Game History
Round: 3 Purchase Units - Americans Americans buy 1 armour, 1 bomber, 1 fighter, 1 infantry and 3 transports; Remaining resources: 0 PUs; Politics - Americans Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States Combat Move - Americans Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans 2 infantry and 1 transport moved from 16 Sea Zone to 17 Sea Zone 2 infantry moved from 17 Sea Zone to Iwo Jima Combat - Americans Battle in Iwo Jima Non Combat Move - Americans 1 artillery, 1 battleship, 1 carrier, 2 cruisers, 3 destroyers, 1 fighter, 1 infantry, 2 submarines, 1 tactical_bomber and 1 transport moved from 16 Sea Zone to 17 Sea Zone 1 artillery and 1 infantry moved from 17 Sea Zone to Iwo Jima 2 carriers and 4 fighters moved from 7 Sea Zone to 17 Sea Zone 1 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone 1 battleship, 1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands 1 fighter moved from Aleutian Islands to Siberia 2 bombers moved from Alaska to Siberia 1 bomber moved from Western United States to Siberia 1 armour moved from Eastern United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 1 armour, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 armour and 1 infantry moved from 91 Sea Zone to Gibraltar 1 infantry and 1 mech_infantry moved from Eastern United States to 101 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 101 Sea Zone to 86 Sea Zone 1 infantry and 1 mech_infantry moved from 86 Sea Zone to Brazil Americans take Brazil from Neutral_Allies 1 cruiser and 1 destroyer moved from 101 Sea Zone to 91 Sea Zone Place Units - Americans 2 transports placed in 101 Sea Zone 1 transport placed in 10 Sea Zone 1 armour, 1 bomber, 1 fighter and 1 infantry placed in Western United States Turn Complete - Americans Americans collect 53 PUs; end with 53 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 63 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 73 PUs 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 1 fighter and 11 infantry moved from Suiyuyan to Chahar Chinese take Chahar from Japanese 1 infantry moved from Suiyuyan to Chahar 1 fighter moved from Chahar to Suiyuyan Combat - Chinese Non Combat Move - Chinese Place Units - Chinese 2 infantry placed in Suiyuyan Turn Complete - Chinese Chinese collect 8 PUs; end with 10 PUs Purchase Units - British British buy 1 carrier, 1 destroyer and 3 infantry; Remaining resources: 0 PUs; Combat Move - British 1 carrier, 3 cruisers, 3 destroyers and 2 fighters moved from 98 Sea Zone to 97 Sea Zone 1 bomber, 1 fighter and 1 tactical_bomber moved from Egypt to 97 Sea Zone 2 destroyers moved from 81 Sea Zone to 97 Sea Zone 1 infantry moved from Tobruk to Libya British take Libya from Italians 1 artillery and 2 infantry moved from Egypt to 98 Sea Zone 1 artillery moved from Trans-Jordan to 98 Sea Zone 2 artilleries, 2 infantry and 2 transports moved from 98 Sea Zone to 76 Sea Zone 2 artilleries and 2 infantry moved from 76 Sea Zone to Ethiopia 1 battleship moved from 76 Sea Zone to 80 Sea Zone 1 armour moved from Egypt to Ethiopia Combat - British Battle in 97 Sea Zone British attack with 1 bomber, 1 carrier, 3 cruisers, 5 destroyers, 3 fighters and 1 tactical_bomber Italians defend with 1 battleship, 2 cruisers, 1 destroyer and 2 transports British win, taking 97 Sea Zone from Neutral with 1 bomber, 1 carrier, 3 cruisers, 5 destroyers and 3 fighters remaining. Battle score for attacker is 55 Casualties for British: 1 tactical_bomber Casualties for Italians: 1 battleship, 2 cruisers, 1 destroyer and 2 transports Battle in Ethiopia British attack with 1 armour, 2 artilleries and 2 infantry Italians defend with 1 artillery and 3 infantry 1 armour owned by the British retreated to Anglo Egyptian Sudan Italians win with 1 artillery and 1 infantry remaining. Battle score for attacker is -8 Casualties for British: 2 artilleries and 2 infantry Casualties for Italians: 2 infantry Non Combat Move - British 1 infantry moved from Belgian Congo to Anglo Egyptian Sudan 1 infantry moved from Belgian Congo to Anglo Egyptian Sudan 2 fighters moved from West India to 80 Sea Zone 1 bomber moved from 97 Sea Zone to Egypt 1 fighter moved from 97 Sea Zone to Malta 1 fighter moved from Gibraltar to Egypt 1 fighter moved from Gibraltar to United Kingdom 1 artillery and 4 infantry moved from Iraq to Persia 1 aaGun and 2 infantry moved from Trans-Jordan to Iraq 3 aaGuns, 1 armour, 1 artillery, 9 infantry, 1 mech_infantry and 1 tactical_bomber moved from West India to Eastern Persia Place Units - British 1 carrier and 1 destroyer placed in 80 Sea Zone 1 infantry placed in Persia 2 infantry placed in Egypt Turn Complete - British British collect 33 PUs; end with 33 PUs Turn Complete - UK_PacificLeague General Discussion Thread
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@wizmark Unfortunately, I think you are being naive. From experience, I would say the vast majority of people (90%+) would not take advantage of the dice or try and cheat however, there are some who would. Having the dice go to both sides keeps everyone honest and maintains a fair game. Plus, it keeps anyone from wondering about really great dice or really poor dice and giving someone an undeserved reputation.
As Reagan said, “Trust, but verify.”
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We’re getting old.
I answered my first political polling call of the season (First in the nation Iowa Caucuses coming up in February), and the girl said something about President Reagan.
She pronounced it “Ree - gan”
I guess it’s been 35 years…
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From one study I learned that 10% of the US people never cheat, another 10% always do, and remaining 80% behave depending on control/situation. Probably the AA players here are not a representative sample to follow the entire population stats. Still agree wizmark is naive.
In politics, Reagan said this Russian saying during a nuke control meeting with Gorbachev in 1985 and btw pronounced the saying in Russian language. Hillary Clinton later rephrased it. In relation to Iran she said: “Don’t trust and verify”. John Kerry also referred to the Reagan’s quote saying “Verify and verify” while working with a treaty with Syria. So, all depends on who you are dealing with. -
With my yahoo account, I’ve occasionally noticed some delays with dice (including in the last two weeks) but I always get them within 48 hours. And I’ve sometimes had the dice end up in my spam folder. If folks are only are having issues with gmail accounts than the solution might just be to switch to yahoo or another email for the dice.
I’m not too worried about cheating (although in my early days here I played someone who seemed unaware that the first dice rolls are the ones that normally count. I’m not actually sure that was intentional) but I do prefer getting the dice. It keeps people honest and provides more info to help address disputes.
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I agree with that it is a great way to solve any disputes that may arise and keep it fair.
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I just discovered that the German A&A Club gave medals to certain players, for example to league or tournament winners, and ribbons for players who played 50+/100+ games etc.:
I think that would be fun. Of course this would need to be kept up to date like the trophies for gold patrons near the profile name or in the league table, so I am afraid this is not realistic. Just an idea…
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@Martin if they do that there might not be enough room for me under my name. lol
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@Martin I’m not as old as any of those guys ( Yet) Lol.
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If those were all losses medals well, then I would have way more medals then they all have together Lol
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You’re tier 2 and your tide has lifted all boats!! Don’t be so down on yourself, dawgoneit!
(double meaning intended) -
I was doing some research on one of my opponents and came across two games that speak volumes about the players on this forum.
https://www.axisandallies.org/forums/topic/40113/l23-bm4-pejon_88-allies-17-vs-roboto-axis/94?page=4
https://www.axisandallies.org/forums/topic/40073/mrroboto-allies-22-vs-simon33-axis-bm/235?page=10These types of games with these types of players is what brought me here in the first place. I am grateful for all of the players on here, and the time spent. It is a rare thing in this world, in any field of entertainment, vocation, professionalism, or other, for the uniformity of sportsmanship, mentorship, and comradery amongst a community.
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Sweet dice gods batman!
Stop up voting this. It isn’t about me, it’s about you!
Upvote the mentioned players, upvote yourselves, each other, upvote the site! -
another option is to roll in real time with a zoom call or facetime. Or youtube live set to private or unlisted. brings a comraderie like the real thing, especially for big battles. Amps up the fun factory by 20.
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Wow. I want to do this when I get around to it, thanks @crockett36.
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I have amended the league rules, effective immediately, to be clear about fighters on allied carriers (rule 10).
Basically says you need to be declaring fighters on carriers when there are allies involved. Preferably in the “game notes” feature of Triple A.
If you don’t declare, they are assumed to be on their own power’s carriers if there is ambiguity.
Declaration every turn is not always necessary because a declaration from the previous turn and the course of events dictate that there is only one possibl combination, but it is good practice to declare after each turn, whenever it is not totally obvious.Read the rule, too, see what you think.
This rule is way overdue, even though I haven’t had disputes about this ever come to my desk.
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This also means that if you intend like fighters on like carriers, you need not say anything, because that will be the default assumption, so this can save efforts and confusion, both.
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@gamerman01 so in the scenario where there are 2 US fighters, 4 UK fighters and 2 US CVs, 1 UK CV, if I don’t say anything, the US fighters are assumed to be on one of the US CVs, with the UK ones being on the other US CV and the UK CV?
BTW, I am pretty Triple-A does track this but you just can’t see it.
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@simon33 Haven’t tried hard to test it, but I’m pretty sure they’re not tracked. After all, it doesn’t ask you.
In your scenario, if the owning player makes no declaration, then 2 UK fighters are on the UK CV, and the owning player is at the mercy of the opponent for the others. Same spirit of the law as the long standing assumptions league rule -
Just FYI, some statistics for the current 2023 League










