Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs; Combat Move - Germans 3 armour moved from Greater Southern Germany to France 1 artillery moved from Western Germany to France 3 infantry moved from Western Germany to France 2 artilleries moved from Holland Belgium to France 2 infantry moved from Holland Belgium to France 3 armour moved from Holland Belgium to France 4 mech_infantrys moved from Western Germany to France 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 2 tactical_bombers moved from Western Germany to 110 Sea Zone 1 fighter moved from Holland Belgium to 110 Sea Zone 2 fighters moved from Western Germany to 110 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 battleship moved from 113 Sea Zone to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 tactical_bomber moved from Poland to Yugoslavia 1 fighter moved from Slovakia Hungary to Yugoslavia 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 armour moved from Romania to Yugoslavia Combat - Germans British scrambles 3 units out of United Kingdom to defend against the attack in 110 Sea Zone Battle in 111 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 1 fighter owned by the Germans, 1 bomber owned by the Germans and 1 tactical_bomber owned by the Germans retreated 1 battleship owned by the Germans and 2 submarines owned by the Germans retreated to 112 Sea Zone British win with 1 battleship and 1 cruiser remaining. Battle score for attacker is 8 Casualties for British: 1 destroyer Battle in Yugoslavia Germans attack with 2 armour, 1 fighter, 6 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 2 armour, 1 fighter, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Germans: 3 infantry Casualties for Neutral_Allies: 5 infantry Battle in 110 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 tactical_bombers British defend with 1 battleship, 1 cruiser and 2 fighters; French defend with 1 cruiser and 1 fighter Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 2 fighters, 2 submarines and 1 tactical_bomber remaining. Battle score for attacker is 42 Casualties for Germans: 1 fighter and 2 tactical_bombers Casualties for British: 1 battleship, 1 cruiser and 2 fighters Casualties for French: 1 cruiser and 1 fighter Battle in France Germans attack with 6 armour, 3 artilleries, 5 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, 1 artillery and 2 mech_infantrys remaining. Battle score for attacker is 22 Casualties for Germans: 2 artilleries, 5 infantry and 2 mech_infantrys Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport Germans win, taking 106 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 15 Casualties for British: 1 destroyer and 1 transport 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 bomber, 1 fighter and 1 tactical_bomber moved from 111 Sea Zone to Western Germany 2 fighters moved from 110 Sea Zone to 112 Sea Zone 1 tactical_bomber moved from 110 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Western Germany 1 aaGun moved from Western Germany to France 1 aaGun moved from Western Germany to Holland Belgium 2 infantry moved from Denmark to Western Germany 1 cruiser and 1 transport moved from 114 Sea Zone to 112 Sea Zone 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Germany to Poland 1 infantry moved from Germany to Poland 1 artillery moved from Greater Southern Germany to Western Germany 1 artillery moved from Greater Southern Germany to Germany Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 112 Sea Zone 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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And I see you have found just how convoluted they are and why they should not be used, if I dare say so.
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To be fair to the BM guys, who did a great job,
Larry’s flying tigers are also a kind of lame attempt to make things a bit more historical. The flying tigers never supported Chinese infantry, of course. They basically did strat bombing runs from what I recall researching it a long time ago
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And then that special unit/situation necessitated further rules, such as the fighter can’t go out over water.
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Of course the intent of Larry Harris, in the case of the flying tigers and kamikazes, and also the BM team was to make the game MORE FUN! and they pretty much succeeded. But those Vichy rules…
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Thank you for the explanations and the time. Really appreciate it.
And yes, way clunkier than the Mongolian rules.
They did do a great job, it’s not easy writing rules. If it was, there would not be a profession called lawyer.
I am not saying that they shouldn’t be played. Just clarified.
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You are close to the point where you can help other league players understand and enjoy them.
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I just got ambushed by it in the first round of the playoffs. I hadn’t played many games for years and got blindsided. Lost 2-3 UK air because I landed them on Syria and not an island. Just brutal.
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@gamerman01
I lost 2 fig and a tac in french indo-china, same thing. -
Alright, now I can’t resist complaining about those rules.
Germany goes out of their way to take Normandy G1. Then the UK can stop it with a transport to South France or Normandy. Depending on circumstances, Italy can activate the whole thing with that tank they have in North Italy. In this case, Italy’s combat movement has to be made not knowing the outcome of that battle (There is a French fleet out there) It’s so messed up. In my opinion. -
@mainah said in League General Discussion Thread:
@gamerman01
I lost 2 fig and a tac in french indo-china, same thing.Ah, because you were sure there would not be a J2 DOW I guess.
Interesting -
@gamerman01
Had an opportunity to UK1 DOW on Japan to sink a japanese fleet (1bb 1 CA 1dd 2 TT) and took it. Probably not for the best.
Between that and an unforced error costing me a few uk tt’s I think avner has this game in the bag, and it’s only at the end of round 3. -
Oh, right, had not considered a UK1 DOW to hammer a vulnerable Japanese fleet!
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Wanted to double check a rule here for BM/PtV:
In OOB you can attack USSR with Italy and NCM German units in on their turn giving you the NO for Trade still, but being in original USSR territory. Is that legal for League play?
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Yes it is
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Boom a thought just hit me.
If anyone is wondering about “grade inflation” where we have a lot more E’s than 2’s and 3’s this year, I think I’ve suddenly realized a major factor.
Rather than starting everyone out at 0 each year, the ranking system carries over everyone’s reputation from the prior year, everyone who finished 3+ games the prior year.
So we start the year with a lot of 1’s, E’s, M’s, and those players are much less likely to leave the league because they’re crushing it. The weaker players lose heart and go back to beating their neighbor kid next door!
It’s all relative anyway, so it’s still good. (e.g. a 4.50 is definitely significantly higher than a 4.00) But it did bother me that we haven’t had a central distribution surrounding 4.00, middle of tier 1, and I’m pretty sure (without even thinking for 10 minutes) that that is why.
I post it here so you guys can kick it around a bit and give thoughts.
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This probably explains the inflation of points.
However, this is the least of the flaws the current system has. While I do appreciate that the current system is a vast improvement over what was in place before (a simple Win%, nothing else), I still have numerous issues with it.-
No definite points after a result.
Imagine the following scenario:
Player A (Tier 1) wins against Player B (Tier 1).
You could score Player B first. He lost against a Tier 1, so receives 2 points, is at 2.0 PPG and is therefore dropped to Tier 3. Player A now receives 4 points for winning against Tier 3, is at 4.0 PPG and stays Tier 1.
Or you could score Player A first. He won against a Tier 1, so receives 6 points, is at 6.0 PPG and climbs to Tier M. Player B now lost against a Tier M so receives 4 points, is at 4.0 PPG and stays at Tier 1.
If you score winners first, you have points inflation. -
End of year standing actually reflects yearly average
Your end of year PPG is actually a yearly average and not a reflection of your skill at the end of the year. Have you improved over the course of the year? Hard to tell, your skill might be Tier M at the end, but you still score at Tier 1. -
Not predictable
If I play against a certain player, I don’t know how much that game is worth until the 31st of December. My opponent can climb or fall Tier until the end of year and will retroactively change my PPG. That will even happen without my interaction with said player! I might stop play in June and my PPG might severely change until the end of year, which is very unintuitive. And I don’t think it makes a lot of sense. -
Discourages playing weaker opponents
Everyone who has played Tier 3 or Tier 2 has lowered the PPG, even with a win! We are talking about 50+ games this year alone.
As long as your PPG is higher than 4.0 (This is only Tier1, the MIDDLE of the pack, not elite players!), EVERY win against Tier 3 players is hurting you!
As long as your PPG is higher than 5.0 (Still not the highest Tier, only Tier E at this point), even winning against Tier 2 is detrimental.
And when your PPG is higher than 6.0 (All Tier M, but even some Tier E players!), you shouldn’t even play against the middle Tier, Tier 1. Even a win would hurt your PPG. -
Losing can help
Every Tier 3, Every Tier 2 and even half of Tier 1 can easily improve my just losing to a Tier M.
Sorry, but this makes no sense -
Results against new players depend on a single moderator
Currently, new players are not ranked consistently. As an example: @jkeller r is 0-1 but placed at Tier M. So @AndrewAAGAmer received 8 points for that win.
On the other hand, @Gorshak is 2-0 against two top players, @666 and @GeneralDisarray but still placed at Tier 1. So their losses against him gave both of them only 2 points, DRASTICALLY lowering their PPG. -
Circular referencing
A players Tier affects the points opponents get. These points affect the opponents PPG and thus the tier of the opponents. This Tier affects the points the original player gets and thus the Tier. But this Tier originally affected the points the opponents get.
This goes back to issue 1, but the problem is more widespread and generalized than the example in 1).
You can reach dozens of different rankings of every single player here, with the exact same game results, depending on the order of calculations and the order of reporting.
There are a few minor things that theoretically could also get fixed, but those 7 points are major flaws with a PPG based system.
I have created an improvement, which is ELO based (a system used in games like Chess, World of Warcraft or League of Legends). That fixes all of the issues above and the spreadsheet is already finished too, fully automatic even.
I’m just waiting for feedback from @gamerman01 before I share it with all of you -
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Moving towards an ELO based system sounds like an improvement to me.
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@MrRoboto thank you for this analysis, and well presented! The ELO system was suggested a few times during the last years, and I also strongly support it. And as I stated before, there are plenty of management systems available which would ease the job of the score keeper / league manager.
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I played at Days of Infamy and they used an ELO system. While I do not understand the finer points as you obviously do the best thing about it was you could play anyone; the points earned or lost reflected that. As a top player I would only gain a minimum of points, and they would lose a minimum of points, for beating a bottom player and yet if they could score a win they gained a ton of points and I would lose a ton of points. Therefore, there was no discouragement to playing anyone as there is here.
Plus, it sounds like it would greatly alleviate the work load for the League Moderator which is a very good thing.
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I don’t really appreciate being used as a counter example here. I decided to take a break this year, but if you look at my results from last year you would see that I clearly belong in the M tier or you can ask any of my opponents. AAGamer absolutely deserves every one of those points.
As to the entire argument I have no issue with an elo rating system in general, as I am a lifelong avid chess player (Master there too fwiw) and it is generally pretty accurate. I would say that due to the length of time it takes to finish one of these games, and the resulting low sample size the ELO rating would be far less accurate because it does rely on a larger number of games to be accurate. In other words AA players just have too few games elo rating to be accurate.