scramble / submerge sz110?
submerge sz106?
HF
Low luck games are not allowed in the league, as far as i know
I think they are allowed, but nobody plays them:
http://www.axisandallies.org/forums/index.php?topic=31822.15
Look at the posts made by jen and gamerman. I do however believe they will not be allowed in the league 2014. So this is a minor problem. Technically you are allowed to start a low luck game right now, but I am not sure you are allowed to finish it in the 2014 league.
On a sidenote as far as I know low luck rerolls will still be allowed.
I think they are allowed, but nobody plays them:
http://www.axisandallies.org/forums/index.php?topic=31822.15Look at the posts made by jen and gamerman. I do however believe they will not be allowed in the league 2014. So this is a minor problem. Technically you are allowed to start a low luck game right now, but I am not sure you are allowed to finish it in the 2014 league.
On a sidenote as far as I know low luck rerolls will still be allowed.
Hi there, Thanks for the link. Didn’t see anywhere saying LL is not allowed though. LL is definitely a good option for those players, who want more of a pure strategic game, or who get frustrated by dice, or who are skeptical about the online random number generator. Why not allow it?
I think they are allowed, but nobody plays them:
http://www.axisandallies.org/forums/index.php?topic=31822.15Look at the posts made by jen and gamerman. I do however believe they will not be allowed in the league 2014. So this is a minor problem. Technically you are allowed to start a low luck game right now, but I am not sure you are allowed to finish it in the 2014 league.
On a sidenote as far as I know low luck rerolls will still be allowed.
Hi there, Thanks for the link. Didn’t see anywhere saying LL is not allowed though. LL is definitely a good option for those players, who want more of a pure strategic game, or who get frustrated by dice, or who are skeptical about the online random number generator. Why not allow it?
Which is why a lot of players have started using low luck rerolls in their respective games. The way this works is that you can reroll larger battles.
Why not allow it?
Because LL is almost another game.
I do not despise LL games and do play them sometimes. But there is some cheesiness that comes with it.
With regular dice, you will attack very important territories (like Yunnan for China) with more units than you would do in LL. Because you can’t afford to lose the battle. And I think that makes sense.
With LL it basically just boils down to two battle calculators fighting each other. I know in advance how much power you can and will throw at me and if it suffices. But with regular dice you can’t rely on the battle calculator so heavily, especially in small or medium-sized battles. You have to think hard about the possibility having bad first-round-dice.
I’d agree with Mr. Roboto. LL makes the game a bit more calculated, especially in the first couple rounds. Back in classic I had a friend who hated dice. We played “low luck” even worse than it is now, holding over dice pips from round to round and battle to battle to the point where the order of battle made a difference.
Personally, I see no reason to explicitly exclude LL from league play, just set it as a switch like tech that defaults to dice.
ok gentlemen (and Jenn) - it’s 2014 league startup time. the 2014 league starts on Nov 1 correct? gamer, have you published the official ruleset and rankings and playoff system for the 2014 league yet?
cheers
oh and by the way, i really really really want a league game with one of the top 5 players - i have had a woefully small number of games against top competition and it really showed in the tournament loss against AWN. course AWN refused to play me all year so he could kick my butt in the tourney game. well played! but i do hope he’s ready to play a league game with me finally (or hank or hobo or Me1945 or alexgreat, etc).
ok gentlemen (and Jenn) - it’s 2014 league startup time. the 2014 league starts on Nov 1 correct? gamer, have you published the official ruleset and rankings and playoff system for the 2014 league yet?
No, it’s Nov. 2, not Nov 1
They are in progress, and will probably not be ready on Saturday. I’m working on the draft and Jennifer will review it. Just proceed using existing league rules until there are new ones. This is our hobby, not our job
ok gentlemen (and Jenn) - it’s 2014 league startup time. the 2014 league starts on Nov 1 correct? gamer, have you published the official ruleset and rankings and playoff system for the 2014 league yet?
No, it’s Nov. 2, not Nov 1
They are in progress, and will probably not be ready on Saturday. I’m working on the draft and Jennifer will review it. Just proceed using existing league rules until there are new ones. This is our hobby, not our job
absolutely agree - don’t think i was implying that they SHOULD be ready, was just asking about the status since 2014 league games are already in progress.
thanks gamer!
First draft completed and sending to Jennifer now
Actually, I’ll just go ahead and attach it there since you can’t attach to PM’s anyway
Now’s your chance to get your 2 cents in on the league rules for next year. I confess I didn’t re-read the 10 pages of suggestions thread again, but I think I remembered most of the main points.
There is maximum freedom to the players for bidding, tech, and LL (if both players agree before starting).
Please note that in this document, the first half is the current 2013 league rules copied and pasted.
Then after that is my draft of 2014 league rules.
Moderator Commander Jennifer has not looked at these yet, so again, this is a draft and very much subject to change.
I would support making a bid placement limit of 1 unit per SZ or territory default.
Other than that (which I could always negotiated game by game) I have nothing to suggest.
I would support making a bid placement limit of 1 unit per SZ or territory default.
Other than that (which I could always negotiated game by game) I have nothing to suggest.
Your wish is granted :-)
I have room for a 2014 league game.
I prefer normal luck with one LL-Reroll option for both players.
Tech only, if tokens are allowed.
Please contact me :-)
First draft completed and sending to Jennifer now
Actually, I’ll just go ahead and attach it there since you can’t attach to PM’s anywayNow’s your chance to get your 2 cents in on the league rules for next year. I confess I didn’t re-read the 10 pages of suggestions thread again, but I think I remembered most of the main points.
There is maximum freedom to the players for bidding, tech, and LL (if both players agree before starting).
Please note that in this document, the first half is the current 2013 league rules copied and pasted.
Then after that is my draft of 2014 league rules.
Moderator Commander Jennifer has not looked at these yet, so again, this is a draft and very much subject to change.
thanks for all your work on this.
i have a couple of suggestions one small and one large.
"4 - Game & rules default – G40 2nd edition rules, ADS, NO’s, No Tech, Auction Bid. "
having ADS, NO’s, and No tech is superfluous.
i recommend point 4 being
4 - The league uses Axis & Allies Global 1940 2nd edition rules.
Rules available online here (Europe rules, then Pacific rules): http://www.wizards.com/avalonhill/rules/A&A_Europe_1940_2ndEd_Rulebook_LR.pdf
http://www.wizards.com/avalonhill/rules/A&A_Pacific_1940_2ndEd_Rulebook_LR.pdf
point 4b is ambiguous and could be difficult for new players to understand.
“4b - Bidding – Bidding will be used in order that both players are satisfied with the side they are playing and the starting setup. Players may negotiate with one another, with the following default settings:”
i would recommend.
4b - Determining sides.
When setting up a game both players ‘Player A’(the player that first makes contact with another player) and ‘Player B’ declare their preference to play as the Axis or Allies.
If the players both want to play opposite sides the game begins.
If both players want the same side an auction begins.
The Auction
‘Player A’ offers ‘Player B’ the side that he/she does not want and adds a bid to entice ‘Player B’ to accept.
‘Player B’ has two options decline the offer and increase the bid or accept the offer and the game commences.
If ‘Player B’ declines the offer and increases the bid it is now up to ‘Player A’ to decline the offer and increase the bid or accept the offer. The bidding goes back and forth until both players are happy with their side.
if you want to keep the tradition of bidding down which i think is inferior to straight bidding then the above paragraph could be changed to the following
‘Player A’ offers to play the side that both players believe is disadvantaged and adds a bid. ‘Player A’s’ initial bid will be high enough that they believe the disadvantaged side has now become the stronger side.
‘Player B’ has two options accept the offer and the game commences, or decline the offer and decrease the bid.
If ‘Player B’ declines the offer and decreases the bid it is now up to ‘Player A’ to either accept the offer or decline the offer and decrease the bid. The bidding goes back and forth until one player accepts the bid.
Bids
Bids are an IPC amount that is added at game setup.
The player that received the bid can divide up the IPCs among the powers that he/she controls as they see fit.
The player can use the IPCs to purchase units pregame or add to the powers existing IPCs.
Purchased units can only be placed in territories or sea zones that currently have units from that power.
Optional bid rules if both players agree to the option.
Players can add restrictions to bids such as but not limited to;
no bid IPCs can be added to a specific power, such as China,
all IPCs must be used to purchase units pregame and not allowed to be added to a powers existing IPCs,
certain territories or sea zones may not have units added to them,
No more than one bid unit can be added to any one territory or sea zone.
Players can add optional styles to the bids such as but not limited to;
adding a specific technology breakthrough to a power,
adding a specific unit to a specific territory, such as a Soviet bomber to start in Moscow,
a certain power will/will not declare war on specific turn.
units purchased with bid IPCs can be placed in territories that you control that do not already have existing units,
units purchased with bid IPCs can be added to friendly powers territories,
units purchased with bid IPCs can be added to any sea zone.
Good suggestion, thanks - I will fine tune the bidding rules to make them clearer
4b: Â Did we not agree to limit players to bidding no more than 1 unit per territory they control at the start of the game or 1 naval unit in a sea zone they currently have a naval unit in - or are we going to leave that restriction to the players to determine as part of their bid?
As for non-standard bids, personally, I am okay with them, as long as both players agree. Â For playoff games, however, I think we need “default” rules as listed. Â I might even say we need to have a fixed bid amount and just determine sides by random dice. Â Just my opinion there, got no problem with arguments. Â We can always finalize playoff rules by Feb 1, for instance (just to pick a date at random.)
jenn, i agree that non-standard bids can be fun and should be allowed in league, but standard rules for the playoffs.
i am very against the idea of a fixed bid as there is still so much variation in the bids.
I also dislike the idea of fixing the bid amount for single-elimination playoffs.
Don’t worry about the fixed bid idea, guys, I already “vetoed” it in the other thread.
@Jenn, I think we do leave the 1 unit per territory restriction open to the players to decide.
The draft rules for “bidding” currently leave it wide open to the players to agree. Even the “default” of requiring a unit in the sea zone already or ownership of the territory may be changed upon agreement by the players.
I have heard the players saying they want maximum options and flexibility in the league, and I agree with them.
Okay, it works. As I said, the fixed bid for playoffs was just an idea to float.
Personally, I like being able to drop two units in a territory if I think it is needed. We are keeping the one naval unit per sea zone starting with naval units of the power in question though, correct?