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 PUsLeague General Discussion Thread
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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.
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@simon33 said in League General Discussion Thread:
@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?
I was merely responding to this. Simon was asking how a merged UK/ANZAC could work and so I shared what I had put together 8 years ago, which was during the transition time from AA50 to G40.
France and ANZAC were eliminated as playable powers, so Grasshopper’s turn order doesn’t apply. The turn order idea I had after eliminating France and ANZAC is similar to every single global A&A game that had gone before, including the original, classic, Axis and Allies game, so it really isn’t just about AA50.
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@simon33 Have you ever played 3G40
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@hengst said in League General Discussion Thread:
@simon33 Have you ever played 3G40
No, i haven’t. Seems a bit complicated
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@simon33 If you have questions about the implementation & balance of a combined ANZAC/UKP you should try the variant of the rules which accomplishes it. Try 3G40 on tripleA.
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Haven`t been here for some time.
Is the majority of games now played PTV ? Or BM and older versions are still stronger?
And one more question about bids in BM4. Have they changed much ? What are the average bids these days there?
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@amon-sul welcome back!
the majority is still BM but games of ptv and oob are pretty common too. Bids for BM have moved to around 20 lately (although I think that is a little high).
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Welcome back from me too!
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@farmboy said in League General Discussion Thread:
@amon-sul welcome back!
the majority is still BM but games of ptv and oob are pretty common too. Bids for BM have moved to around 20 lately (although I think that is a little high).
Thanks.
And what about DOV. What is most common for Japan , rd 1, rd 2, rd 3?
And is it much different in PTV?
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@amon-sul Based on the games I have played, J3 seems to be the most common but J1, J2, and J4 are all in the mix too. I’ve used J2 through 4 this year and have had all of them used against me.
I can’t speak to PTV as I haven’t played that yet.
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First call for playoff signups
If you want to play in the playoff(s) STARTING SOON AFTER 12/31/22 and if you have completed 6 games of balanced mod, 3 games of PTV, and/or 3 games of OOB G40 private message me (preferably) or post to league discussion thread. Then you are signed up and will be in the playoffs. There will be a signup sheet in the rankings spreadsheet where you can confirm you are signed up, and you can see who else has signed up.
If you want to be sure you’re in, post or private message your signup before 1/1/23.
Each game version does have more than 8 qualifying players for the playoffs, and if we have at least 8 signups for each game version, there will be a full bracket of 8 for the championship from the 2022 regular season. If you don’t end up in the top 8, you will still get gripping playoff action!
Players may enter the playoff for more than one version if qualifying with minimum games in each (you have a ranking number in the first column, or 2nd column for BM which requires 6 games done). The overall ranking sheet is so that players playing different versions may be compared (and also to count total number of games for purposes of determining how many games you can play against another individual) and so have no bearing on the playoffs. Your seeding and qualifications are determined from your results IN THAT version’s ranking sheet.
Playoffs are primarily for the enjoyment of players and are single elimination - you lose, you go home and cry. Oh wait, you’re already home. You just cry. Of course it was the dice’s fault.
If you have any questions about how the playoffs work, just send me a PM.





