e677cdd6-362e-446e-9f1d-496b9ff026ef-Germany - Round 1.tsvg Game History
Round: 1 Purchase Units - Germans Turning on Edit Mode EDIT: Adding units owned by British to Egypt: 1 mech_infantry EDIT: Adding units owned by British to 98 Sea Zone: 1 submarine EDIT: Adding units owned by British to 91 Sea Zone: 1 submarine EDIT: Adding units owned by British to 39 Sea Zone: 1 transport EDIT: Adding units owned by Chinese to Yunnan: 1 infantry EDIT: Adding units owned by Chinese to Kweichow: 1 infantry EDIT: Adding units owned by Russians to Sakha: 1 artillery EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by British to Alexandria: 1 artillery EDIT: Turning off Edit Mode Germans buy 1 armour and 6 artilleries; Remaining resources: 0 PUs; Combat Move - Germans 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 battleship moved from 113 Sea Zone to 111 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 fighter moved from Holland Belgium to 110 Sea Zone 2 tactical_bombers moved from Western Germany to 110 Sea Zone 2 fighters moved from Western Germany to 110 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 artillery and 2 infantry moved from Holland Belgium to Normandy Bordeaux 3 armour, 1 artillery and 2 infantry moved from Holland Belgium to France 1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France 3 armour moved from Greater Southern Germany to France 1 tactical_bomber moved from Poland to France 1 fighter moved from Slovakia Hungary to France 1 tactical_bomber moved from Germany to 110 Sea Zone 2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour moved from Poland to Yugoslavia Combat - Germans Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport Germans win, taking 106 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 15 Casualties for British: 1 destroyer and 1 transport Battle in 110 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Germans win with 1 bomber, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 32 Casualties for Germans: 2 submarines Casualties for French: 1 cruiser Casualties for British: 1 battleship and 1 cruiser Battle in 111 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 and 1 bomber remaining. Battle score for attacker is 7 Casualties for Germans: 1 fighter, 2 submarines and 1 tactical_bomber Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in France Germans attack with 6 armour, 2 artilleries, 1 fighter, 5 infantry, 4 mech_infantrys and 1 tactical_bomber 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 6 armour and 1 tactical_bomber remaining. Battle score for attacker is 4 Casualties for Germans: 2 artilleries, 1 fighter, 5 infantry and 4 mech_infantrys Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in Normandy Bordeaux Germans attack with 1 artillery and 2 infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 artillery and 1 infantry remaining. Battle score for attacker is 4 Casualties for French: 1 artillery and 1 infantry Casualties for Germans: 1 infantry Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries and 9 infantry Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries and 8 infantry remaining. Battle score for attacker is 12 Casualties for Germans: 1 infantry Casualties for Neutral_Allies: 5 infantry Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French Non Combat Move - Germans 1 bomber, 2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Western Germany 1 aaGun moved from Western Germany to Holland Belgium 1 tactical_bomber moved from France to Western Germany 1 fighter and 1 tactical_bomber moved from 110 Sea Zone to Holland Belgium 1 bomber moved from 111 Sea Zone to Western Germany 1 infantry moved from Germany to Western Germany 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 artillery moved from Germany to 114 Sea Zone 1 infantry moved from Germany to 114 Sea Zone 1 artillery, 1 cruiser, 1 infantry and 1 transport moved from 114 Sea Zone to 113 Sea Zone 1 artillery and 1 infantry moved from 113 Sea Zone to Norway 2 infantry moved from Norway to Finland 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Germany to Poland 1 aaGun moved from Germany to Poland 1 artillery and 7 infantry moved from Germany to Slovakia Hungary 1 artillery and 2 infantry moved from Germany to Poland 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis Place Units - Germans 6 artilleries placed in Germany 1 armour placed in Western Germany 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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@simon33 said in League General Discussion Thread:
Interesting viewpoint @majikforce . I have a bit of a problem with it for the purposes of League play and play by forum in general because nothing stops you from just quitting and reloading then putting in a different buy, so long as you haven’t rolled any dice.
Nothing actually stops you from putting everything into the battle calc with purchase first. You just have to do a bit more leg work when playing online.
Personally I find this all a significant reduction in the fun in playing. Interesting that you find that part fun.
I think what he is saying is, he enjoys the mental challenge of it. I guess it’s sorta like in chess, how you are expected to think as far ahead as possible without touching any of the pieces. or like ditching the habit of using your fingers to count. I can see how it helps build mental muscle. I personally just about NEVER work things out in local mode, no matter how advanced and complex the situation may be. I too enjoy the sometimes very challenging mental work required in figuring out a complex turn without actually first “moving” any pieces. so with that said, I think it really does come down to a matter of preference, and hence, it currently is something that if both players like, they can agree to switching it on.
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@axis-dominion Perfectly stated. And please get out of my mind!:wink:
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The comments about the game designer are interesting. @kreighund . The need to purchase units before putting combat moves on the board was the first rule we house ruled out when I first started playing the game. Why is it the way it is? I can’t be first person to have felt it needed change.
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@majikforce said in League General Discussion Thread:
Why should it be revisable?
In answer to this question, the Zen of Axis and Allies, is that you shouldn’t be able to change your attacks and buy based on the results of other attacks happening on the same turn, as opposed to Risk where you can do precisely that. No dice are rolled until after combat movement (except tech which happens before either), so it stands to reason that it should indeed be revisable. It has never been challenged that NCM moves are revisable in the place phase for the exact same reason.
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@simon33 said in League General Discussion Thread:
The comments about the game designer are interesting. @kreighund . The need to purchase units before putting combat moves on the board was the first rule we house ruled out when I first started playing the game. Why is it the way it is? I can’t be first person to have felt it needed change.
I first came across this idea in a Young Grasshopper video. His tournament rules outlined the game phase this way to help speed up the game rounds in live tournament play. See the stage cards section. I don’t think the video exists anymore.
https://www.axisandallies.org/forums/topic/30927/grasshopper-s-g40-tournament-rules
Looking through the maps available in TripleA I thought it was already an option to play a game with combat move first as several of the maps have that in the name. I haven’t tried a game with one yet though. I presume both players have to agree ahead of time as they will both be running with that map after the game is initiated.
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Is it just me, or are games lasting forever these days?
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Oh yeah, if it’s competitive then it’s running past R10 for sure…
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I want to point out that I believe there is an error in TripleA global map. I noticed it is not possible to land units from sz126 into Finland. I believe this is a mistake because although it is small on my board there is clearly a sliver of Finland that falls into that sea zone. I have no idea who to bring this too but I noticed this while playing a couple of league games and I am afraid this will cost me. I realize I might be wrong but if that is the case I have played out of the box rules wrong for quite a while.
Anyway thanks for reading my rant. Let me know who I need petition.😉
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Pretty sure that’s correct. I think Kreighund has actually ruled on it.
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@simon33 that is interesting that it was brought up before. I posted a topic in the global forum as well and then someone posted a picture. The pic is grainy but I still think it shows Finland in the sea zone. Oh well. Now I know at least.
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One more comment on combat move first.
I’ve noticed a couple of players objecting to the inability to post from the post panel after US/China/ANZAC turns. There’s no real reason to do this. If you want to rewind, you can just load autosave. Go to the autoSave subdirectory in your default save folder, and you’ll find a bunch of save files from the end of every move phase for every nation, and one at the end of the most recent turn.
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@simon33 can the U.S. land planes in siberia if russia is not at war with japan but is at war with germany?
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No, Russia needs to be at war with Japan for Allied units to go through Russian Pacific territories.
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@Adam514 thank you
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Need moderator opinion for BM3 league play question. Russia DOW Japan on turn 5, Japan had not DOW on Russia. Triplea gave Russia 4 points for N.O. #4 for convoy routes, even though Japan didn’t DOW, as stated as a requirement in the N.O. On Japan turn 5, only political action available is to DOW neutrals. Thus Triplea automatically put Japan at war with Russia. My opponent says I have to reverse the 4 P.U.s for the N.O.s for turn 5 (which I can see why), but also going forward (which I would disagree with). This situation must have come up with other players before now. What has been the consensus or ruling in the past?
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@FMErwinRommel Okay, simon33 said I needed to edit the political to “unprovoked”. When I did, it took away the N.O. for Russia. But now it seems that Russia will never get the N.O. for Persia convoy from Japan. That would be a costly mistake.
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Just found a very minor bug (I think?). In my game here https://www.axisandallies.org/forums/topic/32406/farmboy-axis-2-vs-oysteilo-allies-bm/319
it seemed that in my last turn I could land inf on midway (attacking it) without any naval or air support despite the presence of an enemy destroyer (and this is turn 20 so everyone has been at war with everyone for a while). Obviously I was going to take out the destroyer too, so this wasn’t an issue but I recall that one normally has to move other units into the sz before unloading or its blocked. I think? Or did i just imagine that.
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@farmboy said in League General Discussion Thread:
Just found a very minor bug (I think?). In my game here https://www.axisandallies.org/forums/topic/32406/farmboy-axis-2-vs-oysteilo-allies-bm/319
it seemed that in my last turn I could land inf on midway (attacking it) without any naval or air support despite the presence of an enemy destroyer (and this is turn 20 so everyone has been at war with everyone for a while). Obviously I was going to take out the destroyer too, so this wasn’t an issue but I recall that one normally has to move other units into the sz before unloading or its blocked. I think? Or did i just imagine that.
I’m pretty sure you get a warning about a suicidal move. I don’t think it’s a problem. You only get stopped if you attempt to land from a transport with a defending sub and you don’t have a warship.
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@simon33 thanks for clarifying that.
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I understand the league has been around for a while, but has there ever been any discussion about making the league ranking system non-detrimental for playing someone more than 2 tiers out of yours?
I’m talking about how a tier M or E player (or someone who would like to be) is guaranteed to drop in ranking for playing a tier 2 or 3 player. This seems to show up when players are looking for a match and request the opponent be tier 1 or higher.
I’m sure part of the reason for the request is that players want an opponent who can keep up with them in skill level in addition to the ranking problem. However, my concern is that A&A is already a very niche game and this system further fragments the pool of players.
Assuming I’ve calculated this right, here is the required win rate for each tier combination to maintain their current tier:






