Game History
Round: 1 Purchase Units - Germans Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France 3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France 3 armour moved from Greater Southern Germany to France 1 battleship moved from 113 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 fighter moved from Holland Belgium to 111 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 infantry moved from Romania to Yugoslavia 1 armour moved from Romania to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia 2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 tactical_bomber moved from Poland to Yugoslavia Combat - Germans Battle in France Germans attack with 6 armour, 3 artilleries, 7 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 6 armour, 3 artilleries, 1 infantry and 4 mech_infantrys remaining. Battle score for attacker is 35 Casualties for Germans: 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Germans: 2 infantry Casualties for Neutral_Allies: 5 infantry Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6 Casualties for Germans: 1 submarine Battle in 111 Sea Zone Germans attack with 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 1 fighter and 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 110 Sea Zone Germans attack with 1 battleship, 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 32 Casualties for Germans: 2 submarines Casualties for British: 1 battleship and 1 cruiser Casualties for French: 1 cruiser 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 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Southern Italy 3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Slovakia Hungary 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 bomber moved from 111 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 1 aaGun moved from Western Germany to Holland Belgium 1 fighter moved from 111 Sea Zone to Western Germany 2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Holland Belgium 1 transport moved from 114 Sea Zone to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 2 infantry and 1 transport moved from 113 Sea Zone to 114 Sea Zone 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from Poland to Slovakia Hungary 1 tactical_bomber moved from 111 Sea Zone to Western Germany 1 tactical_bomber moved from 111 Sea Zone to Western Germany Place Units - Germans 6 artilleries and 2 infantry placed in Germany Turn Complete - Germans Germans collect 39 PUs; end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUsLeague Rule Changes for 2014 AAG40 2.0
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Thanks, Matt
I think the current system is working well - PPG very accurately reflects the skill of a player after about 10 games too.
I don’t know what you meant by “four players were removed from the top.” Do you mean the highest 4 in win %? They do not qualify for the playoffs because they don’t have 8 games played. If any of them finish 8 games and go 8-0 or 7-1 they will in fact be in the playoff.
Also, this is definitely the last time win% will ever matter for playoff qualification. Next year will be by PPG. -
I feel that it is best to use the big tent approach for standard league play and only restrict the rules for playoffs. For standard league play, you can choose to play someone or not. For playoffs, you either participate or you give up your seat - you have no choice who you play.
So for standard league play, I would say that the following options are okay, as long as both players agree PRIOR to the start of the game, and it is clearly listed in the opening post:
- Technology can be in play (default is no technology.)
- Low Luck can be the method of play for ALL dice (default is actual dice server results.)
** Submarines MUST be rolled separately in LL - not sure if AAA does that or not.
I’d love for there to be technology tokens, but I don’t know how the community would feel about it. Again, good with it, or without it!
I am also good with using the inhouse dicey or tripleA and I would leave choice of which up to the player in question.
Playoffs have to be most stringent to make them more universal.
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Well while you’re correct about the fact that LL does not change the game entirely, I don’t agree 100% with you PGMatt.
Yes, the majority of the game remains the same. But the option “LL or regular” is altering the game much more than the option of “tech or no tech”.
So yes, it will attract more people because there are MANY people who like LL games. On the other hand there will be some few, who will quit the league. Overall, I expect to see a rise in players, although that’s just speculation.
I’d not go as far as arathorn, staying out of the league if LL is allowed. But I’d vote against it, if my opinion is of any worth.
I think that ultimately it doesn’t matter. If say player X and Y decide to play a game at low luck. How does that affect your enjoyment of the game. Also ultimately it doesn’t really matter. Fact of the matter is that there will be enough players to do both ways.
Yep, your words make sense.
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@Cmdr:
I’d love for there to be technology tokens, but I don’t know how the community would feel about it. Again, good with it, or without it!
Default for playing with tech is no tokens because that’s the rule book rule, however
Playing tech with tokens is a perfectly acceptable option for league players as well.
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That’s why I am good with LL play in League. HOWEVER, playoffs will have to be played ADS so that all games are equal.
I would prefer to even have a set bid amount (take all the games from April 1 to Oct 1, average the bid and that’s the standard playoff bid) so even that is static. You could still place it as you see fit…just an opinion here.
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Please review my draft if you haven’t already, Jennifer
I’m gonna have to veto the static bid idea, sorry
I’m confident a majority of the league would agree with me. -
Just to clarify, I was thinking static bid for the playoffs. But it was just an idea.
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LL will continue to NOT be the default
However, LL will be allowed in the 2014 league if both players want to play it.
This means that no player will EVER be forced to play LL against their will, so as Soulblighter said, it will not affect any current “ADS” or “regular dice” player’s enjoyment or experience in the league.I do agree with Arathorn that it is apples and oranges. I do not see much benefit in banning low luck from the league, though.
Well said and totally agree! I guess the same would apply for Tech?
Please review my draft if you haven’t already, Jennifer
I’m gonna have to veto the static bid idea, sorry
I’m confident a majority of the league would agree with me.Sorry if I overlooked it, where can I find your draft?
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Since I’ve not seen anyone so far who’s in favor of the 6VC rule in the Pacific, wouldn’t it be wise to change that rule for our 2014 league?
Victory conditions:
Axis Victory: 8 European Victory Cities OR 3 out of (Sydney, Calcutta, Honolulu, San Fransisco). Maintain control of one of their own capitals.
Allied Victory: Berlin and Rome and Japan are under allied control and allies maintain control of one of their own capitals.It’s not such a big change and keeps it simple, but has great effects. USA will not be forced to spend very early, very much IPC to prevent a fast Japanese Victory. It opens up the option of spending Atlantic first to pressure Germany.
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Since I’ve not seen anyone so far who’s in favor of the 6VC rule in the Pacific, wouldn’t it be wise to change that rule for our 2014 league?
Victory conditions:
Axis Victory: 8 European Victory Cities OR 3 out of (Sydney, Calcutta, Honolulu, San Fransisco). Maintain control of one of their own capitals.
Allied Victory: Berlin and Rome and Japan are under allied control and allies maintain control of one of their own capitals.It’s not such a big change and keeps it simple, but has great effects. USA will not be forced to spend very early, very much IPC to prevent a fast Japanese Victory. It opens up the option of spending Atlantic first to pressure Germany.
most people do not say when they are in favour of the status quo.
i have not seen anyone in favour of keeping germany as a playable power. this does not mean that everyone thinks the game would be better without playing germany.
coincidentally, i just started a topic about why global 1940 is so great. and i believe the most important change was the victory conditions.
http://www.axisandallies.org/forums/index.php?topic=32258.0 -
Since I’ve not seen anyone so far who’s in favor of the 6VC rule in the Pacific, wouldn’t it be wise to change that rule for our 2014 league?
Victory conditions:
Axis Victory: 8 European Victory Cities OR 3 out of (Sydney, Calcutta, Honolulu, San Fransisco). Maintain control of one of their own capitals.
Allied Victory: Berlin and Rome and Japan are under allied control and allies maintain control of one of their own capitals.It’s not such a big change and keeps it simple, but has great effects. USA will not be forced to spend very early, very much IPC to prevent a fast Japanese Victory. It opens up the option of spending Atlantic first to pressure Germany.
most people do not say when they are in favour of the status quo.
i have not seen anyone in favour of keeping germany as a playable power. this does not mean that everyone thinks the game would be better without playing germany.
coincidentally, i just started a topic about why global 1940 is so great. and i believe the most important change was the victory conditions.
http://www.axisandallies.org/forums/index.php?topic=32258.0i do think the VC conditions were an improvement. i just need to investigate further to see if it doesn’t break down in the later rounds. i think there should possibly be some penalty for the axis losing VC’s in one theater to gain them in the other and achieve the victory.
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I think we should stick with the rulebook for league play, so no change in victory conditions for 2014. Thanks for the idea.
When the new and improved house rule version is finished, it will be a separate “special”, if you will, league. So that the 2nd edition G40 game by the rule book will always be available for league play.
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I think the VCs are incorrect for victory, to be honest. How to fix them I am not sure, I just know it does not really work well - like the old M84 rule.
ATM, I like get the right number of VCs but you MUST either have W. USA for victory in the Pacific OR London, Moscow or Washington D.C. for victory in Europe. I just don’t see Stalin, Churchill and Roosevelt saying “we surrender, Hitler got Cairo!” you know?
Besides, requiring a capitol is more like previous versions of Axis and Allies.
That said, I don’t personally have a problem requiring global domination to declare a winner in your G40 league games, but it might be safer to just say “standard victory conditions as per rule books” to prevent arguments.
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Since I’ve not seen anyone so far who’s in favor of the 6VC rule in the Pacific, wouldn’t it be wise to change that rule for our 2014 league?
Victory conditions:
Axis Victory: 8 European Victory Cities OR 3 out of (Sydney, Calcutta, Honolulu, San Fransisco). Maintain control of one of their own capitals.
Allied Victory: Berlin and Rome and Japan are under allied control and allies maintain control of one of their own capitals.It’s not such a big change and keeps it simple, but has great effects. USA will not be forced to spend very early, very much IPC to prevent a fast Japanese Victory. It opens up the option of spending Atlantic first to pressure Germany.
most people do not say when they are in favour of the status quo.
i have not seen anyone in favour of keeping germany as a playable power. this does not mean that everyone thinks the game would be better without playing germany.
coincidentally, i just started a topic about why global 1940 is so great. and i believe the most important change was the victory conditions.
http://www.axisandallies.org/forums/index.php?topic=32258.0Yeah I expressed myself very poorly here.
I was talking about discussions that were regarded specifically to the victory conditions. I’ve seen a lot of people argue that the Japanese victory condition is lackluster (Have a look at the thread “cheesiest things in global 1940” (http://www.axisandallies.org/forums/index.php?topic=32187.0).





