Looks goo so far :-)
Best posts made by Martin
-
RE: Find League Opponents Threadposted in League
@trulpen :grinning: Give me a few weeks to improve my skills a bit, and we can have a re-match :sunglasses: :+1:
-
RE: Invitational Classic 2nd editionposted in Tournaments
@Ragnell804 @The_Good_Captain Dear both,
I have a quick rule question. I thought I was sneaky, doing a strategic bombing before conquering that territory same turn, but this leads to an error message. Can you please advise if it is still possible? If bombing raid comes first, this should be possible. Thank you :-)


-
Classic #3: Martin (X) - Elche (L) without Techposted in Play Boardgames
TripleA version 2.6.14476 Good luck and have fun!
Economic victory: Germany and Japan are victorious if they have a combined National Production Level of 84 Industrial Production Certificates at the end on one complete round of play meaning every player has had a turn). Russia is free to attack on turn 1.
-
RE: L21 Martin (Axis) - FlyingBadger (Allies + 30) OOB 2nd ed -low luckposted in League
@martin I corrected my losses in Yougoslavia from 2 to 3 in order not to have an advantage from restarting the match. And I added two fighters to your scrambling against my sub, as it is w/o risk for you.
-
RE: Invitational Classic 2nd editionposted in Tournaments
Normally yes, and nothing in the spam folder. I receive all other dice emails through.
As the need for extra dice is really rare, I can live with the command line in the forum. But thank you!
-
AA Classic 2nd The_Good_Captain X vs Martin L #1posted in Play Boardgames
TripleA version 2.5.22294 No Tech, Russia cannot attack on turn 1
Good luck and have fun!
-
RE: L21 Myygames (Axis) - Martin (Allies + 20) OOB - low luckposted in League
@myygames I give up. Congratulations - well played! I already posted the result.
Of course my actions around Caroline Islands were a desaster. But apart from that, I didn’t make any progress around the globe but just stepped sideways and backwards. Somewhat you overwhelmed me. At least I held Moscow ;-) Good luck for your next games!
-
RE: Invitational Classic 2nd editionposted in Tournaments
@Ragnell804 @The_Good_Captain @dawgoneit @elche
It looks like the rule that “Russia cannot attack on turn 1” pays off - 75% of Axis victories so far. This rule is new to elche, Dawgoneit, and me, and I guess we still need to adapt. At least when playing the Allies :-)
As there is some apparent interest in playing Classic competitively, e.g., from @kwaspek104 and potentially a number of additional players, we could consider starting a Classic league, in 2025, similar to the ones in place for 1940 Global OOB, Balanced Mode, and Path to Victory. The question is which rules shall be played, and if there shall be some bidding process.
-
RE: AA Classic 2nd The_Good_Captain X vs Martin L #1posted in Play Boardgames
I do not know why, but TripleA didn’t let me move the US AA gun in the non-combat movement phase, so I edited the gun to Western Europe.
I will do Russia, in the evening.
40651 Classic Round 06 US.tsvg
Game History
Round: 6 Purchase Units - Americans Americans buy 1 armour, 2 infantry and 2 transports; Remaining resources: 9 PUs; Combat Move - Americans 1 bomber moved from Russia to Karelia S.S.R. Combat - Americans Strategic bombing raid in Karelia S.S.R. Germans roll AA dice in Karelia S.S.R. : 1/1 hits, 0,17 expected hits 1 bomber killed by AA Bombing raid costs 0 PUs Non Combat Move - Americans Turning on Edit Mode EDIT: Turning off Edit Mode 1 armour and 4 infantry moved from Finland Norway to North Sea Zone 1 armour, 4 infantry and 3 transports moved from North Sea Zone to West Spain Sea Zone 1 armour and 4 infantry moved from West Spain Sea Zone to Algeria 3 fighters moved from Finland Norway to Algeria 1 bomber moved from East US to Russia 2 infantry moved from East US to East US Sea Zone 2 infantry and 1 transport moved from East US Sea Zone to North Sea Zone 2 infantry moved from North Sea Zone to West Europe 1 transport moved from East US Sea Zone to North Sea Zone Place Units - Americans 2 transports placed in East US Sea Zone 1 armour and 2 infantry placed in East US Turn Complete - Americans Americans collect 33 PUs; end with 42 PUs Turning on Edit Mode EDIT: Adding units owned by Americans to West Europe: 1 aaGun EDIT: Removing units owned by Americans from Finland Norway: 1 aaGun EDIT: Turning off Edit ModeCombat Hit Differential Summary :
Germans AA : 0,83 -
RE: L21 Myygames (Axis) - Martin (Allies + 20) OOB - low luckposted in League
@myygames thank you - no scramble at all
-
RE: Invitational Classic 2nd editionposted in Tournaments
@dawgoneit @The_Good_Captain @Ragnell804 @elche
Dear all,
We can already congratulate The Good Captain for the undisputed victory of our small tournament! There are still games going on or to be started, but no player will be able to reach TGC’s current 7 points. Congratulations - very well played!
The US have also taken the lead in the nations’’ ranking.
In the 15 games played so far, the Axis have won in 47% of the cases. This shows that restricting Russia from attacking on turn 1 makes sense with the Allies still having a slight advantage.
https://onedrive.live.com/view.aspx?resid=120069D2430781F6!846&authkey=!AJaivysx6pBsGhQ
As always, please check and let me know in case I did some mistake with the results or with the table.

-
RE: AA Classic 2nd The_Good_Captain X vs Martin L #1posted in Play Boardgames
40651 Classic Round 07 UK.tsvg
At this state of the game, I would appreciate a bit more luck - which I always (!) have, when doing a local test run, LOL.
I don’t know why, but TripleA is always giving me a hard time with the British ncm. There was one transport which I didn’t use, and which was free to move in the ncm phase. Maybe it forgot that the AA gun was on the Russian transport. But I do not think so - when I try again locally, it lets me move four transports after unloading the AA gun - see the “transport test” file below".
40651 Classic Round 07 UK TRANSPORT TEST.tsvg
Game History
Round: 7 Purchase Units - British British buy 2 armour, 1 fighter and 3 infantry; Remaining resources: 0 PUs; Combat Move - British 1 transport moved from West Spain Sea Zone to North Sea Zone 1 armour and 2 infantry moved from United Kingdom to North Sea Zone 1 armour and 2 infantry moved from North Sea Zone to Finland Norway 1 armour and 2 fighters moved from Algeria to Anglo Sudan Egypt 2 armour moved from South Africa to Anglo Sudan Egypt 2 infantry moved from United Kingdom to North Sea Zone 2 infantry moved from North Sea Zone to Finland Norway Combat - British Battle in Finland Norway British attack with 1 armour and 4 infantry Germans defend with 2 infantry British roll dice for 1 armour and 4 infantry in Finland Norway, round 2 : 1/5 hits, 1,17 expected hits Germans roll dice for 2 infantry in Finland Norway, round 2 : 0/2 hits, 0,67 expected hits 1 infantry owned by the Germans lost in Finland Norway British roll dice for 1 armour and 4 infantry in Finland Norway, round 3 : 0/5 hits, 1,17 expected hits Germans roll dice for 1 infantry in Finland Norway, round 3 : 0/1 hits, 0,33 expected hits British roll dice for 1 armour and 4 infantry in Finland Norway, round 4 : 1/5 hits, 1,17 expected hits Germans roll dice for 1 infantry in Finland Norway, round 4 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Germans and 1 infantry owned by the British lost in Finland Norway British win, taking Finland Norway from Germans with 1 armour and 3 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 2 infantry Casualties for British: 1 infantry Battle in Anglo Sudan Egypt British attack with 3 armour and 2 fighters Japanese defend with 1 armour and 8 infantry British roll dice for 3 armour and 2 fighters in Anglo Sudan Egypt, round 2 : 3/5 hits, 2,50 expected hits Japanese roll dice for 1 armour and 8 infantry in Anglo Sudan Egypt, round 2 : 5/9 hits, 3,00 expected hits 3 infantry owned by the Japanese, 2 fighters owned by the British and 3 armour owned by the British lost in Anglo Sudan Egypt Japanese win with 1 armour and 5 infantry remaining. Battle score for attacker is -30 Casualties for British: 3 armour and 2 fighters Casualties for Japanese: 3 infantry Non Combat Move - British Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by British to West Spain Sea Zone: 1 transport EDIT: Turning off Edit Mode 2 fighters moved from Russia to North Sea Zone 1 aaGun moved from North Sea Zone to Finland Norway 1 transport moved from South Africa Sea Zone to Mozambique Sea Zone 1 infantry moved from West Canada to East Canada 1 fighter moved from North Sea Zone to United Kingdom Place Units - British Turning on Edit Mode EDIT: Removing units owned by British from North Sea Zone: 1 transport EDIT: Adding units owned by British to Algeria: 1 armour EDIT: Removing units owned by British from United Kingdom: 1 armour EDIT: Turning off Edit Mode 2 armour placed in South Africa 1 fighter and 3 infantry placed in United Kingdom Turn Complete - British British collect 23 PUs; end with 23 PUsCombat Hit Differential Summary :
Japanese regular : 2,00 Germans regular : -0,33 British regular : -1,00 -
RE: L21 Myygames (Axis) - Martin (Allies + 20) OOB - low luckposted in League
TripleA Turn Summary: ANZAC round 5
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 5 Purchase Units - ANZAC ANZAC buy 1 fighter and 2 infantry; Remaining resources: 1 PUs; Combat Move - ANZAC 3 transports moved from 52 Sea Zone to 28 Sea Zone 1 armour moved from New South Wales to Queensland 1 artillery moved from New South Wales to Queensland 1 infantry moved from Queensland to New South Wales 1 fighter moved from New South Wales to Queensland Non Combat Move - ANZAC Place Units - ANZAC 1 fighter and 2 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 8 PUs; end with 9 PUsCombat Hit Differential Summary :
-
RE: Invitational Classic 2nd editionposted in Tournaments
Dear all, excuse my longer silence. I share the situation of TGC with full time job, family, and currently moving.
I still need to post the final table of our 2024 tournament. By occupying Spain for the first time, I finally won against elche and claimed 2nd position in the ranking :-) As I was so unfortunate to delete the table from OneDrive, I need to re-create it and publish it here, shortly.
I like the idea of a “real” league, like everybody playing everybody twice with switched sides. This is how we played in our tournament. But as this is not soccer and a game last longer than 90 minutes, the maximum was already reached with five participants. After a speedy start, we barely finished all 20 games during the calendar year.
So with a “real” league with return games being out of the question, how would the sides be decided, as there is no bidding process?
A tournament like the Playoffs in OOB, BM, and PtV will not satisfy everyone, as 50% of the players will be kicked out in round 1 and will only have one official game during the calendar year.One possible way to do it is the way the Champions League is organized. You have a group phase, and the best one or two players of each group qualify for the final stage (semi or quarter finals). And there could be some seeding with the top players playing in different groups.
The disadvantage of the above is clearly that no new player could ever enter during a calendar year! This is the clear advantage of how the existing A&A leagues are organized and played. And we should definitely at all times enable new players to join and to market our leagues, that way.
Yet another way of getting some ranking and frequent playing is the “pyramid scheme” I know from tennis clubs. You have a pyramid with the #1 on top, #2 and #3 in the second row etc. And any player is entitled to challenge any player from the row above. I hope I explained that well. So player #7 could always challenge players #2 and #3
#1 #2 #3 #4 #5 #6 #7In my humble opinion and long story short, it appears that the league style à la OOB. BM, and PtV is the perfect set-up for such an anticipated number of 8-14 active and regular players. There should just be a strict limit to the minimum number of games played before having a rematch (2nd game) with another player.
I like the idea of restricting Russia from attacking in round #1 and forbidding the conquest of neutrals. Personally, I like tech but not in official matches. Tech should not be the standard but allowed if both players agree on that.
Last but not least, an ELO would be very nice. I had started to look for Chess tournament software which could do the job, but for time reasons I did not get far. It would be nice to get away from Excel.
For 2025, I could set-up another “fancy” table (thank you for the compliment 😊), but it would initially only be with ranking, no rating, while looking for other solutions. The table would always be work in progress, as I like to add features like country ratings (based on international matches only), statistics etc. No guarantee for 2026 though.
All of the above is food for thought only. Excuse my disorderly post – I am writing this between first coffee and leaving for work, LOL.
-
RE: AA Classic 2nd The_Good_Captain X vs Martin L #1posted in Play Boardgames
Ouch, I didn’t realize that South Africa has three coast lines including one with the Mozambique Sea Zone, LOL.
Well, I guess it is time to resign. The US can bring Japan down to below 84 IPCs, this round, but it will no longer be possible afterwards.
When KGF doesn’t work and Japan turns into a monster, there is not much you can do.
Very well played - thank you for the lesson.
-
RE: L21 Myygames (Axis) - Martin (Allies + 20) OOB - low luckposted in League
TripleA Turn Summary: French round 5
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 5 Purchase Units - ANZAC ANZAC buy 1 fighter and 2 infantry; Remaining resources: 1 PUs; Combat Move - ANZAC 3 transports moved from 52 Sea Zone to 28 Sea Zone 1 armour moved from New South Wales to Queensland 1 artillery moved from New South Wales to Queensland 1 infantry moved from Queensland to New South Wales 1 fighter moved from New South Wales to Queensland Non Combat Move - ANZAC Place Units - ANZAC 1 fighter and 2 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 8 PUs; end with 9 PUs Combat Move - French Turn Complete - FrenchCombat Hit Differential Summary :
-
RE: Invitational Classic 2nd editionposted in Tournaments
@VictoryFirst I would strongly favor playing with new complexes.
-
RE: L24 OOB cwglee51 X vs Martin L+44 #2posted in Play Boardgames
@gamerman01 said in L24 OOB cwglee51 X vs Martin L+44 #2:
I don’t see any Russian aggression on Japanese territories bordering Mongolia, or Korea, so Japan’s blitz of Amur should have triggered the Mongolians
Maybe the odd combination of Russia DOW + Japan blitzing Amur rather than attacking a unit
confused it?@gamerman01 said in L24 OOB cwglee51 X vs Martin L+44 #2:
I don’t see any Russian aggression on Japanese territories bordering Mongolia, or Korea, so Japan’s blitz of Amur should have triggered the Mongolians
Maybe the odd combination of Russia DOW + Japan blitzing Amur rather than attacking a unit
confused it?Thank you very much for your quick help, @gamerman01 !
Have a good weekend and Happy Easter!🙂
-
RE: L21 Myygames (Axis) - Martin (Allies + 20) OOB - low luckposted in League
TripleA Turn Summary: Russians round 6
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 6 Purchase Units - Russians Russians buy 9 infantry; Remaining resources: 0 PUs; Combat Move - Russians 1 fighter moved from Timguska to Russia 1 tactical_bomber moved from Kansu to Russia 4 infantry moved from Timguska to Kansu 2 infantry moved from Yakut S.S.R. to Yenisey 1 submarine moved from 119 Sea Zone to 125 Sea Zone 1 infantry moved from Tsinghai to Shensi 1 fighter moved from Russia to Rostov 1 armour moved from Russia to Rostov 1 infantry moved from Russia to Tambov Combat - Russians Battle in Rostov Russians attack with 1 armour and 1 fighter Germans defend with 1 mech_infantry Russians roll dice for 1 armour and 1 fighter in Rostov, round 2 : 1/0 hits, 1,00 expected hits Germans roll dice for 1 mech_infantry in Rostov, round 2 : 0/1 hits, 0,33 expected hits 1 mech_infantry owned by the Germans lost in Rostov Russians win, taking Rostov from Germans with 1 armour and 1 fighter remaining. Battle score for attacker is 4 Casualties for Germans: 1 mech_infantry Battle in Shensi Russians attack with 1 infantry Japanese defend with 1 infantry Russians roll dice for 1 infantry in Shensi, round 2 : 0/1 hits, 0,17 expected hits Japanese roll dice for 1 infantry in Shensi, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Shensi Japanese win with 1 infantry remaining. Battle score for attacker is -3 Casualties for Russians: 1 infantry Non Combat Move - Russians 1 fighter moved from Rostov to Russia Place Units - Russians 9 infantry placed in Russia Turn Complete - Russians Russians collect 22 PUs; end with 22 PUsCombat Hit Differential Summary :
Japanese regular : 0,67 Germans regular : -0,33 Russians regular : -0,17