Game History
Round: 8 Purchase Units - Japanese Japanese buy 2 artilleries, 1 destroyer, 1 fighter and 9 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 infantry moved from Shantung to 20 Sea Zone 1 infantry moved from Jehol to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Java to 43 Sea Zone 1 battleship, 2 carriers, 2 destroyers, 2 fighters, 1 infantry, 1 submarine, 2 tactical_bombers and 1 transport moved from 43 Sea Zone to 36 Sea Zone 2 fighters, 3 infantry and 2 tactical_bombers moved from 36 Sea Zone to Paulau 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to 22 Sea Zone 1 submarine moved from 6 Sea Zone to 22 Sea Zone 1 armour moved from Shantung to Kiangsi 1 artillery and 5 infantry moved from Anhwe to Kiangsi 3 artilleries, 1 fighter, 4 infantry and 1 tactical_bomber moved from Kwangtung to Kiangsi 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to Kiangsi 1 marine moved from Kwangtung to 21 Sea Zone 2 carriers, 1 cruiser, 1 destroyer, 1 marine and 5 transports moved from 21 Sea Zone to 6 Sea Zone 1 artillery and 8 infantry moved from Japan to 6 Sea Zone 1 artillery, 8 infantry and 1 marine moved from 6 Sea Zone to Korea 1 armour, 2 artilleries and 5 infantry moved from Southern Manchuria to Korea 1 fighter moved from Japan to 22 Sea Zone 1 bomber moved from Japan to 36 Sea Zone Combat - Japanese Battle in 22 Sea Zone Japanese attack with 2 fighters, 1 submarine and 1 tactical_bomber Americans defend with 1 destroyer and 1 transport Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 submarine Casualties for Americans: 1 destroyer and 1 transport Battle in Kiangsi Japanese attack with 1 armour, 4 artilleries, 2 fighters, 9 infantry and 2 tactical_bombers Chinese defend with 4 artilleries and 9 infantry Japanese win, taking Kiangsi from Chinese with 1 armour, 4 artilleries, 2 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 25 Casualties for Japanese: 6 infantry Casualties for Chinese: 4 artilleries and 9 infantry Battle in 36 Sea Zone Japanese attack with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports Americans defend with 1 destroyer Japanese win with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in Paulau Japanese attack with 2 fighters, 3 infantry and 2 tactical_bombers Americans defend with 1 artillery and 1 infantry Japanese win, taking Paulau from Americans with 2 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 4 Casualties for Japanese: 1 infantry Casualties for Americans: 1 artillery and 1 infantry Battle in Korea Japanese attack with 1 armour, 3 artilleries, 13 infantry and 1 marine Russians defend with 1 infantry Japanese win, taking Korea from Russians with 1 armour, 3 artilleries, 13 infantry and 1 marine remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Japanese 1 aaGun moved from Southern Manchuria to Korea 1 aaGun moved from Anhwe to Shantung 1 infantry moved from Shantung to Anhwe 1 artillery, 1 infantry and 1 marine moved from Java to 43 Sea Zone 1 artillery, 1 cruiser, 1 infantry, 1 marine and 1 transport moved from 43 Sea Zone to 36 Sea Zone 1 artillery, 1 bomber, 1 infantry and 1 marine moved from 36 Sea Zone to Davao 2 fighters and 2 tactical_bombers moved from Paulau to 36 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to 6 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to Kwangtung 2 fighters and 1 tactical_bomber moved from 22 Sea Zone to Davao Place Units - Japanese 3 infantry placed in Shantung 2 artilleries, 1 fighter and 6 infantry placed in Japan 1 destroyer placed in 6 Sea Zone Turn Complete - Japanese Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 1 Japanese collect 44 PUs (1 lost to blockades); end with 44 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 47 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 52 PUs2014 League Post Game Results Here
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I will admit all 3 games were won on 90% luck
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Well, my loss was entirely a matter of poor strategy. Can’t blame the dice!
Shin Ji (Allies +13) loses to JuanSpain
http://www.axisandallies.org/forums/index.php?topic=33908.new#new
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http://www.axisandallies.org/forums/index.php?topic=33013.0
souL (Allies +14) over Questioneer (Axis)
Reported due to inactivity, and the fact that I don’t really see a way I could lose. As you can see, questioneer uninstalled 1.7 and we couldn’t resolve otherwise, but I would gladly finish if we could find a way.
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Re: 14L G50 hobo (axis) vs dawgoneit (allies +12) hobo wins
http://www.axisandallies.org/forums/index.php?topic=33967.0 -
L14 G40 Round 2 Helmutpower (Allies+8) over Entek (Axis)
http://www.axisandallies.org/forums/index.php?topic=33427.0 -
http://www.axisandallies.org/forums/index.php?topic=33829.0
snake11eyes (Axis) over MrRoboto (Allies+12), dice game.
I’m not sure at the moment if I want to start new games at all. Out of my last 10 games, 7 or 8 have been decided or at least very heavily influenced by dice and this one here was just the least enjoyable game ever.
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I was wondering if theres a sub stopping transports from loading up before they go can they move then pick up pieces and use them in battle?
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Bold over cow.
Sometimes it just comes down to a 50/50 for Russia.
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@Cow:
Bold over cow.
Sometimes it just comes down to a 50/50 for Russia.
except this one didn’t.
http://www.axisandallies.org/forums/index.php?topic=34005.0
fun game, but never in doubt for one second, even with the massacre of india.
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It is okay, we all know I am going to be the tournament champ this year. Going to bring out the a game strategy for playoffs.
Eh you got all defense hits on Italy 1, India just evened things out.
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Tried an old bomberman strategy from way back when to see why people do not do it anymore. It is working out in some games and others not so much.
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all defense hits? that italy was mild man - no big deal. the bigger problem was your strategy was poor.
so the last two games you lost as axis have been against bold huh? 1.5 years apart? that’s cool i guess.
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Oh please. Got you beat in tournaments, when the games are serious.
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Wow, after all that talk about his invincible Axis, Cow soon loses with the Axis
When you guys play, you should agree to something before the game starts, like the loser has to put in their signature “Boldfresh/Cow is so awesome” or words to that effect. Since dressing up as the other team’s cheerleaders doesn’t apply. Wait. Bold could agree to wear a cow suit for 24 hours.
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I was wondering if theres a sub stopping transports from loading up before they go can they move then pick up pieces and use them in battle?
WRONG thread, dawgoneit, but to answer your question, subs never stop transports from loading up, it’s only unescorted transports wanting to do an amphibious assault from the sub’s zone that you have to watch out for
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@Cow:
Oh please. Got you beat in tournaments, when the games are serious.
IF you even get there. Beating tier 4’s and losing to tier 1’s is not the way to make the playoffs… lol.
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I got all the tier 1s beat if they ever accept a challenge.
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Hey Gamerman01 you going to count my 3rd win against karl7? I have 13 games man. 3 of them are in progress.
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@Cow:
I got all the tier 1s beat if they ever accept a challenge.
does that challenge include me? it’s 2-1 now so i really need to prove it with one more win. remember that i said you would lose 75% of your games against tier 1’s.
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@Cow:
Hey Gamerman01 you going to count my 3rd win against karl7? I have 13 games man. 3 of them are in progress.
I’ll count it when your 12th game has been posted as complete, like I do with everyone else.
The intention of the league rules is that you don’t play someone best of 5 until you have completed 13 games. I have relaxed that a bit (enforcement is a lot easier) by allowing the additional games to count, but not until 12 total games have been completed/reported.





