Here are the rules for the final 3 rounds:
With 4 players left a total of 3 rounds will be played, allowing each player to face all others one-by-one. In the end the player with the highest total score of all 3 rounds wins.
Per round each player will take the Axis and Allied side in one game (as before). The scoring will be based on actual result (Victory levels: AV, DV, etc.). However due to the bug in GG4.040 the following will apply:
1. Axis Auto Victory: Axis reaches and holds 83 VP at end of Wallied turn. I highlighted this vs. Decisive victory as there should be an incentive for the Axis player to actually try to AV.
2. Decisive Axis victory: Axis does not surrender until end of Fall 1946 turn.
3. Substantive Axis victory: Axis surrenders after end of Fall 1946 turn. For surrender determination: see 2.
4. Marginal Axis victory: Axis surrenders after end of Summer 1946 turn. For surrender determination: see 2.
5. Draw: Axis surrenders after end of Spring 1946 turn. For surrender determination: see 2.
6. Marginal Allied victory: Axis surrenders after end of Winter 1946 turn. For surrender determination: see 2.
7. Substantive Allied victory: Axis surrenders after end of Fall 1945 turn. For surrender determination: see 2.
8. Decisive Allied victory: Axis surrenders prior to Fall 1945. For surrender determination: see 2.
For surrender determination: see V.1040 release notes (summarized here):
Germany: must have lost either E. or W. Germany region and 2 out of the other small German national regions – or both W. and E. Germany.
Japan: must either have been conquered (Honshu region) or IF
(the a-bomb is dropped on a factory in a non-zero population Japanese nationality region AND causes a double hit AND at the end of that same turn the Japanese VPs is below 7 AND Japan at war with Russia)
OR (the US has the bomb AND Japan has no regions with both a working factory and non-zero population AND at the end of the turn the Japanese VPs is below 7 AND Japan at war with Russia.
The bug in the mod prevents the use of the automatic check (typically one turn delay) For Cases 2 through 8 the highest victory points achieved by the Axis at any time need to be factored in (shift possible).
Now to scoring:
The scoring will be slightly favouring the Allied successes as the previous rounds have shown an imbalance.
