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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One thing of note:
A result is only considered when the specific player is M or E in the type that’s actually played.
So if a player is M in PtV, E in BM4 but only Tier 3 in OOB, the result is only counted in the above graph when the game type is actually BM4 or PtV
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@MrRoboto lol sorry but i have definitely lost as axis in BM4, vs sovietishcat…who has a super strong allied game going on. Shame im the only one :(
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@MrRoboto Just a point of clarification as I’m not understanding what is being captured here. Is this only when the winning player is M or E and the losing player is not M or E. I read this to read that an M or E player has not lost when picking axis in BM but do know of several games where an M or E player picked axis, and played another M or E player and has lost.
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I bet that it is about something like an IF-function? So all games of BM with a M or E player as Axis are won by a M or E player - but not necessarily the one playing Axis?
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Now I didn’t want to go into details yet, but since the issue has come up and caused some confusion, I guess I have to indulge now.
A while back @gamerman01 asked around if someone wants to be backup for the rankings spreadsheet in case something happened to him. I volunteered and subsequently got admin rights from him.
While trying to dive deep into it, I noticed some flaws with the current spreadsheet however. The most severe one: Circular referencing.
A player’s PPG determines the players Tier ranking. This determines how many points opponents get when playing that player. These points influence the PPG of the opponents and therefore the Tier ranking of all of them. The Tier ranking of the opponents however determine how many points the original player gets. This might change the tier ranking of the player and the whole cycle starts over.
So:
Player A’s PPG -> A’s Tier ranking -> PPG of A’s opponents -> Tier ranking of A’s opponents -> Player A’s PPG…So the question is: What is the starting Tier of everyone? @gamerman01 uses past years as an indicator. However, there are some inconsistencies with new players.
Look at the overall spreadsheet right now:Gorshak is 2-0 with 8.0 PPG, but Tier 1
jkeller is 0-1 with 4.0 PPG, but Tier MThe starting Tier is also heavily influenced by the timing and order of reults.
Use me as an example: I started this year with 4-0 and the spreadsheet therefore put me in Tier M. This meant that all of my opponents got a lot of points against me, even when they lost. Even though I have lost a lot since then, I caused a big points inflation and am therefore still E (because all of my opponents are ranked very high too because of the points inflation). @dawgoneit is another example, he started the year with a higher ranking and since he has so many games there is a huge points inflation.Now I am a huge Excel / Google sheets nerd and I noticed all this while I was working on a side project: Currently @gamerman01 updates and maintains everything manually himself. This is a huge workload, thanks by the way for all the hours these past years!
I created an alternative spreadsheet, that heavily uses formulae and therefore is updated completely automatically!My spreadsheet has the same problem with circular references of course. I can create dozens of different results with the same games as input!
The one I settled for is the following: All games are already put into the system (instead of one after another) and all players starting Tier is Tier 1. THEN I activate the points given for wins and losses.I have not yet shared this with all of you since I am still consulting with @gamerman01 and want to hear his opinion first. However, he is preoccupied with real life right now so you guys have to be a bit patient.
By the way, I have made a proposal to him on how to fix these (and more) issues with the current system in the following years, but again: I want his opinion and more importantly his blessings first.
Now, @wizmark and @farmboy have rightfully wondered and questioned the above graphs. So I want to share the rankings these graphs are based on:
Overall:

OOB:

BM4:

PtV:

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Now as I said, these rankings constantly shift, whenever I make the tiniest adjustments within the sheet, because of the circular references.
I don’t change any rules, I don’t change any inputs, but this leads to different outcomes. with THESE rankings I just posted, you can see there are zero M players in BM4 and only 3 Tier E players (who have not played each other).
These Tier E players are 14-0. 8 of those games as axis, 6 as Allies.
With this data, the current graph is the following:

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@MrRoboto thank you for the effort - I love this automation in the way you described it. I always wondered how it could be possible to manually adjust all points of past opponents and all of their opponents etc. following a new game result.
I think it is fair to take prior year’s PPG as a starting point for players who finished 3+ games and, as you suggested, 1 for new players and players who completed <3 games in the prior year.
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PS: I also like the ELO system from Chess, but that’s a different discussion. And there is plenty of management software available.
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@Martin said in League General Discussion Thread:
@MrRoboto thank you for the effort - I love this automation in the way you described it. I always wondered how it could be possible to manually adjust all points of past opponents and all of their opponents etc. following a new game result.
Not as bad as it would seem, apparently.
MrRoboto also called it impossible… It’s not that bad… :)Busy moving into my house, will catch up later, I can’t read everything that’s going on right now, just so you all know
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Thank you G-man, Mr R for your work here. Very valuable! I am surprised by the BM result. I am also excited by the oob results.
Honestly, the top player results are the only results I am interested in. Everything else is player error. Am I wrong?
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BM rule question: Are battleships / cruisers carrying marines considered transports, in general and in terms of following question in particular?
@pacifiersboard said in pacifiersboard (X) vs. Ghostglider (L +12) BM:
@Ghostglider said in pacifiersboard (X) vs. Ghostglider (L +12) BM:
I am certain, but I don’t know the correct place to reference.
A fast google-search find below:https://axisallies.com/rules/axis-allies-rules-pacific1940-2nd-edition.pdf
Page 16: If a transport loads
land units during the Combat Move phase, it must offload those units to attack a hostile territory as part of an amphibious
assault during the Conduct Combat phase, or it must retreat during the sea combat step of the amphibious assault sequence
while attempting to do so.good one. I think that this BM feature possibly is not covered by an official ruling? Only found in Game Notes:
- (PE) Transports can only be loaded in 1 phase (not both), and unloaded in 1 phase (not both).
- (PE) Transports if unloading for amphibious assault must unload all units loaded in the combat move phase and may not hold back some units while offloading other units unless the units held back were loaded in previous rounds.
@Panther @gamerman01
Is there already an answer to this Balanced Mod related rule question? -
@pacifiersboard as as far as I’m aware, that rule applies to marines on battleships and cruisers as well. So if you load marines on a combat move, they need to be making an amphibious assault that turn. Its why you will often see players leaving the marines on the Battleship and Cruiser rather than landing them on a NCM.
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@pacifiersboard said in League General Discussion Thread:
BM rule question: Are battleships / cruisers carrying marines considered transports, in general and in terms of following question in particular?
@pacifiersboard said in pacifiersboard (X) vs. Ghostglider (L +12) BM:
@Ghostglider said in pacifiersboard (X) vs. Ghostglider (L +12) BM:
I am certain, but I don’t know the correct place to reference.
A fast google-search find below:https://axisallies.com/rules/axis-allies-rules-pacific1940-2nd-edition.pdf
Page 16: If a transport loads
land units during the Combat Move phase, it must offload those units to attack a hostile territory as part of an amphibious
assault during the Conduct Combat phase, or it must retreat during the sea combat step of the amphibious assault sequence
while attempting to do so.good one. I think that this BM feature possibly is not covered by an official ruling? Only found in Game Notes:
- (PE) Transports can only be loaded in 1 phase (not both), and unloaded in 1 phase (not both).
- (PE) Transports if unloading for amphibious assault must unload all units loaded in the combat move phase and may not hold back some units while offloading other units unless the units held back were loaded in previous rounds.
@Panther @gamerman01
Is there already an answer to this Balanced Mod related rule question?The loading of any troops on any type of ship follows the transport rules.
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This seems like a good time to share my collection of notes about the Balanced Mod that I don’t think are in the BM notes in Triple A
(Not a criticism)- Japan can’t stop the Zone 5 NO when not at war with Russia
- If Allies liberate South France when it’s Vichy, the fleet is destroyed but nothing else happens (unless the Free French liberate South France)
- The French boats have to be in Zone 93 to turn Axis neutral (could happen with Vichy in later round than F1)
- Victory conditions - the 6 or 8 cities have to be held for an entire turn, for instance, I12 to I13. If a city is taken during a full round, it “resets the clock”
- The Russian NO for +3’s in Europe does include Finland and Norway.
- The Axis can use the naval base in South France during Vichy
- If Japan walks into a friendly Vichy French Indo-China they still lose the +10 NO
- “Land units” does include AAA for purposes of stopping Vichy in South France, for gaining the Sardinia/Sicily etc. NO, for getting the North Africa NO (USA AA). But Japanese AA in China doesn’t stop the spawn
And now,
9) Battleships and cruisers are considered “transports” for marine rules, that is, marines picked up in combat move must be attempting/completing an amphibious assault in the same turn, same rule as regular transports.There you go.
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It would be nice to add, that Subs parked in a sz containing TT’s and/or BB/CR the opposing Player must decide to either attack the Sub and can’t load and unload Land units or ignore it but must perform an amphib. Assault elsewhere to load and unload units…
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@aequitas-et-veritas said in League General Discussion Thread:
It would be nice to add, that Subs parked in a sz containing TT’s and/or BB/CR the opposing Player must decide to either attack the Sub and can’t load and unload Land units or ignore it but must perform an amphib. Assault elsewhere to load and unload units…
Why cannot you load if you attack the sub?
"It is possible that some of your units may stop to attack while others continue moving through the sea zone.
Sea Units Starting in Hostile Sea Zones
… surface warships (not submarines and/or transports) belonging to a power with which you are at war, …" p. 13f (Europe rulebook) -
You can only load if the transport is doing an amphibious assault, it should be. Otherwise the transport will have been in combat and can’t load on NCM.
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Getting an error with the dice roller. Is anyone else experiencing this?
Contacting https://dice.marti.triplea-game.org
Connection failure:
javax.net.ssl.SSLHandshakeException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
at java.base/sun.security.ssl.Alert.createSSLException(Alert.java:131)
at java.base/sun.security.ssl.TransportContext.fatal(TransportContext.java:350)
at java.base/sun.security.ssl.TransportContext.fatal(TransportContext.java:293)
at java.base/sun.security.ssl.TransportContext.fatal(TransportContext.java:288)
at java.base/sun.security.ssl.CertificateMessage$T13CertificateConsumer.checkServerCerts(CertificateMessage.java:1356)
at java.base/sun.security.ssl.CertificateMessage$T13CertificateConsumer.onConsumeCertificate(CertificateMessage.java:1231)
at java.base/sun.security.ssl.CertificateMessage$T13CertificateConsumer.consume(CertificateMessage.java:1174)
at java.base/sun.security.ssl.SSLHandshake.consume(SSLHandshake.java:392)
at java.base/sun.security.ssl.HandshakeContext.dispatch(HandshakeContext.java:444)
at java.base/sun.security.ssl.HandshakeContext.dispatch(HandshakeContext.java:422)
at java.base/sun.security.ssl.TransportContext.dispatch(TransportContext.java:183)
at java.base/sun.security.ssl.SSLTransport.decode(SSLTransport.java:171)
at java.base/sun.security.ssl.SSLSocketImpl.decode(SSLSocketImpl.java:1408)
at java.base/sun.security.ssl.SSLSocketImpl.readHandshakeRecord(SSLSocketImpl.java:1314)
at java.base/sun.security.ssl.SSLSocketImpl.startHandshake(SSLSocketImpl.java:440)
at java.base/sun.security.ssl.SSLSocketImpl.startHandshake(SSLSocketImpl.java:411)
at org.apache.http.conn.ssl.SSLConnectionSocketFactory.createLayeredSocket(SSLConnectionSocketFactory.java:436)
at org.apache.http.conn.ssl.SSLConnectionSocketFactory.connectSocket(SSLConnectionSocketFactory.java:384)
at org.apache.http.impl.conn.DefaultHttpClientConnectionOperator.connect(DefaultHttpClientConnectionOperator.java:142)
at org.apache.http.impl.conn.PoolingHttpClientConnectionManager.connect(PoolingHttpClientConnectionManager.java:376)
at org.apache.http.impl.execchain.MainClientExec.establishRoute(MainClientExec.java:393)
at org.apache.http.impl.execchain.MainClientExec.execute(MainClientExec.java:236)
at org.apache.http.impl.execchain.ProtocolExec.execute(ProtocolExec.java:186)
at org.apache.http.impl.execchain.RetryExec.execute(RetryExec.java:89)
at org.apache.http.impl.execchain.RedirectExec.execute(RedirectExec.java:110)
at org.apache.http.impl.client.InternalHttpClient.doExecute(InternalHttpClient.java:185)
at org.apache.http.impl.client.CloseableHttpClient.execute(CloseableHttpClient.java:118)
at games.strategy.engine.random.MartiDiceRoller.postRequest(MartiDiceRoller.java:95)
at games.strategy.engine.random.PbemDiceRoller$HttpDiceRollerDialog.rollInSeparateThread(PbemDiceRoller.java:222)
at java.base/java.lang.Thread.run(Thread.java:834)
Caused by: sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
at java.base/sun.security.validator.PKIXValidator.doBuild(PKIXValidator.java:439)
at java.base/sun.security.validator.PKIXValidator.engineValidate(PKIXValidator.java:306)
at java.base/sun.security.validator.Validator.validate(Validator.java:264)
at java.base/sun.security.ssl.X509TrustManagerImpl.validate(X509TrustManagerImpl.java:313)
at java.base/sun.security.ssl.X509TrustManagerImpl.checkTrusted(X509TrustManagerImpl.java:222)
at java.base/sun.security.ssl.X509TrustManagerImpl.checkServerTrusted(X509TrustManagerImpl.java:129)
at java.base/sun.security.ssl.CertificateMessage$T13CertificateConsumer.checkServerCerts(CertificateMessage.java:1340)
… 25 more
Caused by: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
at java.base/sun.security.provider.certpath.SunCertPathBuilder.build(SunCertPathBuilder.java:141)
at java.base/sun.security.provider.certpath.SunCertPathBuilder.engineBuild(SunCertPathBuilder.java:126)
at java.base/java.security.cert.CertPathBuilder.build(CertPathBuilder.java:297)
at java.base/sun.security.validator.PKIXValidator.doBuild(PKIXValidator.java:434)
… 31 morePlease ensure your Internet connection is working, and try again.Visit https://forums.triplea-game.org/ for extra help
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I had also an Error but reloaded the map and it was gone.
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@gamerman01 said in League General Discussion Thread:
This seems like a good time to share my collection of notes about the Balanced Mod that I don’t think are in the BM notes in Triple A
(Not a criticism)- Japan can’t stop the Zone 5 NO when not at war with Russia
- If Allies liberate South France when it’s Vichy, the fleet is destroyed but nothing else happens (unless the Free French liberate South France)
- The French boats have to be in Zone 93 to turn Axis neutral (could happen with Vichy in later round than F1)
- Victory conditions - the 6 or 8 cities have to be held for an entire turn, for instance, I12 to I13. If a city is taken during a full round, it “resets the clock”
- The Russian NO for +3’s in Europe does include Finland and Norway.
- The Axis can use the naval base in South France during Vichy
- If Japan walks into a friendly Vichy French Indo-China they still lose the +10 NO
- “Land units” does include AAA for purposes of stopping Vichy in South France, for gaining the Sardinia/Sicily etc. NO, for getting the North Africa NO (USA AA). But Japanese AA in China doesn’t stop the spawn
And now,
9) Battleships and cruisers are considered “transports” for marine rules, that is, marines picked up in combat move must be attempting/completing an amphibious assault in the same turn, same rule as regular transports.There you go.
#7 is in there:
“Japanese occupation of French Indo China still negates Japan’s “Trade With America” objective.”





