Game History
Round: 8 Purchase Units - Japanese Japanese buy 2 artilleries, 1 destroyer, 1 fighter and 9 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 infantry moved from Shantung to 20 Sea Zone 1 infantry moved from Jehol to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Java to 43 Sea Zone 1 battleship, 2 carriers, 2 destroyers, 2 fighters, 1 infantry, 1 submarine, 2 tactical_bombers and 1 transport moved from 43 Sea Zone to 36 Sea Zone 2 fighters, 3 infantry and 2 tactical_bombers moved from 36 Sea Zone to Paulau 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to 22 Sea Zone 1 submarine moved from 6 Sea Zone to 22 Sea Zone 1 armour moved from Shantung to Kiangsi 1 artillery and 5 infantry moved from Anhwe to Kiangsi 3 artilleries, 1 fighter, 4 infantry and 1 tactical_bomber moved from Kwangtung to Kiangsi 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to Kiangsi 1 marine moved from Kwangtung to 21 Sea Zone 2 carriers, 1 cruiser, 1 destroyer, 1 marine and 5 transports moved from 21 Sea Zone to 6 Sea Zone 1 artillery and 8 infantry moved from Japan to 6 Sea Zone 1 artillery, 8 infantry and 1 marine moved from 6 Sea Zone to Korea 1 armour, 2 artilleries and 5 infantry moved from Southern Manchuria to Korea 1 fighter moved from Japan to 22 Sea Zone 1 bomber moved from Japan to 36 Sea Zone Combat - Japanese Battle in 22 Sea Zone Japanese attack with 2 fighters, 1 submarine and 1 tactical_bomber Americans defend with 1 destroyer and 1 transport Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 submarine Casualties for Americans: 1 destroyer and 1 transport Battle in Kiangsi Japanese attack with 1 armour, 4 artilleries, 2 fighters, 9 infantry and 2 tactical_bombers Chinese defend with 4 artilleries and 9 infantry Japanese win, taking Kiangsi from Chinese with 1 armour, 4 artilleries, 2 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 25 Casualties for Japanese: 6 infantry Casualties for Chinese: 4 artilleries and 9 infantry Battle in 36 Sea Zone Japanese attack with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports Americans defend with 1 destroyer Japanese win with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in Paulau Japanese attack with 2 fighters, 3 infantry and 2 tactical_bombers Americans defend with 1 artillery and 1 infantry Japanese win, taking Paulau from Americans with 2 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 4 Casualties for Japanese: 1 infantry Casualties for Americans: 1 artillery and 1 infantry Battle in Korea Japanese attack with 1 armour, 3 artilleries, 13 infantry and 1 marine Russians defend with 1 infantry Japanese win, taking Korea from Russians with 1 armour, 3 artilleries, 13 infantry and 1 marine remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Japanese 1 aaGun moved from Southern Manchuria to Korea 1 aaGun moved from Anhwe to Shantung 1 infantry moved from Shantung to Anhwe 1 artillery, 1 infantry and 1 marine moved from Java to 43 Sea Zone 1 artillery, 1 cruiser, 1 infantry, 1 marine and 1 transport moved from 43 Sea Zone to 36 Sea Zone 1 artillery, 1 bomber, 1 infantry and 1 marine moved from 36 Sea Zone to Davao 2 fighters and 2 tactical_bombers moved from Paulau to 36 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to 6 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to Kwangtung 2 fighters and 1 tactical_bomber moved from 22 Sea Zone to Davao Place Units - Japanese 3 infantry placed in Shantung 2 artilleries, 1 fighter and 6 infantry placed in Japan 1 destroyer placed in 6 Sea Zone Turn Complete - Japanese Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 1 Japanese collect 44 PUs (1 lost to blockades); end with 44 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 47 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 52 PUsLeague General Discussion Thread
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agreed, i enjoyed them very much, thanks for taking the time. excited about competing in the playoffs once again, it’s been a few years.
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Thanks for the positive feedback guys, I’m hoping I achieve at least a ratio of 3 to 2
of pleased, to offended -
I think it was extremely well done.
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Was curious so I looked at some of the stats for the year in PtV, Allies won 51 of the 83 games. I can’t filter the google doc so I didn’t catch all the bids but looks like average is around X+12, which I believe is higher than last year.
When Roboto first made the charts included on the Statistics tab, the lifetime bid average was X+6.6. Although, there were plenty of 0-bid games included in the data, which skews it…median is probably closer to X+9.
And Happy New Year everyone :)
🍾 ✧˚ ༘⋆2025✧˚ ༘ ⋆ 🥂
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In case I did not make it clear,
Brackets all set, you all may start your first game.
Also, playoff game results count in the ELO rankings just the same as a regular league game does
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If rankings are by lifetime ELO does that mean I wouldn’t get in the playoffs if I played a year with 2 wins on each of the top 3 players and no other games? I have so many results that would only bump my rating a little bit.
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@simon33 It would bump it significantly, but you might need more than the four games to enter the top bracket. The number of games you have completed has an effect, but is surmountable, especially if you are winning against someone with a high ELO.
@MrRoboto said in The new ELO-based ranking system:
Climbing is always possible ELO is not set in stone. Climbing or falling can always be done: The more drastic the change in skill, the faster the ELO change will be.ELO reflects the CURRENT strength You can see how strong every player RIGHT NOW is and not how strong the year on average was.For example, if I look at BM4, Axis-Dominion has an ELO of 2174. If you played him once and won, with your ELO of 1352 for BM, you would score 68 ELO points and be at 1420. A second victory would raise you to 1487, a third, to 1552 (his would have dropped to 2039 at this point).
If you then play Adam with an ELO of 2169 and win, you would be up at 1618 which is top 12 right now.
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Thanks for saving me some time, @Stucifer ,
Actually, @simon33 posed 2 wins against each of the top 3 players, I guess for the 6 game minimum.
Even though that is virtually impossible, if it happened, your rating would be much higher after these 6 wins. You would be at 1685. That would be the 5th seed of those who’ve played 6 games in a year, after 6 games. That’s up from 1352 to 1685 or 333 points in 6 games, which really demonstrates the fairness of the ELO and how most of your past deeds do not drag you down too much.
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oh ok so it’s not a lost cause then.
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There’s always hope at A&A.org!
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Idea for next year’s OOB playoff system: #1 seed sets the bid for every match (exact same for every game for every player. The worse ranked person in a match gets to decide which side to play.
There is a strong incentive to set a fair bid as the top player will be forced to defer side selection in every match.
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I like this idea! Less experienced players may not bid as appropriately as more experienced, so it can help even things out.
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LOL keep 'em coming, but no to that one
It can be a ton of fun to bid something that you personally want to do and a strategy you want to try, like Pacifier took a bomber to Gibraltar.Your idea sounds like an Axis idea! Uniform, everyone the same!
Freedom of choice, be like Allies!I do plan to implement your idea of past champion and runner up being automatic 1 and 2 the next year if they sign up, then ELO after that. I’m sure that idea would have a lot of support.
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2025 league rules will be completed by end of January, as always…
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@gamerman01 said in League General Discussion Thread:
(NA) Each phase of combat should have all units in that phase fire before any casualty selection occurs, whereas right now in TripleA if air and subs are involved then units might be broken up into smaller groups and casualty selection done for each group.
Delayed reaction here but I think it is an overreaction to resort to forum dice in the first instance. Just assume something, as per league rules. If the assumption is wrong, then it may become necessary to use forum dice but even then you can usually work out something easier.
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@gamerman01 my proposal is that the bid amount is fixed for the tournament, not the specific units that are bought with the income. I love choosing the pieces but dislike the process of deciding the exact value of the Allied starting money.
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@Arthur-Bomber-Harris said in League General Discussion Thread:
#1 seed sets the bid for every match (exact same for every game for every player. The worse ranked person in a match gets to decide which side to play.
Absolutely not. Bids should always be decided between the 2 players game by game.
Consider the championship could be between the #1 and #2 seeds. Each strongly favor one side or the other. So the #2 just gets to pick the side he wants?
BM championship a year ago, farmboy and I both wanted the Allies and we knew it. Bid got down to +4, sides determined, and both sides satisfied. Was balanced mod, but everyone agrees +4 bid is very low for BM. With the proposed idea, farmboy #3 seed could have just chosen the allies with the bid, which would have been significantly higher than 4, that I as the #1 seed would have chosen from the beginning of the tournament. That is NOT OK!! :)
Bidding each game, you will always have both sides satisfied. If I’m the #4 seed playing the #5 in round 1, your idea would have the #1 seed deciding the bid amount, and my opponent picking which side he wants. That is definitely not good and would be unpopular. Man, just the thought of half the players having no say in which side they will play…
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@gamerman01 said in League General Discussion Thread:
To do it right you have to roll on forum, or sometimes it’s possible to avoid this by giving your opponent the opportunity to go back and change a choice he didn’t have to choose. If it’s one or two hits and casualties are being demanded out of turn, and it’s obvious what they’ll take, like a hit to the battleship, you can sometimes avoid going to roll by forum. Details on how to roll on forum are below.
This is the next paragraph from the post you quoted, and it seems like it says what you’re saying now, that it’s possible to avoid going to forum every time
Dealing with this problem can be done on a case by case basis and the players checking with each other. It’s tricky because of dice e-mails, and you don’t want your opponent, especially if you don’t know him, from getting e-mails that don’t count.
And lately I have terrific delays on my dice e-mails, so that’s not good either. Maybe we should be rolling ALL dice on forum for this reason. I kid, I kid, but I have a point. -
@Arthur-Bomber-Harris said in League General Discussion Thread:
@gamerman01 my proposal is that the bid amount is fixed for the tournament, not the specific units that are bought with the income. I love choosing the pieces but dislike the process of deciding the exact value of the Allied starting money.
You know what, I just realized,
I think you’ll like the idea I just came up with in my first round game.
Pacifier liked it a lot.Don’t bid just #s, bid by announcing the units you would place if you got that bid. When you’re each doing that, you know what you’d be facing, it wouldn’t just be a number and you’re wondering what they’ll do with it.
I outlined all the things (OOB, so a lot) I would place if he gave me the Allies. He responded with all the things HE would place, with a lower bid than mine. Then we kept subtracting units, and telling the other what exactly we would subtract, with the understanding that you could always change your whole bid entirely as you went down, but that you would announce that with your new bid. Of course if you win the bid there is no changing it.
I think this might be just the ticket for you, let me know
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It added a new dimension (or two) to the bidding process, that was great.
I was a lot more comfortable giving him a 42 bid when I knew what he was doing with it and it no longer scared me.
This is not a default league rule as you all know, so a player can always refuse. It’s putting your cards out on the table, each of you, so a downside is everyone knows what you like to bid, although you can be very unpredictable like some of us are,
But the upsides are huge, and one of those upsides is I think it is a great solution to the problem you’re describing





