Jeffrey Mckee from Arizona
i go by ZAR most of the time,
I play G40 and 1942 mostly and mostly online except when Consimworld is on in Tempe AZ
I am organizing a G$0 BM tournament next month so sign up and play
Jeffrey Mckee from Arizona
i go by ZAR most of the time,
I play G40 and 1942 mostly and mostly online except when Consimworld is on in Tempe AZ
I am organizing a G$0 BM tournament next month so sign up and play
@Amon-Sul
L24 BM Zarhunter (Axis) vs FlyingBadger (Allies+15)
FlyingBadger wins
Axis & Allies G40 BM3 Ver 4.1 TripleA tournament
update 1
Tournament Director is Jeffrey McKee zarhunter@yahoo.com
There are 2 Tournament Judges will conduct rules implementaitons during the tournament and make final decisions on rules violations and game disputes and are prohibited from making rulings on their own games.
Matthew Brom belochai@gmail.com
Terry Teare tearet@yahoo.com
Format
The tournament will be Axis & Allies Global 1940 using the TripleA Balanced Mod 3 ver. 4.1.
Turns will be sent by email to the opposing player, and it is advised to add whose turn was just completed and add the Turn number for easy reference.
Bids for starting positions are allowed and just need to be confirmed by both players. Suggest a continuous email thread with Turn and Nation to keep easy track of progress. The German player will be responsilbe for starting the game after the two opponents have been notified. The bid will be placed before the first German action.
Double eliminination but due to the odd number of players participating there could be a player with 2 losses still playing to keep everyone involved, but once you have 2 losses you are not eligible to win the tournament.
Player assignment will be radmonly determined by the moderator and hopefully there are no byes, the moderator will be exempt from a bye if one is necessary. A judge will be assigned so every player knows who to go to for support.
Game updates
I will be using Facebook and sending group emails with updates and standings.
A win is declared by either victory conditions or resignation and is awarded 1 point, while a loss results in 0 points.
Losing player is responsible to notify the moderator. This way it’s certain the losing player agrees with the game result.
Tiebreaker If two or more players end up with the same score, the order is decided by the result of the direct encounter.
Game rules
Axis Allies Global 1940 base rules with Balanced Mod 3 rule changes
Revised Air Raid Rules: Fighters attack and defend at 2.
Strategic and tactical bombers attack at 1.
Revised Capital Capture Rules: The capture of a player’s capital results in the plunder of that player’s PUs only the first time the capital is taken. Subsequent recapture of the same capital results in the player’s PUs being destroyed.
Revised Victory Conditions: If Germany is Allied controlled, an Axis victory in the Pacific requires 7 (rather than 6) Pacific VCs. If Japan is Allied controlled, an Axis victory in Europe requires 9 (rather than 8) Europe VCs.
Revised Bomber Cost: Strategic bombers now cost 14 PUs, rather than 12.
New Unit - Marines: Cost 5; Attack at 1 (2 during amphibious assaults); Defend at 2; No bonus from artillery; Can be loaded onto cruisers and battleships (1 to a ship). Note: During amphibious assaults, Battleships and Cruisers may bombard any adjacent territory in which an amphibious assault is occurring, regardless of where they unloaded their marines.
Updated National Objectives,
Vichy France is added if certain conditions are met
TripleA Map:
World War II Global 1940 Balanced Mod3 Version 4.1
No technology
Bidding
Bid to determine sides
Bidding to determine sides
Not required, but normally used to ensure that both teams are satisfied with the side they are playing. The bidding-process follows that one team begins by offering to play a side for a certain amount of IPC, then the other team may accept the bid or offer a counter-bid, which has to be lower. The process continues until one team has accepted the other team’s bid.
When notified of the start of the game by email from the Moderator, there will be a notice in the subject line of who will start the bidding. The amount bid is the amount of IPC they will start the game with to play that particular side.
Only one bid-unit in a territory or sea zone,the nation placing a bid-unit must have started with a unit in the territory or sea zone prior to placing the bid
China is limited to bid-units of infantry.
Time limits
There is a 48 hour time-limit per move. This may be negotiated by the players at game start. If there is agreement upon different time-limits, it has to be posted as a prerequisite in the game thread before the actual game is started. If there is a need for a delay or time off due to RL needs, vacation then let you opponent, moderator or Judge know and it will be granted. We are here for Fun, but if it appears that player is stalling then a judgement will have to be made but lets not have that.
AWOL
If a turn is not posted within 7 days of either the previous turn post, request for a game decision or the end of a predetermined vacation, then the player failing to post may be disqualified and declared a loss for that game by request of the opposing team.
Assumptions
The purpose is to reduce the number of game stoppages for opponent decisions. Because you are assuming a decision for your opponent, the opponent must always be given the benefit of the doubt and judges 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 team may request an judge ruling.
Order of play
From page 11 in the rulebook:
Axis and Allies is played in rounds. A round consists of each power taking a turn. Your power’s turn consists of six phases, which take place in a fixed sequence. When you finish the Collect Income phase, your turn is over. Play then passes to the next power.
You may edit as needed for non-combat movement or game engine issues IE fighter losses. Any game edits should be explained in the email that is sent to the player for the next turn
Player’s responsibility
It is primarily the players’ responsibility to keep themselves informed of the rules. The judges are mainly at hand for help and support.
Grab your Mouse and click away
Jeffrey “Zar” McKee
@zarhunter
This should work, thanks
@FlyingBadger
Edit is not a problem.
USSR 240850_turn2_ USSR.tsvg
@FlyingBadger shoot
again
40850_turn7_ USSR.tsvg
to many games
L24 BM FlyingBadger (Axis) vs Zarhunter (Allies+15) #1
Axis win by FlyingBadger
TripleA Manual Gamesave Post for game: WW2 Path to Victory
Game History
Round: 4
Purchase Units - ANZAC
ANZAC buy 1 destroyer, 1 submarine and 1 transport; Remaining resources: 1 PUs;
Combat Move - ANZAC
3 fighters moved from Queensland to 47 Sea Zone
1 transport moved from 64 Sea Zone to 55 Sea Zone
1 artillery and 2 infantry moved from New South Wales to Queensland
2 infantry moved from Alexandria to Tobruk
ANZAC take Tobruk from Italians
Combat - ANZAC
Battle in 47 Sea Zone
ANZAC attack with 3 fighters
Japanese defend with 1 destroyer
ANZAC roll dice for 3 fighters in 47 Sea Zone, round 2 : 2/3 hits, 1.50 expected hits
Japanese roll dice for 1 destroyer in 47 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
1 destroyer owned by the Japanese lost in 47 Sea Zone
ANZAC win with 3 fighters remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Non Combat Move - ANZAC
3 fighters moved from 47 Sea Zone to Queensland
Place Units - ANZAC
1 destroyer, 1 submarine and 1 transport placed in 64 Sea Zone
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 11 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 14 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 17 PUs
Combat Move - French
1 destroyer moved from 100 Sea Zone to 94 Sea Zone
Non Combat Move - French
Turn Complete - French
Combat Hit Differential Summary :
Japanese regular : -0.33
ANZAC regular : 0.50
These carrier scramble rules are difficult to grasp, or at least remember
TripleA Manual Gamesave Post for game: WW2 Path to Victory
Game History
Round: 4
Purchase Units - Americans
Americans buy 1 carrier, 1 destroyer, 1 fighter, 3 infantry, 2 submarines, 1 tactical_bomber and 1 transport; Remaining resources: 0 PUs;
Combat Move - Americans
1 submarine moved from 55 Sea Zone to 56 Sea Zone
3 fighters moved from 55 Sea Zone to 56 Sea Zone
1 tactical_bomber moved from 55 Sea Zone to 56 Sea Zone
1 bomber moved from Queensland to 56 Sea Zone
1 armour moved from Morocco to Algeria
Americans take Algeria from Neutral_Axis
1 armour moved from Algeria to Morocco
Combat - Americans
Battle in 56 Sea Zone
Americans attack with 1 bomber, 3 fighters, 1 submarine and 1 tactical_bomber
Japanese defend with 1 destroyer and 1 submarine
1 submarine owned by the Japanese submerged
Americans roll dice for 1 submarine in 56 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
Japanese roll dice for 1 destroyer in 56 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
1 destroyer owned by the Japanese lost in 56 Sea Zone
Americans win with 1 bomber, 3 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Non Combat Move - Americans
1 bomber moved from 56 Sea Zone to Queensland
3 fighters and 1 tactical_bomber moved from 56 Sea Zone to 55 Sea Zone
1 carrier and 2 fighters moved from 31 Sea Zone to 55 Sea Zone
1 destroyer moved from 55 Sea Zone to 56 Sea Zone
1 infantry moved from Western United States to 11 Sea Zone
1 artillery moved from Western United States to 11 Sea Zone
1 artillery, 1 carrier, 1 destroyer, 1 fighter, 1 infantry, 2 submarines and 1 transport moved from 11 Sea Zone to 27 Sea Zone
1 infantry moved from 27 Sea Zone to Hawaiian Islands
1 artillery moved from 27 Sea Zone to Hawaiian Islands
1 transport moved from 93 Sea Zone to 104 Sea Zone
1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 5 submarines moved from 93 Sea Zone to 94 Sea Zone
Place Units - Americans
1 destroyer, 2 submarines and 1 transport placed in 104 Sea Zone
3 infantry placed in Eastern United States
1 carrier placed in 11 Sea Zone
1 fighter and 1 tactical_bomber placed in 11 Sea Zone
Turn Complete - Americans
Americans collect 52 PUs; end with 52 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 62 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 3 infantry; Remaining resources: 1 PUs;
Combat Move - Chinese
1 infantry moved from Inner Mongolia to Chahar
1 fighter moved from Tsinghai to Chahar
Combat - Chinese
Battle in Chahar
Chinese attack with 1 fighter and 1 infantry
Japanese defend with 1 infantry
Chinese roll dice for 1 fighter and 1 infantry in Chahar, round 2 : 2/2 hits, 0.67 expected hits
Japanese roll dice for 1 infantry in Chahar, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Chahar
1 infantry owned by the Japanese lost in Chahar
Chinese win with 1 fighter remaining. Battle score for attacker is 0
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 infantry
Non Combat Move - Chinese
1 fighter moved from Chahar to Tsinghai
1 infantry moved from Szechwan to Tsinghai
1 infantry moved from Hopei to Tsinghai
1 infantry moved from Honan to Tsinghai
Place Units - Chinese
3 infantry placed in Tsinghai
Turn Complete - Chinese
Chinese collect 9 PUs; end with 10 PUs
Purchase Units - British
British buy 6 armour and 3 infantry; Remaining resources: 1 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 3 infantry; Remaining resources: 2 PUs;
Combat Move - British
3 artilleries moved from Eastern India to Burma
3 infantry moved from Eastern India to Burma
2 fighters moved from Eastern India to Burma
1 tactical_bomber moved from Eastern India to Burma
1 bomber moved from Eastern India to Burma
1 infantry moved from Eastern India to Burma
Combat - British
Battle in Burma
British attack with 3 artilleries, 1 bomber, 2 fighters, 4 infantry and 1 tactical_bomber
Japanese defend with 3 artilleries and 4 infantry
British roll dice for 3 artilleries, 1 bomber, 2 fighters, 4 infantry and 1 tactical_bomber in Burma, round 2 : 6/11 hits, 4.33 expected hits
Japanese roll dice for 3 artilleries and 4 infantry in Burma, round 2 : 4/7 hits, 2.33 expected hits
4 infantry owned by the British lost in Burma
4 infantry owned by the Japanese and 2 artilleries owned by the Japanese lost in Burma
1 tactical_bomber owned by the British, 1 bomber owned by the British and 2 fighters owned by the British retreated
3 artilleries owned by the British retreated to Eastern India
Japanese win with 1 artillery remaining. Battle score for attacker is 8
Casualties for British: 4 infantry
Casualties for Japanese: 2 artilleries and 4 infantry
Non Combat Move - British
1 bomber, 2 fighters and 1 tactical_bomber moved from Burma to Eastern India
1 tactical_bomber moved from Baluchistan to Eastern India
2 artilleries and 2 infantry moved from Northwest Persia to Southern Caucasus
1 infantry moved from Northeast Persia to Turkmenistan
1 armour moved from Iraq to Southern Caucasus
1 infantry moved from Syria to Iraq
1 armour moved from French Equatorial Africa to Egypt
1 bomber moved from French West Africa to United Kingdom
1 transport moved from 89 Sea Zone to 84 Sea Zone
1 transport moved from 93 Sea Zone to 88 Sea Zone
2 infantry moved from French West Africa to French Central Africa
1 mech_infantry moved from French Madagascar to 74 Sea Zone
2 infantry moved from Tanganyika Territory to 74 Sea Zone
2 infantry, 1 mech_infantry and 2 transports moved from 74 Sea Zone to 82 Sea Zone
1 mech_infantry moved from 82 Sea Zone to Baluchistan
2 infantry moved from 82 Sea Zone to Baluchistan
3 fighters moved from Egypt to Baluchistan
Place Units - British
3 infantry placed in Southern Persia
3 armour placed in Iraq
3 armour placed in Egypt
Turn Complete - British
British collect 40 PUs; end with 41 PUs
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 44 PUs
Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 47 PUs
Place Units - UK_Pacific
3 infantry placed in Eastern India
Turn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 8 PUs
Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 11 PUs
Some Units in Eastern India change ownership: 3 infantry
Combat Hit Differential Summary :
Chinese regular : 1.33
Americans regular : 0.67
Japanese regular : 2.00
British regular : 1.67
zarhunter (Allies+19) vs Simon33 (Axis) BM Game II
Simon33 wins as axis
It is time to concede, outgunned and now outproduced. GG
TripleA Manual Gamesave Post for game: WW2 Path to Victory
Game History
Round: 4
Purchase Units - Russians
Russians buy 3 artilleries and 13 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
4 infantry moved from Russia to Gorky
3 infantry moved from Timguska to Komi
3 armour, 1 artillery and 12 infantry moved from Smolensk to Bryansk
3 artilleries moved from Novgorod to Yaroslavl
1 infantry moved from Russia to Smolensk
5 infantry moved from Russia to Bryansk
4 armour moved from Kursk to Bryansk
2 infantry moved from Kursk to Bryansk
1 infantry moved from Rostov to Northern Caucasus
9 infantry moved from Yenisey to Timguska
Non Combat Move - Russians
2 aaGuns moved from Yenisey to Timguska
1 artillery moved from Stalingrad to Tambov
Place Units - Russians
3 artilleries and 7 infantry placed in Russia
3 infantry placed in Stalingrad
3 infantry placed in Urals
2 infantry placed in Siberia
Turn Complete - Russians
Russians collect 35 PUs; end with 35 PUs
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 38 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 40 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 42 PUs
Combat Hit Differential Summary :
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 16
Purchase Units - ANZAC
ANZAC buy nothing; Remaining resources: 11 PUs;
Combat Move - ANZAC
Non Combat Move - ANZAC
1 infantry moved from Queensland to Northern Territory
1 infantry moved from New South Wales to South Australia
Turn Complete - ANZAC
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 62 Sea Zone. Rolls: 6,6,2,4
ANZAC collect 6 PUs (2 lost to blockades); end with 17 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 20 PUs
Combat Move - French
Turn Complete - French
Combat Hit Differential Summary :
TripleA Manual Gamesave Post for game: WW2 Path to Victory
Game History
Round: 3
Purchase Units - ANZAC
ANZAC buy 2 infantry and 1 transport; Remaining resources: 2 PUs;
Combat Move - ANZAC
1 artillery moved from New South Wales to 64 Sea Zone
1 infantry moved from New South Wales to 64 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 64 Sea Zone to 59 Sea Zone
1 artillery and 1 infantry moved from 59 Sea Zone to Java
1 destroyer moved from 55 Sea Zone to 56 Sea Zone
2 infantry moved from Egypt to Alexandria
Combat - ANZAC
Battle in Java
ANZAC attack with 1 artillery and 1 infantry
Japanese defend with 1 infantry
ANZAC roll dice for 1 artillery and 1 infantry in Java, round 2 : 0/2 hits, 0.67 expected hits
Japanese roll dice for 1 infantry in Java, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the ANZAC lost in Java
ANZAC roll dice for 1 artillery in Java, round 3 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 infantry in Java, round 3 : 0/1 hits, 0.33 expected hits
ANZAC roll dice for 1 artillery in Java, round 4 : 1/1 hits, 0.33 expected hits
Japanese roll dice for 1 infantry in Java, round 4 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Java
ANZAC win, taking Java from Japanese with 1 artillery remaining. Battle score for attacker is 0
Casualties for ANZAC: 1 infantry
Casualties for Japanese: 1 infantry
Non Combat Move - ANZAC
1 artillery moved from Queensland to New South Wales
1 infantry moved from New South Wales to Queensland
Place Units - ANZAC
2 infantry placed in New South Wales
1 transport placed in 64 Sea Zone
Turn Complete - ANZAC
ANZAC collect 13 PUs; end with 15 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 18 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 21 PUs
Combat Move - French
1 destroyer moved from 83 Sea Zone to 100 Sea Zone
Non Combat Move - French
Turn Complete - French
Combat Hit Differential Summary :
Japanese regular : 0.00
ANZAC regular : -0.33