Test summary from TripleA, engine version: 1.8.0.9, time: 06:51:08
Posts made by bmnielsen
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RE: 16L bmnielsen (Axis) vs. Boldfresh (Allies +23)posted in League
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RE: 15L Playoff Rd1: [1] bmnielsen (Axis) vs. [8] Gamerman01 (Allies +28)posted in League
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Germans
Turning on Edit Mode
EDIT: Changing PUs for Chinese from 22 to 12
EDIT: Adding units owned by Chinese to Shensi: 1 fighter
EDIT: Turning off Edit Mode
Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 submarine moved from 103 Sea Zone to 106 Sea Zone
1 submarine moved from 117 Sea Zone to 106 Sea Zone
1 submarine moved from 108 Sea Zone to 110 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 110 Sea Zone
2 bombers moved from Germany to 111 Sea Zone
1 fighter moved from Norway to 111 Sea Zone
1 tactical_bomber moved from Western Germany to 111 Sea Zone
2 fighters and 2 tactical_bombers moved from Western Germany to 110 Sea Zone
1 fighter moved from Holland Belgium to 110 Sea Zone
1 tactical_bomber moved from Germany to 110 Sea Zone
3 armour, 2 artilleries and 4 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
2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia
1 armour and 1 fighter moved from Slovakia Hungary to Yugoslavia
1 armour and 1 tactical_bomber moved from Poland to Yugoslavia
1 armour moved from Romania to Yugoslavia -
RE: 15L Playoff Rd1: [1] bmnielsen (Axis) vs. [8] Gamerman01 (Allies +28)posted in League
Test summary from TripleA, engine version: 1.8.0.9, time: 06:27:09
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15L Playoff Rd1: [1] bmnielsen (Axis) vs. [8] Gamerman01 (Allies +28)posted in League
Sub to 91, sub to 98, infantry to Alexandria, fighter to Shensi, infantry to Kweichow
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RE: 16L bmnielsen (Axis) vs. hobo (Allies +20) LLposted in League
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Italians
Italians buy 1 destroyer; Remaining resources: 2 PUs;Combat Move - Italians
1 cruiser and 1 destroyer moved from 95 Sea Zone to 93 Sea Zone
2 fighters moved from Southern Italy to 93 Sea Zone
1 bomber moved from Northern Italy to 96 Sea Zone
1 submarine moved from 95 Sea Zone to 96 Sea Zone
2 infantry moved from Southern Italy to 95 Sea Zone
2 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
2 infantry moved from 92 Sea Zone to Gibraltar
1 armour moved from Tobruk to Alexandria
Italians take Alexandria from British
1 armour moved from Alexandria to Tobruk
1 mech_infantry moved from Tobruk to Tunisia
1 artillery and 1 infantry moved from Libya to Tunisia
1 infantry moved from Italian Somaliland to Kenya
Italians take Kenya from BritishCombat - Italians
Battle in Gibraltar
Battle in 93 Sea Zone
Italians attack with 1 cruiser, 1 destroyer and 2 fighters
French defend with 1 cruiser and 1 destroyer
Italians win, taking Gibraltar from British, taking 93 Sea Zone from Neutral with 1 destroyer and 2 fighters remaining. Battle score for attacker is 8
Casualties for Italians: 1 cruiser
Casualties for French: 1 cruiser and 1 destroyer
Battle in 96 Sea Zone
Italians attack with 1 bomber and 1 submarine
British defend with 1 destroyer
Italians win with 1 bomber and 1 submarine remaining. Battle score for attacker is 8
Casualties for British: 1 destroyer
Battle in Tunisia
Italians attack with 1 artillery, 1 infantry and 1 mech_infantry
French defend with 1 infantry
Italians win, taking Tunisia from French with 1 artillery remaining. Battle score for attacker is -4
Casualties for Italians: 1 infantry and 1 mech_infantry
Casualties for French: 1 infantryNon Combat Move - Italians
1 armour moved from Albania to Romania
1 armour moved from Northern Italy to Slovakia Hungary
2 aaGuns, 2 artilleries and 2 infantry moved from Northern Italy to Yugoslavia
2 aaGuns and 4 infantry moved from Southern Italy to Northern Italy
2 fighters moved from 93 Sea Zone to Southern Italy
1 bomber moved from 96 Sea Zone to Southern Italy
2 infantry moved from Albania to YugoslaviaPlace Units - Italians
1 destroyer placed in 95 Sea ZoneTurn Complete - Italians
Total Cost from Convoy Blockades: 9
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,3,1,2,1,4,3,5
Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 3
Italians collect 2 PUs (9 lost to blockades); end with 4 PUs total -
RE: 16L bmnielsen (Axis) vs. hobo (Allies +20) LLposted in League
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Japanese
Japanese buy 1 infantry and 3 transports; Remaining resources: 6 SuicideAttackTokens; 2 PUs;Combat Move - Japanese
1 infantry moved from Jehol to Chahar
Japanese take Chahar from Chinese
1 infantry moved from Shantung to Anhwe
Japanese take Anhwe from Chinese
1 artillery and 3 infantry moved from Kiangsi to Hunan
3 infantry moved from Kwangsi to Yunnan
1 fighter and 1 tactical_bomber moved from Kiangsu to Yunnan
2 bombers moved from Japan to Yunnan
1 fighter and 1 tactical_bomber moved from Manchuria to HunanCombat - Japanese
Battle in Yunnan
Japanese attack with 2 bombers, 1 fighter, 3 infantry and 1 tactical_bomber
Chinese defend with 4 infantry
Japanese win, taking Yunnan from Chinese with 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Chinese: 4 infantry
Casualties for Japanese: 2 infantry
Battle in Hunan
Japanese attack with 1 artillery, 1 fighter, 3 infantry and 1 tactical_bomber
Chinese defend with 2 infantry
Japanese win, taking Hunan from Chinese with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Chinese: 2 infantry
Casualties for Japanese: 1 infantryNon Combat Move - Japanese
1 artillery moved from Kwangsi to Hunan
1 fighter and 1 tactical_bomber moved from Hunan to Kwangsi
2 bombers, 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi
1 artillery and 2 infantry moved from Kiangsu to Kiangsi
1 infantry moved from Kiangsu to Anhwe
1 artillery and 2 infantry moved from Shantung to Anhwe
1 artillery and 1 infantry moved from Jehol to Chahar
1 mech_infantry moved from Manchuria to Anhwe
1 artillery moved from Manchuria to 19 Sea Zone
1 infantry moved from Okinawa to 19 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 36 Sea Zone
1 artillery and 1 infantry moved from 36 Sea Zone to Kwangsi
1 transport moved from 20 Sea Zone to 19 Sea Zone
2 infantry moved from Manchuria to 19 Sea Zone
2 infantry and 1 transport moved from 19 Sea Zone to 20 Sea Zone
2 infantry moved from 20 Sea Zone to Kiangsi
1 fighter moved from Formosa to Kwangsi
1 fighter moved from Okinawa to Kwangsi
1 fighter moved from Korea to 36 Sea Zone
1 fighter and 1 tactical_bomber moved from Manchuria to Kwangsi
2 fighters and 2 tactical_bombers moved from 6 Sea Zone to Kwangsi
1 fighter and 2 tactical_bombers moved from Japan to 36 Sea Zone
1 fighter moved from Japan to Kwangsi
1 cruiser moved from 20 Sea Zone to 36 Sea Zone
1 destroyer and 1 submarine moved from 19 Sea Zone to 36 Sea Zone
1 battleship moved from 19 Sea Zone to 20 Sea Zone
1 carrier moved from 6 Sea Zone to 20 Sea Zone
1 carrier moved from 6 Sea Zone to 36 Sea Zone
1 battleship, 1 destroyer and 1 submarine moved from 6 Sea Zone to 33 Sea Zone
1 carrier, 1 fighter and 1 tactical_bomber moved from 33 Sea Zone to 36 Sea Zone
1 fighter and 1 tactical_bomber moved from 36 Sea Zone to Kwangsi
1 cruiser and 1 destroyer moved from 6 Sea Zone to 36 Sea Zone
1 artillery and 1 infantry moved from Japan to 6 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone
1 artillery and 1 infantry moved from 36 Sea Zone to Kwangsi
1 aaGun and 4 infantry moved from Manchuria to Jehol
4 infantry moved from Korea to ManchuriaPlace Units - Japanese
3 transports placed in 6 Sea Zone
1 infantry placed in JapanTurn Complete - Japanese
Japanese collect 30 PUs; end with 32 PUs total
Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 42 PUs -
RE: 16L bmnielsen (Axis) vs. hobo (Allies +20) LLposted in League
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Germans
Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 submarine moved from 103 Sea Zone to 106 Sea Zone
1 submarine moved from 117 Sea Zone to 106 Sea Zone
1 submarine moved from 108 Sea Zone to 110 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 110 Sea Zone
2 bombers and 1 tactical_bomber moved from Germany to 110 Sea Zone
1 fighter and 2 tactical_bombers moved from Western Germany to 111 Sea Zone
1 fighter moved from Norway to 111 Sea Zone
1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone
1 fighter moved from Holland Belgium to 110 Sea Zone
3 armour, 2 artilleries and 4 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
2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia
1 armour, 1 fighter and 1 infantry moved from Slovakia Hungary to Yugoslavia
1 armour and 1 tactical_bomber moved from Poland to Yugoslavia
1 armour and 1 infantry moved from Romania to YugoslaviaCombat - Germans
British scrambles 1 units out of Scotland to defend against the attack in 111 Sea Zone
British scrambles 3 units out of United Kingdom to defend against the attack in 110 Sea Zone
Battle in 106 Sea Zone
Germans attack with 2 submarines
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 9
Casualties for Germans: 1 submarine
Casualties for British: 1 destroyer and 1 transport
Battle in 110 Sea Zone
Germans attack with 1 battleship, 2 bombers, 2 fighters, 1 submarine and 2 tactical_bombers
British defend with 1 battleship, 1 cruiser and 2 fighters; French defend with 1 cruiser and 1 fighter
Units damaged: 1 battleship owned by the British
Germans win with 2 bombers and 1 fighter remaining. Battle score for attacker is 16
Casualties for Germans: 1 battleship, 1 fighter, 1 submarine and 2 tactical_bombers
Casualties for British: 1 battleship, 1 cruiser and 2 fighters
Casualties for French: 1 cruiser and 1 fighter
Battle in 111 Sea Zone
Germans attack with 2 fighters, 2 submarines and 2 tactical_bombers
British defend with 1 battleship, 1 cruiser, 1 destroyer and 1 fighter
Units damaged: 1 battleship owned by the British
Germans win with 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 28
Casualties for Germans: 1 fighter and 2 submarines
Casualties for British: 1 battleship, 1 cruiser, 1 destroyer and 1 fighter
Battle in France
Germans attack with 6 armour, 3 artilleries, 7 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 6 armour, 3 artilleries and 4 mech_infantrys remaining. Battle score for attacker is 32
Casualties for Germans: 7 infantry
Casualties for British: 1 armour and 1 artillery
Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry
Battle in Yugoslavia
Germans attack with 3 armour, 2 artilleries, 1 fighter, 8 infantry and 1 tactical_bomber
Neutral_Allies defend with 5 infantry
Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber 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 FrenchNon Combat Move - Germans
1 fighter and 2 tactical_bombers moved from 111 Sea Zone to Western Germany
2 bombers and 1 fighter moved from 110 Sea Zone to Western Germany
3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Poland
1 infantry moved from Slovakia Hungary to Poland
1 infantry moved from Romania to Bulgaria
Germans take Bulgaria from Neutral_Axis
1 fighter and 1 tactical_bomber moved from Yugoslavia to Southern Italy
3 infantry moved from Norway to Finland
Germans take Finland from Neutral_Axis
1 cruiser and 1 transport moved from 114 Sea Zone to 113 Sea Zone
2 infantry moved from Denmark to 113 Sea Zone
2 infantry moved from 113 Sea Zone to Germany
1 cruiser moved from 113 Sea Zone to 112 Sea ZonePlace Units - Germans
6 artilleries and 2 infantry placed in GermanyTurn Complete - Germans
Germans collect 39 PUs; end with 58 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUs -
RE: 16L bmnielsen (Axis) vs. hobo (Allies +20) LLposted in League
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Germans
Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 submarine moved from 103 Sea Zone to 106 Sea Zone
1 submarine moved from 117 Sea Zone to 106 Sea Zone
1 submarine moved from 108 Sea Zone to 110 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 110 Sea Zone
2 bombers and 1 tactical_bomber moved from Germany to 110 Sea Zone
1 fighter and 2 tactical_bombers moved from Western Germany to 111 Sea Zone
1 fighter moved from Norway to 111 Sea Zone
1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone
1 fighter moved from Holland Belgium to 110 Sea Zone
3 armour, 2 artilleries and 4 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
2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia
1 armour, 1 fighter and 1 infantry moved from Slovakia Hungary to Yugoslavia
1 armour and 1 tactical_bomber moved from Poland to Yugoslavia
1 armour and 1 infantry moved from Romania to Yugoslavia -
RE: 16L bmnielsen (Axis) vs. hobo (Allies +20) LLposted in League
Test summary from TripleA, engine version: 1.8.0.9, time: 04:35:14
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16L bmnielsen (Axis) vs. hobo (Allies +20) LLposted in League
Bid is:
1 sub > z98
1 destroyer > z91
1 inf > british guiana
1 inf > new guinea -
RE: 2015 League General Discussion Threadposted in League
Who gets first bid in the playoff games? Higher seed?
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RE: 2015 League General Discussion Threadposted in League
I’m liberal with edits so I don’t mind if something comes in after I’ve started looking at the map, but I can certainly understand if others are bothered by it. As a-d mentioned, in general people are good at giving warning and checking if edits are ok if they come a bit late, so I haven’t really had any issues with it.
I definitely don’t think we should cover all kinds of edge cases in the rules, no reason to have paragraphs covering something that is a nice-to-have.
Here’s my attempt at formulating it concisely:
By default, edits affecting the non-combat movement phase are allowed until the other player starts making their next move. All other edits are subject to the approval of the opponent, though it is considered good sportsmanship to allow reasonable edits.
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RE: 2015 League General Discussion Threadposted in League
Good idea to align it with calendar years, makes it much less confusing.
One more minor fix, in #1 the naming convention should say 16L.
A couple of small suggestions:
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List the time when the season ends, preferably in UTC/GMT so it’s easier for everyone to figure out what it is in their time zone.
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We have default bidding rules to speed up the process of starting new games. I suggest that we do the same for allowable edits as well. In every game I’ve played, NCM edits have been allowed until the opponent posts their next turn. Not having it as a default in the rules means it’s something I need to remember to agree on before every game.
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RE: 2015 League General Discussion Threadposted in League
I understand the “flight of 4” idea as being round robin groups, like how the first round of the big association football tournaments work. But where they have the later rounds as single elimination, Dizz’s idea is to have those feed into a final round robin group of four.
So you start with 16 players and split them up into 4 groups of 4. Everyone in the group immediately starts a game with each of the other players in the group, so everyone has 3 going simultaneously. When all the games are done, you take the winner of each group and put them into a “championship group”, that then does the same thing.
The advantage is that you have more players and more games, but since there are only two rounds, it might be quicker in “calendar time” compared to having 16 players in a four-round single-elimination format. I’m not sure how much quicker it would actually be though, since having three important games going on at once would slow down most players.
Perhaps a better balance would be to only expand it to 12 players, with groups of 3 in the first round, so you would only have to play 2 simultaneous games. That could then feed into a single-elimination semifinal and final. I don’t know how to handle the issue of ties in a group though (i.e. all the players in the group have 1 win and 1 loss) - in sports you can use something like goals for, goals against, etc. as a tiebreaker but we can’t really do that.
Interesting idea though!
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RE: 2015 League General Discussion Threadposted in League
Adam and Dominion may have been vocal recently, but on the whole I would say they have initiated discussions with respect. All participants share the blame in where it ends up after that, in my opinion.
I don’t see how it makes sense to irritate the guy who’s making it all happen and has spent hours and hours recording everyone’s scores, and ensuring a league rule set each year that the majority, including himself, really enjoy.
I can understand where you’re coming from, but I don’t think there’s a connection here. As I see it, Dominion is reacting to the things you are saying, not to your position of authority in the league. He certainly didn’t initiate anything with the sole purpose of “irritating the guy who’s making it all happen” - he has legitimate points to discuss.
We all really appreciate how much work you put into maintaining the rankings and moderating the league. Speaking for myself, any comments or suggestions I make about the rules or ranking system are solely in the interest of making them even better; I’m not saying that the current system, or your moderation, is poor. I believe that’s where everyone else is coming from as well, but then I’m an optimistic kind of guy :)
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RE: 2015 League General Discussion Threadposted in League
Disclaimer: this is not a comment on the content of any of the recent discussions, as I have no interest in taking sides or getting involved.
But am I the only one who is sick of all the bickering that’s been going on here recently?
We’re all here to have fun, guys, let’s try to focus on that a bit more. If you feel like someone is trolling you, engaging them is just throwing fuel onto the fire.
I would hate to see this overwhelmingly-positive community go on a downward spiral, we’ve probably all experienced what internet gaming communities can be at their worst.
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RE: 2015 League General Discussion Threadposted in League
Yeah, my examples assume that tiers for returning players carry over from previous seasons. I was trying to present the simplest example possible to demonstrate the concept, with the understanding that it also applies when extended to many players with many games.
And again, to reiterate, I just see it as a quirk and not a flaw in the system, as the ranking itself is always accurate. We just shouldn’t put too much stock in the PPG and tiers, as they can change for unexpected reasons. In other words, it’s your PPG relative to other players that means something, not the number itself.
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RE: 2015 League General Discussion Threadposted in League
To follow up on my last thoughts about the rankings, keep in mind that the order in which the results are recorded actually matters for the PPG and tiers. This makes it difficult to determine what PPG you should have solely on the basis of W/L against various tiers.
As a simple example, consider the first recorded result of a season.
Situation 1: Both players start as tier E.
Winner gets awarded 7 points, loser 3 points => Loser gets bumped down to tier 2 => Winner’s points get bumped down to 5.
Result: Winner is tier E with 5 points, loser is tier 2 with 3 points.
Situation 2: Both players start as tier 2, winner’s tier gets adjusted first.
Winner gets 5 points, loser 1 point => Winner gets bumped up to tier E => Loser’s points get bumped up to 3.
Result: Winner is tier E with 5 points, loser is tier 2 with 3 points.
Situation 3: Both players start as tier 2, loser’s tier gets adjusted first.
Winner gets 5 points, loser 1 point => Loser gets bumped down to tier 4 => Winner’s points get bumped down to 3.
Result: Winner is tier 2 with 3 points, loser is tier 4 with 1 point.
Situation 4: Both players start as tier 4.
Winner gets awarded 3 points, loser 0 points => Winner gets bumped up to tier 2 => Loser’s points get bumped up to 1.
Result: Winner is tier 2 with 3 points, loser is tier 4 with 1 point.
So just with these 4 situations we’ve found two “stable states”, and two different ways of getting to each of them. Situations 2 and 3 even have the same starting point, but get different results depending on what order the tier adjustments are performed in. I haven’t included the last stable state for this setup (winner at tier 1, loser at tier 3), since it’s just symmetrical with the given situations.
Now consider what happens with the exponential increase in complexity caused by having hundreds of games. There are probably all kinds of various “stable states” we could find in the current rankings by shifting blocks of people up and down between tiers.
All of this is just to underline my earlier point: the PPG and tiers are arbitrary and don’t matter. What matters is your ranking compared to everyone else, which will not change significantly regardless of how the PPG and tiers sort out.