current tier E, head to head -
I have concluded some time earlier this year that for a 50/50 chance, the Allies need a bid North of 21
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I think the “new” victory conditions that allow the Axis to win in either theater is the culprit. Without it, the Allies are favored heavily, but with it, the Axis are favored heavily (I mean with 0 bid).
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I also looked at Tier 1 players’ wins against Tier 1 or Tier E
Tier 1 has 14 wins with Axis against Tier E and Tier 1, compared to only
6 wins using the Allies.I’ll check tier 2 also - this is fascinating
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Axis wins vs. Allied wins by Tier 2 players against Tier 2 or better
19-11
Folks, we are bidding too low to take Allies, on average….
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So, 18-10 for tier E 1.8X
14-6 for tier 1 2.3X
19-11 for tier 2 1.7XI think it’s amazing it’s that consistent. You are almost twice as likely to win with the Axis even after allowing a what, 16-22 bid?
Maybe we should be starting to bid at 25 and bid up.
Player 1 - I’ll take the Axis and give you 25.
Player 2 - No, I’ll take the Axis and give you 26 -
Is there any good way to place a bid of around 20-25 to hinder Japan significantly? From what I’ve seen, most bids are used against Italy and maybe Germany.
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2 Siberian bombers to sink the transport in z20?
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Better off bidding 1 inf to Yunnan and 1 fig to Russia to have a Yunnan stack before Japan’s first turn. NG inf, Burma mech and Amur art are effective as well.
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I think the “new” victory conditions that allow the Axis to win in either theater is the culprit. Without it, the Allies are favored heavily, but with it, the Axis are favored heavily (I mean with 0 bid).
It certainly makes a difference, but it’s a good change in terms of gameplay.
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The Allies should have a victory condition that doesn’t take forever to achieve.





