@GeneralDisarray Game History
Round: 1 Bid Purchase - Germans Germans buy 1 artillery and 1 submarine; 0 PU unused Bid Placement - Germans 1 submarine placed in 120 Sea Zone 1 artillery placed in Holland Belgium Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 transport; 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 2 submarines moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 127 Sea Zone 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 fighter moved from Norway to 114 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters moved from Western Germany to 113 Sea Zone 3 tactical_bombers moved from Western Germany to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 tactical_bomber moved from Western Germany to Normandy Bordeaux 1 armour moved from Holland Belgium to Normandy Bordeaux 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 artillery, 3 infantry and 2 mech_infantrys moved from Western Germany to France 3 armour and 3 mech_infantrys moved from Austria to France 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 fighter moved from Poland to Yugoslavia 1 artillery moved from Holland Belgium to Normandy Bordeaux 2 armour, 2 artilleries and 3 infantry moved from Holland Belgium to France Combat - Germans Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport British win with 1 transport remaining. Battle score for attacker is -4 Casualties for Germans: 2 submarines Casualties for British: 1 destroyer Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 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, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 34 Casualties for French: 1 cruiser Casualties for Germans: 1 submarine Casualties for British: 1 battleship and 1 cruiser 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 Germans win with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber remaining. Battle score for attacker is 37 Casualties for British: 1 battleship, 1 cruiser and 1 destroyer 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 8 infantry remaining. Battle score for attacker is 12 Casualties for Germans: 1 infantry Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 tactical_bomber 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 tactical_bomber remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in France Germans attack with 5 armour, 3 artilleries, 6 infantry and 5 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, 2 artilleries and 5 mech_infantrys remaining. Battle score for attacker is 31 Casualties for Germans: 1 artillery 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 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 fighter moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 tactical_bomber moved from Normandy Bordeaux to Western Germany 1 aaGun moved from Western Germany to France 1 aaGun moved from Holland Belgium to Normandy Bordeaux 2 aaGuns, 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 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 2 infantry moved from Norway to Finland 1 aaGun moved from Western Germany to 115 Sea Zone 1 infantry moved from Denmark to 115 Sea Zone 1 aaGun and 1 infantry moved from 115 Sea Zone to Norway 1 infantry moved from Denmark to Western Germany Place Units - Germans 1 carrier, 1 destroyer and 1 transport placed in 115 Sea Zone 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 PUs2014 G40 league rules
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The relative skill level does make a huge difference in weighting how much luck is involved. If I played against a clone of myself, the game would be 100% luck, since there would be no strategic advantage for either side. Whereas an inexperienced player needs tremendous luck to beat a high-level opponent.
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luck (or as is true in Infrastructure’s case, the lack thereof) creates the need for strategy modifications.
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If I live infinitely all the luck will balance out right? Or does it carry over into the next life? Or does luck not exist and it is all fate? Destiny? Destiny’s Child?
“I dont know I cant figure it all out tonight, I just want to hang with your daughter.”
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Proverbs 16:33 :-o
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I knew my questioning of the reasons for the deuteronomists writing the new testament was going to come back to haunt me. But why! Why does it have to be in Axis and Allies?!?!?!?!
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?? Proverbs is OT and is attributed to King Solomon…
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my bad. misquoting the books of the bible is probably the reason for my latest rash of bad luck…
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Morning all. I wanted to say that I will start playing another League game very soon. I just prefer the stress free camaraderie playing among friends, especially team games. Did not want you to think I had forgotten I am in the League.
I am also very aware that I am not and should not be in Tier 1. I will lose my next game and be put in my rightful place! Should be soon, as I have an opponent lined up. Leo -
How do you know it’s morning when they read your post, wittman? eh? :P
Sorry, in a sarcastic mood this very fine 8th of May.
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@Cmdr:
How do you know it’s morning when they read your post, wittman? eh? :P
Sorry, in a sarcastic mood this very fine 8th of May.
Doesn’t everyone wake up and check the forum first?
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Nope, only those of us who are in need of a support group for our addictions. =^_^=
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@wittmann:
I am also very aware that I am not and should not be in Tier 1. I will lose my next game and be put in my rightful place! Should be soon, as I have an opponent lined up. Leo
You are barely tier 1 at the minimum 3.50, and Points per game/ratings often aren’t very accurate until you’ve completed about 5-6 games… If you are going to lose your next game, yes your PPG will drop quite a bit :-)
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@wittmann:
Doesn’t everyone wake up and check the forum first?
I know I do!
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I realise, thank you Gamerman. Never expected to be a 1. Was a shock.
I know my limitations, make errors and play very conservatively.
I am unable to think out of the box and know many players moves would throw and confuse me. -
Sleazy exploitation of rule:
Park UK dd off Hainan amidst Japanese fleet to prevent from loading J2 or 3.
The US is precluded from moving dd next to J terr. UK and Anzac should also be restricted.
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@wittmann:
I realise, thank you Gamerman. Never expected to be a 1. Was a shock.
I know my limitations, make errors and play very conservatively.
I am unable to think out of the box and know many players moves would throw and confuse me.beware this humble wittmann… :wink:
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Sleazy exploitation of rule:
Park UK dd off Hainan amidst Japanese fleet to prevent from loading J2 or 3.
The US is precluded from moving dd next to J terr. UK and Anzac should also be restricted.
It’s a nice trick not every player knows about and should stay. This, strafing and some crazy naval moves giving ships one more range are examples of differences between good and excellent players.
Besides, the Japanese player can easily bypass this by already loading the units before (or not unloading them).
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The move you describe requires the UK to not declare war, and ANZAC to declare war, so it is not without its costs.
UK cannot collect NO, and ANZAC makes unprovoked DOW on Japan, keeping USA out. And as Roboto said, there are things you can do. Like not leaving a mass of transports all in one place and counting on them to be able to load. It is sleazy, and Wheatbeer pulled it against me is how I found out. But he paid a price, and it was more gimmicky than anything.Oh, you also are forfeiting a UK destroyer - even if it hits the Japanese just absorb it without loss
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The move you describe requires the UK to not declare war, and ANZAC to declare war, so it is not without its costs.
UK cannot collect NO, and ANZAC makes unprovoked DOW on Japan, keeping USA out. And as Roboto said, there are things you can do. Like not leaving a mass of transports all in one place and counting on them to be able to load. It is sleazy, and Wheatbeer pulled it against me is how I found out. But he paid a price, and it was more gimmicky than anything.Oh, you also are forfeiting a UK destroyer - even if it hits the Japanese just absorb it without loss
Actually no allied DOW is necessary. If Japan does an unprovoked DOW, the sea zone becomes hostile before the combat move and (by the rules) prevents the load although TripleA will allow it.
Yes, a Japanese player that expects it can just keep the tt’s loaded - if they know about it. It is gimmicky and a bit sleazy, but I’m not above using it myself so long as it exists so meh. Although I’d feel much better about using it if there was a clear example about that scenario in the rules.
Be aware that TripleA does allow Japan to load and move tt’s in this scenario, so if you pull it on an unknowing newbie and they just load/move out of it, expect a long debate and maybe some bad blood with rolling back that turn.
Caveat: Karl did just pull this stunt on me. I sort of knew about it but never seen anyone actually do it, so I’d count myself as unsuspecting rather than unknowing. I walked into it so it’s my own fault. No worries, my Japan game needed a little creativity anyhow.
…and he did just trap a sizable Japanese force on the mainland that he has to deal with - heh
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No, there is an exception for when you first declare war. See page #12, blue side bar, last part of first paragraph.
This sleazy move requires an unprovoked DOW by ANZAC





