@GeneralDisarray Game History
Round: 1 Bid Purchase - Germans Germans buy 1 artillery and 1 submarine; 0 PU unused Bid Placement - Germans 1 submarine placed in 120 Sea Zone 1 artillery placed in Holland Belgium Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 transport; 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 2 submarines moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 127 Sea Zone 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 fighter moved from Norway to 114 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters moved from Western Germany to 113 Sea Zone 3 tactical_bombers moved from Western Germany to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 tactical_bomber moved from Western Germany to Normandy Bordeaux 1 armour moved from Holland Belgium to Normandy Bordeaux 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 artillery, 3 infantry and 2 mech_infantrys moved from Western Germany to France 3 armour and 3 mech_infantrys moved from Austria to France 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 fighter moved from Poland to Yugoslavia 1 artillery moved from Holland Belgium to Normandy Bordeaux 2 armour, 2 artilleries and 3 infantry moved from Holland Belgium to France Combat - Germans Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport British win with 1 transport remaining. Battle score for attacker is -4 Casualties for Germans: 2 submarines Casualties for British: 1 destroyer Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 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, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 34 Casualties for French: 1 cruiser Casualties for Germans: 1 submarine Casualties for British: 1 battleship and 1 cruiser 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 Germans win with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber remaining. Battle score for attacker is 37 Casualties for British: 1 battleship, 1 cruiser and 1 destroyer 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 8 infantry remaining. Battle score for attacker is 12 Casualties for Germans: 1 infantry Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 tactical_bomber 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 tactical_bomber remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in France Germans attack with 5 armour, 3 artilleries, 6 infantry and 5 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, 2 artilleries and 5 mech_infantrys remaining. Battle score for attacker is 31 Casualties for Germans: 1 artillery 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 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 fighter moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 tactical_bomber moved from Normandy Bordeaux to Western Germany 1 aaGun moved from Western Germany to France 1 aaGun moved from Holland Belgium to Normandy Bordeaux 2 aaGuns, 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 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 2 infantry moved from Norway to Finland 1 aaGun moved from Western Germany to 115 Sea Zone 1 infantry moved from Denmark to 115 Sea Zone 1 aaGun and 1 infantry moved from 115 Sea Zone to Norway 1 infantry moved from Denmark to Western Germany Place Units - Germans 1 carrier, 1 destroyer and 1 transport placed in 115 Sea Zone 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 PUs2015 League Post Game Results Here
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When you go LL it’s hard to come back to dice. LL is superior in my opinion…
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When you go LL it’s hard to come back to dice. LL is superior in my opinion…
Even when the dice screw me… and trust me they do so faa a a aa aar more often than they help me… I still curse the concept of LL. Play chess instead! War is extremely unpredictable why remove that variability from the challenge is what I say.
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Actually battles were often decided before they were even fought (numbers, tactics, weapons etc), only the number of casualties could be estimated, and that’s exactly what LL does. The outcome is certain, the number of casualties isn’t.
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Actually battles were often decided before they were even fought (numbers, tactics, weapons etc), only the number of casualties could be estimated, and that’s exactly what LL does. The outcome is certain, the number of casualties isn’t.
the idea of calculating your way to conquering russia bothers me…this is inherently a game of strategy AND odds, along with an occasion of extreme luck that CAN decide an outcome, but is not often the sole factor.
examples of unpredictability in war:
1. bad weather
2. assassinations (e.g., if an assassination on hitler succeeded…the war would’ve most likely taken a very different course)
3. untimely death of important figure/president/general
4. betrayals
5. equipment sabotage
6. spies (perhaps getting lucky)
7. code breaking
8. lucky timing (like a bomber group that found its way to the japanese carriers at midway, more by chance than planning)
9. emotional decision making (e.g., hitler’s terrible temper)
10. cowardice (large number of troops, perhaps even outnumbering enemy, but maybe they lose morale or courage and run)
11. politics/religion influencing decisions
12. will to fight (e.g., churchill had that, chamberlain didn’t)
13. ideologies (e.g., barbaric nazi treatment of certain groups of people likely backfired by chasing out intelligent figures and increasing people’s will to resist)
14. foolish mistrust (e.g., stalin’s massive purge of his ranks, that weakened his army)
15. sudden breakthrough in technology (e.g., radar that eliminated the effectiveness of the u boats)
16. sudden change of alliances
17. an ally making a decision that hugely impacts you (e.g., japan DOW on america creating a huge problem for a germany steeped in russian conquest)
18. overconfidence
19. faulty information (germans drafted plans based on incomplete information of the real strength of the soviets)and on and on…you can plan and plan and prepare and prepare, but there will always be a huge amount of unpredictability in war. that unpredictability can be reflected in the dice.
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Actually battles were often decided before they were even fought (numbers, tactics, weapons etc), only the number of casualties could be estimated, and that’s exactly what LL does. The outcome is certain, the number of casualties isn’t.
the idea of calculating your way to conquering russia bothers me…this is inherently a game of strategy AND odds, along with an occasion of extreme luck that CAN decide an outcome, but is not often the sole factor.
examples of unpredictability in war:
1. bad weather
2. assassinations (e.g., if an assassination on hitler succeeded…the war would’ve most likely taken a very different course)
3. untimely death of important figure/president/general
4. betrayals
5. equipment sabotage
6. spies (perhaps getting lucky)
7. code breaking
8. lucky timing (like a bomber group that found its way to the japanese carriers at midway, more by chance than planning)
9. emotional decision making (e.g., hitler’s terrible temper)
10. cowardice (large number of troops, perhaps even outnumbering enemy, but maybe they lose morale or courage and run)
11. politics/religion influencing decisions
12. will to fight (e.g., churchill had that, chamberlain didn’t)
13. ideologies (e.g., barbaric nazi treatment of certain groups of people likely backfired by chasing out intelligent figures and increasing people’s will to resist)
14. foolish mistrust (e.g., stalin’s massive purge of his ranks, that weakened his army)
15. sudden breakthrough in technology (e.g., radar that eliminated the effectiveness of the u boats)
16. sudden change of alliances
17. an ally making a decision that hugely impacts you (e.g., japan DOW on america creating a huge problem for a germany steeped in russian conquest)
18. overconfidence
19. faulty information (germans drafted plans based on incomplete information of the real strength of the soviets)and on and on…you can plan and plan and prepare and prepare, but there will always be a huge amount of unpredictability in war. that unpredictability can be reflected in the dice.
Those are mostly reasons why you lose a war, not an isolated battle. Only weather would justify the luck, but even then they could predict the weather to a certain extent. Most of what you said is known before the battle is actually fought, hence the fact that we should be able to know who will win it. About calcing the way to Moscow, the same goes for the defence. The good thing that LL doesn’t do is making a 95% Moscow for Germany turn into a loss.
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Midway is a good example of a lucky battle, but was it a total dicing considering both navies and airforces? It’s debatable.
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i guess i’m not sure what you mean by “they affect war but not an isolated battle.” no battle is isolated from the rest of the war. e.g., morale and courage and seasoning of soldiers usually picks up as you win more and more battles (hence previous battles DO impact current and future ones). i can give many more examples of how battles are definitely not isolated from one another.
i can pick any one of the items i listed and give you examples of how it affected a specific battle.
war is composed of many battles, and some battles are more deciding than others. so if any one of those factors affects a key or deciding battle, it can of course influence the course of the entire war. you’re saying most of it is known before a battle begins, but how is failing courage, sudden betrayal, discovery of sabotaged equipment, your enemy more prepared (or unsurprised) by your “secret” strike (due to code breaking or spies), a commander’s emotional decision to at a crucial point, etc., be known before a battle is fought?
Actually battles were often decided before they were even fought (numbers, tactics, weapons etc), only the number of casualties could be estimated, and that’s exactly what LL does. The outcome is certain, the number of casualties isn’t.
the idea of calculating your way to conquering russia bothers me…this is inherently a game of strategy AND odds, along with an occasion of extreme luck that CAN decide an outcome, but is not often the sole factor.
examples of unpredictability in war:
1. bad weather
2. assassinations (e.g., if an assassination on hitler succeeded…the war would’ve most likely taken a very different course)
3. untimely death of important figure/president/general
4. betrayals
5. equipment sabotage
6. spies (perhaps getting lucky)
7. code breaking
8. lucky timing (like a bomber group that found its way to the japanese carriers at midway, more by chance than planning)
9. emotional decision making (e.g., hitler’s terrible temper)
10. cowardice (large number of troops, perhaps even outnumbering enemy, but maybe they lose morale or courage and run)
11. politics/religion influencing decisions
12. will to fight (e.g., churchill had that, chamberlain didn’t)
13. ideologies (e.g., barbaric nazi treatment of certain groups of people likely backfired by chasing out intelligent figures and increasing people’s will to resist)
14. foolish mistrust (e.g., stalin’s massive purge of his ranks, that weakened his army)
15. sudden breakthrough in technology (e.g., radar that eliminated the effectiveness of the u boats)
16. sudden change of alliances
17. an ally making a decision that hugely impacts you (e.g., japan DOW on america creating a huge problem for a germany steeped in russian conquest)
18. overconfidence
19. faulty information (germans drafted plans based on incomplete information of the real strength of the soviets)and on and on…you can plan and plan and prepare and prepare, but there will always be a huge amount of unpredictability in war. that unpredictability can be reflected in the dice.
Those are mostly reasons why you lose a war, not an isolated battle. Only weather would justify the luck, but even then they could predict the weather to a certain extent. Most of what you said is known before the battle is actually fought, hence the fact that we should be able to know who will win it. About calcing the way to Moscow, the same goes for the defence. The good thing that LL doesn’t do is making a 95% Moscow for Germany turn into a loss.
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What would be known before a battle is fought are numbers, weapons, terrain, quality of moral and generals, and your army’s tactics and a general idea of the enemy’s tactics. Just with that you can be certain of the outcome of most of the battles ever fought. For example, the Germans didn’t doubt the success of the paratroopers in taking Crete, they just didn’t expect such high losses.
What we don’t know that could influence a battle are weather, (you usually know sabotage before the battle starts) lucky timing, etc, but are they significant enough to change the general sway of a battle?
Foolish mistrust of generals for example is known prior to the battle itself, so it is a known factor when estimating if a battle will succeed or not, that’s what I mean by “reasons that affect the outcome of the war”.
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The answer is somewhere between dice and low luck
Dice are too volatile - low luck is not nearly volatile enoughTake the discussion elsewhere please, gentlemen :-)
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juan (axis) over bold (allies +16)
at least the dice taught me a couple of “never agains”…
look out for juan come playoff time - this man brings cow dice in his bag of tricks.
good luck the rest of the way juan!
Great game Bold, learnt a lot from you, and yes, this is the game I remember in which dice helped me more, however I am happy with how I was able to change my usual strategy with Japan. Game was in effect 99,99 % yours in round 6.
You have the restart option when you wish.
Midway in 4-7 June 1942…, was not low luck… and completely changed the course of war. I agree with Bold. LL is boring and unrealistic. The number of games I have played at which regular dice have changed the winner are below 10% (being this one of them) if you play better, you are usually able to compensate the challenges.
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http://www.axisandallies.org/forums/index.php?topic=35650.new#new
adam over bold (allies +16)
well played adam, welcome to the league, great to have you.
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G2: Adam (Allies) wins over Soulblighter (Axis)
http://www.axisandallies.org/forums/index.php?topic=35760.0 -
axis-dominion (axis) over JWW (allies +14)
http://www.axisandallies.org/forums/index.php?topic=34844.new;topicseen#new
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Nerquen (Allies + special) beats Arthur Harris (Axis)
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Nerquen (Axis) defeats Arthur Bomber Harris (Allies + special)
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Just to make sure you know, the last result won’t count unless and until you both have completed 10 games total - only best of 3 against a single opponent is counted officially in the league unless both players have completed 10 games, when best of 5 against the same opponent is counted…
Just explaining why only the first of those two results is recorded (if I have it right, those were games #2 and #3 and Nerquen won all 3)
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http://www.axisandallies.org/forums/index.php?topic=35506.0
Legion 368 over Whack +14
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Soul (Axis) over Ferrousgryphon (Allies +18) (thread says +16 but it was actually +18)
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cyanight (Axis) over aequitas et veritas (Allies +18)
http://www.axisandallies.org/forums/index.php?topic=35695.150





