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
-
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:

-
@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.
-
PS: I also like the ELO system from Chess, but that’s a different discussion. And there is plenty of management software available.
-
@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
-
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?
-
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.
-
@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.
-
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.
-
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…
-
@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.
-
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
-
I had also an Error but reloaded the map and it was gone.
-
@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.” -
@farmboy said in League General Discussion Thread:
@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.
thx for pointing out what I set bold!
-
Since we’re on the topic -
If you have one unit on a transport, in CM you can load and drop that unit for an amphibious assault, while keeping the other onboard because it was not loaded in that CM…
-
@Adam514 @gamerman01 and all
I have been doing my homework meanwhile and also want to share (and expose) my florilegium
@Adam514 said in G40 Balance Mod - Feedback Thread:
@oysteilo:
…this means that marines can’t be loaded to warships if you want the warship to conduct only a naval battle (no amphibious assult)? However, if the warship was loaded in NCM in an earlier round the loaded warship can participate in naval battles without unloading the marine?
Exactly.
@gamerman01 said in G40 Balance Mod - Feedback Thread:
No, it can’t because battleships and cruisers act like transports (as it relates to marines)
A transport can’t be involved in combat and then unload in NCM, so a battleship can’t either
@Adam514 said in G40 Balance Mod - Rules and Download:
After much deliberation, the marine-kami rule will be the following: marines can unload from friendly cruisers/BBs and the cruisers/BBs are not subject to kamikaze attacks, nor do they stop the unloading.
Reason: should be a rare occurrence, so might as well take what TripleA does by default.
@Adam514 said in G40 Balance Mod - Feedback Thread:
[…] Ships can’t conduct combat and then unload in the NCM phase. If the Marine wasn’t already loaded though, you can’t load it on a ship if you aren’t conducting combat with the Marine. That’s the same rule as transports.
@Adam514 said in G40 Balance Mod - Feedback Thread:
@Misterblue Transport or ship can’t do anything else that turn if it did anything during the combat move phase (moving, bombard, battle).
Hopefully nothing outdated included.
-
@Adam514 said in G40 Balance Mod - Rules and Download:
After much deliberation, the marine-kami rule will be the following: marines can unload from friendly cruisers/BBs and the cruisers/BBs are not subject to kamikaze attacks, nor do they stop the unloading.
Reason: should be a rare occurrence, so might as well take what TripleA does by default.
I’m not sure about this one. Is this determination regarding non-combat?
-
G-Man, if you have an ANZAC marine on a US BB, the BB can’t have been in combat on the Anzac turn so is unaffected by the rule preventing offloading after combat. Or am I not understanding your question?





