Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Ozymandiac
    3. Posts
    • Profile
    • Following 0
    • Followers 2
    • Topics 21
    • Posts 869
    • Best 23
    • Controversial 0
    • Groups 0

    Posts made by Ozymandiac

    • RE: 1 vs 1 tournament: A&A Anniversary 1941 (2022)

      And we’re off! 9 people signed up, and it’s time to start.

      You can check out the bracket over here. I shuffled the seeds so your opponents are randomized.

      To start a game, the player with the lowest seed begins the bidding process. The seed should be visible in front of your name on the bracket (if not, let me know).

      posted in Tournaments
      OzymandiacO
      Ozymandiac
    • RE: 1 vs 1 tournament: A&A Anniversary 1941: Rules

      @crockett36 Welcome! We’ll start next week.

      posted in Tournaments
      OzymandiacO
      Ozymandiac
    • RE: 1 vs 1 tournament: A&A Anniversary 1941 (2022)

      @lederhosenmachtfrei Nice!

      posted in Tournaments
      OzymandiacO
      Ozymandiac
    • RE: 1 vs 1 tournament: A&A Anniversary 1941 (2022)

      There are 7 participants at the moment. I would like to give people 2 more weeks the sign up. After that, I’ll close registration and make the bracket.

      posted in Tournaments
      OzymandiacO
      Ozymandiac
    • RE: 1 vs 1 tournament: A&A Anniversary 1941: Rules

      @victoryfirst The more the merrier!

      posted in Tournaments
      OzymandiacO
      Ozymandiac
    • RE: 1 vs 1 tournament: A&A Anniversary 1941 (2022)

      Welcome!

      Not being able to play via the TripleA-forum-connection shouldn’t be a problem. You can play via Email, or perhaps enter your savegames manually as attachments into a forum thread.

      posted in Tournaments
      OzymandiacO
      Ozymandiac
    • RE: 1 vs 1 tournament: A&A Anniversary 1941: Rules

      @iron_stitch Hi, that shouldn’t be a problem. I am sure people are OK with playing via Email.

      posted in Tournaments
      OzymandiacO
      Ozymandiac
    • Tournament A&A Anniversary 1941

      Hi,

      We’re setting up a tournament through TripleA for Anniversary 1941.

      At the moment, 4 people have signed up. If you’re also interested, let me know by posting over here.

      posted in Events
      OzymandiacO
      Ozymandiac
    • RE: 1 vs 1 tournament: A&A Anniversary 1941: Rules

      @panther Thanks! We will use that of course, then.

      posted in Tournaments
      OzymandiacO
      Ozymandiac
    • RE: 1 vs 1 tournament: A&A Anniversary 1941 (2022)

      Great!

      For those looking for extra info: I just posted the tournament rules.

      posted in Tournaments
      OzymandiacO
      Ozymandiac
    • 1 vs 1 tournament: A&A Anniversary 1941: Rules

      Tournament Rules
      Gratefully adapted from @trulpen’s tournament rules.

      Organisation
      @ozymandiac carries the main responsibility for the tournament.

      Furthermore, arbiters are @ozymandiac and @The_Good_Captain. The arbiter’s function is to support conduct and rules implementation during the tournament. If need be, arbiters will make the final decision on any rule violation or other game dispute. Arbiters are prohibited from making rulings in their own games.

      Available game versions
      The name of the game is Axis & Allies Anniversary, 1941 scenario (TripleA: ‘World War II v3 1941’).

      Format
      The tournament will be single elimination. At the start of the tournament, players will be assigned random positions in the bracket. All games will be 1v1.

      The remaining player wins the tournament and all its glory.

      Game location
      All games are played using TripleA, so other players can view the tournament’s games. Games may be played via PBF (play by forum), PBEM (play by email) and/or live play.

      Results
      The standings are available in an online spreadsheet (link to Challonge follows).

      Posting results
      The losing player is responsible for posting results in the tournament result thread (link to forum thread follows). This way it’s certain the losing player agrees with the game result. The winner may post the result when the game result was due to time limits.

      Post the names of the winner and loser, the sides each player played, the value of the bid, and provide a link to the game thread (or attach the latest savegame). For example, if the bid was 10 IPCs to the Allies:
      • Amy (Axis) defeats Boris (Allies + 10)
      where “10” was the value of the bid.

      Game rules
      The basic rule-set is the official ruleset with errata.

      The following settings are default:
      • Regular dice (as opposed to low luck)
      • No Research & Development
      • No National Objectives
      • Dardanelles closed to sea movement
      • Fighters & Escorts are allowed
      • Play until one player surrenders
      • Bid to determine sides (see following section on Bidding).

      Any default settings, whether it concerns rules, bidding or time-limits, may be modified by mutual agreement of the involved players.

      Bidding
      At the start of the tournament, each player is assigned a random number (‘seed’). At the start of a game, the player with the lowest seed begins the bidding process by offering to play a side for a certain amount of IPCs. The other player either accepts this bid or offer a lower counter-bid. The process ends when one player has accepted the other player’s bid, or when the bid has reached value of 0.

      Default settings for bidding:
      • A bid may be used to increase any nation’s starting money and/or purchase bid-units.
      • Only one bid-unit may be placed in a territory or sea zone.
      • The nation placing a bid-unit must have started with at least 1 unit in the territory or sea zone prior to placing the bid.
      • China is limited to bid-units of infantry and fighters.

      Posting schedule
      There is a 72-hour time-limit per move. Players may negotiate a faster pace (not slower) at the start of the game. Such an agreement has to be posted in the game thread before the 1st turn is played.

      If 72 hours go by and there is no game-play post from the opponent (i.e., no game decision was made), a player may post a warning (“bump”) along with the tagged opponent’s name and the number of the bump.
      • @NN bump#1

      Do not add any other text than the bump and the opponent’s name in your warning post. Each valid warning resets the clock for another 72 h. The second, third and fourth warning look like this:
      • @NN bump#2
      • @NN bump#3
      • @NN bump#4

      The offending player may be disqualified on the 4th warning, resulting in their loss.

      Play can be paused for a total of 21 days without penalty by simply posting the need for a break. The duration of absence needs to be specified, the reason does not.

      Once a new game has started, the player that ought to make the first bid has 2 weeks to do so. If not, they may be disqualified, resulting in a loss.

      Assumptions
      The purpose is to reduce the number of game stoppages for opponent decisions (e.g., their order of losses). Because you are assuming a decision for your opponent, the opponent must always be given the benefit of the doubt and arbiters will always decide in this manner.

      When making an assumption, there’s a risk that the opponent will disagree after seeing the turn. If there is an issue with assumption, the players should try and come to an agreement about how to handle it.

      If there’s no agreement, then the defender can demand that the entire concerned battle(s) will be re-rolled.

      Alternatively, either player may request an arbiter ruling.

      Order of play
      From the rule book: Axis & Allies is played in rounds. One round consists of each power taking a turn. Each power’s turn consists of seven phases, which take place in a fixed sequence. After each power finishes a turn, play then passes to the next power. So: a player may only go back to previous phases or turns of the game and make changes with permission from their opponent.

      Player’s responsibility
      TripleA does not always apply the rules in a correct manner. It is primarily the players’ responsibility to keep themselves informed of the rules and apply them in a correct manner. The arbiters are mainly at hand for help and support.

      If a player sees that a new game has started (visible in the online Results spreadsheet (link follows)), contact the opponent to discuss the optional settings and the bidding process.

      posted in Tournaments
      OzymandiacO
      Ozymandiac
    • 1 vs 1 tournament: A&A Anniversary 1941 (2022)

      I’m currently gauging interest in an Anniversary 1941 tournament. If you’d like to participate, let me know in this thread.

      Ozy.

      posted in Find Online Players
      OzymandiacO
      Ozymandiac
    • 1 vs 1 tournament: A&A Anniversary 1941 (2022)

      I’m currently gauging interest in an Anniversary 1941 tournament. If you’d like to participate, let me know in this thread.

      Ozy.

      posted in 1941 Scenario
      OzymandiacO
      Ozymandiac
    • 1 vs 1 tournament: A&A Anniversary 1941 (2022)

      Hi all,

      It’s been some time since there was a tournament for Anniversary 1941, so I’d like to start one.

      If you are interested in participating, let me know by posting in this thread.

      If you have any questions, let me know.

      Ozymandiac.

      posted in Tournaments
      OzymandiacO
      Ozymandiac
    • RE: TGC (axis) vs Ozy, LH, and HW (allies) AnA Anniversary '41, no bid

      @the_good_captain I think this was the last game for me, at least for the time being. Thanks for the good games.

      posted in Play Boardgames
      OzymandiacO
      Ozymandiac
    • RE: TGC (axis) vs Ozy, LH, and HW (allies) AnA Anniversary '41, no bid

      Haha. It was just an initial guess. I’m sure it would go up or down depending on the following gameplay. By the way, I made my estimate based on two common restrictions that you can place only 1 unit per territory, and that the territory must already contain one of your units. So you can’t just place 8 inf in Karelia.

      posted in Play Boardgames
      OzymandiacO
      Ozymandiac
    • RE: TGC (axis) vs Ozy, LH, and HW (allies) AnA Anniversary '41, no bid

      A couple of thoughts in addition to Hans:

      I promised my train of thought regarding the American attack on the Japanese fleet: like you said, the Allies weren’t likely to win. So I had been looking for opportunities that might turn the tide. I knew beforehand that this winning this one battle wouldn’t be enough to turn the tide, even if wouldn’t lose a single plane. But we had to start somewhere.

      From a more local point of view, winning the battle wasn’t that important. You needed 2 transports and a protecting fleet to maintain your island factory logistics, and even I won big you would be left with the nucleus of a new fleet, and opportunity to rebuild. So it was more a TUV-driven attack, where I hoped that your losses would be bigger than mine and you would be forced to spend money on ships. For the battle itself, I noticed that the expected TUV change for a single round of combat wasn’t too bad (minus a couple of IPCs). So that made me willing to see how the first rolls would turn out. And if things went south, I had the attacker’s advantage (i.e., I could retreat if I wanted).

      Regarding the balance of the variant we just played: I think you’re a better player than I am, but under the ruleset we used, I think I will win most games against you if I can play with Axis.

      Generally: I supposed you could try to offset pro-Ally rules (e.g. no interceptors) with pro-Axis rules (e.g. technology) but I think the net result will always be that one side will have some advantage. So that got me thinking: if it is true that every variant of the game is unbalanced one way or the other, maybe that’s not so bad. Players can pick the version of the game they like, discuss if they are going to use bids or not, and pick sides. For example, a game group might like using interceptors and technology. In time, their bids will converge on a number that promises a more balanced game.

      For the ruleset we just played, I’m not sure what bid I would offer to take Allies. 25?

      posted in Play Boardgames
      OzymandiacO
      Ozymandiac
    • RE: TGC (axis) vs Ozy, LH, and HW (allies) AnA Anniversary '41, no bid

      TripleA Turn Summary: Americans round 9

      TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0

      Game History

      Round: 9
      
          Purchase Units - Americans
              Americans buy 1 fighter and 10 infantry; Remaining resources: 0 PUs; 0 techTokens; 
      
          Purchase Units - Chinese
              Chinese builds 0 units.
      
          Combat Move - Americans
              1 submarine moved from 52 Sea Zone to 57 Sea Zone
              1 artillery moved from Rhodesia to Union of South Africa
                    British take Union of South Africa from Japanese
      
          Combat - Americans
              Battle in 57 Sea Zone
                  Americans attack with 1 submarine
                  Japanese defend with 1 carrier, 1 destroyer and 1 fighter
                      Americans roll dice for 1 submarine in 57 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                      Japanese roll dice for 1 carrier, 1 destroyer and 1 fighter in 57 Sea Zone, round 2 : 1/3 hits, 1,33 expected hits
                      1 submarine owned by the Americans lost in 57 Sea Zone
                  Japanese win with 1 carrier, 1 destroyer and 1 fighter remaining. Battle score for attacker is -6
                  Casualties for Americans: 1 submarine
      
          Non Combat Move - Americans
              5 transports moved from 12 Sea Zone to 9 Sea Zone
              1 armour and 9 infantry moved from Eastern Canada to 9 Sea Zone
              1 armour, 9 infantry and 5 transports moved from 9 Sea Zone to 12 Sea Zone
              1 armour and 9 infantry moved from 12 Sea Zone to Morocco Algeria
              1 armour and 9 infantry moved from Morocco Algeria to Libya
              1 armour and 6 infantry moved from Libya to Egypt
              4 armour and 7 infantry moved from Egypt to Trans-Jordan
              1 aaGun moved from Trans-Jordan to Egypt
              4 armour and 4 infantry moved from Trans-Jordan to Persia
              2 artilleries and 5 infantry moved from India to Persia
              1 fighter moved from Persia to India
              1 fighter moved from Libya to India
              1 infantry moved from Persia to Kazakh S.S.R.
              8 infantry moved from Eastern United States to Eastern Canada
              2 armour moved from Western United States to Eastern Canada
              1 carrier moved from 12 Sea Zone to 10 Sea Zone
      
          Place Units - Americans
              10 infantry placed in Eastern United States
              1 fighter placed in 10 Sea Zone
      
          Turn Complete - Americans
              Americans collect 37 PUs; end with 37 PUs
      

      Combat Hit Differential Summary :

      Americans regular : -0,33
      Japanese regular : -0,33
      

      Savegame

      posted in Play Boardgames
      OzymandiacO
      Ozymandiac
    • RE: TGC (axis) vs Ozy, LH, and HW (allies) AnA Anniversary '41, no bid

      @the_good_captain I had a feeling you would be curious :) We’ll get back to it when the game is finished.

      posted in Play Boardgames
      OzymandiacO
      Ozymandiac
    • RE: TGC (axis) vs Ozy, LH, and HW (allies) AnA Anniversary '41, no bid

      By the way: I was having trouble seeing the game’s history. I usually look at the turns before I take mine, but I kept getting errors about “merging values Italians and Italians”. Does this happen to anybody else as well?

      posted in Play Boardgames
      OzymandiacO
      Ozymandiac
    • 1
    • 2
    • 3
    • 4
    • 5
    • 43
    • 44
    • 3 / 44