Historical Boardgames sponsored BATTLE OF THE AGES Tournament


  • Seems like the Coalition players are steam-rolling!  :wink:

    Looking forward to the next round.


  • Not quite, hepps. I won with carolingians. Could you correct that plz, veqryn

  • Customizer

    Rolling to determine randomized matchups for round 2.

    Top seed:

    DiceRolling 1d11:
    (6)

    DiceRolling 1d10:
    (1)

    DiceRolling 1d9:
    (5)

    DiceRolling 1d8:
    (4)

    DiceRolling 1d7:
    (2)

    DiceRolling 1d6:
    (5)

    DiceRolling 1d5:
    (3)

    DiceRolling 1d4:
    (2)

    DiceRolling 1d3:
    (1)

    DiceRolling 1d2:
    (1)

    Bottom Seed:

    DiceRolling 1d17:
    (10)

    DiceRolling 1d16:
    (12)

    DiceRolling 1d15:
    (9)

    DiceRolling 1d14:
    (14)

    DiceRolling 1d13:
    (2)

    DiceRolling 1d12:
    (4)

    DiceRolling 1d11:
    (7)

    DiceRolling 1d10:
    (6)

    DiceRolling 1d9:
    (2)

    DiceRolling 1d8:
    (4)

    DiceRolling 1d7:
    (6)

    DiceRolling 1d6:
    (6)

    DiceRolling 1d5:
    (2)

    DiceRolling 1d4:
    (4)

    DiceRolling 1d3:
    (1)

    DiceRolling 1d2:
    (2)

  • Customizer

    Round 2 Matchups (this is for NEW WORLD ORDER)

    ice
    vs
    Wassmuss

    Ajmdemen
    vs
    lalapalooza

    soulfein
    vs
    Gekkepop

    P@nther
    vs
    pug6000

    Admetus
    vs
    wirkey

    Hepps01
    vs
    Bacala

    Noll
    vs
    kabloom

    Make_It_Round
    vs
    U-505

    AmorphousCube
    vs
    SantaClaus2

    moilami
    vs
    Odonis

    Most Holy
    vs
    Nothing to see here

    alexgreat
    vs
    SantaClaus2

    Eskander
    vs
    DeadTom

    Funcioneta
    vs
    Narushima

    Veqryn
    vs
    seththenewb

  • Customizer

    NEW WORLD ORDER

    Its the 1.Septemeber 1939 at 4.45cet
    The German operation FALL WEISS just started
    How will the fate of the World turn? …

    Game Design by Sieg and ErnieBommel

    The ruleset of Axis & Allies “Revised” version are used as a basis. Deviations, extensions and exceptions from these are all listed in these Game Notes.
    Available for play, for free, on the TripleA game engine.

    Gameplay and setup have been balanced over a period of 5 years (since 2007), and presently NWO is considered more balanced than any known A&A game.  Bids range between -2 and 2.
    Default is to use Low Luck, however the game plays very well under dice as well.




    Rules:

    • The Rules-Set is A&A Revised (4th Edition), with any exceptions or extensions explained below.

    • A move illegal using Dice is illegal under Low Luck (LL) too.  A move legal using dice is legal under LL too.

    • Neutrals can be attacked in NWO, no penalties apply.

    • Territories can only be strategically bombed up to their value, by default.  Can be changed in game options, (TTL = Territory Turn Limit)

    • Phase order is slightly changed: “Purchase Units” phase now comes AFTER “Combat Move” phase, but BEFORE “Battle Resolution” phase.  (This means if you do not leave 1 unit behind in your capital, the opponent will be able to blitz your capital and spend the money that same turn.  So make sure to leave 1 fighting unit behind in capital.

    • Extra units (they have red dots on them) are available at the start of the 4th round.

    • Only 1 bunker may be placed per territory per turn. Bunkers do not use up factory slots. Territories may have unlimited total bunkers in them.

    Default Rules in Disputed Situations:

    • Flying aircraft over neutral territories is illegal, they must stop and attack the territory.  Manually (two-step) flying over Neutral territory during combat movement is considered illegal, despite being technically possible.

    • Carrier-Ftr movement is handled according to “REVISED” Rules, with the following exceptions and clarifications: Since the engine does not validate Fighter movement completely, this means explicitly: for EVERY Fighter, that has to be a potential landing spot provided, and YOU must make sure to follow the rules, as follows:

    • Using a single Carrier for more than 2 Fighters, or for 2 Fighters going different directions, requiring different Carrier positions, is NOT allowed - even if LowLuck would guarantee for a Fighter to be lost.

    • It must be shown that all Fighters can land during Combat Move phase, and that any Carriers they will be landing on CAN move there DURING Combat Move phase, with legal movements.

    • The Carriers that will be picking up the aircraft must be CAPABLE of moving to their Pickup Destination DURING Combat Movement phase, BUT they do not actually have to make the movement until the Non-Combat Movement phase.

    • You may NOT assume that you can move THROUGH a Cleared sea zone that has enemy units. This would be a violation of the rule above that the move must be Legal DURING the CM phase.

    • IF the pickup destination IS a sea zone that contains enemy units, THEN enough Carriers to pick up all air units must move into that pickup destination During Combat Movement phase (and then engage in combat). These Carriers must move during CM phase because we are NOT allowed to assume that the sea zone would be Cleared, and we MUST show that they can do the pickup using moves that are Legal during the Combat Movement phase.

    • IF the pickup destination does NOT contain any enemy units, THEN the Carriers may wait until the Non-Combat Movement phase to actually make their movement. If the fighters do not survive the Carrier does not have to move to the pickup destination point, but if any fighters do survive they Must be picked up.

    • Example 1: On Moving Through A Cleared Sea Zone: In Revised and LHTR rules, it is legal to make moves under the assumption that all your dice are hits and all enemy’s dice are misses, thereby allowing the assumption that the carrier could move through the zone in non-combat-move phase. However, in NWO this move is considered illegal, regardless of using Dice or LowLuck Example: Sea Zones A, B, C are in a line, you have 1 carrier, 1 ftr [with only 2 movement left], and 1 sub in SZ A. In SZ B there are 80 enemy sea units, and in SZ C there are enemy transports. With Revised and LHTR rules, if you attack the fleet in SZ B with even a single unit, you may then attack the transports in SZ C with your ftr, because you get to assume that you will win the battle in SZ B and then pick up that ftr with your carrier during NCM. This move is illegal in NWO, because you must show that the carrier can move there during combat movement, and during combat movement the carrier can not move there because there are enemy units in the way.

    • Example 2: On Moving Into An Enemy Controlled Sea Zone: Example: Sea Zones A, B, C are in a line, you have 1 carrier, and 1 ftr [with only 3 movement left]. In SZ B there are some enemy units, and in SZ C there are enemy transports. In this example, if the air attack SZ C then they must be picked up in SZ B. Since SZ B has enemy units, this move would be illegal unless we can show that we can pick up the units with legal moves during combat-move phase. Simply attack the enemy units in SZ B with a submarine or warship is not enough, because we are not allowed to assume the sea zone would be cleared for a non-combat move of the carriers. Instead, we are required by the rules to send enough carriers to SZ B during combat movement (and those carriers will engange in combat with the enemy units in SZ B). If we send the carriers, it is now legal because we have shown how we will pick up the units using moves made during comat-movement phase.

    Strategic Hints for Beginners

    • At beginners level, Allies are easier to play. At medium level, Axis is easier (once accustomed to a good opening). At expert level, both are equal.

    • Mastery of the units is crucial. Different units are needed for different tasks. Inf (infantry) are the best value unit in terms of raw power, if needed production capacity is no issue, BigArmor give the most punch if it is. Concerning navy, air units give most all around flexibility, while t-boats give the least, but provide the most raw power for the money. When a movement of 2 is enough, do not buy SuperSubs - subs are much better then. Elites are bad value, but can maximize an amphibious threat.

    • Early Axis objectives: Tunis should fall in round 1, Morocco in round 2, Greece in round 2 or 3 and Paris in round 3. Germany should be able to advance at least into Ukrainskaya. In case Finland is intended to hold, do not underestimate German support obligations via the Baltic. Spain may give Italy or Germany considerable extra income - careful though!

    • Early Allies objectives: UK should get Ankara, Iran and Iraq quickly. The US should prepare some good landing operation somewhere. Russia should exert some pressure to Finland. Consider strategical retreats for the French and the Colonials.

    • Usual hot spots include: Finland, Leningrad, Donetsk, Ankara-Greece, sz25 or the English Chanel, Gibraltar, Eastern Med fleets.

    • UK fighters on French carriers experience awesome effective action range.

    • Paris can be made to fall during Germany’s 2nd turn ( less then 1% total chance of failure) Expensive though!

    • Russia can pressure Finland hard, or attempt to stop Germany early in Ukrainskaya.

    • As Russia, watch out for Estonia! Axis can open the path for additional units by using (Italians), Finns(air) or Romanians(!).

    • Western allies can successfully invade through Spain, France, Scandinavia or even Italy itself (in the order of skill required).

  • Customizer

    @Veqryn:

    Round 2 Matchups (this is for NEW WORLD ORDER)

    ice
    vs
    Wassmuss

    Ajmdemen
    vs
    lalapalooza

    soulfein
    vs
    Gekkepop

    P@nther
    vs
    pug6000

    Admetus
    vs
    wirkey

    Hepps01
    vs
    Bacala

    Noll
    vs
    kabloom

    Make_It_Round
    vs
    U-505

    AmorphousCube
    vs
    SantaClaus2

    moilami
    vs
    Odonis

    Most Holy
    vs
    Nothing to see here

    alexgreat
    vs
    SantaClaus2

    Eskander
    vs
    DeadTom

    Funcioneta
    vs
    Narushima

    Veqryn
    vs
    seththenewb

    I will post Round 3 matchups after I see that most everyone has started their Round 2 matchups, AND everyone has completed at least 1 game.

    Until then, let me begin by repeating some ground rules for the tournament.

    Clarifications:

    Rules:
    1. Veqryn, Gargantua, and coachofmany, are in charge of this tournament.  If you have questions or need rulings, direct them to us!  If you need help understanding the rules of a map, just post here.

    2. No teams.  All games are 1v1.

    3. All players who are participating must make an account at Historical Board Game’s website: http://www.historicalboardgaming.com/register.asp?cg=0
    This is so that you can receive your prize money at the end of the tourney.

    4. The Tourney is Swiss style, noone is eliminated.  Any players who play ALL 5 rounds AND Win at least 2 games, will receive $5 on Historical Board Games.

    5. The Grand Winner of the Tournament will receive $40 on Historical Board Games.
    (You have to cover your own shipping costs if it goes over your prize amount)

    6. Because everyone is new to most of these games, rulings will be based on a “Common Sense” approach, and will not be very strict.

    7. Everyone should post regularly, like at least several times per week unless you notify everyone you are on a holiday or something.  Failure to post regularly enough can result in a loss for that game. (minimum 2 posts per week, unless you notify ahead of time)

    8. Games will be played in the A&A forum, unless both players agree to play the game live on the lobby, or by email (please post the result save when the game is over).

    9. All games will use the DEFAULT rules in TripleA, unless both players agree.  (So for example, Great War is dice, while New World Order is low luck)

    10. Both players must find a way to agree on who plays which side.  If they can not agree, then I will roll a dice to determine who plays what side.

    So, let me repeat this:

    **You and your Opponent must decide on:

    1. What dice rules to use (ie: Dice or Low Luck).
    and
    2. What side each player plays.**

    If you can not agree, then:
    1. You will use whatever rules are default for that map (ie: NWO is Low Luck, while Great War is dice)
    and
    2. I will roll a dice to determine who gets what side.

    thanks, and everyone may start now!
    Please start your threads, and pm the other guy to join them!

  • Customizer

    Just in case anyone can’t remember how Revised rules are different from the ‘modern’ AA50 / 1942 rules, here is a brief list of differences:

    Major Differences Between ww2v2 REVISED and ww2v3 AA50 / Spring1942
    1.  In REVISED transport units are just like any other unit, and can be used as fodder by being taken casualty first in combat, however in AA50 style rules, transports have no defense power and may only be taken casualty after all other non-transport ships are dead.
    2.  In Revised, you can build fighters on carriers if you build both at the same time, and if you build a carrier you can move existing fighters to carriers when you build a carrier in the adjacent sea zone. In AA50, you can build new fighters onto existing carriers as well as new carriers, but you may not move existing fighters onto new carriers, as instead you can non-combat move the fighters to where the carrier will be built, then place the carrier under it.
    3.  In Revised, when you strategic bomb or rocket a factory, you immediately reduce the enemy’s PUs. In AA50, you do damage to the factory, up to twice the value of the territory.  Each point of damage reduces the number of units that can be produced there by 1. The player may repair the damage during their purchase phase.
    4.  In Revised, when you fly over a territory with an AA Gun, the gun gets to fire at each aircraft. In AA50, the AA Gun only fires when you attack or bomb the territory it is in.
    5.  In Revised, submarines and transports block the movement of other sea units. In AA50, submarines and transports do not block the movement of other sea units, and may be bypassed or attacked.
    6.  In Revised, technology is rolled for, and if you miss nothing happens. In AA50, you buy tech tokens, and at the beginning of your turn you roll for each of your tokens. If you roll a 6, you discard all tokens and roll a second time to see which technology you get.
    7.  In Revised, no land units may retreat from an amphibious assault. In AA50, the non-amphibious units may retreat.
    8.  In Revised, bombardment immediately kills units, and you are allowed infinite bombardments. In AA50, a unit hit by bombard may return fire against the attacking units before dying, and the number of bombards is limited to the number of land units being dropped off from that sea zone.
    9.  In Revised, air units can hit submarines. In AA50, an owned destroyer must be present for air units to hit submarines.
    10. In Revised, submarines may choose to submerge at the end of each round of combat. In AA50, they may choose to submerge before each round of combat (and consequently, you can’t kill them without a destroyer).
    11. In Revised, submarines fire at the beginning of combat, and if there is no enemy destroyer then any casualties are removed immediately. In AA50, submarines get their surprise strike both on offense and defense, and both can be nullified by the presence of an enemy destroyer (so in ww2v3, if attacking an enemy sub, the attacker with a sub + destroyer, who’s sub hits, would immediately kill the defending sub with no chance for it to return fire).

    Remember that NWO uses Revised rules.


  • @Veqryn:

    Just in case anyone can’t remember how Revised rules are different from the ‘modern’ AA50 / 1942 rules, here is a brief list of differences:

    Major Differences Between ww2v2 REVISED and ww2v3 AA50 / Spring1942

    Thank you so much, Veqryn. This is very helpful, as AA50 was the beginning of my “A&A-Life”, so I never played Revised.
    :-)


  • Helpful, but to late for me.

    After looking at the map I am conceding my game to Bacala.  Too many early mistakes and losses based on information I was not aware of (my own fault).

    Good game Bacala.  Very well played.

    As a suggestion…. Perhaps for future rounds instead of making the opponent selection completely random based on the preceding rounds outcome…there should be some allowance for player experience. If players have a wealth of experience on a specific game perhaps it would make sense to only pair them with opponents who also have played the game before.  From first hand experience playing some one who is already experienced on a map was pretty funny (sad) and I’m not sure either of us enjoyed or were richer for the experience.


  • NWO: What are the victory conditions?

  • Customizer

    @Hepps01:

    As a suggestion…. Perhaps for future rounds instead of making the opponent selection completely random based on the preceding rounds outcome…there should be some allowance for player experience. If players have a wealth of experience on a specific game perhaps it would make sense to only pair them with opponents who also have played the game before.  From first hand experience playing some one who is already experienced on a map was pretty funny (sad) and I’m not sure either of us enjoyed or were richer for the experience.

    Point taken
    however, I do not know who is good at what map, or just how good they are.  I don’t think the last 3 maps get much of any play, so i’m not too worried about it for the last maps.

    @P@nther:

    NWO: What are the victory conditions?

    Surrender.

  • '18 '16

    Hi Veqryn,

    Nice tournament. I won both my games, looking forward to round 3.

    Greetings,

    Bacala

  • Customizer

    @Veqryn:

    Round 2 Matchups (this is for NEW WORLD ORDER)

    ice
    vs
    Wassmuss

    Ajmdemen
    vs
    lalapalooza

    soulfein
    vs
    Gekkepop

    P@nther
    vs
    pug6000

    Admetus
    vs
    wirkey

    Hepps01
    vs
    Bacala

    Noll
    vs
    kabloom

    Make_It_Round
    vs
    U-505

    AmorphousCube
    vs
    SantaClaus2

    moilami
    vs
    Odonis

    Most Holy
    vs
    Nothing to see here

    alexgreat
    vs
    Gargantua

    Eskander
    vs
    DeadTom

    Funcioneta
    vs
    Narushima

    Veqryn
    vs
    seththenewb

    Somehow had Santa twice and Garg missing.  Corrected.

    Garg, you and alex are playing.


  • hi veq, my nwo game is over, axis (soulfein) won vs allies (gekkepop)

    http://www.axisandallies.org/forums/index.php?topic=28738.30

    still 2nd round in nap game.

    http://www.axisandallies.org/forums/index.php?topic=28697.15


  • hi veq, well that nap game went really fast after 2nd round.

    http://www.axisandallies.org/forums/index.php?topic=28697.30

    coalition (soulfein) won against carolingians (odonis)

    waiting for 3rd round

    gl hf


  • @Hepps01:

    As a suggestion…. Perhaps for future rounds instead of making the opponent selection completely random based on the preceding rounds outcome…there should be some allowance for player experience. If players have a wealth of experience on a specific game perhaps it would make sense to only pair them with opponents who also have played the game before.  From first hand experience playing some one who is already experienced on a map was pretty funny (sad) and I’m not sure either of us enjoyed or were richer for the experience.

    I have a different opinion.
    First I have a “newbie” opponent, who gives me much more contra than nearly all other players on that map.
    Second there are 5 different maps. Everyone knows one or 2 maps better than his opponent. And when you are new to the first you may be expert in map 3. Who shall we pair you with in that round? It’s Swiss system.

  • Customizer

    @pug6000:

    First I have a “newbie” opponent, who gives me much more contra than nearly all other players on that map.

    This is one of the most awesome things to have happen in this tournament. 
    U-505, with no prior experience on napoleonic empires, is really giving Pug (probably the reigning champion at the map, if there was such a thing) a fight, and its not even close to over at round 9.
    Probably my favorite game to watch.

    Other exciting developments include my new-found liking of NWO.  >:)


  • Just an update:

    Noll was an early concession to me on Napoleonic Empires.

    Ajmdemen defeated me after only a few rounds at NWO. He played perfectly and I wasn’t able to brush away the cobwebs in NWO fast enough.

    Awaiting round 3!


  • Hi,

    Gargantua hasn’t posted a turn in several weeks, and has said in another thread (the XDAP game) that he won’t be able to play for several more weeks. What should we do about this?

  • Customizer

    @DeadTom:

    Gargantua hasn’t posted a turn in several weeks, and has said in another thread (the XDAP game) that he won’t be able to play for several more weeks. What should we do about this?

    You have a couple options:

    1. You could request that this game be declared over.  In that case, after your request, I will private message Garg with a final warning the he needs to start playing again.  If he doesn’t post within 3 days (or tell us when his next post will be, but within a week), then the game is over and you are declared the winner.  Garg can still participate in round 2 of course.

    or

    2. You can keep pestering Garg to post, and meanwhile enjoy your round 2 game.  (this is part of the reason there are 2 rounds going on at same time, so that if one game is slow, you can always play the other one while waiting)

    or

    3. You can ask Garg if he would like to let someone else play for him for a couple turns or rounds until he gets back.  If you take this route, you assume the risk that he will pick a player who is better than you.

    unlike other games, like global, there isn’t that much to calculate in Napoleonic empires.  there is no air, and the ships only move 2, and the ground only 1 or 2, so nothing too crazy can happen.  with no team members to consult, these turns should be moving pretty fast, and be pretty easy to do.

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