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: World War II Global 1940 2nd Edition
Game History
Round: 5
Research Technology - Germans
Purchase Units - Germans
Germans buy 10 armour and 1 infantry; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from Novgorod to Karelia
1 infantry moved from Novgorod to Vyborg
1 bomber moved from Eastern Poland to Vyborg
1 bomber moved from Eastern Poland to Karelia
1 infantry moved from Bryansk to Tambov
Germans take Tambov from Russians
1 infantry moved from Ukraine to Rostov
18 armour and 3 mech_infantrys moved from Novgorod to Bryansk
2 artilleries and 7 infantry moved from Western Ukraine to Bryansk
3 artilleries and 10 infantry moved from Novgorod to Belarus
7 armour moved from Baltic States to Bryansk
8 armour moved from Germany to Eastern Poland
1 destroyer moved from 112 Sea Zone to 114 Sea Zone
1 cruiser moved from 112 Sea Zone to 114 Sea Zone
2 fighters and 2 tactical_bombers moved from Eastern Poland to 114 Sea Zone
1 bomber moved from France to Gibraltar
Combat - Germans
Strategic bombing raid in Gibraltar
British roll AA dice in Gibraltar : 0/1 hits, 0.17 expected hits
Bombing raid in Gibraltar rolls: 5 and causes: 5 damage to unit: harbour
Bombing raid in Gibraltar causes 5 damage total.
Battle in 114 Sea Zone
Germans attack with 1 cruiser, 1 destroyer, 2 fighters and 2 tactical_bombers
Russians defend with 1 cruiser
Germans roll dice for 1 cruiser, 1 destroyer, 2 fighters and 2 tactical_bombers in 114 Sea Zone, round 2 : 4/6 hits, 3.17 expected hits
Russians roll dice for 1 cruiser in 114 Sea Zone, round 2 : 1/1 hits, 0.50 expected hits
1 destroyer owned by the Germans lost in 114 Sea Zone
1 cruiser owned by the Russians lost in 114 Sea Zone
Germans win with 1 cruiser, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 4
Casualties for Germans: 1 destroyer
Casualties for Russians: 1 cruiser
Battle in Karelia
Germans attack with 1 bomber and 1 infantry
Russians defend with 1 infantry
Germans roll dice for 1 bomber and 1 infantry in Karelia, round 2 : 0/2 hits, 0.83 expected hits
Russians roll dice for 1 infantry in Karelia, round 2 : 0/1 hits, 0.33 expected hits
Germans roll dice for 1 bomber and 1 infantry in Karelia, round 3 : 1/2 hits, 0.83 expected hits
Russians roll dice for 1 infantry in Karelia, round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Karelia
Germans win, taking Karelia from Russians with 1 bomber and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Vyborg
Germans attack with 1 bomber and 1 infantry
Russians defend with 1 infantry
Germans roll dice for 1 bomber and 1 infantry in Vyborg, round 2 : 1/2 hits, 0.83 expected hits
Russians roll dice for 1 infantry in Vyborg, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Vyborg
1 infantry owned by the Russians lost in Vyborg
Germans win with 1 bomber remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Non Combat Move - Germans
3 aaGuns moved from Novgorod to Belarus
1 bomber moved from Vyborg to Novgorod
1 bomber moved from Karelia to Novgorod
1 transport moved from 112 Sea Zone to 114 Sea Zone
2 infantry moved from Western Germany to Germany
1 artillery and 1 infantry moved from Holland Belgium to Western Germany
1 infantry moved from Southern France to France
2 fighters and 2 tactical_bombers moved from 114 Sea Zone to Eastern Poland
1 bomber moved from Gibraltar to Tunisia
Place Units - Germans
2 armour and 1 infantry placed in Novgorod
8 armour placed in Germany
Turn Complete - Germans
Germans collect 50 PUs; end with 50 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 55 PUs
Combat Hit Differential Summary :
British AA : -0.17
Russians regular : 0.50
Germans regular : 0.33
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition
Game History
Round: 4
Purchase Units - Italians
Italians buy 3 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Italians
1 armour moved from Bessarabia to Rostov
Italians take Rostov from Russians
4 mech_infantrys moved from Romania to Ukraine
1 armour and 2 mech_infantrys moved from Northern Italy to Romania
Combat - Italians
Non Combat Move - Italians
Place Units - Italians
3 mech_infantrys placed in Northern Italy
Turn Complete - Italians
Italians collect 14 PUs; end with 15 PUs
Combat Hit Differential Summary :
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition
Game History
Round: 4
Purchase Units - Italians
Italians buy 3 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Italians
1 armour moved from Bessarabia to Rostov
Italians take Rostov from Russians
4 mech_infantrys moved from Romania to Ukraine
1 armour and 2 mech_infantrys moved from Northern Italy to Romania
Combat Hit Differential Summary :
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition
Game History
Round: 4
Purchase Units - Japanese
Japanese buy 3 armour, 1 artillery, 8 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Politics - Japanese
Japanese takes Political Action: Political Action Japanese To War With French
Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Japanese and French from Neutrality to War
Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Chinese and French from Neutrality to Allied
Combat Move - Japanese
Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Japanese
1 infantry moved from Sakha to Buryatia
Japanese take Buryatia from Russians
2 artilleries and 4 infantry moved from Amur to Buryatia
1 infantry moved from Szechwan to Yunnan
1 artillery and 1 infantry moved from Suiyuyan to Chahar
3 infantry moved from Buyant-Uhaa to Chahar
1 infantry moved from Kwangsi to Kwangtung
Japanese take Kwangtung from UK_Pacific
1 infantry moved from Kwangsi to Kiangsi
2 infantry moved from Japan to 6 Sea Zone
2 infantry and 1 transport moved from 6 Sea Zone to 35 Sea Zone
2 infantry moved from 35 Sea Zone to Philippines
2 bombers moved from Kwangsi to Philippines
1 infantry moved from Caroline Islands to 33 Sea Zone
1 infantry and 1 transport moved from 33 Sea Zone to 34 Sea Zone
1 infantry moved from Paulau Island to 34 Sea Zone
2 infantry and 1 transport moved from 34 Sea Zone to 43 Sea Zone
2 infantry moved from 43 Sea Zone to Borneo
1 battleship, 2 carriers, 1 cruiser, 2 destroyers, 2 fighters, 1 submarine and 2 tactical_bombers moved from 33 Sea Zone to 6 Sea Zone
1 transport moved from 36 Sea Zone to 37 Sea Zone
1 infantry moved from Siam to French Indo China
Japanese take French Indo China from French
1 infantry moved from Siam to 37 Sea Zone
1 infantry and 1 transport moved from 37 Sea Zone to 41 Sea Zone
1 infantry moved from 41 Sea Zone to Sumatra
1 fighter moved from 36 Sea Zone to Philippines
1 tactical_bomber moved from 36 Sea Zone to Philippines
2 tactical_bombers moved from Kwangsi to Yunnan
2 tactical_bombers moved from Kwangsi to Kiangsi
2 fighters moved from Kwangsi to Kiangsi
2 fighters moved from Kwangsi to Yunnan
2 fighters moved from Kwangsi to Kiangsi
2 fighters moved from Kwangsi to Yunnan
1 tactical_bomber moved from Kwangsi to Yunnan
Combat - Japanese
Battle in Borneo
Battle in Sumatra
Battle in Philippines
Japanese attack with 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber
Americans defend with 1 airfield, 1 harbour and 2 infantry
Japanese roll dice for 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber in Philippines, round 2 : 3/6 hits, 2.83 expected hits
Americans roll dice for 2 infantry in Philippines, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Japanese lost in Philippines
2 infantry owned by the Americans lost in Philippines
Japanese win, taking Borneo from UK_Pacific, taking Sumatra from UK_Pacific, taking Philippines from Americans with 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for Americans: 2 infantry
Battle in Kiangsi
Japanese attack with 4 fighters, 1 infantry and 2 tactical_bombers
British defend with 2 infantry
Japanese roll dice for 4 fighters, 1 infantry and 2 tactical_bombers in Kiangsi, round 2 : 3/7 hits, 3.50 expected hits
Chinese roll dice for 2 infantry in Kiangsi, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Japanese lost in Kiangsi
2 infantry owned by the British lost in Kiangsi
Japanese win with 4 fighters and 2 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for British: 2 infantry
Battle in Yunnan
Japanese attack with 4 fighters, 1 infantry and 3 tactical_bombers
British defend with 1 infantry
Japanese roll dice for 4 fighters, 1 infantry and 3 tactical_bombers in Yunnan, round 2 : 4/8 hits, 4.17 expected hits
Chinese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the British lost in Yunnan
Japanese win, taking Yunnan from Chinese with 4 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Non Combat Move - Japanese
4 fighters and 2 tactical_bombers moved from Kiangsi to Kwangsi
4 fighters and 3 tactical_bombers moved from Yunnan to Kwangsi
2 bombers, 1 fighter and 1 tactical_bomber moved from Philippines to 36 Sea Zone
2 bombers moved from 36 Sea Zone to Kwangsi
3 transports moved from 5 Sea Zone to 6 Sea Zone
1 aaGun moved from Buyant-Uhaa to Chahar
Place Units - Japanese
2 armour and 1 infantry placed in Kiangsu
1 armour, 1 infantry and 1 mech_infantry placed in Shantung
1 artillery and 6 infantry placed in Japan
Turn Complete - Japanese
Japanese collect 53 PUs; end with 53 PUs
Combat Hit Differential Summary :
Chinese regular : 0.00
Americans regular : 0.33
Japanese regular : -0.50
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition
Game History
Round: 4
Research Technology - Germans
Purchase Units - Germans
Germans buy 8 armour; Remaining resources: 1 PUs;
Combat Move - Germans
1 infantry moved from Baltic States to Novgorod
Germans take Novgorod from Russians
1 infantry moved from Belarus to Archangel
Germans take Archangel from Russians
1 infantry moved from Belarus to Smolensk
Germans take Smolensk from Russians
1 infantry moved from Belarus to Bryansk
Germans take Bryansk from Russians
1 infantry moved from Eastern Poland to Western Ukraine
Germans take Western Ukraine from Russians
1 infantry moved from Bessarabia to Ukraine
Germans take Ukraine from Russians
1 infantry moved from France to Southern France
Germans take Southern France from French
Combat - Germans
Non Combat Move - Germans
1 infantry moved from Norway to 125 Sea Zone
1 infantry moved from Norway to 125 Sea Zone
1 fighter and 2 tactical_bombers moved from Southern Italy to Western Germany
1 cruiser, 1 destroyer, 2 infantry and 1 transport moved from 125 Sea Zone to 112 Sea Zone
2 infantry moved from 112 Sea Zone to Western Germany
9 armour and 1 infantry moved from Baltic States to Novgorod
3 aaGuns, 6 armour, 3 artilleries and 10 infantry moved from Belarus to Novgorod
7 armour moved from Germany to Baltic States
3 armour moved from Eastern Poland to Novgorod
3 mech_infantrys moved from Eastern Poland to Novgorod
4 infantry moved from Eastern Poland to Western Ukraine
1 artillery moved from Eastern Poland to Western Ukraine
1 artillery and 2 infantry moved from Bessarabia to Western Ukraine
Place Units - Germans
8 armour placed in Germany
Turn Complete - Germans
Germans collect 52 PUs; end with 53 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 58 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 63 PUs
Combat Hit Differential Summary :
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition
Game History
Round: 3
Purchase Units - Italians
Italians buy 1 armour and 2 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Italians
1 armour moved from Romania to Western Ukraine
1 armour moved from Yugoslavia to Bessarabia
1 armour, 2 artilleries, 3 infantry and 1 mech_infantry moved from Libya to Tunisia
4 mech_infantrys moved from Northern Italy to Romania
Combat - Italians
Battle in Western Ukraine
Italians attack with 1 armour
Russians defend with 1 infantry
Italians roll dice for 1 armour in Western Ukraine, round 2 : 1/1 hits, 0.50 expected hits
Russians roll dice for 1 infantry in Western Ukraine, round 2 : 1/1 hits, 0.33 expected hits
1 armour owned by the Italians lost in Western Ukraine
1 infantry owned by the Russians lost in Western Ukraine
Russians win with no units remaining. Battle score for attacker is -3
Casualties for Italians: 1 armour
Casualties for Russians: 1 infantry
Non Combat Move - Italians
Place Units - Italians
1 armour and 2 mech_infantrys placed in Northern Italy
Turn Complete - Italians
Italians collect 12 PUs; end with 13 PUs
Combat Hit Differential Summary :
Italians regular : 0.50
Russians regular : 0.67
@simon33
That to also explains my strategy.
No nothing is a Hogans Heroes quote, no scramble
@simon33
No
i see nothing!..Nothing!