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    Topics created by gamerman01

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      L25 OOB Peirce (+34) v Gamerman01

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      TripleA Turn Summary: French round 3

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 3 Purchase Units - ANZAC ANZAC buy 1 factory_minor and 2 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC 2 infantry moved from Iraq to Northwest Persia 1 fighter moved from India to Trans-Jordan Combat - ANZAC Non Combat Move - ANZAC 1 infantry moved from New South Wales to South Australia 1 artillery and 1 infantry moved from New South Wales to Queensland Place Units - ANZAC 2 infantry placed in New South Wales 1 factory_minor placed in Iraq Turn Complete - ANZAC ANZAC collect 12 PUs; end with 12 PUs Combat Move - French 1 destroyer moved from 98 Sea Zone to 99 Sea Zone 1 infantry moved from Iraq to Northwest Persia Combat - French Battle in 99 Sea Zone French attack with 1 destroyer Italians defend with 1 transport 1 transport owned by the Italians lost in 99 Sea Zone French win, taking 99 Sea Zone from Neutral with 1 destroyer remaining. Battle score for attacker is 7 Casualties for Italians: 1 transport Non Combat Move - French 1 cruiser moved from 91 Sea Zone to 111 Sea Zone 1 fighter moved from United Kingdom to Scotland 1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan Turn Complete - French

      Combat Hit Differential Summary :

      Savegame

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      League Community Shared Hot-Seat game #1

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      TripleA Turn Summary: Japanese round 2

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 2 Purchase Units - Japanese Japanese buy 4 infantry, 1 submarine and 2 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 armour moved from French Indo China to Szechwan 1 artillery moved from Yunnan to Szechwan 2 bombers, 5 fighters and 3 tactical_bombers moved from Kwangsi to Szechwan 1 infantry moved from Hunan to Kweichow Japanese take Kweichow from Chinese 1 infantry moved from Chahar to Hopei Japanese take Hopei from Chinese Combat - Japanese Battle in Szechwan Japanese attack with 1 armour, 1 artillery, 2 bombers, 5 fighters and 3 tactical_bombers Chinese defend with 4 infantry Japanese roll dice for 1 armour, 1 artillery, 2 bombers, 5 fighters and 3 tactical_bombers in Szechwan, round 2 : 6/12 hits, 6.67 expected hits Chinese roll dice for 4 infantry in Szechwan, round 2 : 0/4 hits, 1.33 expected hits 4 infantry owned by the Chinese lost in Szechwan Japanese win, taking Szechwan from Chinese with 1 armour, 1 artillery, 2 bombers, 5 fighters and 3 tactical_bombers remaining. Battle score for attacker is 12 Casualties for Chinese: 4 infantry Non Combat Move - Japanese 3 infantry moved from French Indo China to 36 Sea Zone 2 artilleries and 6 infantry moved from Anhwe to Kweichow 1 mech_infantry moved from Chahar to Kweichow 1 infantry moved from Jehol to Chahar 1 aaGun and 5 infantry moved from Jehol to Manchuria 1 aaGun and 1 infantry moved from Korea to Manchuria 5 fighters and 3 tactical_bombers moved from Szechwan to Kwangsi 2 bombers moved from Szechwan to Kwangsi 1 artillery moved from Hunan to Kwangsi 1 infantry moved from Hunan to Kweichow 1 artillery moved from Kwangsi to 36 Sea Zone 1 artillery, 3 infantry and 2 transports moved from 36 Sea Zone to 37 Sea Zone 1 battleship and 2 destroyers moved from 36 Sea Zone to 37 Sea Zone 1 carrier and 1 cruiser moved from 36 Sea Zone to 37 Sea Zone 1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 37 Sea Zone 1 battleship, 1 carrier, 1 destroyer, 1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 34 Sea Zone 2 artilleries and 4 infantry moved from Japan to 6 Sea Zone 1 artillery, 3 infantry and 2 transports moved from 6 Sea Zone to 33 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 34 Sea Zone 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 submarine and 1 tactical_bomber moved from 6 Sea Zone to 33 Sea Zone 1 submarine moved from 36 Sea Zone to 37 Sea Zone 1 fighter and 1 tactical_bomber moved from Shantung to Manchuria 1 fighter moved from Shantung to Manchuria Place Units - Japanese 1 submarine and 2 transports placed in 6 Sea Zone 4 infantry placed in Japan Turn Complete - Japanese Japanese collect 35 PUs; end with 35 PUs

      Combat Hit Differential Summary :

      Chinese regular : -1.33 Japanese regular : -0.67

      Savegame

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      League Community Shared Hot-Seat game

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      I will stand back and hope for others to comment, thanks @Stucifer !!!

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      L25 G40 OOB Gamerman01 (x) v VictoryFirst (+50)

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      Calling the game… bummer…

      Will rescind the result and continue if you come back and want to play. Hope all is well.

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      L25 G40 OOB Gamerman01 (x) v GovZ (+42)

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      Calling the game… bummer…

      Will rescind the result and continue if you come back and want to play. Hope all is well.

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      Classic 2nd edition discussion

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      @Stucifer said in Classic 2nd edition discussion:

      @gamerman01 Interesting, thanks. Spain would be pretty brutal to play with. The only other interesting neutral (in my very novice opinion) seems to be Mongolia?

      There are more I think (interesting) but Mongolia definitely would help Japan, right?

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      2025 Classic tournament round 1 Gamerman01 v VictoryFirst (Axis)

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      @VictoryFirst said in 2025 Classic tournament round 1 Gamerman01 v VictoryFirst (Axis):

      in the end it worked out beautifully.

      I had lucky results in China J1, and again against the Japanese battleships and loaded carrier off French Indo China

      The Japanese fleet was more important than normal because only one factory was built

      Very gracious, thank you!

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      2025 League Rules

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      Axis and Allies Global 1940 League Rules

      1 - Anyone can join at any time.  No sign up is necessary Just play a game in the league forum with a title that clearly tells the version, players, sides, and bid:
      For example
      OOB Gamerman01(x) v Allweneedislove(+99)

      2 - You may play anyone in the league. As many times as you want! (Since 1/1/2024!)

      3 - Scoring/Playoffs

      Old rankings spreadsheets for each year since G40 started are online here:
      League rankings from 2012

      Life-time ELO ratings for ALL past league players, game results histories and more are available here:
      ELO rankings

      Results are separated by version of the game - Out of the Box 2nd edition, the Balanced Mod version 4, or Path to Victory
      Bookmark it now!!

      Playoffs will begin as soon as possible after 31 Dec. 2025, for each of the game versions played in the league

      Minimum # of games during 2025 required to participate in the playoffs:
      Balanced mod - 6 games
      Path to Victory - 3 games
      Out of the Box - 3 games
      Classic - 6 games

      Sign up for the post-season playoffs in December.

      New for 2025!
      The 2024 league champion for the respective version is automatic #1 and runner-up is #2 with the other 6 (or 7 or 8 if past winners don’t sign up) in order by ELO at 12/31/25.

      Also New!
      That CLASSIC version is organized for play in the 2025 league!! See below for the league’s default rules. This is important because CLASSIC has some optional rules, and certain ones are selected for league DEFAULT play. The league needs to pick one way as default, especially important for playoffs.

      Back to old!
      The 2025 league champion and runner-up will be recorded in the league history archives forever.

      The playoff brackets will be “seeded”, 1 vs 8, 2 vs 7, 3 vs 6, and 4 vs 5, with the 4-5 being in the same bracket as 1-8.

      The moderator normally makes additional brackets when more than 8 players in one version sign up for post-season playoff action. This will be done in a manner that attempts to maximize the average overall enjoyment of participants. The champion of a 2nd or 3rd bracket for a particular version is also indelibly recorded in the eternal records of the league.

      Playoff game results are tallied like any other league game, and also count for meeting the minimum game requirement of the year in which they are played.

      **4 - Game & rules - The default rules for all versions of Axis & Allies played in the league are Regular Dice (that is, not Low Luck) and bidding to determine sides.

      Base rules of Out of the Box are available online here: https://renegadegamestudios.com/axis-allies-resources

      Base rules for Balanced Mod (BM):
      https://www.axisandallies.org/forums/topic/27451/g40-balance-mod-rules-and-download/
      Also in notes in TripleA application

      Base rules for Path to Victory (PTV):
      https://www.axisandallies.org/forums/topic/35323/ww2-path-to-victory-rules-discussion/

      Classic:
      axis-allies-rules-classic-2nd-edition.pdf
      FAQ axis-allies-rules-classic-2nd-edition-faqs.pdf
      Rules Clarification - axis-allies-rules-classic-2nd-edition-clarification.pdf

      The default rules for OOB, BM, and PTV are

      NO tech

      The default league rules for Classic are modified as follows:

      NO Spain (her neutrality cannot be violated) All other neutrals are in play. TWO dice heavy bombers rather than three.
      Note that TECH is NOT an optional rule in Classic and is ON as the league default.

      The optional rules of appendix IV on page 31 that are ON for league are

      You CAN place naval units in enemy-occupied zones USSR can NOT attack on round 1
      The other optional rules are NOT on by default

      If you haven’t played Classic or haven’t played it for decades, you should read all rules carefully or the rules will set you back more than your opponent, some will surprise you a lot!

      For all league games, all versions:
      The default game rules may be modified by agreement of both players.  Low Luck or Tech, with or without Tech Tokens, or almost anything is allowed if you and your opponent agree prior to bidding.

      Bidding - is normally used to ensure that both players are satisfied with the side they will play.

      Default settings for bidding:

      Limit one bid unit in a territory or sea zone. The nation placing a unit in a territory or sea zone must have started with a unit in said territory or sea zone prior to placing the bid. China can only add infantry

      In a regular season game, the player with a higher support level for A&A.org (gold, silver, bronze) may make the opening bid. If support levels are the same, a die roll decides.
      In the playoffs, the higher seeded player will bid first (no respect to badge level in the playoffs)

      The term “unit” includes facilities as described in page 27 of the Europe 2nd edition rulebook, therefore facilities may be added with a bid.
      Also, a unit may be added to a territory with only a facility, because a facility is a “unit”.

      5 - Posting Schedule

      The following is for the benefit of waiting players to be able to claim a win on an abandoned game and do not have to be exercised.

      5a - Time Limits - There is a 72 hour time limit per move. This may be negotiated by the players at game start.  If you agree to different time limits, you need to post it at the beginning of the game thread for the moderator(s) to enforce.

      You should give defender decisions (casualty choices, scramble/intercept/submerge/ kamikaze decisions) to your opponent as soon as possible.

      5b - 72 hour warnings:  After 72 hours and there is no game-play post from your opponent (i.e. at least a game decision made), you may post “bump” and the number of the bump (Bump#1, Bump #2, or Bump #3), which creates the “warning”. Do not include any other text so that a bump post is clear.

      5c - “Bump” warning and consequences - Each “bump” warning resets the clock for another 72 hrs.  However, on the 4th “bump” warning, the absent player will be disqualified and declared the loser for that game. You cannot retroactively issue a “bump” warning (after your opponent posts).  “Bump” warnings can be issued for posting of partial turns (for example, someone only posted their combat move), OOL requests, etc. but they follow the same 72 hour requirement.

      5d - If a turn is not posted within 14 days of either the previous turn post or a decision post or the end of a predetermined “vacation”, then the win can be claimed.
      The 14 day default can be claimed without any of the bump warnings described in 5c

      The great majority of players do not exercise these rights strictly, and after finally claiming a win, most players will state that they would like to continue the game and take back the result if the missing player comes back.

      6 - Posting game results - Losing players are responsible to post results in the pinned “Post game results” thread.  This is so we know the loser agrees with the game result.  Post names of the winner and loser, Axis or Allies, the version played, and the bid. Also post a link to the game thread.  Winners may post the result when the game result was due to time limits of rule #5.

      7 - The Season starts on 1 Jan. and ends on 31 Dec. midnight
      That’s midnight in American Samoa (the latest New Year), in case it comes down to that.  Game results must be reported by 31 Dec. in order to be counted for that year’s season.  All game results reported between 1 Jan. and 31 Dec. will be included in that year’s league standings.

      8 - Making Assumptions during gameplay - The purpose of assumptions is to reduce the number of game stoppages for opponent decisions (scrambling, casualty choice, intercepting, submerging, kamikazes).  Because you are assuming a decision for your opponent, you are at his mercy if he disagrees. Hopefully you can reach a mutually satisfying conclusion, but disagreements go in the defender’s favor, naturally. Seek a moderator ruling if necessary. Be very careful with assumptions.

      9 - Order of Play - You may not go back to previous phases/turns of the game and make changes without your opponent’s permission.

      10 - 2 TripleA quirks to watch out for -
      Fighters on Carriers -
      Triple A does not track what fighters are on what carriers. It is the responsibility of the controlling player to use game notes and/or post to the game thread which fighters are on which carriers. If a player FAILS to declare what fighters are on what carriers, the opponent and the moderators will assume that all fighters are on LIKE carriers (for example, all USA planes are on USA carriers) unless placement from previous turns dictates otherwise. The opponent may grant late declarations but does not have to (similar to assumptions in #8 above).
      Even without a declaration, it can often be determined what carriers hold what fighters, and anyone looking through the history may be able to determine there is only one possibility. BUT it is respectful and courteous to declare because your opponent should not have to figure it out. However, if there is only one possibility, then that combination will stand even if you fail to declare…
      Get in the habit! Declare which fighters on which carriers at the end of each turn if there is any possibility for confusion, or rely on the league rule that by default, like fighters are on like carriers.

      Naval battles involving submarines - Triple A is careful to make sure subs only hit ships, and that planes can only hit subs when with a destroyer. A potential problem arises when Triple A will roll subs only and prompt for a casualty choice, or planes only and prompt for a casualty choice. TripleA requires “first strike” unit casualties even when destroyers are present that nullify submarine first strike capabilities.
      A player is supposed see the entire roll of the other side before choosing casualties, except in the case of submarine surprise strikes. Therefore, you will need to allow your opponent the option to change the premature casualty choice required by Triple A, or use the forum dice to bypass Triple A, or a combination of the two!
      Another option is to go into edit mode before rolling the battle. The engine will prompt you for casualties but if it is not time to assign them, you can select none and click through until it is time to assign.
      This method keeps the history in TripleA and using MARTI.
      If you are confused, work with your opponent to his satisfaction or ask someone else for help.

      11 - Moderators will make the final decision on any rules, violations of the same, or any other game disputes. Moderator rulings are FINAL.  PERIOD.

      All of these rules are for the intent of maximizing the fair play and enjoyment of this great game for as many as possible. It’s great when you give your opponent some leeway and you can receive the same, but be careful. If there is any dispute, it comes down to these rules and/or a moderator judgment call.
      We are a great community of players - I rarely get asked to step in for a disagreement.

      Have fun!!! That’s an order!

      League Moderator
      Gamerman01

      Edited 2/19/25 for #10, Naval combat

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      Out of the Box 2nd Edition League Discussion

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      @farmboy

      Going to attempt a synopsis from my perspective (Axis). Farmboy, feel free to chime in as you see fit.

      G1: - attack both 110 and 111. 111 goes well, but 110 losses 3 German planes without killing any Allied fighters.

      France attack of all possibly ground forces goes poorly, losing all infantry, all artillery, and all but 1 mech.

      J1: - Russian bid is 1 fighter, not 2, but still does the Yunnan stack with 5 inf. After the poor G1, I figure this game is lost, so go all-out risk on, and attack all allies with marginal/even odds at Yunnan and SZ6. Overall goes very well Japan, well enough that I felt it offset some of G1, so we continue!

      G2: Due to lack of resources, decide not to take Normandy, ends up being helpful as Allies land there, but cannot use the minor complex. Allies do not make significant headway, as German has much better reinforcement pipeline.

      G6: 6 inf + 3 art lose to 1 AA, 4 inf, 1 fighter at Rostov. This was 88% odds to win. This happens a couple more times in future rounds.

      R6: 1 armor, 2 mech, lose to 1 art in Ethiopia. This denies Russia the +3 bonus, and keeps Axis in the game.

      US7/UK7: ***Allies sacrifice 6 transports to land in Norway

      German response is to build transports to land troops in Finland, which stalls future push into Russia for many rounds.

      US10: German AA rolls 1,1 on 2 US bombers, providing a bit of relief from the Allied bombing campaign. If not for this, game likely would have ended much sooner.

      US11: US Pac fleet able to land ground units in India, making it a lot tougher for Japan to take.

      J12: ***Axis makes a mistake, forgetting that there is a Harbor in India, building 6 subs, thinking the US fleet that landed in India can only move as far as the Java SZ. The harbor allows the fleet to unite in SZ55 with reinforcements, and block the subs with 2 DDs. May have been a critical error here, as this build could have been 6 tanks to take down India.

      J13: Japan attempts to help Germany with some fast movers, as Germans having trouble against Russian land units with most resources devoted to taking back Norway.

      US13: Allies land in Greece/Med

      G16: Germans take back Norway

      G17: Germany sends all air that can reach to SZ97, in a 50/50 battle to sink a 2 CV fleet, with 5 transports. Allies defend successfully.

      J17: Japan eliminates China

      G18: Germany again tries to sink Allied fleet with 2 transports, this time with ~60% odds to win, but again lose, resulting in end of game.

      The UK air force is enormous, and Axis cannot stop the taking of Rome with the addition of those 2 transports. Japan probably has the land forces to take India, but it will take at least 5 turns to march back down to attack India. Germany will have trouble holding out that long.

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      Balanced Mod 4 League Discussion

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      Pretty sweet to hear you weigh in

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      Path to Victory League Discussion

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      Adam514A

      @Stucifer said in Path to Victory League Discussion:

      @gamerman01 @regularkid @Adam514
      Looking for some clarification on carrier scrambles to defend units in land battles. I have been playing with the assumption that you can scramble from carriers to defend adjacent territory units whether that is a lone AAA, infantry, or strategic bomber.

      The land scramble from Airfield specifically says defending units, which is certainly all-inclusive; however, the carrier scramble says “surface warships or land units”. I know this specifically excludes submarines and transports. Does it also exclude AAA and aircraft?

      After all, “Land Units” could be interpreted by a player using the game notes to not include aircraft or AAA, since they do not qualify as garrison forces for the Chinese Guerilla rule.

      Let me know, I’m sure it’s been brought up before, I’m combing the discussion threads now as well.

      AA gun is a land unit. For the Chinese Guerilla rule, it mentions it requires a land unit and lists all of them except the AA gun So you can scramble to defend AA guns.

      Air are also land units when viewed from the point of view of the carrier. It isn’t clear in the rules, but you can normal scramble and carrier scramble to defend only planes.

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      2024 Playoff OOB Round 1 Pacifiers Board (+42) v Gamerman01

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      Bump so it’s easier to find

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      L24 OOB FlyingBadger (Axis) v Gamerman01 (+44)

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      @FlyingBadger I realize the sub in 110 can slow down the G1 combat resolution, but… I still choose it

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      Elche v Gamerman01 (x) Classic no tech Russia restricted

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      No problem. I am full of work too and didnt start BM or PtV at the moment. All my playoff games are still running and 3 other games too.
      Only classic is short time for one turn.
      So we will play if time allows.
      Have a great weekend

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      Mikawagunichi analysis of PTV results

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      @mikawagunichi another question I have is what are the actual bids. We’d need some other players to comment on this though. I usually feel so far behind as axis and then I never catch up.

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      kwaspek(x) v gamerman01 Classic 3rd ed

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      kwaspek104K

      No worries, just let me know when you’re down!

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      Elche(x) v Gamerman01 Classic no tech Russia restricted

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      Thank you for getting me roped back in to Classic!
      You deserve a 2nd game where I take the disadvantaged Axis. I probably won’t last as long as you

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      Video interviews of league players by Crockett36

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      Improved the first post by adding links to game threads, and therefore the TripleA files

      Added 4 sessions that have been done on
      UHD OOB Tech game between Oysteilo and myself, through round 9, game is ongoing

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      OOB Oysteilo +40 v Gamerman01 with tech - UHD map

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      @oysteilo Yep, that’s no problem

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      Stats

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      @crockett36 That’s possible. I was thinking about it earlier this year. Thanks for the invitation!

      Beyond that it’s a complicated answer I won’t post here

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