2014 G40 league rules


  • The latest FAQ clarifies that you may COMBAT MOVE whatever ships you want, away from a zone to avoid combat even if it’s not a hostile zone (only has subs/transports).

    HOWEVER, it is important to note that it is a combat move away from the zone to avoid combat, so just as if the zone were hostile (surface warships), you CANNOT load up transports unless they are doing an amphibious assault this turn, and since ships are moved in the combat movement phase, they cannot do anything in the non-combat movement phase (transports will not be able to load/unload in the non-combat movement phase)

    If you have any questions, please ask.
    League games are played by the rulebook and official FAQ/errata, and the official FAQ was amended recently for the unintended rulebook wording that only allowed you to make a combat move that did not result in combat (escaping combat) from HOSTILE sea zones so that you can now also escape combat in non-hostile sea zones.

    It should be noted that many of the implications of escaping combat still exist (If you noncom subs into an enemy fleet, they still won’t be able to attack your subs and also use the transports in non-com - can only make amphibious assaults with them).
    The only unintended portion of the rulebook per Krieghund, is the specification that the zone be HOSTILE.


  • There used to be a file that mentioned all the situations that require a dice to be rolled on the forum, but I can’t seem ton find it.


  • A Triple A bug has been fixed since then (subs firing at wrong time)

    But still, good idea to roll mixed fleet battles on the forum, or with various tech situations (rockets, paratroopers).  Reviewing the Triple A problems spreadsheet list may alert you to some situations where you should roll dice on the forum…


  • @Gamerman01:

    A Triple A bug has been fixed since then (subs firing at wrong time)

    But still, good idea to roll mixed fleet battles on the forum, or with various tech situations (rockets, paratroopers).  Reviewing the Triple A problems spreadsheet list may alert you to some situations where you should roll dice on the forum…

    But where is the spreadsheet :P?


  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    Ok, I am officially asking for a change to the league rules.  As has happened to all of us, I just had a game where the Axis (me) got killed round 1 – typical stuff with Germany losing its planes and Italy getting totally destroyed etc.  No crazy battles, just dice running away.

    While it is “possible” for the Axis to recover, the game is designed so that the Axis can leverage their better units to make up the economic ground before the Allies can bring their economic weight to bear.  This obviously won’t likely happen if the Axis lose their good units right out of the gate.

    So here is my proposed rule change:

    At the end of the first round in a league game, the Axis player only may declare a redo for the first round, and the game is restarted from the beginning of Germany’s turn. This may be done only once per game. Once the redo is used, the Axis play must continue or concede. If a redo is opted for, the Allies automatically receive +5 to their bid and may place their bid before the German turn.

    Gamerman criticized this idea on the grounds that it would give license to players to do crazy stuff. But I think this would be minimized by the fact that only the Axis can declare a redo and there really aren’t any “crazy” game altering moves the Axis can do R1 they already aren’t committed to.  Sure Japan could try to capture Hawaii R1 or Italy capture Cairo R1, but the reality is the Axis R1 is pretty set.

    Thoughts?


  • @Karl7:

    Ok, I am officially asking for a change to the league rules.  As has happened to all of us, I just had a game where the Axis (me) got killed round 1 – typical stuff with Germany losing its planes and Italy getting totally destroyed etc.  No crazy battles, just dice running away.

    While it is “possible” for the Axis to recover, the game is designed so that the Axis can leverage their better units to make up the economic ground before the Allies can bring their economic weight to bear.  This obviously won’t likely happen if the Axis lose their good units right out of the gate.

    So here is my proposed rule change:

    At the end of the first round in a league game, the Axis player only may declare a redo for the first round, and the game is restarted from the beginning of Germany’s turn. This may be done only once per game. Once the redo is used, the Axis play must continue or concede. If a redo is opted for, the Allies automatically receive +5 to their bid and may place their bid before the German turn.

    Gamerman criticized this idea on the grounds that it would give license to players to do crazy stuff. But I think this would be minimized by the fact that only the Axis can declare a redo and there really aren’t any “crazy” game altering moves the Axis can do R1 they already aren’t committed to.  Sure Japan could try to capture Hawaii R1 or Italy capture Cairo R1, but the reality is the Axis R1 is pretty set.

    Thoughts?

    What about giving each nation a re-roll option that can only be used during the first turn of the game (defense or offense). This may solve the problem as well and honestly it is a lot easier to keep track off.

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    @Soulblighter:

    @Karl7:

    Ok, I am officially asking for a change to the league rules.  As has happened to all of us, I just had a game where the Axis (me) got killed round 1 – typical stuff with Germany losing its planes and Italy getting totally destroyed etc.  No crazy battles, just dice running away.

    While it is “possible” for the Axis to recover, the game is designed so that the Axis can leverage their better units to make up the economic ground before the Allies can bring their economic weight to bear.  This obviously won’t likely happen if the Axis lose their good units right out of the gate.

    So here is my proposed rule change:

    At the end of the first round in a league game, the Axis player only may declare a redo for the first round, and the game is restarted from the beginning of Germany’s turn. This may be done only once per game. Once the redo is used, the Axis play must continue or concede. If a redo is opted for, the Allies automatically receive +5 to their bid and may place their bid before the German turn.

    Gamerman criticized this idea on the grounds that it would give license to players to do crazy stuff. But I think this would be minimized by the fact that only the Axis can declare a redo and there really aren’t any “crazy” game altering moves the Axis can do R1 they already aren’t committed to.  Sure Japan could try to capture Hawaii R1 or Italy capture Cairo R1, but the reality is the Axis R1 is pretty set.

    Thoughts?

    What about giving each nation a re-roll option that can only be used during the first turn of the game (defense or offense). This may solve the problem as well and honestly it is a lot easier to keep track off.

    that’s not a bad idea


  • Just make an agreement with your opponent before starting.

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    @Gamerman01:

    Just make an agreement with your opponent before starting.

    not many would, I think. Or at least that is my experience.  Most players like it up or down. Even I do. But, when the German air force flies into the sink, you change your mind about that.  Would be good to have a rule you can fall back on when your idealism is checked by the dice.


  • Part of the game, Karl  :cry:

    If you can’t get agreement from individuals, why would I legislate it on everyone?  :-)

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    @Gamerman01:

    Part of the game, Karl  :cry:

    If you can’t get agreement from individuals, why would I legislate it on everyone?  :-)

    Well, there are a lot of rules that some find objectionable. I’m not sure why an idea should not become a rule just because some might not like it or otherwise agree to it face to face in a game.  The rule should have a basis in reason related to the game regardless of whether it is popular.

    That being said, I’m only putting this out there to breath some life into league games.  As an old veteran who’s played only less fewer games than Mr. Roboto (or I guess more if you count my league totals), I can pretty quickly see the writing on the wall if the Axis get killed R1. It’s a real pain in the ass to try to slog on knowing your only hope is the Allies get killed by the dice. Better to get a second crack to set the game up properly.


  • @Karl7:

    @Gamerman01:

    Part of the game, Karl  :cry:

    If you can’t get agreement from individuals, why would I legislate it on everyone?  :-)

    Well, there are a lot of rules that some find objectionable. I’m not sure why an idea should not become a rule just because some might not like it or otherwise agree to it face to face in a game.  The rule should have a basis in reason related to the game regardless of whether it is popular.

    That being said, I’m only putting this out there to breath some life into league games.  As an old veteran who’s played only less fewer games than Mr. Roboto (or I guess more if you count my league totals), I can pretty quickly see the writing on the wall if the Axis get killed R1. It’s a real pain in the ass to try to slog on knowing your only hope is the Allies get killed by the dice. Better to get a second crack to set the game up properly.

    Which is why I am suggesting you see if my earlier suggestion about the re-rolls works. Even if it does, it probably needs some tweaking. Like if you go for normal re-rolls or low luck ones etc. But a re-roll system is something players can more easily agree upon beforehand and its also easier to maintain. Hence the suggestion. Hell for a while players would have a re-roll for each player for a long time on this forum. Personally I think having the option to re-roll for an entire game is to much, but just the first round seems fair.

  • '18 '17 '16 '11 Moderator

    Here’s my thoughts on re-rolls:

    1)  As was said before, you should set that up with your opponent ahead of time.

    2)  It sounds, to me, like you are stretching yourself way too thin and hoping for average to above average dice.  (Why yes, I do believe this was the same advice DM gave me about 10 years ago…)  To me, it sounds like bitter grapes and while it may not be the case, that’s just how I am hearing it.  A phrase that comes to mind is:  “There is no kill like over kill!”  In other words, 70% odds still imply 30% odds of failure and dice are part of the game.

    3)  You can always choose to play a game of Low Luck which will virtually guarantee your round one is without surprises.  You could even hedge your bets and say “Low Luck for Round 1 and attacks on Capitols, ADS for all other battles.”

    4)  You can always concede defeat and start another game.

    Yes it really sucks when the dice hammer you hard.  Just like it really ROCKS when you do amazing that first round.  Why should the axis have the benefit of restarting if the Allies don’t get the same benefit if the dice go really bad for them?


  • Does the heavy bombers tech also influence tactical bombers as I saw them change after I received the tech.


  • @Soulblighter:

    Does the heavy bombers tech also influence tactical bombers as I saw them change after I received the tech.

    Rulebook says:
    @Rulebook:

    6. Heavy Bombers. Your strategic bombers are now heavy bombers. When attacking, whether in a battle or a
    strategic bombing raid, roll two dice for each bomber and select the best result.

    What you may have noticed is a change of the icon for tactical bombers in TripleA when you received the tech.
    But Tacs still roll only one die.

  • '12

    who can remind me, i’m blanking on this at the moment.  what if usa attacks japan and there is a sub in z6.  there is no destroyer attacking, only an escorting acc.  usa intends to ignore the sub and land on japan proper.  japan uses a kamikazi attack on the acc.  does the use of the kami allow the sub to fight, ie no longer be ignored, since combat is occurring?


  • Subs and transports can only be ignored for movement purposes.

    Rulebook is clear that scrambling aircraft forces a sea battle and then subs cannot be ignored.
    I read the kamikaze rule and it is silent on the issue, but states that kamikazes are resolved “before any combat begins”, implying that it is not considered normal combat.

    So logically it would appear that kamikazes do not force a sea battle in the way that scrambling does, however, I seem to recall that they actually do.  You shouldn’t have asked this question in the 2014 league rules thread, you should have asked it in the G40 FAQ thread.  If you had, you probably would have received an answer from Krieghund by now.  :-D

  • '15 '14

    @Karl7:

    So here is my proposed rule change:

    At the end of the first round in a league game, the Axis player only may declare a redo for the first round, and the game is restarted from the beginning of Germany’s turn. This may be done only once per game. Once the redo is used, the Axis play must continue or concede. If a redo is opted for, the Allies automatically receive +5 to their bid and may place their bid before the German turn.

    Gamerman criticized this idea on the grounds that it would give license to players to do crazy stuff. But I think this would be minimized by the fact that only the Axis can declare a redo and there really aren’t any “crazy” game altering moves the Axis can do R1 they already aren’t committed to.  Sure Japan could try to capture Hawaii R1 or Italy capture Cairo R1, but the reality is the Axis R1 is pretty set.

    Thoughts?

    Hey Karl, I am clearly against such a rule and - this might sound extreme - such a rule would significantly reduce my interest to play A&A.
    Luck is involved and this is good. There is no need that A&A has to be like chess. If you want to, simply agree on a low luck game.

    In addition I second what Gamerman said, such a rule will only induce reckless G1s.

    I think in the long term the luck factor is VERY important to motivate weaker players to play stronger players. It is like poker, the poker game exists because sometimes the worse player wins, this is good.

    If you consider you A&A career one big game such G1 disasters  just even out.
    Some players decided to stretch their G1, get great position often and immediate losses sometimes.
    Others don’t stretch G1, get normal positions in average and almost never disasters. (and even 99,913% can end in a disaster as we both know:D)

    I am totally fine with it and definitely think that that luck factor is an essential spice to that game which keeps it interesting to a larger audience, where people play each other on any skill level, because luck does on important thing (see my avatar):

    It makes “hope dying last”

  • '12

    @JDOW:

    @Karl7:

    So here is my proposed rule change:

    At the end of the first round in a league game, the Axis player only may declare a redo for the first round, and the game is restarted from the beginning of Germany’s turn. This may be done only once per game. Once the redo is used, the Axis play must continue or concede. If a redo is opted for, the Allies automatically receive +5 to their bid and may place their bid before the German turn.

    Gamerman criticized this idea on the grounds that it would give license to players to do crazy stuff. But I think this would be minimized by the fact that only the Axis can declare a redo and there really aren’t any “crazy” game altering moves the Axis can do R1 they already aren’t committed to.  Sure Japan could try to capture Hawaii R1 or Italy capture Cairo R1, but the reality is the Axis R1 is pretty set.

    Thoughts?

    Hey Karl, I am clearly against such a rule and - this might sound extreme - such a rule would significantly reduce my interest to play A&A.
    Luck is involved and this is good. There is no need that A&A has to be like chess. If you want to, simply agree on a low luck game.

    In addition I second what Gamerman said, such a rule will only induce reckless G1s.

    I think in the long term the luck factor is VERY important to motivate weaker players to play stronger players. It is like poker, the poker game exists because sometimes the worse player wins, this is good.

    If you consider you A&A career one big game such G1 disasters  just even out.
    Some players decided to stretch their G1, get great position often and immediate losses sometimes.
    Others don’t stretch G1, get normal positions in average and almost never disasters. (and even 99,913% can end in a disaster as we both know:D)

    I am totally fine with it and definitely think that that luck factor is an essential spice to that game which keeps it interesting to a larger audience, where people play each other on any skill level, because luck does on important thing (see my avatar):

    It makes “hope dying last”

    Well stated jdow.

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