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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@MuddSlinger said in League General Discussion Thread:
I have a quick question in PTV game. Can Tacs also scramble from AB’s and or AC’s? thanks
Yes, same as fighters.
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OK, thankyou Adam
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Any memories, here?
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ABattleMap… yes I do. :)

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anyone have a link or can tell me where the full rulebook for PTV is at? I just made the mistake on my Japan turn thinking I had the chance to win and realized I needed 7 victory cities instead of 6 (lmao). just needing to go look what all the victory cities are on the board to win. Im new to the games. thanks for any help. definitely will learn by losing. lol
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Is a pinned thread here in the league,
Here you gohttps://www.axisandallies.org/forums/topic/33238/g40-balance-mod-and-path-to-victory?_=1723592824635
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thank you gamerman
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If anyone noticed,
The results tab in the Rankings spreadsheet got messed up recently
MrRoboto has been AWOL for about 4 months, but miraculously I was able to get the results filter working without figuring out how to do lookups.
So if anyone noticed this function was broken, it’s back and working again.
For those who don’t know what I’m talking about, go to the results tab of the ranking spreadsheet and type in a name or partial name of a player in the highlighted box.
You will instantly see every game they’ve ever played, which version, elo change, axis or allies taken, bids, who won.Very valuable function

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I tried to look for the rule regarding bids in the rules, but was unable to find. I was wondering if bid money can also be used on complexes or is the bid money only for units? thanks
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You can, but it’s usually not recommended. Units on the board that can attack/defend on turn 1, are more valuable than a complex that will build units for turn 2.
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I see. But if the minor is placed before the game starts, can it not spawn new units turn 1? just like new bid units can be used turn 1?
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@MuddSlinger Yes, a bid factory can place units from your round 1 buy.
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@Stucifer ok, thanks for that info. Im just trying to learn all the ins and outs of the game.
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I re-read Booper’s post. I see what he is trying to say. he isnt saying I cant spawn new units on a bid factory turn 1, he is just saying those spawned units wont help till round 2. late at night and I missed that point Booper. thanks for the advice
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Right. :)
Bid facilities are rare, but a complex would give you the ability to build 3 units in the first round, which could even potentially defend against the opponent on their round 1 turn.I’ve never done it and never seen it, but a complex to Egypt, for example, could get you 3 ships to 98 before Italy’s first turn, whereas that is impossible with bidding only land/air/naval units where there is already a unit
Although this “top of the head” example is not a great one because it would leave Great Britain quite vulnerable to sealion
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@MuddSlinger Yes on anything
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@gamerman01 I’m not seeing any rules on bidding anywhere alhtough I vaguely recall reading about it at some point. My recollection though was that
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you can do what ever you want with the bid as long as both players agreed
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the default was that you could only place one unit in a space and it had to be from a country that already had units in that space. The latter point made me think that factories and bases were not allowed unless one’s opponent accepted it.
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You worried me that it was lost in a rules update,
But it wasn’t -
It’s all detailed in rule #4 of the current league rules, guys -
@gamerman01 sorry. I just read the first line on bidding and somehow missed the rest.
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I see why you did, because the bold was weird - only “default” was in bold
I also noticed the wording for putting a fighting unit on a territory with only a facility was confusing.So you guys succeeded in improving the rules a tiny bit, thanks





