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 PUs2014 G40 league rules
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captain walker (axis) over Entek (allies +9) So close!
http://www.axisandallies.org/forums/index.php?topic=32510.75
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Please re-post that in the “2014 league post game results here” thread, thanks
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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. -
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. -
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 -
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.
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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 :-)
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Thanks guys.
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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
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right here, my friend:
https://docs.google.com/document/d/1cS3hFwoBP0rWr3208jw1LAtCvHYa9Ji9uU8PwbCMIwM/edit
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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
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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.
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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.
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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)
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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.
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Link to the latest Triple A problems list
Did a little work testing some things and updating it for accuracy this morninghttps://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.
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Edited 7a
Triple A does bar you from flying over friendly neutrals and strict neutrals, but not from flying over unfriendly neutralsEdited 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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- Order of conducting combat should be SBR, then Amphibious assaults, then all others. Triple A allows any order
Technically it is SBR, sea combat, amphibious assaults and then all others.
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Right, that’s what’s meant





