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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Basically we can have our Chinese Navy until November :lol:
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Chinese navy is against the rule book. You can have any ground or air forces until November
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thank you for your answers, it�s an interesting issue……in my opinion it must be forbidden too in the bid the use of fighters for the chinese…but probably will open amazing oportunities too
A chinese fighter is an interesting bid idea but I hesititate from trying it because it cannot attack naval units.
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thank you for your answers, it�s an interesting issue……in my opinion it must be forbidden too in the bid the use of fighters for the chinese…but probably will open amazing oportunities too
A chinese fighter is an interesting bid idea but I hesititate from trying it because it cannot attack naval units.
It would only be nice because you could drop infantry on the territory you land it on no matter where it lands. But I think a British fighter would be better because it is more universal in usage - it can attack navy, it can leave China, etc. Even better might be a second transport off the coast of India, come to think of it, hmm….think I might start requiring bids to be ground units for MY PERSONAL GAMES lol.
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@Cmdr:
thank you for your answers, it�s an interesting issue……in my opinion it must be forbidden too in the bid the use of fighters for the chinese…but probably will open amazing oportunities too
A chinese fighter is an interesting bid idea but I hesititate from trying it because it cannot attack naval units.
It would only be nice because you could drop infantry on the territory you land it on no matter where it lands. But I think a British fighter would be better because it is more universal in usage - it can attack navy, it can leave China, etc. Even better might be a second transport off the coast of India, come to think of it, hmm….think I might start requiring bids to be ground units for MY PERSONAL GAMES lol.
Yup, an extra India transport is quite versatile–you can use it to attack Italian east africa or to snag islands round 1.
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or both.
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OK, astute P@nther has noticed that FAQ/errata have been updated for AA50, P40 and E40.
Even though it wasn’t done properly (listed as a FAQ that contradicts the rulebook, instead of errata that CHANGES the rulebook), clearly the rulemakers have made an attempt to close the naval loophole involving transports/submarines (the MagicQ loophole).
So for any NEW games started in 2014 league and beyond, the rulebook has changed. You are allowed to escape your sea zone and also simultaneously attack subs/transports that started in your zone.
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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.
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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…
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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?
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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?
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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.
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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
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Just make an agreement with your opponent before starting.
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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.
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Part of the game, Karl :cry:
If you can’t get agreement from individuals, why would I legislate it on everyone? :-)
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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.
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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.





