Game History
Round: 1 Purchase Units - Japanese Japanese buy 3 transports; Remaining resources: 5 PUs; 6 SuicideAttackTokens; Politics - Japanese Japanese takes Political Action: Political Action Japanese To War With Russians Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Japanese and Russians from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and Chinese from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and Dutch from Neutrality to Friendly Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied 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 Trigger Russians Allied Americans 5: Changing Relationship for Russians and Americans from Neutrality to Allied Combat Move - Japanese Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Japanese 1 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 1 artillery and 3 infantry moved from Kwangsi to Yunnan 2 fighters and 2 tactical_bombers moved from Manchuria to Hunan 1 fighter moved from Kiangsu to Yunnan 1 cruiser moved from 20 Sea Zone to 37 Sea Zone 2 bombers moved from Japan to 37 Sea Zone 2 fighters and 1 tactical_bomber moved from 6 Sea Zone to 35 Sea Zone 1 infantry moved from Okinawa to 19 Sea Zone 1 artillery moved from Manchuria to 19 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 35 Sea Zone 1 battleship, 1 destroyer and 1 submarine moved from 19 Sea Zone to 35 Sea Zone 1 artillery and 1 infantry moved from 35 Sea Zone to Philippines 1 armour and 1 infantry moved from Japan to 6 Sea Zone 1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 35 Sea Zone 1 armour and 1 infantry moved from 35 Sea Zone to Philippines 1 fighter and 1 tactical_bomber moved from 33 Sea Zone to Philippines 1 fighter moved from Formosa to Philippines 1 transport moved from 20 Sea Zone to 19 Sea Zone 2 infantry moved from Manchuria to 19 Sea Zone 2 infantry and 1 transport moved from 19 Sea Zone to 20 Sea Zone 2 infantry moved from 20 Sea Zone to Kwangtung 1 tactical_bomber moved from 6 Sea Zone to Kwangtung 2 fighters moved from Japan to Kwangtung 1 fighter moved from Okinawa to Kwangtung 1 tactical_bomber moved from Japan to Kwangtung 1 destroyer moved from 6 Sea Zone to 35 Sea Zone 1 tactical_bomber moved from Japan to Kwangtung 1 carrier and 1 destroyer moved from 33 Sea Zone to 35 Sea Zone 1 artillery moved from Kiangsi to Kwangtung 3 infantry moved from Kiangsi to Hunan 1 tactical_bomber moved from Kiangsu to Yunnan 2 infantry moved from Korea to Amur 1 fighter moved from Korea to Amur Combat - Japanese Americans scrambles 1 units out of Philippines to defend against the attack in 35 Sea Zone Battle in 35 Sea Zone Japanese attack with 1 battleship, 1 carrier, 3 destroyers, 2 fighters, 1 submarine, 1 tactical_bomber and 2 transports Americans defend with 1 destroyer, 1 fighter and 1 submarine Units damaged: 1 battleship owned by the Japanese Japanese win with 1 battleship, 1 carrier, 3 destroyers, 2 fighters, 1 submarine, 1 tactical_bomber and 2 transports remaining. Battle score for attacker is 24 Casualties for Americans: 1 destroyer, 1 fighter and 1 submarine Battle in Philippines Japanese attack with 1 armour, 1 artillery, 2 fighters, 2 infantry and 1 tactical_bomber Americans defend with 1 airfield, 1 harbour and 2 infantry Japanese win, taking Philippines from Americans with 1 armour, 1 artillery, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Japanese: 2 infantry Casualties for Americans: 2 infantry Battle in Hunan Japanese attack with 2 fighters, 3 infantry and 2 tactical_bombers Chinese defend with 3 infantry Japanese win, taking Hunan from Chinese with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for Japanese: 2 infantry Casualties for Chinese: 3 infantry Battle in Yunnan Japanese attack with 1 artillery, 1 fighter, 3 infantry and 1 tactical_bomber Chinese defend with 5 infantry Japanese win, taking Yunnan from Chinese with 1 artillery, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Japanese: 3 infantry Casualties for Chinese: 5 infantry Battle in Kwangtung Japanese attack with 1 artillery, 3 fighters, 2 infantry and 3 tactical_bombers British defend with 2 infantry; UK_Pacific defend with 1 harbour Japanese win, taking Kwangtung from UK_Pacific with 1 artillery, 3 fighters, 2 infantry and 3 tactical_bombers remaining. Battle score for attacker is 6 Casualties for British: 2 infantry Battle in 37 Sea Zone Japanese attack with 2 bombers and 1 cruiser British defend with 1 battleship Japanese win, taking 37 Sea Zone from Neutral with 2 bombers and 1 cruiser remaining. Battle score for attacker is 20 Casualties for British: 1 battleship Battle in Amur Japanese attack with 1 fighter and 2 infantry Russians defend with 1 infantry Japanese win, taking Amur from Russians with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Russians and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Americans and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for British and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for UK_Pacific and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for ANZAC and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Chinese and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for French and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Dutch and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Neutral_Allies and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Allies Friendly With Mongolians Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Olgiy Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Dzavhan Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Tsagaan Olom Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Central Mongolia Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Buyant-Uhaa Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Ulaanbaatar Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Japanese Conquer Russians Territory By Mongolia 2 Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Olgiy Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Dzavhan Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Tsagaan Olom Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Central Mongolia Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Buyant-Uhaa Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Ulaanbaatar Non Combat Move - Japanese Turning on Edit Mode EDIT: Adding units owned by Japanese to French Indo China: 1 infantry EDIT: Adding units owned by Japanese to Shan State: 1 infantry EDIT: Removing units owned by Japanese from Siam: 2 infantry EDIT: Changing ownership of French Indo China from French to Japanese EDIT: Changing ownership of Shan State from UK_Pacific to Japanese EDIT: Turning off Edit Mode 1 fighter moved from Amur to Japan 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi 2 fighters and 2 tactical_bombers moved from Hunan to Kwangsi 3 fighters and 3 tactical_bombers moved from Kwangtung to Kwangsi 2 bombers moved from 37 Sea Zone to Kwangsi 1 mech_infantry moved from Manchuria to Anhwe 2 fighters and 1 tactical_bomber moved from Philippines to 35 Sea Zone 2 carriers and 1 submarine moved from 6 Sea Zone to 35 Sea Zone 1 artillery moved from Kiangsu to Kiangsi 1 artillery moved from Jehol to Chahar 1 artillery moved from Shantung to Jehol 2 infantry moved from Shantung to Anhwe 3 infantry moved from Kiangsu to Anhwe 1 infantry moved from Manchuria to Jehol 2 infantry moved from Korea to Manchuria Place Units - Japanese 3 transports placed in 6 Sea Zone Turn Complete - Japanese Japanese collect 39 PUs; end with 44 PUs2016 League General Discussion Thread
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I believe so. Now that the Allies have DOW the neutrals, the Axis can land planes there too.
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No it’s not correct, neutrals need to be attacked to actually side with the other side. Until they are attacked, no one can fly over them and no one can land on them. Once they are attacked by the Allies for example, everyone can fly over and Axis can land planes in the territory.
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You mean that specific neutral (Afghanistan in this case) would need to be attacked before it can be flown over, correct?
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@Shin:
You mean that specific neutral (Afghanistan in this case) would need to be attacked before it can be flown over, correct?
Yeah.
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But don’t miss this fact -
It is legal to attack Afghanistan and with whatever (USA in this instance) planes you attack Afghanistan with, they may fly off in any direction, so could effectively fly between India and Moscow.But no other planes can fly over it (any plane that did not end the combat movement phase over Afghanistan), including in non-com because it was neutral at the start of the turnOops - didn’t get this right from memory. 3c is worded perfectly though
http://www.axisandallies.org/forums/index.php?topic=30776.45I’m guessing from the wording of dominion’s question that you weren’t attacking Afghanistan with the USA, though
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But don’t miss this fact -
It is legal to attack Afghanistan and with whatever (USA in this instance) planes you attack Afghanistan with, they may fly off in any direction, so could effectively fly between India and Moscow. But no other planes can fly over it (any plane that did not end the combat movement phase over Afghanistan), including in non-com because it was neutral at the start of the turn
http://www.axisandallies.org/forums/index.php?topic=30776.45I’m guessing from the wording of dominion’s question that you weren’t attacking Afghanistan with the USA, though
Doesn’t this ^ go against what you say here: ‘‘c) You CAN fly over a neutral that has been attacked previously, because it is actually no longer a neutral even if it was not conquered. It has joined the opposing side. You can do this in the non-combat move immediately following the attack.’’?
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~~Not at all
Afghanistan is neutral at the start of the USA turn. USA cannot fly over Afghanistan on this turn except with planes that are attacking Afghanistan in combat moveThen on UK’s turn immediately following, UK can freely fly over Afghanistan.
OK, attacked previously means attacked on an earlier turn, it doesn’t mean at any moment in time previously to now (it does not mean USA can fly over in noncombat movement because she attacked in an earlier phase of the turn)
It’s simple: You can’t fly over a territory that was neutral at the beginning of your power’s turn. Attacking it directly is not “flying over”~~
Whoops - was going by my memory and was wrong. If I had read my own 3c rule clarification I wouldn’t have wrote this…. And Adam repeated the whole thing and I didn’t read it all :oops:
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Not at all
Afghanistan is neutral at the start of the USA turn. USA cannot fly over Afghanistan on this turn except with planes that are attacking Afghanistan in combat moveThen on UK’s turn immediately following, UK can freely fly over Afghanistan.
OK, attacked previously means attacked on an earlier turn, it doesn’t mean at any moment in time previously to now (it does not mean USA can fly over in noncombat movement because she attacked in an earlier phase of the turn)
It’s simple: You can’t fly over a territory that was neutral at the beginning of your power’s turn. Attacking it directly is not “flying over”
Gamer, I’m curious what is the source for the equivalency ur drawing between “previously” and “before the start of your turn.” If u look at the official rules, the game designers used the phrase “since the start of your turn” repeatedly in places where applicable. (e.g., “If your side (but not necessarily your power) controlled a canal or narrow strait at the start of your turn, you may move
sea units through it (you can’t use it in the same turn that you capture it).” p. 9). Presumably, if they intended for that concept to apply here, they would have used the same language. But they didn’t.Particularly noteworthy, in this regard, is the language that appears on page 11, addressing neutral territories. It states, “When a neutral territory is invaded, it’s no longer considered neutral and immediately becomes part of the alliance opposing the power that attacked it.” (Emphasis added). It does not state that the change in alliance occurs at the start of the next players turn. It states that the change occurs immediately. The consequence would be similar to the change that occurs when one power declares war on another–the DOWed power immediately loses its neutral status, and fly over restrictions it entails.
Thus, it would be permissible, for example, for UK to attack Afghanistan with a single infantry, lose the fight, and the non-combat planes from India to Moscow over the now-hostile territory. Everything in the official rules appears to point to that conclusion.
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OK, you’re right. I found Krieghund’s confirmation of this in April of 2013 on the FAQ thread, and also the Mongolia and Neutrals summary I did in April of 2013 unambiguously states the same, in 3c
In over 3 years, this has never come up in any of my games, and never came up in any of my games before that either, not even my games with Boldfresh who loves to do stuff like that. But this could help me in my current playoff game, although still unlikely
It didn’t even click when Adam quoted my whole statement 3c :-P
So after all that, just go by my Mongolia and Neutrals summary. Krieghund scoured over it 3 years ago so it’s all correct.
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to all my opponents:
need to take another break, at least 2 weeks, maybe up to a month. i plan to come back, but lately dice have been giving me a very clear sign that i’m playing too much again. whenever this happens, i get frustrated and know it’s time for a break.
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to all my opponents:
need to take another break, at least 2 weeks, maybe up to a month. i plan to come back, but lately dice have been giving me a very clear sign that i’m playing too much again. whenever this happens, i get frustrated and know it’s time for a break.
sounds like you should play LL
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LL is so BORING
I can’t imagine why anyone would do it, other than to specifically playtest certain strategies.
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Yes, and though I haven’t played it, I think you still have very aggravating circumstances with dice and could still be much more unlucky than your opponent (those remainder rolls, and AAA rolls)
It’s not even A&A as we know it…. No, dominion should take a break of a couple weeks to a month (or to infinity) as he said :-)
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Hahhaa no this isn’t one of those I’m giving up A&A for good episodes. And anyway it has too powerful a hold on me. Rather, I just need to give it a couple weeks for the dice to forget that I’m their enemy. Usually a small break works just right. No need to stoop to LL levels.
Yes, and though I haven’t played it, I think you still have very aggravating circumstances with dice and could still be much more unlucky than your opponent (those remainder rolls, and AAA rolls)
It’s not even A&A as we know it…. No, dominion should take a break of a couple weeks to a month (or to infinity) as he said :-)
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Can I make some comment on the scoring system? I don’t think you should ever lose PPG for a win. If your PPG is above any of your winning game points, they should be excluded and then recalc’ed, until no more are excluded.
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I have a number of arguments against that (thank you for your input, I appreciate hearing), but I will be brief since I have answered them all before.
Any game where a win would lower the PPG of the victor is not a competitive game and probably shouldn’t even be played. Now I understand enjoying a good butt-whooping and I understand wanting to learn from great players, but maybe those types of games don’t need to be played in the league anyway (they are totally allowed, and many players are apparently fine with lowering their PPG with a win). If a player wants to play someone who would actually lower their PPG with a win, I would suggest you play in the “Play boardgames section” if you really want to play that game.
Examples:
Me1945 has a 6.5 PPG. I think he could beat any tier 1 player (6 ppg for winning) 95% of the time, at least.
Balladeer has a 5.57 PPG. I think he could beat any tier 2 player (5 ppg) 98% of the time, at least.
Rubioton has a 4.6 PPG. I’m sure he could beat any tier 3 player (4 ppg) 99.5% of the time, if not more.Show me a game where the winner’s PPG dropped, and I’ll show you a game that was not competitive.
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I guess you could just play that game online and not bother with play by forum.
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Can I suggest one further comment on the guidelines/rules. Defender casualties should be rolled first before asking for OOL, unless there is some other defender decision needing to be made such as scramble or kamikaze. Defender always has the right to see the number of hits before allocating casualties. This is a bug in Triple-A in some cases, such as subs which opposing destroyers or bombardments.
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Defender casualties should be rolled first before asking for OOL…… Defender always has the right to see the number of hits before allocating casualties. This is a bug in Triple-A in some cases, such as subs which opposing destroyers or bombardments.
Confusing, I don’t think you wrote what you meant to write?
Attacker rolls, then defender casualties have to be chosen before the defender dice are rolledTriple A doesn’t handle certain fleet situations correctly, you’re right. Another problem is Triple A forces a casualty choice after rolling air defense only, when the defender has no destroyers (since air can’t hit subs) but the attacker should be able to see the entire defender’s roll before making a choice.
Some players, including me, will roll these fleet battles on the forum and circumvent Triple A so that the rolls and choices are handled properly according to the rules.
As to bombardments, the defender does have to choose his bombardment casualties before seeing the rest of the attacker’s roll (everything else) according to the rulebook
Since you’re kind of new here, you maybe don’t know about my list of Triple A issues (pretty much all of them are in the Triple A game notes now, though). Sounds like you’ve noticed several already, but you might like to peruse the list. https://docs.google.com/document/d/1cS3hFwoBP0rWr3208jw1LAtCvHYa9Ji9uU8PwbCMIwM/edit
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@Shin:
LL is so BORING
I can’t imagine why anyone would do it, other than to specifically playtest certain strategies.
Low Luck isn’t really the same game, it’s a different game with similar rules. (Kinda like partner chess and chess) This is just my opinion, but LL does open up different tactics that normally could not be done (because you MUST plan for over kill in critical battles during ADS but in LL you can calculate out the probabilities and rely on them virtually exclusively.)
I, personally, have found LL is more accurate in predicting the results of ADS battles when engaging in naval battles. This is just my, personal experience, and only because as a human, I can make assumptions when calculating my odds of success like “my opponent is going to want to leave carriers undamaged as long as possible because he has no valid landing areas for the fighters” and work out the odds round by round with LL that way.
Likewise, LL is kinda fun when you KNOW that 2 infantry + 1 strategic bomber WILL beat 1 defending infantry AND take the territory 100% of the time. Again, LL, in my opinion, isn’t the same game as ADS…in ADS that infantry may not only prevent you from taking the territory, but also kill both your attacking infantry! This allows you to game the system a little, if you want to ensure a target dies, just ensure you have the required number of hits going in (sink a BB in 1 round, send 4 fighters! etcetera.)
Again, I have had a lot of fun in LL and ADS, I prefer ADS, but LL certainly has its place!