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 PUs2013 G40 League Post Game Results Here - Thread
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Tyzoq (Allies +11) over Unknownsoldier (Axis)
http://www.axisandallies.org/forums/index.php?topic=29424.0
Tyzoq (Axis) over Fortress (Allies +9) by forfeit (has not responded for 1 month)
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Jeff28 (Axis) over Eggman (Allies +6)
http://www.axisandallies.org/forums/index.php?topic=29646.0
Decided to try and see if the northern route would work against Japan, but it doesn’t, really. If you don’t make it dangerous for Japan to hit the DEI then they can make the Pacific a death trap for American fleets.
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AllWeNeedIsLove (Axis) defeats Eggman (Allies +6).
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Unknown Soldier (Axis) defeats Most Holy (Axis +12)
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Ziggurat (Axis) over Fortress (Allies +9) by forfeit (has not responded for 1 month)
http://www.axisandallies.org/forums/index.php?topic=29045.210
If Fortress comes back, I would like to resume the game. Was quite fun, I think we lost something like 30 planes combined.
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@Most:
Unknown Soldier (Axis) defeats Most Holy (Axis +12)
Here is the link
http://www.axisandallies.org/forums/index.php?topic=29457.msg1052700#msg1052700
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Infrastructure (Axis) over Jeff28 (Allies +8)
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Ziggurat (Axis) over JWW (Allies +10)
http://www.axisandallies.org/forums/index.php?topic=29503.135
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hey egg, allies +6 isn’t your cup o tea it would appear… :|
It’s not the bid, it’s the game. I made a post a while ago saying it seemed like the game was weighted for the Allies. That was after playing the game with local friends who also knew nothing at all about it. Now that I see how things usually go, I’m on the side of feeling the game is un-winnable as the Allies unless the Axis side has the weaker player(s).
Sure I could keep trying with higher and higher bids, but I don’t find it that satisfying to win when your opponent has a huge handicap.
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@Eggman:
hey egg, allies +6 isn’t your cup o tea it would appear… :|
It’s not the bid, it’s the game. I made a post a while ago saying it seemed like the game was weighted for the Allies. That was after playing the game with local friends who also knew nothing at all about it. Now that I see how things usually go, I’m on the side of feeling the game is un-winnable as the Allies unless the Axis side has the weaker player(s).
Sure I could keep trying with higher and higher bids, but I don’t find it that satisfying to win when your opponent has a huge handicap.
but are you not stating that the allies are handicapped? so that is the point of a bid, to even the playing field.
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@Eggman:
Sure I could keep trying with higher and higher bids, but I don’t find it that satisfying to win when your opponent has a huge handicap.
Yeah, dude, the point of bidding is to make the game 50/50. Even if it’s a high amount, it’s not a “handicap”. You or your opponent just agreed to what you think is fair… You and your opponent are just essentially saying that the maker of the game failed to make it a 50/50 game with the starting setup, and your modification (bid) makes it closer to 50/50…
So like Bold said - giving the Allies extra units is REMOVING the handicap, not creating a new one… :wink:
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Interestingly, the latest tweak (2nd edition) REMOVED a UK infantry from Egypt! Larry must not think the Allies are disadvantaged!
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…but are you not stating that the allies are handicapped? so that is the point of a bid, to even the playing field.
So like Bold said - giving the Allies extra units is REMOVING the handicap, not creating a new one… :wink:
Yes, I get the idea. But even with thinking that I am removing an advantage of my opponent, they are still being punished in a way which diminishes the value of victory (for me). I think handicapping works better in games like golf that are not zero-sum.
Call me Don Quixote, if you like. La Mancha is nice this time of year…
Regarding the 2e changes, yes, the Egypt INF was clearly unimportant as nobody bids an extra INF to replace it. I would have instead tweaked the Italian NOs, as they are too closely dependent. An Italy good enough to get one of them is probably going to get all of them (especially if the Axis started by clearing out the Allied warships), and once it does, it is pretty much equaling the UK in income. That’s a topic for a different thread though.
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Jeff (Allies +10) over Odonis (Axis)
http://www.axisandallies.org/forums/index.php?topic=29534.0Leave-Russia-alone-hybrid-goes-wrong
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@Eggman:
Call me Don Quixote, if you like. La Mancha is nice this time of year…
Yes, I will call you Don Quixote
Regarding the 2e changes, yes, the Egypt INF was clearly unimportant as nobody bids an extra INF to replace it.
I guess I’m nobody, because I just did. I think I saw somebody else that did, and I don’t look at many of other people’s games.
As you said, if Italy gets one NO they tend to get more. Isn’t the UK infantry in Egypt quite key, then? It is difficult for UK to get reinforcements to this vital area.
But yeah, we’re cluttering up the game results thread… :oops:
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Regarding the 2e changes, yes, the Egypt INF was clearly unimportant as nobody bids an extra INF to replace it.
I guess I’m nobody, because I just did. I think I saw somebody else that did, and I don’t look at many of other people’s games.
Plenty of stuff to possibly discuss there, but I’ll just ask 1 follow-up: I was really meaning to say that nobody bids Allies +3 just to give themselves a UK Egypt INF. You might have put one there, but was that the entire bid, or was that just the leftovers after you placed the unit(s) that was actually really important? Obviously any extra units are helpful to some degree, but that one guy by himself isn’t turning the tide in the Med.
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Yeah, mine was a +9 and I did arty to Sze, inf to Egypt, +2 to UK
We should play some time :-)
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Eggman win against MiamiUMike in my last game on the boards for a LONG time…
Take care all!
Peace!
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Ziggurat (Axis) beats Eggman (Allies +3) after the Allies get too cocky and leave Cairo open, not thinking that Germany would be ready to sacrifice the Air Force to help take it.
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JWW (Axis) defeats Most Holy (Allies +7)





