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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After FORTY-FIVE ROUNDS, I finally concede. souL’s Allies over Whack’s Axis.
A series of consistent dicings on Rounds 39 & 40 lead to the German collapse. German & Japan lost their Indian fleet, and the awesome plan to take Egypt met with disaterous resulst in NW Persia. Instead of winning by a wide margin, I lost everything, thus there were no planes to land on the Greek airbase and newly purchased carriers (factory in Greece). Then the US/UK Indian fleet which shouldn’t have existed was able to destroy my 5/6 transports that would have made a go at Egypt.
In all, quite the game. Collecting 120 with Germany was fun, as was reviving Japan to an income of 50ish. Many mistakes were made, but I never expected it to last this long, either. "If I just do this, then I’ll win!" doesn’t work…10 Rounds later
One VC away for about 30 rounds made for an exciting game.
Thanks for sharing Whack, sounds amazing, even when you lost, these kind of events are what make this game a great game!!!
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Dane concede the victory to Helmutpower after only one round!
I know its Eric M instead of Helmutpower, but if you look who reply in that topic, you’ll see my nickname (Eric is my name)
http://www.axisandallies.org/forums/index.php?topic=33676.15
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After FORTY-FIVE ROUNDS, I finally concede. souL’s Allies over Whack’s Axis.
A series of consistent dicings on Rounds 39 & 40 lead to the German collapse. German & Japan lost their Indian fleet, and the awesome plan to take Egypt met with disaterous resulst in NW Persia. Instead of winning by a wide margin, I lost everything, thus there were no planes to land on the Greek airbase and newly purchased carriers (factory in Greece). Then the US/UK Indian fleet which shouldn’t have existed was able to destroy my 5/6 transports that would have made a go at Egypt.
In all, quite the game. Collecting 120 with Germany was fun, as was reviving Japan to an income of 50ish. Many mistakes were made, but I never expected it to last this long, either. “If I just do this, then I’ll win!” doesn’t work…10 Rounds later
One VC away for about 30 rounds made for an exciting game.
45 rounds and nearly 8 months! Thor help us all.
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Dane concede the victory to Helmutpower after only one round!
I know its Eric M instead of Helmutpower, but if you look who reply in that topic, you’ll see my nickname (Eric is my name)
http://www.axisandallies.org/forums/index.php?topic=33676.15
I looked at the game. I could win with the axis if I took over. That game is far from done. I see Burma can easily be taken along with shan state. Naval does not stop japan from loading transports unless you declare war first.
You lose Burma and Shan state. You cannot take back shan state. BOOM J3 India fighters from an air base on hunan, kwangsi or siam hit india and land shan state. So simple.
J3 India is real.
Sea lion is also real. Germany has really good odds to take london because you took units off of london and Germany has all of its air and bought naval round 1.
So round 3 no UK or UK Pacific. Sounds like an axis favored game to me.
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I mean wow, I would totally take both UK out of the game round 3. Easy game.
Forum players are totally different than people playing at home or on the lobby. If your economic plans do not pan out just go for capitals, it is that easy, that is why the axis win most of the games, something goes bad, well the axis can always win by attacking capitals.
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Even if this was a LL game. Both UK dead 100%. You can take the economic lead right then and there. Then snowball that advantage to grow your income or go crazy and try to get a quick VC win.
It is not like you have to defend london forever, keep USA away for 2-4 rounds and that is good enough. Gets Japan plenty of time to get big and fat while you stare at Russia.
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Cow, I know it’s who you are and what you do, but I ask that you don’t use the game results thread for belittling your fellow league players and their games, or for lecturing us on game strategy.
Apologies, Helmutpower and Dane
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It is nothing personal. I just want free wins too.
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JuanSpain over Whack
http://www.axisandallies.org/forums/index.php?topic=33671.120
I just couldn’t come back from a disaterous dice in Round 4 that saw the destruction of the US fleet. Solid play from Juan kept it out of my hands from that point on.
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Wheatbeer over Vold (Allies +10)
http://www.axisandallies.org/forums/index.php?topic=33670.new#new
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Cow (Axis) over MrRoboto (Allies+13)
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Neutral Crush gambit did not work, but fun to try!
http://www.axisandallies.org/forums/index.php?topic=33501.new#new
Entek (Allies +13) over Odonis (Axis)
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http://www.axisandallies.org/forums/index.php?topic=33807.0
Cow over Whack +13. I didn’t capitalize properly on some good Pacific moves, resulting in too many rounds not helping the London.
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http://www.axisandallies.org/forums/index.php?topic=33569.0
JWW (Axis) over MrRoboto (Allies+8)
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http://www.axisandallies.org/forums/index.php?topic=33773.0
Well-Known Soldier over Whack +10
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JuanSpain (Allies +10) over Odonis (Axis)
Had UK, then lost it, took Moscow, but couldn’t hold off the KGF onslaught since my Pacific strategy was garbage!
Good Game JuanSpain!
http://www.axisandallies.org/forums/index.php?topic=33498.new#new
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wheatbeer over cow
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Make sure you take a 18 bid minimum vs wheatbeer. Also zhukov as well. Try to avoid playing experienced axis players with low bids like 15 or lower.
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we all love unsolicited cowdvice. :-)





