Game History
Round: 1 Purchase Units - Japanese Japanese buy 1 infantry and 4 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 1 artillery and 1 infantry moved from Jehol to Shansi 1 fighter, 1 mech_infantry and 1 tactical_bomber moved from Southern Manchuria to Shansi 1 fighter and 1 tactical_bomber moved from Kiangsu to Shansi 1 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 infantry moved from Kiangsu to Kiangsi Japanese take Kiangsi from Chinese 1 infantry moved from Kwangsi to Hunan Japanese take Hunan from Chinese 1 infantry moved from Kwangsi to Kweichow Japanese take Kweichow from Chinese 2 artilleries, 1 fighter, 2 infantry and 1 tactical_bomber moved from Kwangsi to Yunnan 2 bombers moved from Japan to Yunnan Combat - Japanese Battle in Shansi Japanese attack with 1 artillery, 2 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers Chinese defend with 1 infantry Japanese win, taking Shansi from Chinese with 1 artillery, 2 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Yunnan Japanese attack with 2 artilleries, 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese win, taking Yunnan from Chinese with 2 artilleries, 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Chinese: 4 infantry Casualties for Japanese: 1 infantry Non Combat Move - Japanese 1 artillery and 3 infantry moved from Fukien to Kiangsi 1 artillery and 2 infantry moved from Kiangsu to Kiangsi 1 artillery and 1 infantry moved from Shantung to Anhwe 1 marine moved from Caroline Islands to 34 Sea Zone 1 cruiser and 1 marine moved from 34 Sea Zone to 37 Sea Zone 1 artillery and 1 infantry moved from Southern Manchuria to 20 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 37 Sea Zone 1 infantry moved from Hokkaido to 7 Sea Zone 1 infantry moved from Kyushu to 7 Sea Zone 1 carrier, 2 infantry and 1 transport moved from 7 Sea Zone to 37 Sea Zone 1 artillery, 3 infantry and 1 marine moved from 37 Sea Zone to Kwangsi 1 battleship, 1 destroyer and 1 submarine moved from 20 Sea Zone to 37 Sea Zone 1 cruiser moved from 7 Sea Zone to 34 Sea Zone 1 cruiser moved from 21 Sea Zone to 7 Sea Zone 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 infantry moved from Southern Manchuria to 20 Sea Zone 1 infantry moved from Okinawa to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 21 Sea Zone 2 infantry moved from 21 Sea Zone to Fukien 1 infantry moved from Southern Manchuria to Jehol 3 infantry moved from Korea to Southern Manchuria 1 aaGun and 2 infantry moved from Northern Manchuria to Southern Manchuria 1 fighter moved from Korea to 37 Sea Zone 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi 2 bombers moved from Yunnan to Kwangsi 1 fighter moved from Formosa to 37 Sea Zone 1 fighter and 1 tactical_bomber moved from 7 Sea Zone to Kwangsi 2 infantry moved from Japan to Kyushu 2 fighters and 2 tactical_bombers moved from Shansi to Kiangsu Place Units - Japanese 1 infantry placed in Japan 4 transports placed in 7 Sea Zone Turn Complete - Japanese Japanese collect 34 PUs; end with 34 PUs Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 44 PUsPath to Victory League Discussion
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@Stucifer @mikawagunichi Oh, definitely understand the humour - they were received in the spirit they were sent. The dice gods piss on the just and the unjust alike, we’ve all been there. Watching those videos made me laugh so hard that my wife came to see what the ruckus was about. She did not appreciate them as much as I did (understatement).
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@mikawagunichi “He’s really good at getting statistically improbable dice.” Quite the reputation I’m burnishing here.
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@peirce I’ve already started thinking of words that rhyme with “mean reversion”
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I finally figured out some of MrRoboto’s charts and statistics in his statistics tab of the ELO rankings spreadsheet.
I changed the range of data to 1/1/24 - 6/30/25 to get the last year and a half’s snapshot.
Statistics like this can be very misleading, especially since these are just a composite of all games that have been finished since 1/1/24 and they are just averages.
Average PTV bids have been approximately 10 to the Axis over the past 18 months. The Axis win percentage has been 41.5%.
You may want to use the Player history search tab to analyze the success of some of your top players to get more reliable data, but according to the overall bids and results of the past 18 months… yeah.
-10 bids
41.5% Axis win% -
Very good info! Some confirmation bias I’m sure but I’ve mostly seen the top players like Axis-Dominion, Ghost, and Adam accepting 14 bids. Granted that’s the last 6 months. The rest of us must be bringing the average down 😅
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Yes, I’m having trouble making sense of it when going player by player. I’ll do a little more digging and update
The overall averages can be very misleading, it depends on who’s good at what and who takes what side.
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Here’s a little of what things look like behind the scenes.
Allies -- AxisArtofWar -13-14 // 15-7
+++++++48% // 68%Stucifer 8-4 // 6-10
++++++67% // 37%Ghostglider 7-1 // 13-1
+++++++ 88% // 93%Adam514 9-2 // 15-2
++++++ 82% // 88%666 17-10 // 11-8
++++63% // 58%Daaras 12-3 // 2-4
+++++80% // 33%Well that helps clear the crystal ball.
Look at your opponent’s record, decide which side you want, and bid accordingly. Don’t go much by averages. And I’ll throw in, bids don’t affect the game as much as most people think they do.ArtofWar is actually significantly better with Axis, and will take either side.
Stucifer actually mirrors the average. If the Axis are struggling so much, the 10 bids are not nearly high enough for your normal player.
Ghostglider is not a normal player. It doesn’t matter which side he takes, and the bid doesn’t matter much, he will smoke you.
Adam, same thing.
666 record shows the Allies have an edge and of course his games were bid too
Daaras is skewing the average a bit. Only 1 of those 4 Axis losses was against a tier E. Oh! He beat that same tier E with the Allies.
Looking over the game by game, Daaras has had a lot more success with the Allies against a lot of different players. Is he just really good with one side? Perhaps.So those are several looks inside the average. You decide.
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Oops - I should point out my person by person data is all-time, while the PTV win % and bid statistic was for the past 18 months. It’s not like the bids have increased much, though, so is pretty much apples to apples
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@gamerman01 Very interesting data, hopefully that will help some of mid tier folks scheme our way to the top…
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Does anyone else have problems with “out of memory” errors when playing PTV? None of the other flavors of A&A have this problem for me. I’m on turn 22 in a current game, and I can’t seem to play the game without getting the error. Normally, I just restart the game, but it doesn’t seem to fix anything for this long running game.
Funny thing is that it doesn’t seem to crash the game. I just get a pop-up and if I close the dialog, it seems to continue. Does anyone know what problems would occur if I just ignore it?
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@surfer said in Path to Victory League Discussion:
Does anyone else have problems with “out of memory” errors when playing PTV? None of the other flavors of A&A have this problem for me. I’m on turn 22 in a current game, and I can’t seem to play the game without getting the error. Normally, I just restart the game, but it doesn’t seem to fix anything for this long running game.
Funny thing is that it doesn’t seem to crash the game. I just get a pop-up and if I close the dialog, it seems to continue. Does anyone know what problems would occur if I just ignore it?
Yes the map is too high resolution. Closing TripleA and reopening it before loading any save is recommended.
Some moves may not register. I tried moving after getting that message and most moves would register, but then a particular move did not register on the map and not even on the move summary page, and at that point I closed and reopened to finish the move.
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@Adam514 Ok. Thanks. Would dropping “map details” reduce the resolution? Or what other selections can I make to reduce the memory footprint?
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@surfer said in Path to Victory League Discussion:
@Adam514 Ok. Thanks. Would dropping “map details” reduce the resolution? Or what other selections can I make to reduce the memory footprint?
You can try. I don’t know of any solution.
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@Adam514 FWIW. Dropping the map details allowed me to run that game move. Thanks.
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@gamerman01 I can in fact tell you that I suck with axis lol. Generally, I think mistakes or setbacks with the axis are much more punishing, whether through dice or skill, a lot of games are just over. Whereas the allies can afford some as long as they aren’t catastrophic.
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Since you only took Axis 6 times, and you did win 2 of those, removing your Axis games from the equation raises the Axis success rate over the past year and a half by all PTV players from 41.5% to 42%.
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@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.
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adam’s answer will be definitive. but i understand AAA to be a land unit, but not a defending land unit. aircraft certainly isn’t a land unit, it’s an air unit.
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Right.
I can tell you what the rulebook says, but with BM I know it’s tricky. Sometimes AAA counts as a land unit here, and maybe not over there. I had to take down notes after learning.
I’m saying too that you need Adam to tell you what it’s supposed to be, and occasionally the game notes or written mod (PTV) rules may not be quite as they appear, so I can’t interpret them either.
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I found this post in the Rules thread, from @regularkid, I think this clears it up, will keep reading though
I feel your pain, and would have plowed forward as well. Land-scramble is permitted if there is any friendly defending unit (land, air, AA gun, etc.) in the defending territory. Note, this even applies to pro-neutrals! Hope that clarifies.





