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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What this means is you can’t bid a Russian sub off the coast of Siberia, for example, because there are no Russian sea units in that sea zone. It also means you can’t bid an Anzac inf to New Guinea, as there are no ANZAC land units there at the start of the game.
The third rule just reinforces the second. You could bid a British tank in Egypt, or an ANZAC one, but not both. By the same token, you could bid a French Tac bomber to the UK, since French units are there at the start, but if you did that, you couldn’t also bid a British Fighter there.
Does that help?
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You don’t have to follow those rules
Whatever you arrange with your opponent is fine. Those are just default settings so that most players don’t have to arrange anything - they just follow the league rules -
@Shin:
What this means is you can’t bid a Russian sub off the coast of Siberia, for example, because there are no Russian sea units in that sea zone. It also means you can’t bid an Anzac inf to New Guinea, as there are no ANZAC land units there at the start of the game.
The third rule just reinforces the second. You could bid a British tank in Egypt, or an ANZAC one, but not both. By the same token, you could bid a French Tac bomber to the UK, since French units are there at the start, but if you did that, you couldn’t also bid a British Fighter there.
Does that help?
Why is there even bidding?
How much are people able to bid and how is that determined?
When is bidding done(Before the match?)
Why are units used to bid and what for?
What does no russian units in such place have anything to do with not being allowed
to bid there?Sorry. I’m new to this whole thing of bidding. I wish it were just as simple as picking a side in TripleA and accepting all default units where they are meant to be placed to begin with. This whole thing about bidding is foreign to me and a bit confusing.
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You don’t have to follow those rules
Whatever you arrange with your opponent is fine. Those are just default settings so that most players don’t have to arrange anything - they just follow the league rulesThanks for the reply.
Perhaps, but I really want to understand and learn about this bidding thing :) -
We believe the Axis have a strong advantage over the Allies in the 2nd edition Global rule set, played with dice and without tech. This being the case, we agree to “bid” for Allies where the bid represents an IPC amount of bidding units that are placed before the bid begins. The rules you cited above are guidelines to make sure these bid units are placed where units already exist and don’t disrupt the flow of the game too much.
A bid in the league is anywhere between 12-26. Atm it’s around 20, trending up.
The way bidding works is one player starts out with a really high bid, then you bid down. For example,
20
19
18
17
yours. Then the player who bid 17 is Allies with 17 ipcs of extra units to place before the game starts. -
Thanks. That makes the process make more sense to me. Some more questions:
Who determines who goes first for bidding? Then the determined player, does he decide anywhere from 12-26 where he wants to start bidding first?
Between two players, if only one person wants to be allies, then there is no bid?
If two people want to be allies in a two player game, they bid until the bid reaches 12 or 0 or until one person gives up?What if you have three players and two want to be allies? Who gets the extra ipc out of the two allies on the same team? For games with multiple people how do you determine who plays what country(in a two vs two game; or 4 vs 3 game) for instance.
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Usually, someone either states a bid or asks the other player to state a bid. It doesn’t really matter, since you can always start at absurdly high amounts.
If one player wants to be allies, then they can offer a low bid and hope that the other person accepts it. Yes, the bid keeps decreasing until one person agrees to play the axis.
League games are 1 on 1, but for team games elsewhere, usually the teams are decided beforehand and they bid collectively and decide as a team where to put the bid and what countries to play.
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There is always a bid - anyone will want to play the Allies if given enough :)
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I see. So units placed at the first post are the result of ipc left over from bid. Can
bid money be used for any allied country?(France, China, ect) to boost units before game begins. Is bid ipc just simply distributed to whatever allied nation. Does it even have to be used on the first turn? -
I see. So units placed at the first post are the result of ipc left over from bid. Can
bid money be used for any allied country?(France, China, ect) to boost units before game begins.Yes
Is bid ipc just simply distributed to whatever allied nation.
Yes
Does it even have to be used on the first turn?
No, but it’s generally advantageous to have units on the board. You can always bank whatever IPC’s you want to any Allied nation you want, which can be spent on the first turn. Leftover IPC’s after placing bid units can be added to any allied power’s bank account.
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I see. So units placed at the first post are the result of ipc left over from bid. Can
bid money be used for any allied country?(France, China, ect) to boost units before game begins.Yes
Is bid ipc just simply distributed to whatever allied nation.
Yes
Does it even have to be used on the first turn?
No, but it’s generally advantageous to have units on the board. You can always bank whatever IPC’s you want to any Allied nation you want, which can be spent on the first turn. Leftover IPC’s after placing bid units can be added to any allied power’s bank account.
Sweet. Thank you guys so much for explaining and answering my questions. Now to find my first opponent and figure out how to get a forum game going on TripleA…
Do people usually use the in-game dice engine for TripleA? Is there any way to prevent secret
re-rolling of dice rolls to get maximum beneficial outcome for your side, as in, someone tried to take a territory and fails, so they re-roll and re-roll and re-roll, present the best scenario they came up with to their opponent as the outcome they have to accept for dice rolls… -
Not to worry - all dice are rolled on an internet server and you will receive an e-mail for every dice roll. You can’t stop the e-mail from being sent, so you can’t cheat.
Play someone with some games under their belt (see the league standings) and they will help you out and answer all your questions.
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Not to worry - all dice are rolled on an internet server and you will receive an e-mail for every dice roll. You can’t stop the e-mail from being sent, so you can’t cheat.
Play someone with some games under their belt (see the league standings) and they will help you out and answer all your questions.
Thanks 😁👍 Looking forward to learning from all you grizzled veterns.
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I am taking MakeMaps on his first league game. He’s probably like some master whose been honing his craft and is now ready to slaughter us lambs.
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Most likely
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I’m a nobody, guys. I’m no glorious legend, unlike you Tier2+ players 😊
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Playoff standings entered for players who currently have 6+ games completed
Don’t get too comfortable - there are movers below the top 10, and there are some who may only have 3 games completed now who will have 8 by the end of the year -
guys, triplea 1.8.0.7 has a major bug! BEWARE that if you go into a naval battle, you won’t get the option to retreat…it just immediately goes to the next round of combat!!!
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i recommend keeping v1.8.0.5 of triplea around and using it for a turn that you know you’re going to do a significant naval battle that you think there’s a chance you’d retreat. that’s what i am going to do, at least until this is patched up.
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Thanks for the warning, dominion,
a player can still save it, and then use edit mode if it happens to them, right?





