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 PUs2015 League General Discussion Thread
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Ok, just so I am clear, for an Axis win, they need to hold 8/6 VCs for an entire round from when the condition is achieved. So G10 to G11, or It10 to It11 and if the allies manage to capture one VC in the interm and then even lose it back to the Axis, the victory condition is reset.
And tripple A has this wrong.
Thanks
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Ok, just so I am clear, for an Axis win, they need to hold 8/6 VCs for an entire round from when the condition is achieved. So G10 to G11, or It10 to It11 and if the allies manage to capture one VC in the interm and then even lose it back to the Axis, the victory condition is reset.
And tripple A has this wrong.
Thanks
I am not sure, but I think it depends on when the axis take the vc back. For example. If and when the axis grab the 6th vc on J10 and the axis loses a vc on I10 and grab a 6th vc back during the G11 turn, then its still a win for the axis. However if it is Japan that needs to grab the vc back, then you are right. Basically the vc win condition checks if you have the required amount of vc to win the game and checks if you still have it when it is your next turn with that country. Might be wrong, but I think this is the way it is.
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Please see my answer in the FAQ thread
When the Axis have met victory conditions, to win, they must maintain that number of cities or more in that theater AT ALL TIMES for a complete round of play
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Please see my answer in the FAQ thread
When the Axis have met victory conditions, to win, they must maintain that number of cities or more in that theater AT ALL TIMES for a complete round of play
ts
can you post a link to you response?
the ambiguity is if is the allies snatch a VC back if only for a turn during a round. Example: Ger gets 8 on its turn, USA takes 1 back, Italy gets it back – my understanding (now) is that this resets the Victory condition. So The Axis would have to hold the 8 VCs until Italy’s next turn.
That is correct, right?
The rule book actually I think is too clear on that and could use an example to illustrate that.
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Please see my answer in the FAQ thread
When the Axis have met victory conditions, to win, they must maintain that number of cities or more in that theater AT ALL TIMES for a complete round of play
Right but a complete round of play from what? The beginning of the round, or the turn in the round that the 8 or 6 were taken?
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Please see my answer in the FAQ thread
When the Axis have met victory conditions, to win, they must maintain that number of cities or more in that theater AT ALL TIMES for a complete round of play
Right but a complete round of play from what? The beginning of the round, or the turn in the round that the 8 or 6 were taken?
This very frustrating:
So, the rule is this:
The axis must hold 8 or 6, VCs depending on the theater, from the time an Axis power takes the final requisite VC and first meets the condition until that power moves again for the Axis to win without losing any of the necessary VCs between that time.
Right?
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Yes
Please see my answer in the FAQ thread
When the Axis have met victory conditions, to win, they must maintain that number of cities or more in that theater AT ALL TIMES for a complete round of play
Right but a complete round of play from what? The beginning of the round, or the turn in the round that the 8 or 6 were taken?
This very frustrating:
So, the rule is this:
The axis must hold 8 or 6, VCs depending on the theater, from the time an Axis power takes the final requisite VC and first meets the condition until that power moves again for the Axis to win without losing any of the necessary VCs between that time.
Right?
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I didn’t mean an old response to the FAQ thread. I responded to your question today in the FAQ thread, and I was directing you to go see that.
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I didn’t mean an old response to the FAQ thread. I responded to your question today in the FAQ thread, and I was directing you to go see that.
AH, good. THanks!
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Can someone clarify the league rule for bidding placement for me? The rules clearly state that bids can only be placed in a territory or SZ that already has a unit from that power. However, I see several league games that start with an ANZAC infantry in New Guinea. What gives?
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It is not a league rule, it is a default.
That way, if players don’t agree, there is a standard. Also, players don’t have to specify the guidelines they want to play by every time, because there is a default.
Upon mutual agreement, players can play pretty much however they want - whatever house rules they want, for example.
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It is not a league rule, it is a default.
That way, if players don’t agree, there is a standard. Also, players don’t have to specify the guidelines they want to play by every time, because there is a default.
Upon mutual agreement, players can play pretty much however they want - whatever house rules they want, for example.
So if I want a game where each nation doesn’t have its own capital, but starts elsewhere. That is possible? :P
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Yes. Is that the craziest thing you could come up with ? :-)
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Is it not the rule/custom that if there is an “over roll” that you subtract from the dice results from the right?
Thanks
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That is the method many players use, but there is no rule or official statement. It should be established with your opponent.
Do you need a moderator?
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That is the method many players use, but there is no rule or official statement. It should be established with your opponent.
Do you need a moderator?
no, we worked it out under that rule. I just wanted to be sure I had it right.
Haven’t had to deal with an “over-roll” since the bad old battle map days. Can’t say I miss that old program. Can you imagine going back to moving all those little tiles!? :-P
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Yeah - but it did have it’s advantages. You could place the things exactly where you wanted them. Zone 89 still bugs me - how Triple A tucks the units away where they’re easy to miss…
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Question on rules gentlemen, may be easy for most of you, but it has been the first time that happened to me.
I attacked Russia in Italia 2, and placed german land troops together with them in G2 + german ships on SZ125 with Germany NOT declaring war to Russia.
Russia attacked the land territories and eliminated just the italians, now I have russian troops on the same land territory that Germany, but the land is owned by Russia. And Russia met the 5 extra IPC for Archangel.
Was Triple A acting correctly?
Thank you
Juan
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It’s a TripleA bug. You aren’t allowed to do a land attack on a territory containing friendly units, so the Russian move is illegal.
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You can’t invade a land territory without being at war with the territory owner and each owner of units there. You can do that at sea, but not land.
So in your situation, Russia cannot attack a territory with German units in it without declaring war on Germany. You can’t “eliminate just the Italians”, and you can never have Russian troops in the same territory as Germans after the combat phase :lol:





