Game History
Round: 1 Purchase Units - Japanese Japanese buy 1 infantry, 1 marine and 3 transports; Remaining resources: 1 PUs; 6 SuicideAttackTokens; Politics - Japanese Japanese takes Political Action: Political Action Japanese To War With Allies Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and British from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and UK_Pacific from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and ANZAC from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Dutch from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and French from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Germans and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Italians and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and British from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and French from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and ANZAC from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Dutch from Neutrality to Friendly Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for British and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for ANZAC and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and French from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Dutch from Neutrality to Friendly Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral Combat Move - Japanese Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Japanese 1 fighter and 1 tactical_bomber moved from 34 Sea Zone to 27 Sea Zone 1 destroyer, 2 fighters, 1 submarine and 2 tactical_bombers moved from 7 Sea Zone to 27 Sea Zone 1 marine moved from Caroline Islands to 34 Sea Zone 1 cruiser and 1 marine moved from 34 Sea Zone to 33 Sea Zone 1 marine moved from 33 Sea Zone to Gilbert Islands 1 infantry moved from Iwo Jima to 7 Sea Zone 1 infantry moved from Hokkaido to 7 Sea Zone 2 infantry and 1 transport moved from 7 Sea Zone to 32 Sea Zone 2 infantry moved from 32 Sea Zone to Wake Island 1 cruiser moved from 21 Sea Zone to 132 Sea Zone 1 fighter moved from Formosa to 132 Sea Zone 2 bombers moved from Japan to 132 Sea Zone 1 infantry moved from Siam to French Indo China Japanese take French Indo China from French 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber moved from Kwangsi to Yunnan 1 artillery and 2 infantry moved from Fukien to Kwangtung 1 fighter and 1 tactical_bomber moved from Kiangsu to Kwangtung 1 infantry moved from Fukien to 21 Sea Zone 1 infantry moved from Formosa to 21 Sea Zone 2 infantry and 1 transport moved from 21 Sea Zone to 36 Sea Zone 1 artillery and 1 infantry moved from Japan to 7 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 7 Sea Zone to 36 Sea Zone 1 artillery moved from Southern Manchuria to 20 Sea Zone 1 infantry moved from Okinawa to 20 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 1 artillery and 1 infantry moved from Jehol to Shansi 1 battleship and 1 destroyer moved from 7 Sea Zone to 36 Sea Zone 1 battleship, 1 destroyer and 1 submarine moved from 20 Sea Zone to 36 Sea Zone 2 artilleries and 4 infantry moved from 36 Sea Zone to Davao 1 mech_infantry moved from Southern Manchuria to Shansi 1 tactical_bomber moved from Southern Manchuria to Shansi 1 fighter moved from Korea to Shansi 1 fighter moved from Southern Manchuria to 36 Sea Zone 1 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 infantry moved from Kiangsu to Kiangsi Japanese take Kiangsi from Chinese Combat - Japanese Battle in Wake Island Battle in Gilbert Islands Battle in Shansi Japanese attack with 1 artillery, 1 fighter, 1 infantry, 1 mech_infantry and 1 tactical_bomber Chinese defend with 1 infantry Japanese win, taking Wake Island from Americans, taking Gilbert Islands from UK_Pacific, taking Shansi from Chinese with 1 artillery, 1 fighter, 1 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in 27 Sea Zone Japanese attack with 1 destroyer, 3 fighters, 1 submarine and 3 tactical_bombers Americans defend with 1 cruiser, 1 destroyer, 1 submarine and 1 transport Japanese win, taking 27 Sea Zone from Neutral with 1 destroyer, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 25 Casualties for Japanese: 1 submarine Casualties for Americans: 1 cruiser, 1 destroyer, 1 submarine and 1 transport Battle in Kwangtung Japanese attack with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber British defend with 2 infantry; UK_Pacific defend with 1 harbour 1 fighter owned by the Japanese retreated UK_Pacific win with 1 infantry remaining. Battle score for attacker is -17 Casualties for Japanese: 1 artillery, 2 infantry and 1 tactical_bomber Casualties for British: 1 infantry Battle in Yunnan Japanese attack with 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese win, taking Yunnan from Chinese with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Japanese: 2 infantry Casualties for Chinese: 4 infantry Battle in 36 Sea Zone Japanese attack with 2 battleships, 2 destroyers, 1 fighter, 1 submarine and 3 transports Americans defend with 1 destroyer and 1 submarine Units damaged: 1 battleship owned by the Japanese Japanese win with 2 battleships, 2 destroyers, 1 fighter, 1 submarine and 3 transports remaining. Battle score for attacker is 14 Casualties for Americans: 1 destroyer and 1 submarine Battle in Davao Japanese attack with 2 artilleries and 4 infantry Americans defend with 1 airfield, 1 fighter, 1 harbour and 1 infantry Japanese win, taking Davao from Americans with 2 artilleries and 2 infantry remaining. Battle score for attacker is 7 Casualties for Japanese: 2 infantry Casualties for Americans: 1 fighter and 1 infantry Battle in 132 Sea Zone Japanese attack with 2 bombers, 1 cruiser and 1 fighter British defend with 1 battleship Japanese win with 2 bombers and 1 fighter remaining. Battle score for attacker is 7 Casualties for Japanese: 1 cruiser Casualties for British: 1 battleship Non Combat Move - Japanese 1 fighter and 1 tactical_bomber moved from Yunnan to Siam 1 fighter moved from 132 Sea Zone to Siam 2 bombers moved from 132 Sea Zone to Siam 1 artillery and 2 infantry moved from Kiangsu to Kiangsi 1 artillery and 1 infantry moved from Shantung to Anhwe 1 fighter moved from Shansi to Jehol 1 tactical_bomber moved from Shansi to Shantung 3 infantry moved from Southern Manchuria to Jehol 1 aaGun moved from Northern Manchuria to Southern Manchuria 1 infantry moved from Korea to Northern Manchuria 2 infantry moved from Korea to Southern Manchuria 1 fighter moved from Kwangtung to Formosa 1 armour and 1 infantry moved from Japan to Kyushu 1 artillery moved from Japan to Kyushu 1 infantry moved from Japan to Kyushu 2 carriers moved from 7 Sea Zone to 32 Sea Zone 1 carrier and 1 destroyer moved from 34 Sea Zone to 32 Sea Zone 3 fighters and 3 tactical_bombers moved from 27 Sea Zone to 32 Sea Zone 2 fighters and 2 tactical_bombers moved from Japan to Caroline Islands 1 fighter moved from 36 Sea Zone to Paulau Place Units - Japanese 1 infantry and 1 marine placed in Japan 3 transports placed in 7 Sea Zone Japanese undo move 2. 3 transports placed in 6 Sea Zone Turn Complete - Japanese Japanese collect 35 PUs; end with 36 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 39 PUs Objective Japanese 7 Vital Forward Bases: Japanese met a national objective for an additional 5 PUs; end with 44 PUs2013 - AAG 40 League
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I agree. When the 2 win limit was made at the start of the year, no one dreamed of the explosion of activity that followed. There are at LEAST a handful of players who are actually running very thin on opponents because of this rule. Why not relax it? What’s everybody else think?
It doesn’t bother me personally, but I can see it’s becoming problematic for some of our most active league players.
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The rule is no doubt intended to help mix things up - get people to play more people, but that is not a problem and wouldn’t be a problem if everyone could play best of 5.
The rule is effectively reducing the amount of enjoyment and fun people can have - you find players you really enjoy playing with, and boom pretty soon you’ve hit the maximum, esp if 1 wins the first two games.Please seriously consider!
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i want to play Karl again!!!
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i want to play Karl again!!!
well, nothing restricts you from playing an off ladder game with Karl.
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if it’s off ladder it doesnt COUNT… :wink:
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watch out! My luck seems to have turned for the better lately
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watch out! My luck seems to have turned for the better lately
my skills have taken a turn for the better while my luck (almost impossible to believe) has taken a turn for the worse. overall, a net negative for me i would say… :wink:
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I agree. When the 2 win limit was made at the start of the year, no one dreamed of the explosion of activity that followed. There are at LEAST a handful of players who are actually running very thin on opponents because of this rule. Why not relax it? What’s everybody else think?
It doesn’t bother me personally, but I can see it’s becoming problematic for some of our most active league players.
I dont know. Seems to me that the higher ranked players have a lot of room for games against each other before seriously considering playing 3 or more matches against lower ranked. I did not play a lot of games myself, but I dont think its necessary. You should be forced to face everyone first before allowing more games the way suggested.
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@alexgreat:
I agree. When the 2 win limit was made at the start of the year, no one dreamed of the explosion of activity that followed. There are at LEAST a handful of players who are actually running very thin on opponents because of this rule. Why not relax it? What’s everybody else think?
It doesn’t bother me personally, but I can see it’s becoming problematic for some of our most active league players.
I dont know. Seems to me that the higher ranked players have a lot of room for games against each other before seriously considering playing 3 or more matches against lower ranked. I did not play a lot of games myself, but I dont think its necessary. You should be forced to face everyone first before allowing more games the way suggested.
handled easily enough. caveat can be that once you have played at least X number of different opponents, you can go from 2 games per opponent to 3.
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The rule with the maximum number of games was originally devised by Mr. Switch back in 2007 when we first started having league games.
Furthermore, given the lack of interest we had last year in the league, there seemed to be no reason to change the rule. Heck, we had to adjust the championships down from 4 people to the top 2 players because we only had, like what, Gamer, 5 people total who would have qualified, and even then, it was close to less with the Nov. 2nd cutoff!
We are now 6 months into the season (December 1st to May 1st.) If we run out of opponents, we can always let there be more games! Far be it from me to be called the lass who prevented axis and allies from being played!
Here’s the revised ruling:
- If both opponents have more than 12 completed games with at least 6 other players, then they may engage in another game. If this should make it so each player has the same number of wins against the other (2 and 2) then a 5th tie breaker game may be played.
Considering the limit is currently 2 games with any specific pair of opponents with a 3rd game possible in the case of a tie, then having 6 unique opponents should not be hard to accomplish, if you have 12 games.
And for the record, I think I have ONE game in league right now, and my inbox is severely lacking in requests to play me. :P So you all can’t possibly be out of opponents, now can ya? Eh? Of course, I only play on battlemap currently - I don’t have the experience or trust for tripleA as good as that platform may or may not be, to use in league/tournament play.
- If both opponents have more than 12 completed games with at least 6 other players, then they may engage in another game. If this should make it so each player has the same number of wins against the other (2 and 2) then a 5th tie breaker game may be played.
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Cmdr, the reason why everyone else is playing like 50 games this year and your inbox isn’t filling up is exactly due to the fact that you are not using TripleA. Why you would make any new player who is not familiar with Battlemap try to learn that software is beyond me. It doesn’t even work for Mac. It’s dead. Let it go. Give it a good burial….
And then PM me your bid for a good new-fashioned TripleA game. :)
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Long live Cmdr Jennifer
Let it never be said that she can’t be reasonable.On behalf of many other players (it hasn’t become a significant issue for me yet - but like you said - only 6 months in), I would like to be the first to heartily thank you for your flexibility.
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Cmdr, the reason why everyone else is playing like 50 games this year and your inbox isn’t filling up is exactly due to the fact that you are not using TripleA. Why you would make any new player who is not familiar with Battlemap try to learn that software is beyond me. It doesn’t even work for Mac. It’s dead. Let it go. Give it a good burial….
And then PM me your bid for a good new-fashioned TripleA game. :)
Yea, I am not getting into a fight over the merits and demerits of TripleA. Suffice it to say, I have yet to win a game on TripleA or MapView (the latter, thank goodness really IS dead!) Not to mention, “learn that software” it’s not exactly a learning curve thing. If you can drag and drop, you’ve master 98% of it. lol.
G’luck all, and happy hunting!
I’ll mail a kiss to the first player who gets 35 completed games in normal league play! (no, I won’t, so no sitting at the mailbox waiting, dang it, it’s a joke!)
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No worries, but I do think Mac users should also matter to the club. And, in additon, I am seeing that a "4th"game could be added against an opponent, and if that resulted in a 2-2 tie, then a 5th game could be played (after so many games). But, what if a series is at 2-0? Is it again over after 3-0, and if the other player wins to make it 2-1, then a fourth game can be played and so forth?
Just wanted to check, otherwise it only sounds like opponents can add a game only where the series is currently 2-1. :)
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Dizz has a good point, I was wondering the same thing.
Is it basically just best of 5?
Jennifer, this ruling is truly a boon for the league. We have a lot of active players, and I’m pretty sure many of them will be thrilled that they can try and win a best of 5 series against some of their favorite foes.
I played Karl 3 games that have been over for months now, and knowing that we had to wait until the latter part of 2013 to play a league game that counted was a bummer.
This is the best thing to happen to the league all year.
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I played Karl 3 games that have been over for months now, and knowing that we had to wait until the latter part of 2013 to play a league game that counted was a bummer.
<ahem>My bad. Only TWO games because I won them both :-D
But that makes my point even stronger. It’s a bummer when you play 2 games (especially early in the year) and boom, you’re done and can’t play that person in an official league game for another year.So thank you thank you - this adds a lot more excitement to an already exciting league year.</ahem>
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I totally concur. Thank you Jennifer for allowing even more games to be played – the energy from all of these games is amazing!
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Yes, as it stands now, it is the best of 5 games. Â
If it becomes an issue again, in a few months, we may go best of 7 games. Â I don’t want to see players just sitting around because they have no one left to play. Â The game limit is to encourage everyone to play everyone, not to limit players from playing! Â
And I have nothing against MAC users. Â I have something against MACs and the Apple Corporation as a whole, but I won’t let that influence me in preventing MAC users - who through no fault of their own, happen to own a MAC - from fully engaging in any axisandallies.org event or activity! Â
I have many issues with TripleA, most of them stem from version 1_2 through something like 3_5 or something silly like that and I am sure most of them have been corrected. Â There were also quite a few issues with TripleA when the module was made for Global 1940 (most of which to do with errors in allowing illegal moves to be performed.) Â That too, I hope, has been fixed - although my version still allows the computer to move 50,000 screaming Chinamen into the Himilayas, don’t ask me why!
It’s a personal preference. Â If given a choice between Battlemap and TripleA, I’ll opt for battlemap. Â Feel free to use whatever platform you want to. Â Hell, if you can make Hasbro’s Iron Blitz work for Axis and Allies Global 1940, 2nd Edition more power too you!
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@Cmdr:
If it becomes an issue again, in a few months, we may go best of 7 games.
Brilliant. Glad to hear it
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@Cmdr:
If it becomes an issue again, in a few months, we may go best of 7 games.
Brilliant. Glad to hear it
You may have to remind me I said that, however. =^_^= I am in the process of selling my house and moving to any other state except Illinois, New York, California, Virginia or Washington. I am leaning towards TN (so tired, I am not even going to TRY and spell it right tonight.)





