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 PUs2015 League General Discussion Thread
-
I know Allweneed also like to build tacs in Novgorod for a punch on Moscow, but why not spring for the extra +1 and get REAL offense? Bombers with much more range
Problem with tacs is they are expensive and yet don’t do the best at anything. Bombers attack better with way more range and way more SBR damage. Fighters defend much better.
-
That’s not how I look at it, but you’re right, Karl.
In some cases, buying AAA is the most efficient for defense. In my game vs. bmnielsen, sometimes he only had 1-2 fighters that could reach Moscow, and maybe 10-14 bombers. Here, were an added AAA exposes 3 more bombers, you will get better defense with 5 IPC’s for an AAA than buying the equivalent in infantry, especially if your money is not divisible by 3.
This is not the only situation where buying AAA makes sense. And as I said, an AAA piece could draw your opponent in to take over a territory on a hit and run where he didn’t want to win, and could be huge for you as you can counter-attack.
Granted, at 5 IPC’s AAA is STILL over-priced. 4 would probably be about right.
Oh yes, if you got Dark Skies coming at you, then AA can be even more powerful…. Bombers down at the start totally make it worth it.
Gamer is correct that the value of AA’s is that they go right at the air first instead of the conventional way of chewing through the fodder.
Do you have link to an OP about Dark Skies? I’ve been reading about this name lately and would like to learn more about it. Seems intriguing.
-
It’s just Germany buying mostly bombers from the beginning of the game
Maybe somebody will give you a link
Watch bmnielsen’s games as Axis to see how it’s done -
It’s just Germany buying mostly bombers from the beginning of the game
Maybe somebody will give you a link
Watch bmnielsen’s games as Axis to see how it’s doneMaybe I should try Dark Skies and apply it with my other favourite strategy…
-
This came up in my game tonight, and I wanted to share it with everybody.
Since Triple A does nothing to identify pro-neutrals that have already been attacked (so can be flown over and into), I realized there is a great way to force it to identify them.
If it is a pro-Allied territory, change control of it to Dutch. Infantry stays neutral, but it is easy to see that it is an Allied territory now. Since the Dutch can never possibly have money or income, it works.
I don’t have a great idea for pro-Axis yet, but somebody will think of something -
Or, don’t, and pull a nasty (cheap?) move on your opponent as the neutral that is no longer neutral looks like a neutral still, even though it’s not. I know that’s hard to understand, but it sounds cool so I’m leaving it :lol:
-
Oh, and don’t wait. Use edit mode to change a pro-Allied neutral to Dutch right now. Interesting color :-D
-
I learn so much from this thread. :-D
-
I am sooo happy :-D
-
Once again, I ask if the USSR moves into US occupied Korea but the USSR is still neutral w/Japan but at war with Germany, then Japan cannot attack Korea with out DOW vs Russia? Right? And the fact that Japan can attack the US but not Soviet troops in triple a is a bug?
Thanks
-
Once again, I ask if the USSR moves into US occupied Korea but the USSR is still neutral w/Japan but at war with Germany, then Japan cannot attack Korea with out DOW vs Russia? Right? And the fact that Japan can attack the US but not Soviet troops in triple a is a bug?
Thanks
Yes, Japan must declare war on the USSR because you always have to be at war with all land powers you are attacking - territory controller and unit owners
You can NEVER attack only some units on a land territory according to the rules - Triple A screws that up, yes
-
With league growing, maybe we should talk about the league rules.
I’d suggest changing the language in Rule 5 from a 72 hour turn time to a 96 hour turn time. I might resent it if I was bumped after 72 hours but probably less after 96 hours. 5 days (120) might also be worth discussing.
Thorny issue. 72 hours is plenty for a France/Anzac turn but inadequate for a USA/China/UK turn.
-
With league growing, maybe we should talk about the league rules.
I’d suggest changing the language in Rule 5 from a 72 hour turn time to a 96 hour turn time. I might resent it if I was bumped after 72 hours but probably less after 96 hours. 5 days (120) might also be worth discussing.
Thorny issue. 72 hours is plenty for a France/Anzac turn but inadequate for a USA/China/UK turn.
Obvious answer is different times for different powers.
-
Maybe 72 hours for Russia/Italy/Franceanzac. 120 hours for Germany, Japan, USA/China/UK.
-
Problem with that is sometimes Russia and Italy turns require long-term planning. So I might want 96 hours on those too.
-
Good suggestion, Zhukov, and we will re-consider every line of the league rules at the end of the league year.
I am not aware of any complaints from anyone who’s been bumped to a loss. In my observations, when people give 72 hour bumps they are usually warranted. Most players even after recording a win due to bumps will voluntarily continue playing the game and change the official result if they end up losing.But that said, I think the official limits deserve another look. Myself, I’m not sure about the 9 day rule. 4 bumps takes 12 days. I think the single absence bump should be like 14 days. Anybody else have thoughts on the subject?
-
Most players even after recording a win due to bumps will voluntarily continue playing the game and change the official result if they end up losing.
That is, in the event their bumped opponent returns and wishes to continue playing.
No one likes to be bumped, or bumped to a loss, if they wanted to play and just weren’t able or whatever, so we are very sensitive to this issue and would listen to protests. On the other hand, of course, the bump rule is there to protect us all against abuses.
No one ever claims a win due to a single 9 day absence anyway. Many players wait about 3-4 weeks of absence before claiming a win.
-
A question about the rules, it isn’t allowed not to place your purchased units when you can right?
-
Right. And if you accidentally bought more units than you can place, you are refunded your money for the excess units.
Do you have access to the rulebook? I can provide it for you if you don’t.
-
No its just that my opponent suddenly places units he bought in previous rounds. He didnt place thema cause they would have been killer easily





