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 PUs2012 - AAG40 League Rules
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2012 Axis and Allies Global 1940 League Rules.
1 - Anyone can join at anytime
2 - You may play anyone in the league, but only a max of 2 games per opponent will count in standings. League games must be declared a League game (in thread title or League forum) prior to the start of the game.
2a - Tiebraker. You may play a person a third time if your first two games were split (1-1) and this third game would count in the standings. (Note: it will be impossible to be 3-0 or 0-3 against any one player).
3 - You must play at least 8 games against 6 different opponents to be eligible for the playoffs.
3a (Major League) - If 4 or more players end up playing 14 games (in the league) or more then a separate grouping and playoff schedule will be created for these players.
Minor League (8 to 13 games played)
Major League (14+ games played)4 - Game & rules default - AA40 Alpha +3 (as posted on or prior to 24 December, 2011), ADS, NO’s, No Tech, 8 Europe or 6 Pacific VC win, Auction Bid.
4a - Tech - Tech is allowed in every game if you and your opponent agree to Tech prior to bidding. To avoid confusion please notate +Tech in the first post of the game thread if this is the case.
4b - Bidding - You will be bidding for the Axis.
An Auction style of bidding will be used. Players may announce their desired bid in IPCs while trying to find an opponent. Any player can accept the bid or attempt to negotiate the bid up or down until an agreement is reached. The ipcs can then be spent on units (full placement).
If both players bid the same (or cannot agree on a bid) the sides are chosen by random by the bid server or a random in-house dice roll.
Standard bid placement rules apply for all bids. (Same as previous leagues)
Negative bids translate into bids for allied units, no units may be bid to be “removed” from the initial setup5 - Posting Schedule
5a - Time Limits - There is a 72 hour time limit per move. However, play can be paused for a total of 21 days, for whatever reason, without penalty by simply posting the need for a vacation. Please specify the duration of your absence in your game.
5b - Weekend Players. If you can only play on the weekend or on certain days, please state so when you are looking for an opponent. (This is an exception to the 72 hour rule, requires one game round to be played at least every 144 hours!)
5c - 72 hr warnings: If 72 hrs goes by and no post from your opponent simply post “bump”, which creates the �warning�. (Note: only post “bump” in your warnings to make it clear you are issuing a warning. Do not add any small talk or other game talk in your warning post.)
5d � �Bump� warning and consequences � Each “bump” warning resets the clock for another 72 hrs. However, on the 4th “bump” warning the offending player will be disqualified and declared the loser for that game. (Note: You get only 3 warnings per game.) You must post the warning when it happens (or before the next move has been made by your opponent). Enforcement is left entirely up to the players. However, you cannot retroactively issue a “bump” warning. (For example, if the game is in round 8 you cannot go back and issue a warning that occured in round 7). “Bump” warnings can be issued for posting of partial turns (ie someone only posted their purchases), OOL requests, map questions, etc. But they follow the same 72 hr requirement.
NOTE: I have found that some members are having issues getting blocked as spammers for posting only the word “bump”, if you are concerned about this, you may replace this statement with the phrase “please post your next round” and it will be considered a warning.5e - If a turn is not posted within 9 days of either the previous turn post or the end of a predetermined “vacation”, then the player failing to post may be declared in default and lose the game
6 - Losing Players are responsible to post results (in result thread). Post winner and loser.
6a - If the losing player has not posted a result within 72 hours of the game being closed the winner may post the result and a link to the game.
7a - The Regular Season for each league will start on Jan. 1 and end on Nov. 1 and the standings will then be posted. Games must be completed prior to this date in order to be counted for the 2012 season.
7b - Any games in progress that are completed after this date will be eligible to count for the next league (2013) assuming league rules remain the same or are similar.
7c � 2012 Playoffs begin Nov 2nd
7d � 2013 season begins Nov 2nd
8 - End of the Season games. Per rule (7b), all games that finish after Nov. 1 will be carried over to the next season.
EXCEPTION: If at any time during the season both players agreed that their game will end prior to the end of the season (and neither player is willing to concede at the end of the year) then the following system will be used to determine a winner on the last day of the season (Please note play would need to continue up to that point due to the 72 hr rule):
- 1) Each Victory City will count as 3 Points
- 2) Each National Objective will count as 3 Points
- 3) If technology is in play, each technological break through will count as 1 Point
- 4) Total value of all units + total income for each side will be tabulated and for each 100 IPC, 1 Point will be awarded.
- 5) The player with the most “points” will be declared the winner.
There will be no negotiation. Period.9 - Scoring/Playoffs
The top four players, with the best winning percentages (Must complete at least 8 games) will advance to the playoffs.
If there is a tie between any players then the tie will be broken by:
1 - head to head play
2 - Total wins
3 � strength of schedule � Player Z�s opponents winning percentage was 80%, Player A�s opponents winning percentage was 20%. Player Z advances.The single elimination, playoff game default format will be a game setup of 41� w/ADS, N.O.'s, NO Tech, 14 VC, full bid placement. If 4 or more players play 14 or more games a separate playoff schedule will be created for these players.
League Moderators
Commander Jennifer
DarthMaximus
JWW
Special Memo: Thank you Darth for giving me permission to copy/paste/edit your Anniversary league rules for the Global league rules.
Should Larry Harris post an Alpha +4 or other significant change during the league season I will sit down with the current league leaders and determine if the changes are sufficient to be incorporated or if the old rule set will apply. However, it is my belief - based on discussions on his website - that he wants a final version released in time for Christmas this year.
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As for right now, all league games assume Alpha +3 rules, as posted on Larry Harris’ board. (http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6149)
If both players agree, and post their agreement in the game thread, Alpha +2 rules will be permitted.
League games can start at anytime as of this posting. I would prefer if the player who lost the game posts in the result’s thread, if at all possible.
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I’m interested in the AAG40 league-is there someplace to sign up-is there a list of players in the league?-fighter pilot 48
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@fighter:
I’m interested in the AAG40 league-is there someplace to sign up-is there a list of players in the league?-fighter pilot 48
No sign-ups required. Find someone to play who wants to play a rated game (as in your wins and losses will be recorded) and have at it!
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So is this happening? Is there a game thread?
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So is this happening? Is there a game thread?
Do we need another thread? Just start a game with someone in the League forum and preface it AAG40-League or whatever so we know.
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Didn’t see a “find opponents” and hadn’t seen a game started… just curious.
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I need a ruling on a Karl7 v. Jimi101 move issue.
I as Japan mistakenly posted an incomplete map missing some ncm and all my placements. (I think I failed to save the map before I posted so it did not pick up all my moves.) Anyhow, Jimi as the US went and made an important attack against Japanese fleet. The US did not do well, but before the end of the battle I noticed the map was wrong.
The issue is does the battle stand as is because the US wants to go on to conduct the sea battle despite the map changes, i.e. the corrected map made no difference to Jimi’s combat moves, or does he get to redo all his combat moves and combats, basically gets a rerole of the battle.
Obviously if the rule is that if player A posts a incomplete/incorrect map then player B gets to redo all combat moves and all combat, player B will look for and exploit any mistake on A’s map, no matter how minor, to justify redoing unfavorable battles.
I think the rule should be:
If player A posts an incomplete/incorrect map but did post his complete moves but player B makes his cms and conducts combat based upon A’s map, then B may redo cms and conduct new combat unless the new cms would result on a battle identical in unit composition to a battle conducted prior to the realization of the incorrect map.
ruling?
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Since Jim is bringing an extra submarine to the engagement - in response to your corrected map, I am ruling that he may reroll any battles where the number of units defending changed and any battle that he has to draw units from to respond to the corrected map. Any other battles stand.
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Where do we post results?
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Can bids be saved if there is a remainder, or is the remainder lost?
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Soo … no answer to the question?
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@Vance:
Where do we post results?
We can post results here.
Can bids be saved if there is a remainder, or is the remainder lost?
Normal bidding rules apply. You may save the unspent IPC for your next round’s purchases.
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Question Re: Scramble
When an enemy conducts amphibious assault into your province that neighbors another of your provinces with an airbase you can scramble against the invasion fleet.
Can the attacker dedicate air units or other sea units like aircraft carriers and destroyers to the sea zone of the amphibious invasion to ward off the scramble even though their movement would not result in a combat situation? I think the movement rules are explicitly clear on this:
“However, units can’t end their movement in friendly spaces during combat… except units that will be participating in an amphibious assault…â€
Air units, destroyers, and aircraft carriers not in the amphibious assault would violate that rule I think.
Ruling?
I ask because I got on the wrong side of this as Germany trying to invade Leningrad by sea.
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never mind, I got the answer… which was conveniently enough in the rules clarification… :-P
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If at all possible, could we get some guidelines concerning the layout for Forum games using ABattlemap?
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result: Spoox(allies) over Karl7(Axis) – Karl7 concedes round 7 after Anzac
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result: Spoox(allies) over Karl7(Axis) – Karl7 concedes round 7 after Anzac
I believe, sir, that you are in the wrong thread :)
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Cmd Jennifer stated we post results here…. :?





