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
-
Not 100% sure what you’re asking but each unit can only attack in the sea battle or the land battle. If you use a fighter to attack a transport in the SZ you are doing the amphibious assault, you lose the bombardment shots (if any).
Thanks! That is exactly what I wanted to clarify.
-
I hate to ask this again, but how do you do forum dice again. And is there a link where I can go to remind myself?
-
I hate to ask this again, but how do you do forum dice again. And is there a link where I can go to remind myself?
Was able to answer my own question this time.
-
I received the instructions via a personal message 4 years ago^^. In case I need to roll, I always check page one of my PMs:D
There are 2 kinds of dice commands.
:dice XdY:Where X is the number of dice you want to throw and
Y is how many sides on the diceSo
Rolling 5d6:
(1, 3, 4, 5, 6) throws 5 six sided dice. You need to be aware that the numbers will automatically be SORTED numerically, so they will not be in the order thrown.
Rolls: 5@1 2@2 3@3 1@4; Total Hits: 75@1: (1, 6, 3, 6, 1)2@2: (3, 2)3@3: (2, 2, 1)1@4: (3)
This command will throw 6-sided dice - 5 for units that hit on a 1, 2 dice that hit on a 2, 3 dice that hit on a 3, and 1 dice that hits on a 4.So this would be a throw for 6 infantry, 1 artillery, 3 tanks, and 1 bomber.
-
There are 2 kinds of dice commands.
:dice XdY:Where X is the number of dice you want to throw and
Y is how many sides on the diceSo :"dice 5d6: throws 5 six sided dice. You need to be aware that the numbers will automatically be SORTED numerically, so they will not be in the order thrown.
:"aaa 5@1 2@2 3@3 1@4:
This command will throw 6-sided dice - 5 for units that hit on a 1, 2 dice that hit on a 2, 3 dice that hit on a 3, and 1 dice that hits on a 4.So this would be a throw for 6 infantry, 1 artillery, 3 tanks, and 1 bomber.
Remove the " in order to roll the dice
-
Thanks for this Jdow. Having it here will also make it easier for me to remember rather than trying to search for it in one of my old games.
Is there a modification that allows you to do low luck?
-
Regarding Low Luck, you can just switch that on in the map options. If you’re doing low luck with forum dice, just roll one dice. Or was there something else you were getting at?
-
I hadn’t tried low luck yet but I presumed it simply reduced the possibility for extreme outcomes without removing the randomness that dice provide. In a game, my G1 attack on France failed badly and my opponent (Oysteilo) was gracious enough to offer a redo with low luck.
On the assumption that there was still some randomness to low luck dice I thought there might be a way to make forum dice low luck. Oysteilo pointed out that one can just divide attack power by 6 and roll remainders. So that is what I have done although because it is easier than rolling forum dice through three rounds, and since I thought it was fair that I suffer a bit more as I am getting a second chance, I kept a successful AA hit against me and simply rounded down for my power, and up for his power rather than roll the remainders.
-
Ok, if anyone is just itching to get going with their league games there’s a couple of work arounds now possible.
-
To download the save games that were ported across from the old forum software, right click on them and select “copy link location”. At least that’s what it’s called for me on firefox. Once you have the link location, paste it into the URL bar at the top of the screen but don’t press enter. Change the bit which reads “axisandallies.org/uploads” to be “axisandallies.org/forums/uploads”. Then you can download the save game. You should only have to do this once per game so if your opponent does it, you don’t have to.
-
Play game as per normal - dice roller hasn’t changed.
-
At the end of your turn, you can’t post. So just reply to the game thread and attach the save game. I grab the autoSave/autosaveBeforeEndTurn.tsvg file but if you aren’t clear on how to do that you can just save it wherever you like and grab it in the attach. You can also cut and paste the history in the thread so the user experience isn’t very different for others.
-
-
since forum change getting 303, any fix there but reinstall ? engine is up to date
-
i need help getting back on
-
@dawgoneit said in League General Discussion Thread:
i need help getting back on
If you’re struggling with needing to post, don’t worry, the new version of Triple-A which can post to this forum isn’t far away.
-
Pre release of the new version of Triple-A with the ability to post is here: https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.13066
Download if you want to become a beta tester. If you have any issues, I can pass them on or you can post yourself on github if you set up an account.
Note that you need to update the topic ID for the post step to work. The new topic ID is the number after “/forums/topic/” in the URL of the thread.
-
We now have an official stable TripleA release, working with the new forum:
https://www.axisandallies.org/forums/topic/32464/triplea-new-stable-release-working-with-the-forum
-
is the dice server down for anyone else?
-
@Shin-Ji said in League General Discussion Thread:
is the dice server down for anyone else?
MARTI seems to be working.
-
In general, I am curious on peoples take on what is reasonable or not. Sometimes you can have an aweful G1 and barely take France with an armor or two remaning, Of course it matters if you went in light or not, but assuming you went in with sufficient resources, (may also assume you take Normandy for the Vichy with one armour, one art and 1 inf or so), which is all available land units plus the common tac.
If you survive with 1 armour or so then what? Just surrender, keep playing or restart? It seems like some people think restart is fair or reroll with low luck. Furthermore, where is the limit for this?
On the other hand what if G1 is unbelivable good, does that warrant an allies reroll?
In most situations I would say you have to stick with what you have got either way, after all it is just a game. I am posting this to get a feel what most people think!
I have experienced both outcomes and when I get a good result with axis I have “felt sorry” for my oponent, but never offered anything. Also if I am allies and G1 is horrible I have offered low luck reroll for the key battle, but I am not sure what the “right” thing is and also what the threshold is that triggers a reroll or a restart
-
Interesting question. I looked up the expected results for going in with 20 units to Paris and it’s less than 1% to lose a tank.
So I reckon you play it out or concede a loss.
-
I think the issue arises because of the grey area between fairness and sportsmanship. Strictly speaking it’s not a fairness issue. Everyone can look up the game rules and posted league rules and unless otherwise agreed before the game begins then you’re working with regular dice and shouldn’t feel obligated to offer a re-roll under any circumstances unless you agree on the circumstances pre-game.
As far as sportsmanship goes, you’ve got to remember that everyone plays with different objectives in mind, such as:
- Having an evenly matched and engaging game
- Testing your best strategy against your opponent’s best
- Winning
Allowing a re-roll might make sense for the first two objectives, but not the last one.
There’s also a spectrum of gaming situations that complicate matters:
- League playoffs
- Live tournaments
- League high tier play
- League lower tier play
- Online non-league play
- Live friendly games
I think everyone is going to have a different point on the spectrum as to where sportsmanship trumps fairness. For me the line is below league play. Non-league games and live games are primarily for fun, so allowing a re-roll makes sense to me. In the league it’s perfectly acceptable to be playing for points and positioning (i.e. wins) so no one should feel obligated or entitled to a re-roll.
Of course if you’re playing a league game and you personally place a fun game ahead of winning, then by all means offer a re-roll, I’m just saying that in the league you shouldn’t expect it, and the other player shouldn’t feel bad about declining.
Managing the risk of extreme dice outcomes is a big part of what makes great players great.
-
As one of the beneficiaries of your offer of a low luck reroll after an awful G1 attack on Paris in a league game Oysteilo I think it’s a great idea :) But more seriously, I think it is a nice thing to offer but that the allied player has no obligation and shouldn’t feel any pressure to do so.
I’ve thought it might be a good practice in the future to start a game with an agreement that each side gets 1 low luck reroll. But again, that should be something optional and agreed upon by both players rather than an expectation. The worst thing that happens with a terrible G1 is that your ranking might go down a little but you get to move more quickly to game 2 too to fix that.





