Game History
Round: 8 Purchase Units - Japanese Japanese buy 2 artilleries, 1 destroyer, 1 fighter and 9 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 infantry moved from Shantung to 20 Sea Zone 1 infantry moved from Jehol to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Java to 43 Sea Zone 1 battleship, 2 carriers, 2 destroyers, 2 fighters, 1 infantry, 1 submarine, 2 tactical_bombers and 1 transport moved from 43 Sea Zone to 36 Sea Zone 2 fighters, 3 infantry and 2 tactical_bombers moved from 36 Sea Zone to Paulau 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to 22 Sea Zone 1 submarine moved from 6 Sea Zone to 22 Sea Zone 1 armour moved from Shantung to Kiangsi 1 artillery and 5 infantry moved from Anhwe to Kiangsi 3 artilleries, 1 fighter, 4 infantry and 1 tactical_bomber moved from Kwangtung to Kiangsi 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to Kiangsi 1 marine moved from Kwangtung to 21 Sea Zone 2 carriers, 1 cruiser, 1 destroyer, 1 marine and 5 transports moved from 21 Sea Zone to 6 Sea Zone 1 artillery and 8 infantry moved from Japan to 6 Sea Zone 1 artillery, 8 infantry and 1 marine moved from 6 Sea Zone to Korea 1 armour, 2 artilleries and 5 infantry moved from Southern Manchuria to Korea 1 fighter moved from Japan to 22 Sea Zone 1 bomber moved from Japan to 36 Sea Zone Combat - Japanese Battle in 22 Sea Zone Japanese attack with 2 fighters, 1 submarine and 1 tactical_bomber Americans defend with 1 destroyer and 1 transport Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 submarine Casualties for Americans: 1 destroyer and 1 transport Battle in Kiangsi Japanese attack with 1 armour, 4 artilleries, 2 fighters, 9 infantry and 2 tactical_bombers Chinese defend with 4 artilleries and 9 infantry Japanese win, taking Kiangsi from Chinese with 1 armour, 4 artilleries, 2 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 25 Casualties for Japanese: 6 infantry Casualties for Chinese: 4 artilleries and 9 infantry Battle in 36 Sea Zone Japanese attack with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports Americans defend with 1 destroyer Japanese win with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in Paulau Japanese attack with 2 fighters, 3 infantry and 2 tactical_bombers Americans defend with 1 artillery and 1 infantry Japanese win, taking Paulau from Americans with 2 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 4 Casualties for Japanese: 1 infantry Casualties for Americans: 1 artillery and 1 infantry Battle in Korea Japanese attack with 1 armour, 3 artilleries, 13 infantry and 1 marine Russians defend with 1 infantry Japanese win, taking Korea from Russians with 1 armour, 3 artilleries, 13 infantry and 1 marine remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Japanese 1 aaGun moved from Southern Manchuria to Korea 1 aaGun moved from Anhwe to Shantung 1 infantry moved from Shantung to Anhwe 1 artillery, 1 infantry and 1 marine moved from Java to 43 Sea Zone 1 artillery, 1 cruiser, 1 infantry, 1 marine and 1 transport moved from 43 Sea Zone to 36 Sea Zone 1 artillery, 1 bomber, 1 infantry and 1 marine moved from 36 Sea Zone to Davao 2 fighters and 2 tactical_bombers moved from Paulau to 36 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to 6 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to Kwangtung 2 fighters and 1 tactical_bomber moved from 22 Sea Zone to Davao Place Units - Japanese 3 infantry placed in Shantung 2 artilleries, 1 fighter and 6 infantry placed in Japan 1 destroyer placed in 6 Sea Zone Turn Complete - Japanese Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 1 Japanese collect 44 PUs (1 lost to blockades); end with 44 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 47 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 52 PUsLeague General Discussion Thread
-
Rankings entered on the playoff signup sheet are as of the time the player entered and will not be updated until 1/1/23.
So be aware - the positioning/seeding will probably shift at 1/1/23. Investigate the actual ranking board for the people signed up if you really want to know what seeding you might end up with
-
@gamerman01 Just to be clear, is the ranking based on when the player signs up for the playoffs? So if I finish a game after having signed up, my actual ranking might differ?
-
@pejon_88 said in League General Discussion Thread:
@gamerman01 Just to be clear, is the ranking based on when the player signs up for the playoffs? So if I finish a game after having signed up, my actual ranking might differ?
Thanks for the question, no, the ranking at the close of the year (end of the day 12/31/22) is the one that counts
-
9 days to go and we already have excellent participation from Path To Victory players!
8 out of the top 10 are already in!!
<see post below about signing up for playoffs>
-
2nd call for playoff signups (see below)
2022 ends Saturday night!
-
When I try and do a Test Post when starting a new game, I’m getting a Java error. Ideas anyone? Thanks.
-
It is unsolvable
Just post a save eg. The autosave.
You can copy and paste the history of the turn -
@simon33 I haven’t started the game yet. I’m trying to do the initial test post when setting it up.
-
You don’t need to do that
-
@simon33 Even just hitting ‘Play’ with the info in it gives me a Java error…
-
when using Play by Forum of course
-
@desert_admiral said in League General Discussion Thread:
@simon33 Even just hitting ‘Play’ with the info in it gives me a Java error…
It shouldn’t. Something is confused here.
-
Try play by email. I’m unable to play by forum but can by email. And you can still save and upload the save game
-
@farmboy thanks.
-
On all of the league games, do we get 3 games per version to start?
-
For anyone who is interested, league games played per year are:
2013 - 581
2014 - 520
2015 - 462
2016 - 648
2017 - 404
2018 - 451
2019 - 367
2020 - 365
2021 - 339
2022 - 218+Seems like when Balanced Mod came out in 2016 there was a big rush. I can’t really explain why the games played dropped off so much this year. Some big players have left the league, had enough of A&A?
I personally got a bit grumpy about the Paris liberation disincentive, and worse (IMO) the incentive to leave Normandy French. Although I am not sure if others got so irritated by this other than Gargantua.
-
@simon33 said in League General Discussion Thread:
For anyone who is interested, league games played per year are:
2013 - 581
2014 - 520
2015 - 462
2016 - 648
2017 - 404
2018 - 451
2019 - 367
2020 - 365
2021 - 339
2022 - 218+So collectively we have two days to complete 121 games…
Seems like when Balanced Mod came out in 2016 there was a big rush. I can’t really explain why the games played dropped off so much this year. Some big players have left the league, had enough of A&A?
I did some rough work and using some regular expressions, a torch and two squirrels I churned this out https://docs.google.com/spreadsheets/d/1eGoPApelFeR90te572XhDGt2Gd9BftgKD5m8z-f3TEw/edit?usp=sharing.
At a glance it looks like there were around 75 games lost from players who played last year but not this year, and for those of us playing this year we are down about 50 games from last year.
I personally got a bit grumpy about the Paris liberation disincentive, and worse (IMO) the incentive to leave Normandy French. Although I am not sure if others got so irritated by this other than Gargantua.
I think that grumpy is a good default mode to be in.
-
@simon33 said in League General Discussion Thread:
For anyone who is interested, league games played per year are:
2013 - 581
2014 - 520
2015 - 462
2016 - 648
2017 - 404
2018 - 451
2019 - 367
2020 - 365
2021 - 339
2022 - 218+Seems like when Balanced Mod came out in 2016 there was a big rush. I can’t really explain why the games played dropped off so much this year. Some big players have left the league, had enough of A&A?
I personally got a bit grumpy about the Paris liberation disincentive, and worse (IMO) the incentive to leave Normandy French. Although I am not sure if others got so irritated by this other than Gargantua.
Game length definitely a factor. 20 rounds for BM3 is pretty standard. Also level play has gone up. Casual fast and loose won’t cut it anymore.
-
@dawgoneit said in League General Discussion Thread:
On all of the league games, do we get 3 games per version to start?
I’d be happy to answer your question but I don’t understand the question.
-
Obviously every year that goes by and we’re playing the same version year after year, the interest wanes.
And as Karl said, G40 games take a lot of time and commitment. Compared to earlier versions of global A&A, well, there is no comparison as most of you know.G40 was such a leap forward for A&A in so many ways, it’s no wonder at all there was huge interest for the first few years, and a great observation by Simon that Balanced Mod was a big improvement that breathed new life and stoked a lot of interest, but it loses its new car smell too, like anything.
Someone, design a new global version of A&A that raises our heart rate again!
I have played A&A&Zombies and it is a hoot, a perfect “beer and pretzels game” as players used to say. But most of us probably wouldn’t play it very many times.
FABULOUS entry level A&A game, and also VERY interesting for veterans.





