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 PUs2016 League General Discussion Thread
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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!
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Great post, Jenn, HUGE point about calculating naval battles.
If you just rely on the TripleA calculator for naval battles you will be in for some very unpleasant surprises
I developed a spreadsheet for doing naval battles by low luck (just expected hits each round) that helps me out
And yes, I would be willing to share it for a small fee :wink: :-D :roll: -
Axis in 2nd edition are still at .600 win pct with bids of around 20 or giving Russia all techs, etc.
What would the Axis win pct be if all games were played straight up!? Even after all those changes from 1st edition, the result is a badly out of balance game…. :-P
I still can’t believe they took away a UK infantry from Egypt, and it takes an extra explicit instruction in the rulebook (add 2 ANZAC infantry to Egypt and remove 1 UK infantry):lol: Even if they had ADDED a UK infantry AND artillery to Egypt 2nd edition is STILL badly out of balance
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I bet we’ll see the Axis/Allies wins in BM 2.0 get more even over time as well. Right now, we’re all getting used to the implications of all these new rules and such.
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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 rolledI did actually. What I’m saying is that I find it a little off putting to be asked for the OOL when I’m defender before the first round has even been rolled.
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
Thanks for the correction on that one.
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What I’m saying is that I find it a little off putting to be asked for the OOL when I’m defender before the first round has even been rolled.
Now I understand.
That has been a common practice for many years. The idea is to keep the game moving and not have interruptions in the middle of the turn. Sometimes it is no problem at all because you know what you want to do without even seeing the dice. But many times, they are basically asking you to handicap yourself.I rarely give OOL in advance. They are asking YOU for a courtesy that you do not have to give. Keep in mind you could also say (as I have before), “if you score 4 hits or more, take this, if you score 3 or less, take this off”.
Sometimes as the defender, you might actually voluntarily give a scramble decision or OOL in advance because you don’t feel it weakens your situation at all, and you want to keep the game moving. Especially if your opponent isn’t moving fast enough for your tastes!So just say no if you don’t want to give OOL before seeing attacker dice. I do know there are players who act like they expect you to do so, and that IS off putting!!! Just like expecting any other favor from someone
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Do not assume that you would have to play 2nd edition in the league playoffs in 2017. The balanced mod is already quite popular and by the time it is next January, your opponent would probably want to play balanced mod in the playoff. But I can’t guarantee it, no
Is 2nd edition still the default rules for the 2016 league play off unless both players agree with bm?
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Do not assume that you would have to play 2nd edition in the league playoffs in 2017. The balanced mod is already quite popular and by the time it is next January, your opponent would probably want to play balanced mod in the playoff. But I can’t guarantee it, no
Is 2nd edition still the default rules for the 2016 league play off unless both players agree with bm?
Nope. BM is now the default for the playoffs.
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Yes, it has to be that way since this year’s league rules have been set.
Like every year, we will re-evaluate all league rules at the end of the year for next year
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i was jus kiddin. hehe





