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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Great - thank you very much for your quick help!
I am glad I was not completely mistaken :-)
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@farmboy said in League General Discussion Thread:
@gamerman01 I think I know the big game of which you speak! And I agree that AA is underrated.
I’ll add that in large battles, even with the battle calculator average, adding AA (as long as they would be able to roll a die) is comparable to buying figs in terms of its impact. And since so many smaller attacks involve small numbers of land units supported by several air, having one AA in the mix really complicates the choices for the attacker.
That single AA in Caroline Islands has probably won some games for Japan.
other boosting (instead of lowering the cost and increasing the number of planes u can hit) of aa guns could be
- moving at 2 moves (like mechanized aa gun - maybe with a cost of 6 )
- shooting at planes that fly over the territory regardless if they are attacking it (especially in CM)
but i think that even if they stay on 5 IPC , its ok since u guys brought some good reasons for it
and my opponent in the last game, told me after the game finished, that until that game of ours, he didnt realized the importance of aa guns (he more or less thought they are of small benefit) -
P.S.i moved all the aa guns from UK and USA to Europe, bided 3 aa guns with UK Pacific, brought those from India forward, and bought several with UK in the Middle East
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ANZAC aa guns were doing trouble to Japan too in the islands
so, they can be tricky, i agree
what abut transports? we dont mention them? need any correction ?
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@farmboy said in League General Discussion Thread:
I’m not opposed to the changes proposed around
[…]agreed! Nice reading here. Another two cents: Eponymous balancing has been aiming to between X and L more than between the units (costs) - independent of bidding ?
Between gameplay and historicity I am favoring the former. I like playing a strategic boardgame and only accept the (world) war theme…
(dunno if I made a point, but have arrived at the office)) -
just one more comment about aa guns
It seems to me that the greater level of the player, the greater use of aa guns
Best players tend to avoid risky battles (not just big ones, but small ones too) and achieve victory over strategic dominance, and thus avoiding the dice related cases in which luck can prevail on the opponent`s side.
That said , in games among very good players (and i think that the general level of play on this forum is really big and growing) aa gun cost of 5 IPC isn`t that much expensive i would agree.
As for the side thing, since the allies use aa guns more , a change it that perspective would lean more to their side - but since they are bidding already maybe it wouldnt be such a bad idea, like the negative impact (on the allies) of making fighters expensive and tacs cheaper about which Farmboy has spoken
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@Arthur-Bomber-Harris said in League General Discussion Thread:
of practical proposal, I would have cruisers cost 10 and battleships c
Just one note on this great post.
I think we all agree that its normal that we buy more subs and dds then cruisers and bats.
But is normal that my opponent and I play 18 rounds and we buy 0 cruisers and 0 battleships.
I think it isnt.
And that just happened in my latest game.
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P Panther forked this topic on
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For my two cents as a person who is a grinder, not a champion, but a play tester and an allies advocate, I say don’t mess with the unit costs. normalize tech. I completely agree about aa guns. Love them. They fail me sooooo many times, but once in a while… Tech would do the same thing. It would make the game more interesting, more historical. Every one of those tech options AND MORE were in the war by 45. And the enemy never alerted you of the change either. Completely shocking and horrific, but immersive!
I am talking to people who care about the W. I like to win, but care about fixing and flavoring the game more. And passing it on to future generations. It is a good hobby. Good for the soul. character. So I believe that the game that this group plays ought to be as close to OOB as possible with the bid and encouraging tech. I think that you brilliant gentlemen can, by including tech–a real gap in Larry’s masterpiece that needs to be filled.–take this game to new heights, new metas.
Larry didn’t know what a meta was. I think I piqued his interest, describing the tendency to go with a kjf these days. And the larger bids.
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@crockett36 I didn’t ask, but I made this public. just about aa guns.
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@crockett36 Okay. No one’s going to bite on tech. Though I was told last night that if I gave it a go I’d get used to it!!
Anyway, how about this challenge: make bm5 allied favored so the Axis need the bid. There is a moral component to the game that the classic rule book recognized. If you care about the w you end up meditating on how to get the bad guys to win for endless hours.
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G gamerman01 referenced this topic on
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Should have done this a long time ago,
This is the place to take your ideas/feedback for the balanced mod. I don’t know if there’s ANY hope for effecting any change in 2024, but maybe there’s a chance.
https://www.axisandallies.org/forums/topic/27121/g40-balance-mod-feedback-thread/3
https://www.youtube.com/watch?v=KX5jNnDMfxA&ab_channel=ViCross
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In BM4 can a power, that just DOW to neutrals, fly over a neutral territiry to attack a non neutral power?
Particularly, UK DOWs to neutrals, and sends fighters from Gibraltar (w/air base) to W Germany. Years back it was prohibited. Can someone advise how it is ruled in BM?https://www.axisandallies.org/forums/topic/40942/l24-bm4-me1945-vs-pacifiersboard-l-22
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imo it is crucial that the neutral country is also attacked (by either ground or air unit), not only declared war at
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@pacifiersboard Its interesting that this issue has come up several times and I still remembered it wrong. I had thought pacifier was right but I found a thread here from panther that confirmed that you can’t do it. If you attack a neutral territory, all the units that fly over must be attacking it. Once it has been attacked (regardless of the outcome), than anything goes.
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@farmboy @all
@axis-dominion proved it well from the rulebook in L24 BM4 Me1945 vs pacifiersboard (L+22) see also following posts and I found it confirmed by @Panther in Can air units fly over a strict neutral, if other units are also attacking that neutral?
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Yeah think of it as the neutral was neutral at the start of the turn.
And there is no DOW on neutrals, that’s just how Triple A does it. Neutrals have either been previously attacked or they have not.So if USA attacks Spain with something, then UK can fly over it in CM
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Is there a link where I can download the dice app I was told you all used in league play? appreciate it
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@MuddSlinger not sure if someone responded to this already but when you open a game in triplea you cna find a link to register for the dice. I believe it will take you through the steps there although its been a while since I’ve done it.
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@MuddSlinger I just got notification of your post this morning, and not sure why I’m just now seeing your post from 3 days ago.
I’m guessing, too, that maybe you are looking for the TripleA program, which automatically rolls all the dice in our games. For many of us, it’s been a long time, but I think you go here:
https://triplea-game.org/download/
If you get stuck on anything, reach out again
Welcome to the league! I hope you’ll be thrilled you found it. Ask anyone or post back here if you have any questions.
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