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 PUs2015 League General Discussion Thread
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… Then again the idea of gargantua using nuclear warfare in this game is not something we should hope ever happens.
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… Then again the idea of gargantua using nuclear warfare in this game is not something we should hope ever happens.
That looks like gargantua’s new avatar :P.
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New player here!
I am trying to figure out exactly how the bidding system works in the league, but I can’t seem to find it.
I know that a bidding system is used to determine the Allied player and that the bid is the number of additional IPCs worth of units that the allies place before the game starts. What I don’t know is how does it work.
I am guessing that you start bidding down. Like player A bids 21 and then player B can bid 20 or give player A the allies with a +21 bid. It continues until on player gives the other the allies. Is this how it works? (I think that or something similar was used at a gaming convention I attended 20 years or so ago.)
Is that how it works? If so how to you determine who bids first? Is the bidding done by pm? email? forum (I doubt this because I haven’t seen posts where players are bidding back and forth)?
Thanks in advance for your help!
Buckman!
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Bid system depends. Sometimes players start with a bid for the allies and the other either agrees or counters with a lower allied bid. In my case I just ask what the opponent wants and tend to go along with it.
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buckman, yes you pretty much have it.
Can agree who bids first, or roll for it.
Often done by private message, but sometimes in a forumYou can bid up or down - most bid down.
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I have noticed that most of the games played in the league are with normal dice rather than low luck. Why is that? My guess would have been that most players would want to play a league game without the chance of wild dice determining the winning of a game, but it doesn’t seem to hold with most games using normal dice. Is there something that I am missing?
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I have noticed that most of the games played in the league are with normal dice rather than low luck. Why is that? My guess would have been that most players would want to play a league game without the chance of wild dice determining the winning of a game, but it doesn’t seem to hold with most games using normal dice. Is there something that I am missing?
although at times we really hate the dice, it really does make for a funner and more exciting game
also, LL makes air blitzes far too effective
one other thing, dice can give hope if you’re in a bad position :)
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I have noticed that most of the games played in the league are with normal dice rather than low luck. Why is that? My guess would have been that most players would want to play a league game without the chance of wild dice determining the winning of a game, but it doesn’t seem to hold with most games using normal dice. Is there something that I am missing?
i think in hell, everyone is forced to play LL.
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:-) I’m in agreement with the others, and would add that in all my experience, few games are actually decided by the dice. And you win some, you lose some (by the dice)
But since you bring it up, I think I’m going to get my opponents to agree to no convoy dice rolls, but do the Alpha2 method. Getting shafted on both my convoy rolls that miss and my opponent’s rolls that rip me, is really annoying.
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:-) I’m in agreement with the others, and would add that in all my experience, few games are actually decided by the dice. And you win some, you lose some (by the dice)
But since you bring it up, I think I’m going to get my opponents to agree to no convoy dice rolls, but do the Alpha2 method. Getting shafted on both my convoy rolls that miss and my opponent’s rolls that rip me, is really annoying.
nooooooooooooooooo dont do it gamer!
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? It’s not LL, it’s just going back to Alpha2 method for convoy damage, which was the standard for G40 for quite some time. There are enough dice rolling in this game without adding huge fluctuations for convoy rolls.
It’s an annoyance that reduces my enjoyment of the game, so I’m going to remove it.
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Would you tell me what Alpha2 suggested? I missed that.
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Before Alpha3 (which is nearly identical to 2nd edition), there were no dice rolls to determine convoy damage.
It was simply 1 IPC for each destroyer, cruiser, and battleship, and 2 IPC’s for each submarine and each fighter or tac that was on a carrier.
So basically 1 IPC for each die that is rolled now. The average dice damage is 1 IPC per die rolled, but could be as high as 3 per die, which is TRIPLE, which is excessive IMO.
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If I want more dice rolled in my game, I’ll play with tech, tyvm :-D
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NO ckange from 1st Edition then. That was fine by me too.
Bombers and Subs are too cheap and powerful. -
i totally feel your pain…this is like back earlier this year when i felt the aa/interceptor dice were totally picking on me…it was seriously bad, my opponents were bombing the crap out of me at every turn and then sure enough, i’d go in for my own sbr revenge and come out of it with like 3 fewer bombers…that terrible phase eventually passed away (may it rest in hell), and i’m back to having happy luck with aa guns and interceptors :-)
i too feel my convoy luck is generally not as good as my opponents. but nonetheless, on this one i do like the rules as they are
? It’s not LL, it’s just going back to Alpha2 method for convoy damage, which was the standard for G40 for quite some time. There are enough dice rolling in this game without adding huge fluctuations for convoy rolls.
It’s an annoyance that reduces my enjoyment of the game, so I’m going to remove it.
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Yeah, that’s what I’m talking about, and I remember your woes!
With convoy rules, I at least have precedent for different rules (no dice) from the makers that I can fall back on :mrgreen:
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Is it normal for Triple A to do this: Lost Moscow, Russia took it back on their turn I made 38IPC. Obviously I edited it to 0. Just making sure I am not missing anything. Thanks.
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You would collect income on the same turn that Russia took Moscow back, in the collect income phase. Is Russia’s income 38?
Or is it raiding an Axis power’s treasury? -
Germany took Russia and then on Russia’s turn they took Moscow back. And triple A gave me 38 IPC’s. I thought you had to own your capital at the beginning of your turn in order to make/collect income?





