Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; 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 1 armour, 1 artillery and 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 mech_infantry moved from Western Germany to Normandy Bordeaux 3 armour and 3 mech_infantrys moved from Austria to France 1 artillery, 3 infantry and 1 mech_infantry moved from Western Germany to France 2 armour, 1 artillery and 3 infantry moved from Holland Belgium to France 1 fighter moved from Norway to 114 Sea Zone 1 tactical_bomber moved from Germany 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 submarine moved from 127 Sea Zone to 114 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters and 4 tactical_bombers moved from Western Germany to 113 Sea Zone 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 1 fighter moved from Poland to Yugoslavia Combat - Germans 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 9 infantry remaining. Battle score for attacker is 15 Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry 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 mech_infantry remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry 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 Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 31 Casualties for Germans: 1 submarine Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport Germans win, taking 109 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 14 Casualties for British: 1 destroyer and 1 transport Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 4 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 and 3 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 2 submarines and 1 tactical_bomber Casualties for French: 1 cruiser Casualties for British: 1 battleship and 1 cruiser Battle in France Germans attack with 5 armour, 2 artilleries, 6 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 5 armour and 4 mech_infantrys remaining. Battle score for attacker is 27 Casualties for Germans: 2 artilleries 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 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 2 infantry moved from Denmark to 115 Sea Zone 2 infantry moved from 115 Sea Zone to Norway 1 aaGun, 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 fighter and 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Holland Belgium to Normandy Bordeaux 1 aaGun moved from Western Germany to Holland Belgium Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 115 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Germans from 114 Sea Zone: 1 submarine EDIT: Removing units owned by Germans from 114 Sea Zone: 1 battleship EDIT: Adding units owned by Germans to 115 Sea Zone: 1 battleship EDIT: Changing unit hit damage for these Germans owned units to: battleship = 1 EDIT: Turning off Edit Mode 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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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
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Except, actually, you’re not technically correct.
The only sea combat that goes before amphibious assaults is the sea combat that is necessary for amphibious assaults to happen, so just saying “sea combat” is misleading :-)
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When not part of an amphibious assault, land combat and sea combat can go in any order within “general combat” then, right?
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That’s right
And within SBR’s you can go in any order,
Within amphibious assaults, you can go in any order
And then in all other combat, you can go in any order -
I ran into an issue in my game against Entek: www.axisandallies.org/forums/index.php?topic=32956.0
Japan conquered India and took West India the next round. Remember, West India originally belongs to Uk Pacific.
I liberated West India with British troops, but India still is under Japanese control. In TripleA, West India is shown as “owned by Uk Pacific”, but I think it should be British now, right?
I was not able to place a harbour there and I didn’t get the 2 IPC either, I had to edit both.
Is this a tripleA mistake or am I wrong?
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You are wrong. UK Europe cannot take control of ANY originally UK Pacific territories, including West India. The 2 IPC income will not be collected by London either. Other allies can take control of West India and build facilities there, but London cannot. The converse is also true, India cannot take control of European UK territories when London has fallen and liberating it from the Axis.
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Why is this rule in effect? Isn’t it very confusing? And I don’t see the sense in that…





