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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By default the pieces came a lighter shade of green. I painted over mine.
The fighter was weird looking, but it didn’t come from the USA box. When I opened the China bag it was there.
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Someone can verify this I am sure. But if you lose your 1 china fighter… you got to use a USA one.
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You got a different game than me… I got P40 almost as soon as it came out.
There is a China box in mine, but no fighter or artillery. Just the light green infantry.
Page 9 of the rule book that came with it says “China has a U.S. fighter unit located on the map.” So, same as AA50 - use an American fighter piece.What color did you paint your Chinese units?? Because China on the map is light green…
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@Cow:
Someone can verify this I am sure. But if you lose your 1 china fighter… you got to use a USA one.
I’d like to hear of anyone else who actually got a China fighter with their game.
You don’t…. abuse any substances do you, Cow? -
@Cow:
Someone can verify this I am sure. But if you lose your 1 china fighter… you got to use a USA one.
I’d like to hear of anyone else who actually got a China fighter with their game.
You don’t…. abuse any substances do you, Cow?Yea, can we refrain from baiting, please?
And I believe if you lose your fighter piece (assuming you have one) then you could use anything you wanted as long as the players playing with you all agree. Personally? I’d use a destroyer (probably Russian) just because no one is going to forget that the Russian destroyer represents the American fighter unit being controlled by the Chinese.
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I sometimes bring USA fighters to mid China when I am the allies. That is how they get to Russia unless I go the europe route.
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@Cow:
I sometimes bring USA fighters to mid China when I am the allies. That is how they get to Russia unless I go the europe route.
Yes, but how often do you bring Russian Destroyers to Szechwan to represent the Flying Tigers? (They’re Red, and China is a “red” country now, and the Flying Tigers did destroy things, so destroyer fits too! It’s almost poetic!)
I prefer to bring aircraft in from England. However, I’ve brought them in through India and China. Depends on well I am doing against the Japanese and how poorly I am doing against the Germans.
As for now, however, I’m going to stick with the ruling that China may bid the following units:
- Infantry
- Artillery
- Jeeps
- Armor
- Fighters
- Tactical Bombers
- Strategic Bombers
Theoretically I could hear the argument for Airbases & Naval Bases, but seriously, how many IPC are you giving your allied opponents??? And allies, why the FRAK are you buying airbases and naval bases for China instead of 5 infantry or a fighter???
I am on the fence with AA Guns. Seriously, I could see an AA Gun bid be a game changer in as much as with Russian air cover there, it might be impossible for Japan to close the Burma Road for a round and that could snowball into an event I’d rather not see. Unless there is a valid argument to allow an Anti-Aircraft gun? (Dying to see Cow argue for the gun now, I really REALLY am! lol. It was his idea that made me think about it.)
For now, unless you already have a game with a Chinese AA Gun in it, no Chinese AA Guns allowed for bid. (Or navy. NO NAVY it’s on page 10 of the manual for pete’s sake.)
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Why would anyone get an armor for China? AA gun on yunnan round 1 is so much better. Hell that battle often fails for Japan to begin with, slap an AA gun on it.
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I think the AA gun is a solid unit for China to open with. Yes it is a gamble, but it does eat a hit so your infantry can keep rolling. So the benefit is two fold.
I rather not see China get any of it.
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@Cow:
Why would anyone get an armor for China? AA gun on yunnan round 1 is so much better. Hell that battle often fails for Japan to begin with, slap an AA gun on it.
Precisely my point. I think the AA Gun bid for China is worth so much more than the IPC value of the gun and would cause so much distress for Japan (potentially) that I’d rather not permit it as a valid bid unit.
Imagine the worst case scenario:
- 3 Hits with the AA Gun
- Japan’s odds go way down to take the territory, let’s say they don’t take it (plausible with 3 less aircraft!)
- China gets to build Artillery with their starting money - if they so choose
(I’d say the national objective, but they usually get it anyway unless Japan does significantly well.)
That unit, by itself, could change the entire outcome of the game if you apply the Butterfly Effect. An infantry, an armor, heck another fighter for China does not have nearly the same potential, that I can see.
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I tell you what. Next time I am China I’ll start the game with some infantry on yunnan and see how Japan does.
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@Cow:
I tell you what. Next time I am China I’ll start the game with some infantry on yunnan and see how Japan does.
I’ll be glad to play you after I kill off Arathorn. =^_^= You can have whatever you want from your bid there (of the units listed above.) You can demonstrate right too me. Sound good? (yes, I always think I am going to win, even if the enemy has 500 tanks at the border of the last VC they need and all I have is 1 infantry guy to hold them off! No matter how improbable, the odds still exist that the one guy there will beat the 500 tanks!)
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Hey,
Could someone in the know make us a current list of tripleA glitches that conflict with the 2nd edition rules?
Like the sub issue, aa against mutliple targets, etc?
That would super rock!
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Putting it together right now. I’ll upload the Word file here when I’m done.
Sorting my outbox for messages to Veqryn, I can pretty much go through them and find all the issues I’ve complained about, few of which have been corrected :x -
Putting it together right now. I’ll upload the Word file here when I’m done.
Sorting my outbox for messages to Veqryn, I can pretty much go through them and find all the issues I’ve complained about, few of which have been corrected :xhave any been corrected?
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Here’s the list and I probably left something out, believe it or not.
I have raised all of these issues with Veqryn in the past 5 months. He says all of them are considered and/or on his to do list, but no promises on how soon he’ll get to some of them, and we do not agree about the level of importance of some of these issues. -
In response to D: yes, but it’s not game breaking the way it does it. So I’m good with altering my mindset to make it work. Remember, I prefer Abattlemap to tripleA, I feel it’s cleaner, faster and has NONE of these problems you listed! Not a single problem in your list exists in Battlemap!
Same goes for 1). As long as your sea battles happen before your Amphibious assaults, you should be okay. Odds are your SBRs are in different territories, and since all combat is considered simultanious anyway, eh…yes technically you should go in order, but I don’t think I’ve ever made my opponents follow any order other than sea battles before amphibious assaults.
As for 4) that might be a coding thing used to make sure that submarine hits are limited to naval units and not applied incorrectly to air units. Just a thought. Not saying it’s true, but it’s a thought.
I totally agree with 7! If you screw up and buy 11 infantry and only have the ability to place 10, get your 3 IPC back! It’s the rules and there’s no fudge factor like with combat being slightly out of order.
Unless 1.7 fixes this, the Himalayas are still a legal zone for China to move into per TripleA but it’s a no trespassing zone for any reason according to the real rules. My big pet peeve. I think crossing the Sahara was fixed (allows units to go through the Sahara if certain neutrals were invaded.)
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Oh, crap, there’s more! Just found this out in my game with Infrastructure - had to reload and play as him to see exactly how the engine handled this.
It royally messed up Rocket attacks (the sound effect is awesome - the rules application - not so much)
See #2 through #4 -
Oh, crap, there’s more! Â Just found this out in my game with Infrastructure - had to reload and play as him to see exactly how the engine handled this.
It royally messed up Rocket attacks (the sound effect is awesome - the rules application - not so much)
See #2 through #4This is what happens when you put your life in the hands of a robot. As I said, absolutely NONE of these problems happen in Battlemap! There are no pretty sound effects, but you could play the wave files yourself if you really wanted too, and the graphics arnt as good, but Battlemap is so simple, I can use it on a smartphone! (Yes, that means even the crapple can run it, I believe. Course, I wouldn’t trust a crapple if my life depended on it, hell, specially if my life depended on it!)
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I know, Jenn, I was one of the last bastions of ABattlemap myself and endured some teasing because of it.
However, there are major drawbacks to Battlemap, most notably:
- If you want to be sure your opponent isn’t doing something illegally, you have to check every move he makes, and compare maps.
- It is much faster and easier to make a move on Triple A, mainly because the dice rolling is much faster. Also, you don’t have to verify that your opponent rolled the dice correctly.
- To see history, you have to pull up a previous map and look at it. In Triple A, you can rapidly look through a game at any point you want with a click. It’s like comparing movies to snap shots.
And my personal preference item
A) In battlemap, the territory color remains the same - for example, France is always blue and East Poland is always red. It looks MUCH better when the color changes with the owner, and it is much easier to see who owns what in Triple A.HOWEVER
Battlemap gets the nod, big time, when it comes to seeing units in territories, because sometimes units are completely hidden from view (like Z92 when there is a lot of stuff in Gibraltar) but in Battlemap you can put your units exactly where you want them, all the time!ALSO
You can’t tell ANZ boats apart from USA boats in Triple A unless you go to territory tab and hover over the zone, and sometimes you have to go scroll down through the list of units. No such problem in battlemap.





