Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs; Combat Move - Germans 3 armour moved from Greater Southern Germany to France 1 artillery moved from Western Germany to France 3 infantry moved from Western Germany to France 2 artilleries moved from Holland Belgium to France 2 infantry moved from Holland Belgium to France 3 armour moved from Holland Belgium to France 4 mech_infantrys moved from Western Germany to France 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 2 tactical_bombers moved from Western Germany to 110 Sea Zone 1 fighter moved from Holland Belgium to 110 Sea Zone 2 fighters moved from Western Germany to 110 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 battleship moved from 113 Sea Zone to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 tactical_bomber moved from Poland to Yugoslavia 1 fighter moved from Slovakia Hungary to Yugoslavia 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 armour moved from Romania to Yugoslavia Combat - Germans British scrambles 3 units out of United Kingdom to defend against the attack in 110 Sea Zone Battle in 111 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 1 fighter owned by the Germans, 1 bomber owned by the Germans and 1 tactical_bomber owned by the Germans retreated 1 battleship owned by the Germans and 2 submarines owned by the Germans retreated to 112 Sea Zone British win with 1 battleship and 1 cruiser remaining. Battle score for attacker is 8 Casualties for British: 1 destroyer Battle in Yugoslavia Germans attack with 2 armour, 1 fighter, 6 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 2 armour, 1 fighter, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Germans: 3 infantry Casualties for Neutral_Allies: 5 infantry Battle in 110 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 tactical_bombers British defend with 1 battleship, 1 cruiser and 2 fighters; French defend with 1 cruiser and 1 fighter Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 2 fighters, 2 submarines and 1 tactical_bomber remaining. Battle score for attacker is 42 Casualties for Germans: 1 fighter and 2 tactical_bombers Casualties for British: 1 battleship, 1 cruiser and 2 fighters Casualties for French: 1 cruiser and 1 fighter Battle in France Germans attack with 6 armour, 3 artilleries, 5 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, 1 artillery and 2 mech_infantrys remaining. Battle score for attacker is 22 Casualties for Germans: 2 artilleries, 5 infantry and 2 mech_infantrys Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport Germans win, taking 106 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 15 Casualties for British: 1 destroyer and 1 transport 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, 1 fighter and 1 tactical_bomber moved from 111 Sea Zone to Western Germany 2 fighters moved from 110 Sea Zone to 112 Sea Zone 1 tactical_bomber moved from 110 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Western Germany 1 aaGun moved from Western Germany to France 1 aaGun moved from Western Germany to Holland Belgium 2 infantry moved from Denmark to Western Germany 1 cruiser and 1 transport moved from 114 Sea Zone to 112 Sea Zone 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Germany to Poland 1 infantry moved from Germany to Poland 1 artillery moved from Greater Southern Germany to Western Germany 1 artillery moved from Greater Southern Germany to Germany Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 112 Sea Zone 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 PUsG18L - variance (allies+24) vs Tizkit
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MJ got some kitty treats :-). Just rendering a new video right now, will be up shortly
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Hey, couple of questions for you.
Is there a way in Triple A to see how much damage is on a factory short of progressing to the start of the nation that owns the factory?
I was looking at the league rankings sheet and it seems there is a disincentive for top ranking players to play lower ranked players since they would earn less PPG than they need to maintain their position. Am I understanding that right?
“How the league works” might be a good video topic for you. :)
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Hey, couple of questions for you.
Is there a way in Triple A to see how much damage is on a factory short of progressing to the start of the nation that owns the factory?
Increase your map resolution by clicking the Map–>zoom menu to 100% ad you will be able to make out the damage number next to the facility.
I was looking at the league rankings sheet and it seems there is a disincentive for top ranking players to play lower ranked players since they would earn less PPG than they need to maintain their position. Am I understanding that right?
Yes. The best way to be an “elite” is to never play tier 2 or 3 players, which kind of sucks.
“How the league works” might be a good video topic for you. :)
That’s a very good idea! Some quiet week when I don’t have much content I will do that. Thanks Tizkit!
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Ah, right in front of my face. You can see it on my resolution but it’s so small it just looked like misc pixels.
That’s kinda lame about the rankings. Have you seen any appetite for changing the system? (i.e. threads about that) Seems like it’s been that way for years.
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well it kind of takes care of itself, because if someone tries to manipulate things so that they get a higher ranking than they might deserve, others will challenge them and either beat them down to where they belong or else they refuse the offer and look like a coward. Some will then start making dumb excuses for why they can’t take on any new games at the present time etc. Generally I have found that those types don’t stay around very long. They get bored after a year or 2 and when they accept the fact that they aren’t the Master player they thin they are is about the time they stop playing, instead of working to improve or just enjoying game with people who are at their own skill level. The funnest games are with people who are at your own level; not significantly better or weaker.
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Well that’s good that it generally works itself out. It still kind of narrows the field of potential opponents in an already narrow field.
You’re right it’s most fun to play a tight game. It’s no fun if there’s little risk of losing or little chance of winning.
It would be nice if there was a handicap system where you could play an opponent from any rank and the win rates would be closer to 50%. It’s gotta be disheartening and hard to keep plugging with some of those super low win rates I see from last year.
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The bid system is one way to do it. I think for this year I will only play an elite or master ranked player if I am allies and I get a bid of $50. I prefer standard rules to bal mod
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So how do most people do their bids? I mean for us I just let you pick it because I don’t really know what’s normal, but I thought it would be more of a back and forth until one player won’t go any lower. (that or a blind draw where you both pick a number and the lowest takes allies)
So if you said 50 bid for Allies, wouldn’t the Master/Elite player just underbid that?
I’m thinking it would be nice to have the handicap be separate from the bid… so the lower rank player takes bid+handicap if they get allies and the higher rank player takes bid-handicap if they take allies.
So if a standard bid is 24, and you’d play a masters player for 50, then the handicap would be 26. Meaning you take allies for 24+26=50 or the Masters player takes allies for 24-26=-2.
Would you take axis against an elite/master player with an axis bid of 2?
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Yes its usually a back and forth until someone agrees to be allies for the lowest price. That’s fine if the players are about equal in skill. In my case I am certain to lose and basically have a lousy experience everytime I play a top player. Its just not fun and it feels pointless. So from now on I won’t play those guys unless I get $50 and i am allies. If they don;t want to agre to that they can go pick on someone their own size
BTW your point about how skewed the ranking are is well taken. I just posted my first 6 games for 2018. I won 4 of the 6 games and I wind up with a ranking of tier 2 :?
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Yeah you have a couple losses against new players which is no good. At least it looks like when I get ranked it should boost your score. Apparently I’m in the elite group right now. Ha.
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congratulations! :-)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 2 PUs;Combat Move - Chinese
Non Combat Move - Chinese
1 fighter and 2 infantry moved from Kansu to ShensiPlace Units - Chinese
2 infantry placed in ShensiTurn Complete - Chinese
Chinese collect 5 PUs; end with 7 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Americans
Americans buy 2 carriers, 4 fighters and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
4 bombers moved from Gibraltar to Morocco
1 armour and 1 artillery moved from Central United States to 101 Sea Zone
1 armour, 1 artillery, 1 carrier, 1 destroyer, 1 submarine and 2 transports moved from 101 Sea Zone to 88 Sea Zone
1 infantry moved from French Guiana to 88 Sea Zone
1 infantry moved from Suriname to 88 Sea Zone
1 armour, 1 artillery, 1 carrier, 1 destroyer, 2 infantry, 1 submarine and 2 transports moved from 88 Sea Zone to 91 Sea Zone
1 armour, 1 artillery and 2 infantry moved from 91 Sea Zone to Morocco
1 artillery moved from Caroline Islands to 33 Sea Zone
1 artillery and 1 transport moved from 33 Sea Zone to 42 Sea Zone
1 artillery moved from 42 Sea Zone to Java
1 submarine moved from 33 Sea Zone to 44 Sea ZoneCombat - Americans
Battle in Java
Battle in 44 Sea Zone
Americans attack with 1 submarine
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 44 Sea Zone
Americans roll dice for 1 submarine in 44 Sea Zone, round 2 : 1/1 hits
Americans win, taking Java from Japanese, taking 44 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Morocco
Americans attack with 1 armour, 1 artillery, 4 bombers and 2 infantry
Germans defend with 2 fighters and 1 tactical_bomber; Italians defend with 1 aaGun, 2 artilleries and 3 infantry
AA fire in Morocco : 1/3 hits
1 bomber owned by the Americans lost in Morocco
Americans roll dice for 1 armour, 1 artillery, 3 bombers and 2 infantry in Morocco, round 2 : 3/7 hits
Italians roll dice for 1 aaGun, 2 artilleries, 2 fighters, 3 infantry and 1 tactical_bomber in Morocco, round 2 : 4/8 hits
1 aaGun owned by the Italians, 1 armour owned by the Americans, 2 infantry owned by the Americans, 1 artillery owned by the Americans and 2 infantry owned by the Italians lost in Morocco
Americans roll dice for 3 bombers in Morocco, round 3 : 1/3 hits
Italians roll dice for 2 artilleries, 2 fighters, 1 infantry and 1 tactical_bomber in Morocco, round 3 : 3/6 hits
3 bombers owned by the Americans and 1 infantry owned by the Italians lost in Morocco
Italians win with 2 artilleries, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is -50
Casualties for Italians: 1 aaGun and 3 infantry
Casualties for Americans: 1 armour, 1 artillery, 4 bombers and 2 infantryNon Combat Move - Americans
2 fighters moved from Eastern United States to 91 Sea Zone
1 fighter moved from 91 Sea Zone to Gibraltar
1 battleship, 1 carrier, 2 cruisers, 2 destroyers and 2 fighters moved from 33 Sea Zone to 54 Sea Zone
2 carriers, 2 submarines and 1 tactical_bomber moved from 26 Sea Zone to 54 Sea Zone
3 fighters moved from Hawaiian Islands to 54 Sea Zone
3 fighters moved from New Zealand to 54 Sea Zone
1 tactical_bomber moved from 54 Sea Zone to Queensland
2 fighters moved from 54 Sea Zone to Queensland
1 infantry moved from Central United States to Western United States
1 mech_infantry moved from Central United States to Western United StatesPlace Units - Americans
2 carriers and 1 transport placed in 10 Sea Zone
4 fighters placed in Western United StatesTurn Complete - Americans
Americans collect 56 PUs; end with 56 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 66 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 71 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 76 PUsPurchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 2 PUs;Combat Move - Chinese
Non Combat Move - Chinese
1 fighter and 2 infantry moved from Kansu to ShensiPlace Units - Chinese
2 infantry placed in ShensiTurn Complete - Chinese
Chinese collect 5 PUs; end with 7 PUsPurchase Units - British
British buy 1 destroyer, 3 mech_infantrys and 2 submarines; Remaining resources: 1 PUs;Combat Move - British
1 fighter moved from United Kingdom to Morocco
2 fighters moved from Gibraltar to Morocco
1 artillery and 17 infantry moved from West India to IndiaCombat - British
Battle in India
British attack with 1 artillery and 17 infantry
Japanese defend with 1 airfield, 1 artillery, 1 factory_minor and 1 harbour
British roll dice for 1 artillery and 17 infantry in India, round 2 : 4/18 hits
Japanese roll dice for 1 artillery in India, round 2 : 1/1 hits
1 artillery owned by the Japanese and 1 infantry owned by the British lost in India
British win, taking India from Japanese with 1 artillery and 16 infantry remaining. Battle score for attacker is 1
Casualties for British: 1 infantry
Casualties for Japanese: 1 artillery
Battle in Morocco
British attack with 3 fighters
Germans defend with 2 fighters and 1 tactical_bomber; Italians defend with 2 artilleries
British roll dice for 3 fighters in Morocco, round 2 : 2/3 hits
Italians roll dice for 2 artilleries, 2 fighters and 1 tactical_bomber in Morocco, round 2 : 2/5 hits
2 artilleries owned by the Italians and 2 fighters owned by the British lost in Morocco
British roll dice for 1 fighter in Morocco, round 3 : 0/1 hits
Italians roll dice for 2 fighters and 1 tactical_bomber in Morocco, round 3 : 1/3 hits
1 fighter owned by the British lost in Morocco
Italians win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is -22
Casualties for British: 3 fighters
Casualties for Italians: 2 artilleriesNon Combat Move - British
2 aaGuns moved from West India to India
1 infantry moved from Iraq to Northwest Persia
British take Northwest Persia from Neutral_Allies
1 armour moved from Iraq to Eastern Persia
2 armour and 1 mech_infantry moved from Belgian Congo to Egypt
1 armour moved from Union of South Africa to Belgian Congo
1 artillery moved from Italian Somaliland to Ethiopia
1 transport moved from 72 Sea Zone to 71 Sea Zone
1 battleship moved from 33 Sea Zone to 54 Sea Zone
1 fighter moved from Caroline Islands to QueenslandPlace Units - British
1 destroyer and 2 submarines placed in 81 Sea Zone
3 mech_infantrys placed in Union of South AfricaTurn Complete - British
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 5,5
British collect 33 PUs; end with 34 PUsTurn Complete - UK_Pacific
UK_Pacific collect 5 PUs; end with 5 PUs -
that was awful
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Italians
Italians buy 1 destroyer and 3 infantry; Remaining resources: 0 PUs;Combat Move - Italians
2 armour moved from Poland to Belarus
2 submarines moved from 95 Sea Zone to 91 Sea Zone
2 fighters moved from 92 Sea Zone to 91 Sea Zone
1 fighter moved from Southern Italy to 91 Sea Zone
1 bomber moved from Southern Italy to 91 Sea Zone -
Yeah, that didn’t go so hot for the Yanks. I’m surprised you sent in the UK though… was expecting a Gibraltar airbase.
Let me know if you want to submerge the subs and casualty orders for my sub/air hits.
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yeah I was thinking of the airbase, but then I decided to gamble. Was hoping to kill some planes
no submerge, max defense
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Hmm…
Ok so it made me pick casualties for my sub fire first which I got 1 hit. I put it on the AC to max defense…
Then I got 3 air hits, but I had to select the destroyer/AC/Fighter leaving you with subs and transports.
By the rules though shouldn’t you get to see all the hits before you select casualties? It’s weird that it forces you to select for the sub fire when I didn’t get surprise strike.
So for 4x hits would you select anything different? Leave the fighter and take the US sub perhaps?
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yes I think that’s a triplea glitch. I will keep the sub if that’s ok
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Italians
Italians buy 1 destroyer and 3 infantry; Remaining resources: 0 PUs;Combat Move - Italians
2 armour moved from Poland to Belarus
2 submarines moved from 95 Sea Zone to 91 Sea Zone
2 fighters moved from 92 Sea Zone to 91 Sea Zone
1 fighter moved from Southern Italy to 91 Sea Zone
1 bomber moved from Southern Italy to 91 Sea ZoneCombat - Italians
Battle in Belarus
Italians attack with 2 armour
Russians defend with 1 infantry
Italians roll dice for 2 armour in Belarus, round 2 : 1/2 hits
Russians roll dice for 1 infantry in Belarus, round 2 : 0/1 hits
1 infantry owned by the Russians lost in Belarus
Italians win, taking Belarus from Russians with 2 armour remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in 91 Sea Zone
Italians attack with 1 bomber, 3 fighters and 2 submarines
British defend with 1 submarine; Americans defend with 1 carrier, 1 destroyer, 1 fighter, 1 submarine and 2 transports
Americans roll dice for 2 submarines in 91 Sea Zone, round 2 : 0/2 hits
Italians roll dice for 2 submarines in 91 Sea Zone, round 2 : 1/2 hits
Units damaged: 1 carrier owned by the Americans
Italians roll dice for 1 bomber and 3 fighters in 91 Sea Zone, round 2 : 3/4 hits
Americans roll dice for 1 carrier, 1 destroyer, 1 fighter and 2 transports in 91 Sea Zone, round 2 : 3/3 hits
1 carrier owned by the Americans, 2 submarines owned by the Italians, 1 fighter owned by the Italians, 1 destroyer owned by the Americans and 1 fighter owned by the Americans lost in 91 Sea Zone
1 submarine owned by the Americans and 1 submarine owned by the British Submerged
Italians roll dice for 1 bomber and 2 fighters in 91 Sea Zone, round 3 : 3/3 hits
2 transports owned by the Americans lost in 91 Sea Zone
Italians win with 1 bomber and 2 fighters remaining. Battle score for attacker is 26
Casualties for Italians: 1 fighter and 2 submarines
Casualties for Americans: 1 carrier, 1 destroyer, 1 fighter and 2 transportsNon Combat Move - Italians
1 transport moved from 92 Sea Zone to 93 Sea Zone
1 infantry moved from Southern France to 93 Sea Zone
1 infantry and 1 transport moved from 93 Sea Zone to 95 Sea Zone
1 infantry moved from 95 Sea Zone to Northern Italy
3 aaGuns moved from Southern Italy to Northern Italy
1 battleship, 1 carrier, 2 cruisers and 2 transports moved from 92 Sea Zone to 95 Sea Zone
2 fighters moved from 91 Sea Zone to 95 Sea Zone
1 bomber moved from 91 Sea Zone to Southern FrancePlace Units - Italians
3 infantry placed in Northern Italy
1 destroyer placed in 95 Sea ZoneTurn Complete - Italians
Italians collect 19 PUs; end with 19 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 24 PUsTerritory Summary for Italians :
Malta : 1 flag
Morocco : 1 flag
Normandy Bordeaux : 1 flag, 1 factory_minor and 1 harbour
Southern France : 1 flag, 1 bomber, 1 factory_minor and 1 harbour
Northern Italy : 3 aaGuns, 1 factory_major and 4 infantry
Southern Italy : 1 airfield, 1 factory_minor and 1 harbour
Belarus : 1 flag, 2 armour
95 Sea Zone : 1 battleship, 1 carrier, 2 cruisers, 1 destroyer, 2 fighters and 3 transports
Greece : 1 flag
Yugoslavia : 1 flag