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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Hello,
Can you please remind me of the rules of how often you can play the same opponent in the same game version? If I remember it right, you had to complete a certain number of games in total during a year before you could play a 3rd and 4th game against the same opponent.
Thank you,
Martin -
We had that rule for many years, but it has been abolished effective January 1, 2024.
No limit.
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Great - thank you very much for your quick help!
I am glad I was not completely mistaken :-)
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@farmboy said in League General Discussion Thread:
@gamerman01 I think I know the big game of which you speak! And I agree that AA is underrated.
I’ll add that in large battles, even with the battle calculator average, adding AA (as long as they would be able to roll a die) is comparable to buying figs in terms of its impact. And since so many smaller attacks involve small numbers of land units supported by several air, having one AA in the mix really complicates the choices for the attacker.
That single AA in Caroline Islands has probably won some games for Japan.
other boosting (instead of lowering the cost and increasing the number of planes u can hit) of aa guns could be
- moving at 2 moves (like mechanized aa gun - maybe with a cost of 6 )
- shooting at planes that fly over the territory regardless if they are attacking it (especially in CM)
but i think that even if they stay on 5 IPC , its ok since u guys brought some good reasons for it
and my opponent in the last game, told me after the game finished, that until that game of ours, he didnt realized the importance of aa guns (he more or less thought they are of small benefit) -
P.S.i moved all the aa guns from UK and USA to Europe, bided 3 aa guns with UK Pacific, brought those from India forward, and bought several with UK in the Middle East
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ANZAC aa guns were doing trouble to Japan too in the islands
so, they can be tricky, i agree
what abut transports? we dont mention them? need any correction ?
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@farmboy said in League General Discussion Thread:
I’m not opposed to the changes proposed around
[…]agreed! Nice reading here. Another two cents: Eponymous balancing has been aiming to between X and L more than between the units (costs) - independent of bidding ?
Between gameplay and historicity I am favoring the former. I like playing a strategic boardgame and only accept the (world) war theme…
(dunno if I made a point, but have arrived at the office)) -
just one more comment about aa guns
It seems to me that the greater level of the player, the greater use of aa guns
Best players tend to avoid risky battles (not just big ones, but small ones too) and achieve victory over strategic dominance, and thus avoiding the dice related cases in which luck can prevail on the opponent`s side.
That said , in games among very good players (and i think that the general level of play on this forum is really big and growing) aa gun cost of 5 IPC isn`t that much expensive i would agree.
As for the side thing, since the allies use aa guns more , a change it that perspective would lean more to their side - but since they are bidding already maybe it wouldnt be such a bad idea, like the negative impact (on the allies) of making fighters expensive and tacs cheaper about which Farmboy has spoken
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@Arthur-Bomber-Harris said in League General Discussion Thread:
of practical proposal, I would have cruisers cost 10 and battleships c
Just one note on this great post.
I think we all agree that its normal that we buy more subs and dds then cruisers and bats.
But is normal that my opponent and I play 18 rounds and we buy 0 cruisers and 0 battleships.
I think it isnt.
And that just happened in my latest game.
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P Panther forked this topic on
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For my two cents as a person who is a grinder, not a champion, but a play tester and an allies advocate, I say don’t mess with the unit costs. normalize tech. I completely agree about aa guns. Love them. They fail me sooooo many times, but once in a while… Tech would do the same thing. It would make the game more interesting, more historical. Every one of those tech options AND MORE were in the war by 45. And the enemy never alerted you of the change either. Completely shocking and horrific, but immersive!
I am talking to people who care about the W. I like to win, but care about fixing and flavoring the game more. And passing it on to future generations. It is a good hobby. Good for the soul. character. So I believe that the game that this group plays ought to be as close to OOB as possible with the bid and encouraging tech. I think that you brilliant gentlemen can, by including tech–a real gap in Larry’s masterpiece that needs to be filled.–take this game to new heights, new metas.
Larry didn’t know what a meta was. I think I piqued his interest, describing the tendency to go with a kjf these days. And the larger bids.
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@crockett36 I didn’t ask, but I made this public. just about aa guns.
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@crockett36 Okay. No one’s going to bite on tech. Though I was told last night that if I gave it a go I’d get used to it!!
Anyway, how about this challenge: make bm5 allied favored so the Axis need the bid. There is a moral component to the game that the classic rule book recognized. If you care about the w you end up meditating on how to get the bad guys to win for endless hours.
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G gamerman01 referenced this topic on
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Should have done this a long time ago,
This is the place to take your ideas/feedback for the balanced mod. I don’t know if there’s ANY hope for effecting any change in 2024, but maybe there’s a chance.
https://www.axisandallies.org/forums/topic/27121/g40-balance-mod-feedback-thread/3
https://www.youtube.com/watch?v=KX5jNnDMfxA&ab_channel=ViCross
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In BM4 can a power, that just DOW to neutrals, fly over a neutral territiry to attack a non neutral power?
Particularly, UK DOWs to neutrals, and sends fighters from Gibraltar (w/air base) to W Germany. Years back it was prohibited. Can someone advise how it is ruled in BM?https://www.axisandallies.org/forums/topic/40942/l24-bm4-me1945-vs-pacifiersboard-l-22
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imo it is crucial that the neutral country is also attacked (by either ground or air unit), not only declared war at
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@pacifiersboard Its interesting that this issue has come up several times and I still remembered it wrong. I had thought pacifier was right but I found a thread here from panther that confirmed that you can’t do it. If you attack a neutral territory, all the units that fly over must be attacking it. Once it has been attacked (regardless of the outcome), than anything goes.
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@farmboy @all
@axis-dominion proved it well from the rulebook in L24 BM4 Me1945 vs pacifiersboard (L+22) see also following posts and I found it confirmed by @Panther in Can air units fly over a strict neutral, if other units are also attacking that neutral?
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Yeah think of it as the neutral was neutral at the start of the turn.
And there is no DOW on neutrals, that’s just how Triple A does it. Neutrals have either been previously attacked or they have not.So if USA attacks Spain with something, then UK can fly over it in CM
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Is there a link where I can download the dice app I was told you all used in league play? appreciate it





