Game History
Round: 1 Purchase Units - Japanese Japanese buy 1 infantry and 4 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 1 artillery and 1 infantry moved from Jehol to Shansi 1 fighter, 1 mech_infantry and 1 tactical_bomber moved from Southern Manchuria to Shansi 1 fighter and 1 tactical_bomber moved from Kiangsu to Shansi 1 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 infantry moved from Kiangsu to Kiangsi Japanese take Kiangsi from Chinese 1 infantry moved from Kwangsi to Hunan Japanese take Hunan from Chinese 1 infantry moved from Kwangsi to Kweichow Japanese take Kweichow from Chinese 2 artilleries, 1 fighter, 2 infantry and 1 tactical_bomber moved from Kwangsi to Yunnan 2 bombers moved from Japan to Yunnan Combat - Japanese Battle in Shansi Japanese attack with 1 artillery, 2 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers Chinese defend with 1 infantry Japanese win, taking Shansi from Chinese with 1 artillery, 2 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Yunnan Japanese attack with 2 artilleries, 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese win, taking Yunnan from Chinese with 2 artilleries, 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Chinese: 4 infantry Casualties for Japanese: 1 infantry Non Combat Move - Japanese 1 artillery and 3 infantry moved from Fukien to Kiangsi 1 artillery and 2 infantry moved from Kiangsu to Kiangsi 1 artillery and 1 infantry moved from Shantung to Anhwe 1 marine moved from Caroline Islands to 34 Sea Zone 1 cruiser and 1 marine moved from 34 Sea Zone to 37 Sea Zone 1 artillery and 1 infantry moved from Southern Manchuria to 20 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 37 Sea Zone 1 infantry moved from Hokkaido to 7 Sea Zone 1 infantry moved from Kyushu to 7 Sea Zone 1 carrier, 2 infantry and 1 transport moved from 7 Sea Zone to 37 Sea Zone 1 artillery, 3 infantry and 1 marine moved from 37 Sea Zone to Kwangsi 1 battleship, 1 destroyer and 1 submarine moved from 20 Sea Zone to 37 Sea Zone 1 cruiser moved from 7 Sea Zone to 34 Sea Zone 1 cruiser moved from 21 Sea Zone to 7 Sea Zone 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 infantry moved from Southern Manchuria to 20 Sea Zone 1 infantry moved from Okinawa to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 21 Sea Zone 2 infantry moved from 21 Sea Zone to Fukien 1 infantry moved from Southern Manchuria to Jehol 3 infantry moved from Korea to Southern Manchuria 1 aaGun and 2 infantry moved from Northern Manchuria to Southern Manchuria 1 fighter moved from Korea to 37 Sea Zone 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi 2 bombers moved from Yunnan to Kwangsi 1 fighter moved from Formosa to 37 Sea Zone 1 fighter and 1 tactical_bomber moved from 7 Sea Zone to Kwangsi 2 infantry moved from Japan to Kyushu 2 fighters and 2 tactical_bombers moved from Shansi to Kiangsu Place Units - Japanese 1 infantry placed in Japan 4 transports placed in 7 Sea Zone Turn Complete - Japanese Japanese collect 34 PUs; end with 34 PUs Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 44 PUs2016 League General Discussion Thread
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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
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badum-tish
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I thought it’s not allowed to attack with a fig and not bring a carrier to land it and loose the fig instead. So for instance my tr in sz 62 is being attacked from sz 42 by a fighter and my opponent chooses to not bring a carrier and land it but looses the fighter in the sz
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if, in the ncm, it is possible to send a carrier to get the plane, you have to send the carrier. Triple A will let you just splash the plane, but that’s against the rules.
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Anyone else, my opponent says the following “The rule is that a plane can be sent to a sea zone where it theoretically can be recovered”
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Tell your opponent to keep reading. Planes must be retrieved if possible.
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Page 22 of the Europe rulebook:
“You must have a carrier move, remain in place, or
be mobilized (new carriers only) to pick up a fighter
or tactical bomber that would end its noncombat
movement in a sea zone. You can’t deliberately move
an air unit out of range of a potential safe landing
space.” -
Nice! Beat me to the cite.
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Thanks for the help guys!
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The quote from Page 22 of the European rule book appears to be open to multiple, contradictory interpretations.
I agree that, clearly, a carrier move to the plane’s SZ, in place in that SZ, or could be mobilized in the at SZ is needed that COULD recover a plane. The rule does not specify that the carrier MUST recover the plane. Moreover, my interpretation of the last sentence (“You can�t deliberately move an air unit out of range of a potential safe landing space”) means you cannot move the plane BEYOND the range of a carrier’s move, where a carrier will not be, or where a carrier cannot be built. A plane can be moved to SZ where there is a POTENTIAL safe landing spot (not a guaranteed safe landing space).
I suspect the moderators need to rule on this one.
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It has been ruled before. Carriers MUST pick up the planes. I understand the point of the rulebook being ambiguous.
You must have a carrier move, remain in place, or
be mobilized (new carriers only) to pick up a fighter
or tactical bomber that would end its noncombat
movement in a sea zoneHaving a move could refer to the potential to pick up the plane and not being forced to do so, however the entire league plays for ages with the “must rule”
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The rule does not specify that the carrier MUST recover the plane.
“You must have a carrier move…”





