2014 G40 league rules

  • '18 '17 '16 '11 Moderator

    My opinion on edits is this:
    _If your opponent as not yet started his turn, and if you have not yet started your next turn (since the allies have nations that go back to back) then you may edit your placements and NCMs.

    Otherwise, you are locked in unless your opponent permits you to make the change later._

    The idea is that technically nothing really changed as long as your opponent has not yet moved.  Sure it may take him longer to post his turn, so you may not really be able to bump him until 72 hours after your last edit, but I do not see why someone should be penalized if they notice a fleet of 15 undefended transports in range of an enemy bomber immediately after they finish their turn either.


    As for Christmas week, I do not see a problem suspending the 72 hour posting rule between 22 December, 2013 and 4 January, 2014.

  • '17 '16 '15 '14 '12

    Gamerman & Jennifer, would it be acceptable in a league game if both parties agree to play with a nonstandard set of victory conditions?  I like YG’s rule, which is that the first side to hold 12 VCs for a whole round after round 5 wins (ie same victory condition for allies as for the axis).

  • '20 '19 '18 '17 '16

    captain walker (axis) over Entek (allies +9) So close!

    http://www.axisandallies.org/forums/index.php?topic=32510.75


  • Please re-post that in the “2014 league post game results here” thread, thanks


  • @variance:

    Gamerman & Jennifer, would it be acceptable in a league game if both parties agree to play with a nonstandard set of victory conditions?  I like YG’s rule, which is that the first side to hold 12 VCs for a whole round after round 5 wins (ie same victory condition for allies as for the axis).

    Variance, I must have missed this the other day, due to Entek’s post.

    Yes, you can do pretty much whatever you want in league play if both players agree.
    Rule #4 states that the 2nd edition G40 rules per the rulebook are the DEFAULT.
    What this means is that if the players don’t agree to a different rule, the rule book governs.

    You should absolutely post the details of any rule changes from the default rule book that you are playing by, so that others, especially the moderators, can understand how you are playing (in case there is a dispute)
    You should post this in the first post of your game thread so that we can easily see it.


  • @Gamerman01:

    3 - Scoring/Playoffs
    This is the first year that the official league standings will be determined by points per game (PPG) and not straight win percentage.
    Each player will belong to 1 of 4 tiers based on their 2014 league year game results and PPG.  Cutoffs for tiers will be at 3.50, 2.50, and 1.50 PPG.  
    Players will be awarded points as follows:
    Win over tier 1,2,3,4 earn 6,5,4,3 points, respectively
    Lose to tier 1,2,3,4 earn 2, 1, 0, 0 points, respectively
    Point totals are divided by # of games played to arrive at PPG (which has proven to be a reliable measurement method of the ability of a player)
    All opponents with less than 4 games played will be assigned to the default tier 3.

    I am amending the last sentence in rule #3
    All opponents with less than 4 games played will be assigned their previous tier from the 2013 league IF they have completed 13 or more games in 2013
    All other opponents with less than 4 games played will be assigned to the default tier 3.


  • @Gamerman01:

    I am amending the last sentence in rule #3
    All opponents with less than 4 games played will be assigned their previous tier from the 2013 league IF they have completed 13 or more games in 2013
    All other opponents with less than 4 games played will be assigned to the default tier 3.

    Eh - make that 6 games, not 13.
    6 is enough

  • '19 '18

    @variance:

    Gamerman & Jennifer, would it be acceptable in a league game if both parties agree to play with a nonstandard set of victory conditions?  I like YG’s rule, which is that the first side to hold 12 VCs for a whole round after round 5 wins (ie same victory condition for allies as for the axis).

    You do realize, that’s extremely easy for the Axis to achieve?

    Berlin, Paris, Warsaw, Rome, Novgorod and Volgograd are basically given/very easy to  achieve in Europe (6 cities).
    Shanghai, Hongkong, Tokio, Manila are basically given for Japan (4 cities).

    So you only need two more cities as the Axis! Cairo+Calcutta or Cairo+Sydney are very easy for example.

    I mean, you can agree on whatever you want. Personally, I’d never agree to this, as the Allied player.


  • @MrRoboto:

    I mean, you can agree on whatever you want. Personally, I’d never agree to this, as the Allied player.

    Right.
    World-wide VC conditions isn’t so radical, but 12 is not enough.
    The whole premise of 8 cities and 6 cities is that it’s difficult to get the 8th city in Europe or the 6th city in Pacific, but getting 7 and 5 is not particularly hard, and boom you have 12.  :-)

    But if you go 13, then you have to have at least 8 in Europe or 6 in Pacific and you’re basically back where you started, so I get why you did 12, but that won’t really work either.
    The setup and rules are designed with the 8 city and 6 city rules in tandem.  Not sure I have a constructive suggestion for you other than to not go with world-wide victory conditions unless you go with 13 cities, which would favor the Allies, which is maybe good given that the Allies normally need bids.  But with 13 world-wide VC condition, it might be fair, or the Axis might need a small bid


  • Or, if you want to play 12 then I guess the Allies should get a bigger bid to keep it even…

    I agree with Mr Roboto that 12 worldwide VC condition, assuming 9-12 Allied bid, would be tilted heavily toward the Axis, so I would suggest a significantly larger Allied bid to even things out, and then it could work  :-)

  • '17 '16 '15 '14 '12

    Thanks guys.

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

    where is the thread for tripple a probs?

    I hate, hate, hate how the prompt to unload transports works…. it ALWAYS screws up or makes confusing what transports are unloading what units when making multiple amphibs from 1 sea zone.

    really annoying

  • '19 '18


  • http://www.axisandallies.org/forums/index.php?topic=31667.0

    Actually, I think he wants the thread, not my list.  It took me a second to realize that, too

    Let 'em have it, Karl!!

    It’s stickied in the “software” section


  • @Karl7:

    where is the thread for tripple a probs?

    I hate, hate, hate how the prompt to unload transports works…. it ALWAYS screws up or makes confusing what transports are unloading what units when making multiple amphibs from 1 sea zone.

    really annoying

    Yeah its kinda wonky, it took me a while to get it right.

  • '12

    @Karl7:

    where is the thread for tripple a probs?

    I hate, hate, hate how the prompt to unload transports works…. it ALWAYS screws up or makes confusing what transports are unloading what units when making multiple amphibs from 1 sea zone.

    really annoyingÂ

    totally agreed - it’s nearly incomprehensible.


  • @Gamerman01:

    2014 Axis and Allies Global 1940 League Rules

    2 - You may play anyone in the league, but only to best of 3 games per opponent will count in standings.  EXCEPTION: If you and your opponent have each completed 13+ games during the league year, best of 5 games will count in the standings.

    Adding to rule #2 exception:

    If you and your opponent have each completed 26+ games, best of 7 games will count, 39+ games, best of 9 games will count, 52+ games, best of 11 games will count, ad infinitum (goes by multiples of 13)


  • @Boldfresh:

    @Karl7:

    where is the thread for tripple a probs?

    I hate, hate, hate how the prompt to unload transports works…. it ALWAYS screws up or makes confusing what transports are unloading what units when making multiple amphibs from 1 sea zone.

    really annoying�

    totally agreed - it’s nearly incomprehensible.

    The same goes for loading transports. The only way to do it right is by sending some transports away and loading the proper transports, sending away the loaded transports and then undoing the movement of the transports you send away earlier. The same goes for unloading transports. If you do multiple amphibious assaults from the same area, then you need to select a transport at a time or it might go wrong. I have gotten used to it, but still. It is highly annoying.


  • Link to the latest Triple A problems list
    Did a little work testing some things and updating it for accuracy this morning

    https://docs.google.com/document/d/1cS3hFwoBP0rWr3208jw1LAtCvHYa9Ji9uU8PwbCMIwM/edit

    I discovered another problem this week - see #17a

    Have you had a problem that’s not on this list?  Please let me know.  This list is an important player aid - every player using Triple A should be familiar with what’s on this list.


  • Edited 7a
    Triple A does bar you from flying over friendly neutrals and strict neutrals, but not from flying over unfriendly neutrals

    Edited 8b
    Is an issue on the Pacific map only (does not allow you to place a base on Suriname)

    Edited 10
    Changed “facilities” to “bases” because there is no issue with the IC in India.  When testing, I noted that British bases added to the Pacific map were repairable by the British and UK-Pac bases added to the map were repairable by UK-Pac.  I think the engine always converts them to British when built in-game, so this creates a problem, which can be worked around by players who know the rules.

    Copy of what I posted in the software section this morning, so that you league players are aware

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