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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@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.





