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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sure it’s arbitrary, but the 0% mod at least makes it proportionate, since it’s a threshold percentage. using your example of subs:
calc says:
1 ss vs 1 bb: 6% chance –> so it’s ok per our mod
1 ss vs 2 bb: 0% chance --> so it’s not ok
2 ss vs 2 bb: 1% chance --> so it’s back to ok…it was relatively easy to overcome the 0% threshold, since the hostile fleet in this case is relatively small.
BUT now imagine instead that there are 10 bb. in this case, it’d require significantly more subs to raise it above the 0% threshold. in fact, a whopping 15 subs would be required, which could be a deal breaker for the attacker as it’d require substantially more to turn the hostile sz into a friendly one. it’s more of a commitment on the attacker, proportionate to the commitment by the defender. without the mod, the defender can have a GOD fleet yet it wouldn’t even matter, as the attacker can just commit a single sub. silly and completely unreasonable.
so this mod seems much more reasonable as it takes into account the relative size of the blocking fleet.
We’ve established that the rules as written allow the attack, that’s one item down. The point axis dominion and I are making is that it is a loophole or “exploit” and it ought to be adjusted. To just say “that’s always been the rule” is not the point. Every out-of-the-box rule was “always the rule” until they were changed or adjusted and countless numbers of them have since the beginning. You should make an argument for why you think the rule is good. The 0% rule may be arbitrary but that doesn’t make it a bad idea, since many of you have argued that logic is not allowed in determining the rules I would suggest that all the rules are therefore arbitrary. I would prefer an arbitrary rule that is reasonable to a rule that is silly.
My comment that this has always been the rule is to those people who found it a surprise that this was the rule – I don’t know what was surprising about it.
It’s a good rule in combination with the other blocking rules (some described above) such as one destroyer holding back entire fleets and so forth. Is it good otherwise? No, but your 1% is more arbitrary than the “possible (however remote)” rule because the “possible (however remote)” is easily defined. Now, if you want to create a game where 1 infantry doesn’t hold back 50 blitzing tanks and so forth, by all means create it, and I’d love to play it. But some of these rule changes in recent times have been really game changing rules (not subtle, large, almost an entirely different game).
Why is 1% arbitrary? Because, does that mean in a particular example that I send 2 subs into the fleet stack instead of one, or 3? And, is that 1% cumulative – what if there are multiple battles involved and any one victory would allow the planes to land? Should it be 5%, a statistically non-significant outcome?
This is a league where people should be playing by substantially the same rules. Otherwise, I don’t see the point of the league, since every game seems to be played by different rules…
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I like the rule as it is. It teaches players to become sneaky little bastards :P.
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Maybe 1% is too high, maybe a force ratio or attack/defense ratio guideline is better and fairer. Â The odds calculator may indeed be a flawed way of determining reasonable attacks but I think the general point of using an unwinnable attack to make a suicide mission legal is a bad rule and should be changed. Â This is really the first time I have noticed it so it probably doesn’t occur that often so not that big a deal but a general league convention I think would be easy to apply to the situation.
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Right - better than the odds calculator would be to say you need a certain percentage of attack power compared to the total defense power of the fleet. For example, 1/10.
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Suicide attacks happen in almost any war. Sometimes voluntary and sometimes brave men were send into battle knowing they wouldn’t come back. I see no issue with the rule. It means players simply need to be more careful.
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Suicide attacks happen in almost any war. Sometimes voluntary and sometimes brave men were send into battle knowing they wouldn’t come back. I see no issue with the rule. It means players simply need to be more careful.
Short, precise and to the point…well spoken!
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Some people don’t like it because kamikaze air attacks are not allowed (flying fighters to attack land territories with no remaining movement points). Basically, this is a legal method to effectively fly kamikaze missions (as Dizzkneeland pointed out, this has been the A&A rule for, like, forever) and I can understand that some players don’t like it.
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Some people don’t like it because kamikaze air attacks are not allowed (flying fighters to attack land territories with no remaining movement points). Basically, this is a legal method to effectively fly kamikaze missions (as Dizzkneeland pointed out, this has been the A&A rule for, like, forever) and I can understand that some players don’t like it.
True, but this is a matter of preference. Which has nothing to do with something that needs to be fixed. There are plenty things that could be fixed in AA global 1940, but this isn’t one of them. However if rpg and axis and others wish to play differently in their games and their opponents agree… well who I am to judge that. It doesn´t require a rule change, because it is basically a slight adjustment in the way the game is being played. That is all.
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Soulblighter, it doesn’t require a rule change, it deserves a rule change.
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It’s not even kamikaze though, since they would just ditch their planes and usually at worst risk spending a couple of years in a POW camp. Not necessarily something I’d be itching to volunteer for, but rather that than being in the front lines at Normandy :)
I would guess that the primary reason for not allowing one-way attacks in the game is for balance. Bombers are already powerful enough, if they could suddenly always go 6 (or 7) spaces without needing a landing spot, you’d end up having to protect transports everywhere and not just close to the front lines.
The rule about just needing a theoretical landing spot swings it back the other way a bit, by making sure that carrier-based fighters can always move at least three spaces away from the carrier, which I think is reasonable with respect to game balance (they should have larger range than the carrier itself). Yeah it’s kind of silly when you have to sacrifice a unit against a huge fleet, but all of the game mechanics are weird if you think about them for long enough :)
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Soulblighter, it doesn’t require a rule change, it deserves a rule change.
No it doesn’t. At most it requires testing to see the impact of the rule change. Rules exist for a reason. Just changing them, because you don’t like them is not the right thing to do.
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Nothing wrong with house rules when both players agree
Name of the game is fun -
The rules say that I can play a single player up to 3 times, for a best 2 out of 3 match. If I get 2 wins, does that count as 1 game or 2 games?
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It’s not up to 3 times that you can play, it’s best of 3.
So you can only play a 3rd game that counts, if you each won a game first and are split 1-1.
If you go 2-0 or 0-2, you are done.Until you both get to 10 games played, when it is expanded to best of 5 (first to 3 wins)
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I have heard about people rolling dice in the forum. Can someone kindly explain to me how this is achieved? Thank you.
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;aaa 2@1 2@2 1@3 1@4;
Where semi-colons are colons instead
This would be a roll for 3 infantry, 1 artillery, a tank and a bomber
You can also roll any number of 6 sided dice with ;dice X; where X is the number of dice you want to roll, but be cautioned that it will always automatically sort the results in numerical order, not in throw order
You can roll non-six sided dice with ;dice Xd20; where X is the number of dice you want to roll and the 20 can be whatever number. In this example, that’s a 20 sided die
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Thanks gamerman! Enjoy your weekend!
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rules question:
japan has a ss in 19 and US is bringing in a dd + tps to do an amphib on several coastal territories. the dd is brought in just to escort the tps past the ss, but is deciding not to attack the ss. if japan sinks the dd with a kami, will that block the amphib from proceeding?
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Yes, because the kamikaze forces combat in the zone, which means the sub cannot be ignored if the Japanese player uses at least 1 kamikaze
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Krieghund said that kamikaze’s do not trigger a sea battle in this thread, and that ignoring the sub occurs during combat movement phase while kamikazes happen during the combat phase:
http://www.axisandallies.org/forums/index.php?topic=35967.0I have a follow up question. What if the empty Philippines is guarded by a single sub, and the Allies send a transport guarded by a destroyer, intending to ignore the submarine to conduct an amphibious assault? I would assume Japan can use its kamikazes because of the amphibious assault, but would the destruction of the destroyer prevent the landing (as lone transports can’t amphibious assault against subs), or would the landing go through since the destroyer already ignored the sub?
@wittmann:
Morning Colonel Carter.
The Japanese player can use a Kamikaze and if the DD is eliminated by the Kamikaze, the Sub will prevent the landing.Sorry, wittmann, but that’s incorrect. Kamikaze strikes, while they do prevent offshore bombardment, do not provoke a sea battle by themselves. As the destroyer was present in the sea zone at the end of combat movement (kamikaze strikes occur in the combat phase), the sub could be ignored, and as there is no sea battle for the sub to be drawn into, it will not prevent the amphibious assault.





