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 PUsLeague General Discussion Thread
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Will the Parisian Rebalance be made available on PTV?
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@artofwar1947 said in League General Discussion Thread:
Will the Parisian Rebalance be made available on PTV?
I would be open to this idea but I can hear the counters from @regularkid and @Adam514
“There is no need to prevent people leaving Normandy French in PtV because then the Germans lose the NO for the Atlantic Wall”
“Canada shouldn’t fight on after Sea Lion”
Actually, I am not sure what the counter to setting the original owner for Normandy to neutral will be but hopefully they will chime in to say what they feel about it.
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I’ve asked this question in the 1940 2nd Ed category, but wanted to highlight it here as well to tap into the immense quantity and quality of A&A experience and intelligence in the league.
Breifly, the US invaded Normandy and the UK landed some reinforcements on round 5. Can the French or UK troops in the UK load onto the US transports in SZ110 (the Channel) during round 5 even though the US transports have already loaded/unloaded on that round?
Full details on main topic for this is here - https://www.axisandallies.org/forums/topic/39384/loading-units-onto-allied-transports-in-the-same-round-that-the-ally-unloaded-them

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@flyingbadger French and UK units can move onto US transports on the UK and French turns but they can’t unload into Normandy until the following UK and French turns the next round.
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@flyingbadger said in League General Discussion Thread:
Full details on main topic for this is here - https://www.axisandallies.org/forums/topic/39384/loading-units-onto-allied-transports-in-the-same-round-that-the-ally-unloaded-them
… and the explanation why too.
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Is the South France naval base operative for the axis while it is vichy controlled
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I believe so.
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Yes, can confirm that it is.
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Hello all, not sure if this is a good place for this. Looking to playtest some political house rules & NO changes by correspondence or facetime. Hopefully should remove the requirement for a bid.
UKP & ANZAC economies merged.
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Yeah, I like the concept of UKP & ANZAC economies (and pieces?) merged. It was a key feature in a house-ruled version I was working on years ago - didn’t finish because balanced mod came along before I was done.
I’m sure somebody here will want to play you with your variation, just be advised that if you don’t finish 3 league games by 12/31, your opponent won’t get many points from you no matter how skilled and experienced you are,
BUT. Half of our players would rise in the rankings (if that’s what they’re interested in) if they prevail against you at your own game ;)
Some of the OTHER half would probably be willing to play you in league play despite the points thing.But you posted in a great place, because there are about 40 active players here and if they don’t want it to count in the league, they may play you outside of the league and you still get what you want, I think.
Good luck, and have fun
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@gamerman01 said in Find League Opponents Thread:
Yeah, I like the concept of UKP & ANZAC economies (and pieces?) merged. It was a key feature in a house-ruled version I was working on years ago - didn’t finish because balanced mod came along before I was done.
I don’t like the idea at first hearing. Firstly, where would the capital be? Secondly, wouldn’t one of the locations be massively reinforced while the other is basically ignored. Certainly makes an ANZAC crush more likely. Maybe the Sydney IC would be upgraded to a major? Or add an IC in Queensland?
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Right. Well here are my ideas from years ago when I had thought it all through:
NSW and India are both capitals. If one falls, 1/2 (rounded up) of IPC’s on hand are lost to the conquering power
Without India, NSW cannot collect from West India, Burma, Shan State or Hong Kong, or NO for Malaya
Without NSW, India cannot collect from any Australia/NZ territories, or NO for islandsThe rest you can read at this address: https://docs.google.com/spreadsheets/d/1ujxn3r0e5sekcVPS8CbkH3KByB1iVrNJimiwA3e_BiI/edit#gid=2
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Maybe somebody or I will finish this some day. I came up with a lot of it myself, and looking at it, I remember I had ideas for making convoy rules a lot better.
Basically, you shouldn’t be able to stop all the income in places like Zone 6, Zone 97, Zone 101 (Tokyo, Rome, Washington DC). with a fleet.
But anyway, point is that merging India and Australia does take a lot of other tweaks, you are right. I’ve come up with them years ago, and they are all on this google spreadsheet.
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I see that work is over 8 years old, so I forgot a lot of it. There are some really cool ideas in there, if I do say so myself.
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If you are so keen to speed up the game in a play by forum context why not make the Italians move after France. Also making ussr after Japan but that might require some setup changes at least.
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@simon33 If you are talking about my G40 project from 8 years ago, I don’t even remember turn order ideas.
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OK, looking it over again really fast, France is eliminated as a playable power. It wasn’t about speed, it was about AA50 style 3 on 3, alternating turns. Eliminates the Italy to Germany cheese and the US/UK power move. Turn order is basically AA50, playing 1 power at a time and alternating.
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@gamerman01 said in Find League Opponents Thread:
OK, looking it over again really fast, France is eliminated as a playable power. It wasn’t about speed, it was about AA50 style 3 on 3, alternating turns. Eliminates the Italy to Germany cheese and the US/UK power move. Turn order is basically AA50, playing 1 power at a time and alternating.
I don’t see what is so good about that. You seem really keen to rewind back to AA50, interesting. Have you looked at Ozteas’ 1941 setup? Haven’t played it myself but I understand it effectively advances politics by 2 turns so everything gets going much more quickly I presume.
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@gamerman01 Why not just use Grasshopper’s 3G40 turn order?
Germany
Anzac
Japan
United Kingdom
Italy
China
USSR
USA
FranceVery little cheese, just removes the ability of Italy to can open in the Eastern Front & the same for Germany wrt Italy in Gibraltar
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@simon33 said in [League General Discussion Thread]
I don’t see what is so good about that. You seem really keen to rewind back to AA50, interesting.
I said twice below, this was done EIGHT years ago. That wasn’t long after AA50 was abandoned like yesterday’s newspaper.
Have you looked at Ozteas’ 1941 setup? Haven’t played it myself but I understand it effectively advances politics by 2 turns so everything gets going much more quickly I presume.
No, I just saw the idea about UK/ANZAC being merged and that made me think of my house-ruled game that didn’t get finished.





