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 PUsG40 League House Rule project
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The Chinese can’t walk into india, though - unless that changed with this ruleset.
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@Shin:
@Nozdormu:
I agree with Noz that more playing is needed to determine that
I would like to not change territory values anywhere on the map, though
I will be putting a lot of thought and attention into the Japan vs. India situation, though.
Regarding non-Normandy French territories, I don’t want them to change ownership to UK.As always, all feedback appreciated
I can understand you don’t want them to change. However part of the reason changing ownership of the units wasn’t bad, was mainly because the units would work alongside the uk anyways. I could imagine the same for the TTs.
On a side note. In the current testing game I am avoiding liberating UK as it gives the US more resources to play around with. Seems weird.
I had wondered why you left India untaken.� But that’s the same rationale for not retaking France, right?� It’s not really a new thing.� You just rarely see Japan flee Asia entirely. :P
I prefer using European Axis to force a victory in the pacific as Germany working with Japan tends to work out well for the Axis. This requires some major investment in a fleet however. The other way around could work I suppose, but I don’t really see it. Japan needs to keep US occupied. The moment US can invest fully into Europe, European victory becomes a lot harder (most of the time).
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@Shin:
The Chinese can’t walk into india, though - unless that changed with this ruleset.
Kinda silly tho. They depend on that route for ipc, but other then the flying tigers can’t fully defend it.
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Right, China is still not allowed into India, but can defend it with flying tigers (After all, those were American)
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Tweaks to the house-ruled game since playtest #1 started are incorporated in the spreadsheet and highlighted in yellow
https://docs.google.com/spreadsheet/ccc?key=0AhOB4pSke42ydGh6d2NwRDJRRzBteEsyU1EtNGhXVUE#gid=2 -
Good point - adding 3 cities that are in proximity to Japan’s normal objectives and adding only 2 cities to VC conditions, makes it even easier for Japan to win. They wouldn’t need NSW or Hawaii.
But I was thinking mainly in terms of world prominence of cities, not game play, figuring game play would take care of itself.
Changing Sumatra to Java, after doing a little homework.
Thinking about changing Phillipines to New Zealand.
I don’t mind the idea of Japan having more trouble with China, though, and not having to get Sydney or Hawaii. If China is harder to hold down, then it’s harder to hold on to Manchuria, Kiangsu, Hong Kong, Malaya, Java, India, Japan, and Phillipines (New Zealand) all for one round.
Japan’s starting forces could always be reduced a little more. I’ve already taken away 2 infantry and 2 tacs… I’m just saying we don’t have to consider Victory City changes in a vacuum. Other things can be changed at the same time to keep Japan from winning too easily. Don’t worry, I hate Pacific victories as much as any other player
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Sydney can’t get 3 for Malaya, but can get the NO for Hong Kong? Seems odd.
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And what about Korea, Siam and FIC.
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@Nozdormu:
Sydney can’t get 3 for Malaya, but can get the NO for Hong Kong? Seems odd.
Sydney can’t collect income from Hong Kong, therefore not the NO for Hong Kong either
Sydney can’t get the NO for Malaya, but can collect the 3 income if there is no convoy disruption. Can be disrupted for 3 damage if it’s Sydney collecting.
Siam, FIC, Korea can be collected by Sydney just as Brazil, Morocco, Berlin, or Persia can
It’s just the core territories close to India that can’t be collected by Sydney
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Is there some way to see all your changes to the standard (official) rules?
I don’t want to read through 80 pages, just to give my 2 cents and contribute.
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Yes there is! Here’s the link with the rule changes.
https://docs.google.com/spreadsheet/ccc?key=0AhOB4pSke42ydGh6d2NwRDJRRzBteEsyU1EtNGhXVUE#gid=2
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Added an intro page to the front of the spreadsheet that gives executive summary of the changes for players checking it out for the first time.
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Gamerman, I wonder if you’ve seen these house rules made by Young Grasshopper. There’s some pretty good ideas here worth stealing in my opinion.
Making the win requirement 12 VCs (in both boards, naturally) for both Allies and Axis after round 5 is nice, if only because it gives the Allies an achievable win condition besides “Ugh, I give up. You win.”
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Whoops! Forgot the link
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Cool, thanks Shin Ji
I have also saved this thread http://www.axisandallies.org/forums/index.php?topic=32483.0;topicseen
which I thought had good ideas, but haven’t read it in detail yetI am hesitant to play test the house rule game myself, because it’s so different from the 2nd edition game…. I’m trying to be active in the league. Are you having any luck finding someone to play the house rule game with?
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Oh, I just heard in the video that they agree with me that the no subs in the Atlantic NO should be re-instated, and also German NO for control of London :-)
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They also have Mongolia as its own neutral bloc, which got me to thinking
I am going to add a rule that an Axis power must be at war with Russia to invade Mongolia. This prevents Japan exploitation of Mongolia while ignoring Russia, and makes sense, given the Russian/Mongolian ties
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I wonder, have you given any thought to reducing the amount of back-and-forth required to finish a round?
If we kept the turn order just like it is in standard, but remove France and Anzac, then you get this:
Germany
Russia
Japan
rest of Allies
Italy/GermanyIt could speed things up quite a bit without changing the flow of the game in any meaningful way.
I was also thinking that while Spain should be tied to South America as you’ve been doing so far, it might be good to tie it to Sweden and Switzerland as well. Just to give the Allies some pause before invading it.
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I prefer to prevent the automatic can-opener possibilities to reducing turnaround…
Agree it is a problem to have Spain and South America tied, since Allies will invade Spain every time. Tying in Sweden and Switzerland works, yes
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But Italy is already a can-opener for Germany as it is. It’s not like France or ANZAC are going to be in their way.
But there is something to be said for having meaningful Allied turns every time.
Hrm…





