Game History
Round: 6 Research Technology - Germans Purchase Units - Germans Germans buy 1 artillery, 2 destroyers, 3 fighters and 8 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 armour and 1 mech_infantry moved from Leningrad to Archangel Germans take Archangel from Russians 1 armour and 1 mech_infantry moved from Archangel to Karelia Germans take Karelia from Russians 1 armour moved from Leningrad to Vologda Germans take Vologda from Russians 1 armour moved from Vologda to Leningrad 1 armour moved from Leningrad to Novgorod Germans take Novgorod from Russians 1 armour moved from Novgorod to Leningrad 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys moved from Leningrad to Vyborg 1 transport moved from 116 Sea Zone to 117 Sea Zone 1 artillery and 1 infantry moved from Poland to 117 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 117 Sea Zone to 116 Sea Zone 1 armour, 2 artilleries and 2 infantry moved from Germany to 116 Sea Zone 1 artillery and 2 infantry moved from Western Germany to 116 Sea Zone 1 armour, 4 artilleries and 5 infantry moved from 116 Sea Zone to Norway 1 fighter and 2 tactical_bombers moved from France to Norway 1 bomber, 2 fighters and 1 tactical_bomber moved from Western Germany to Norway 1 fighter and 2 tactical_bombers moved from Germany to Norway 1 armour moved from Eastern Poland to Southern Belarus Germans take Southern Belarus from Russians 1 armour moved from Southern Belarus to Eastern Poland Combat - Germans Russians scrambles 2 units out of 128 Sea Zone to defend against the attack in Norway Battle in Norway Germans attack with 1 armour, 4 artilleries, 1 bomber, 4 fighters, 5 infantry and 5 tactical_bombers British defend with 1 armour, 1 artillery and 2 infantry; Americans defend with 1 armour, 1 artillery, 1 bomber, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber; Russians defend with 1 aaGun, 3 armour and 1 mech_infantry Germans win, taking Norway from Russians with 1 armour, 3 fighters and 5 tactical_bombers remaining. Battle score for attacker is 57 Casualties for Germans: 4 artilleries, 1 bomber, 1 fighter and 5 infantry Casualties for Americans: 1 armour, 1 artillery, 1 bomber, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber Casualties for British: 1 armour, 1 artillery and 2 infantry Casualties for Russians: 1 aaGun, 3 armour and 1 mech_infantry Battle in Vyborg Germans attack with 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys Russians defend with 1 infantry Germans win, taking Vyborg from Russians with 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Germans 1 aaGun, 2 armour, 2 artilleries, 11 infantry and 2 mech_infantrys moved from Bessarabia to Eastern Poland 1 destroyer moved from 118 Sea Zone to 116 Sea Zone 1 transport moved from 94 Sea Zone to 95 Sea Zone 1 artillery and 1 infantry moved from Southern France to 95 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 95 Sea Zone to 93 Sea Zone 1 artillery and 1 infantry moved from 93 Sea Zone to Morocco 1 carrier, 1 cruiser, 1 destroyer, 1 submarine and 1 transport moved from 94 Sea Zone to 93 Sea Zone 1 submarine moved from 116 Sea Zone to 108 Sea Zone 2 fighters and 1 tactical_bomber moved from Norway to Leningrad 1 fighter and 4 tactical_bombers moved from Norway to Western Germany Place Units - Germans 1 artillery, 3 fighters and 1 infantry placed in Western Germany 5 infantry placed in Germany 2 infantry placed in Western Germany Germans undo move 1. 3 fighters placed in France 1 artillery and 1 infantry placed in Western Germany Germans undo move 3. 2 fighters placed in France 1 fighter placed in Western Germany 2 destroyers placed in 116 Sea Zone Turn Complete - Germans Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 128 Sea Zone. Rolls: 4,3,1,6,5,2,3,6,4,3,4,5,4,1,4 Germans collect 54 PUs (3 lost to blockades); end with 54 PUs Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 57 PUs Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 62 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 67 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 3 PUs; end with 70 PUs Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 5 PUs; end with 75 PUsLeague General Discussion Thread
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@Booper Unfortunately, total dice rolled throughout the game is misleading at best. So many of them had zero effect but are counted in Triple A stats. And even if they weren’t, the timing and place of the dice are what matter.
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Understood, but it goes to the overall fairness of the random dice generator, which seems to be operating fine.
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Ah! Yes.
No disrespect was meant. Thanks for clarifying
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@peirce said in Post League Game Results Here:
@axis-dominion Ready when you are.
sorry i had stepped away, then fell asleep for a bit
yeah let’s do it. should be fun. game is recorded, so no effect on result, but we can continue on the thread.
take it away!
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@axis-dominion Love it. Always seems a shame when a good match-up gets ruined by a brutal dicing. Happy to play this one out!
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@peirce said in Post League Game Results Here:
@axis-dominion Love it. Always seems a shame when a good match-up gets ruined by a brutal dicing. Happy to play this one out!
agreed, i was enjoying the game despite being behind a lot, felt allies at least had a chance.
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Sleep on it realization:
Other than @Adam514 , every one of us has to admit we don’t know what it’s like to reach the mesosphere of 2200+
We’re a bit of a peanut gallery. Well, more than a bit.
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yeah adam and i keep swapping seats up there. since i’ve transitioned to ptv i am still figuring it out, and in the process i haven’t been able to progress to 2300 and beyond.
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the other factor being that it’s hard to make large gains once you’re up there
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and one bad dicing causes a rather large drop…
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so if i were to play 666 who’s the top E-ranker and win, i’d gain like 2 or 3 points. if i were to lose, i’d drop 29 or 30.
stakes are like an order of magnitude greater if i were to lose.
fun.
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It’s kind of a bell curve, right? Yes, you get way up there in rare air, it’s hard to stay up. Did you want me to create tier D, then?
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@axis-dominion said in Post League Game Results Here:
since i’ve transitioned to ptv i am still figuring it out,
That’s a big part of it, I suspect! You’re not 2200 dominant in PtV yet. You have a heel that wasn’t covered
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@axis-dominion you are 500 ELO points better than 666. You should be winning 95% of the time against him, a player who has 46 wins and 45 losses, the definition of an average opponent. If you don’t think that you could have that type of odds then you aren’t a 2100+ player.
Top players often have to find meta settings to keep up their ranking, perhaps finding the sweet spot for ELO rank difference and have rules like Low Luck to minimize dicing. Or you could just play games and not care about ELO ranking if you find chasing top-positioning takes away from the enjoyment.
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so we’re continuing our game, and he just got 3/4 with his DD hits, that’s following a recent 4/4 DD hits. that’s 7/8 DD hits… what’s that, 1 in 400 odds? his luck is just too unreal
abh
666 is actually a fairly decently good player from the games i remember playing against him, so match would not be a walk in the park, all for almost no elo gain. add to that the ever present risk of dice disasters as happened with peirce, makes it way too risky, assuming i care a lot about my rating. in this case i know from experience playing him (unless he’s changed his approach, as it’s been a while) he’s not one of those that counts on luck to win, he genuinely tries to play the odds and gain advantages through positioning, so i think it’s worth playing him again. -
This is not an argument to not care about your ELO.
I totally understand we’re competitive gamers and when we put a single number on our success it means a lot.
If it helps, remember that from the impersonal “league’s perspective” the top reasons for a rating, in order of importance to the league, is
#1 To maximize Fun
#2 During regular season, players have a good idea the strength of their prospective opponent. Helps a lot in choosing an opponent.
#3 Decently accurate playoff entry qualifications and seeding
#4 Great way to measure whether and how much you’re improving
#5 Sense of satisfaction, bragging rights, etc -
I will say if I was playing PtV low luck I can’t imagine Axis would get a bid. I would definitely want a bid to play Allies. I believe with a 0 bid you can be at 100% odds for Sealion on G3 with a naval buy G1 (CV, DD, tp) and 11-transport buy G2.
That’s with UK bringing the Gibraltar + Malta fighter back and building 18 infantry + a fighter for London.
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@axis-dominion Here is a breakdown of BM4 game results that I pulled from the results spreadsheet. Player 666 is 1 win and 20 losses for players with ELO above 1800. You should be able to beat him 95% of the time if he has not massively improved in recent times. ELO looks to be working in this instance.
Looking at your record (since 2020), you have a weakness against low ranked players and it wasn’t primarily due entirely to bad dice. Against the Simon (ELO 1394), you were distracted by other games and didn’t move additional planes to reinforce the main Russian stack, and he got a bit lucky in the 60/40 Bryansk battle that couldn’t be recovered from. Without that mistake it looked like you would have easily won the game. In the other noteworthy loss against me (ELO 1497), you could have easily won if you played more conservatively instead of offering battles which were dicey.
If you want to maximize your ELO ranking, the 1900+ ranged opponents is probably your sweet spot as the occasional blunders hurt you in the matches against inferior players. Sadly that only gives you 3 opponents who will help you improve or maintain your ranking. The challenges of being one of the best in the world…
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Boy you sure were right when you estimated 95% off the top of your head! That’s great analysis, and great memory of past games.
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@gamerman01 Quickly estimating a 95% is the strength of the ELO system, as @Arthur-Bomber-Harris noted. Even ELO should mean 50/50 win rate, being evenly matched players. A 500-point advantage is ~91% win rate.
Re: The new ELO-based ranking system
@MrRoboto said in The new ELO-based ranking system:
Now the Factor F is important: I set it to 500.
This means, that a player with an Elo rating 500 higher than the opponent is 10x as likely to win the game.Our ELO system would be more accurate if we had a larger pool of players, as one of the issues that has been pointed out is that there is a very small pool of players.
Smaller sample size, less precise data, larger standard deviation in the results.
The top ELO guys can play against only a few others that give them a big chunk ELO for a win, but those players are also the most likely to give them a loss.
However, this is also true in games like chess, DotA and StarCraft, where the ultra-high ELO/MMR players have to play and win lots of games against lower-tier challengers to move up only 100 points in the rankings.
And for the MMR systems, usually the top world players are in the 7k-8k MMR range, so 100 points is only a 1.5% improvement vs a 5% improvement at 2000 ELO.