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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Whackamatt (Allies +11) over vs. souL (Axis)
http://www.axisandallies.org/forums/index.php?topic=33955.0
Another long one, 22 rounds in and it was even for most of it.
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souL what happened?
You never lose man!
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souL what happened?
You never lose man!
…wha, what? I was really good at AA50. G40, not so much. I’m working on it though!
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Maese Bolo (allies+20) over Don Guti (axis)
http://www.axisandallies.org/forums/index.php?topic=34513.45
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I agree that the NO’s are really screwed up. With the axis having so many relatively easy ones to get, and the allies having stupid and unachievable NO’s like the 10 for taking Berlin.
The France capital Conundrum is another big game breaker.
I wonder if the League introduced one simple change like:
*Allies can choose to liberate Paris - or to not Liberate paris upon capture, or can activate on a subsequent turn
*Or UK gets +5 No for no subs in Atlantic.
*Or UK india also gets a bonus for Burma Road open instead of Hong Kong and Malaya
*Or Russia starts with a bomberOr something like that, how much difference it would make?
I get that we don’t want to detract from the game design, and turn this into some whole other beast. But one day there is going to be a global 3rd edition, and we want to be the ones who come up with the strategy that evens things out a bit!
At the very least, if we drew back or at least reviewed one/some of the allied NO’s from the global Alpha editions we might get things closer to that balanced factor we like.
Perhaps we include/allow bids for extra NO’s as opposed to just units?
I still wonder why adjusting NOs should be relevant.
In my opinion the bid is the perfect balance factor. Bids are going up meanwhile. >+20 becomes standard and lets see how this changes the game.
One could discuss to make some standard bids = standard units on the map. E.g. just add a sub to 98.However having freedom using the bids even gives more color to the game in my opinion.
My conclusion is: Bids will easily balance everything out PLUS: I guess we are still at the beginning to explore A&A. Maybe we just don’t know how to play Allies yet and in a couple of months/years we might come to different conclusions:)
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I btw agree that the Russian +10 or the Japanese midway, Salamon island NOs are off and irrelevant. But this does imo have nothing to do with balancing.
–> Skip them and everything is fine:) -
Shin ji (allies +12) beat the crap out of variance again.
http://www.axisandallies.org/forums/index.php?topic=34582.75
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http://www.axisandallies.org/forums/index.php?topic=34516.0
Albertorelonchis (Axis) over JuanSpain (Allies).
Good game by Alberto, and proved again how chinese defeat in Yunnan retake in round 1 means almost a defeat for Allies in this game.
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Who wants to see Garg in the league??!?!?!
I DO….I have wondered why he seems to duck it……time to play w/the big boys
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At first I wanted to jump to the conclusion that the Axis were simply stronger at setup.
but now I wonder…_Are the Axis better because the top players play them more often? Or are the top players better because they choose to take the Axis side more often?
my 2 cents……
The axis are easier to play and win, there is a simple straight forward approach to achieving victory, especially in Europe….the allies are indeed harder but imo more fun/satisfying to win with when you play against an evenly matched player._ -
http://www.axisandallies.org/forums/index.php?topic=34484.60
rgp44 and JeffM over Whack. The dice weren’t in it for me, and when you gamble as I do, it’s a fast road to ruin.
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I started a thread here http://www.axisandallies.org/forums/index.php?topic=34622.0
to discuss the creation of new Allied NOs to create game balance. Don’t want to clog up the results thread anymore than it is.
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For any who are wondering, I gave permission to rgp44 to share his games with his friend JeffM (JeffM makes some of the moves), on the condition that they are totally up front with their opponents beforehand, and their opponent agrees.
This is a league for 1v1 play, but the league generally also allows just about anything if both sides are in agreement at game start.
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http://www.axisandallies.org/forums/index.php?topic=34436.90
axis-dominion (Allies +11) over Whack. Not in the cards…err, dice.
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Hobo (Allies +12) over Vold
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For any who are wondering, I gave permission to rgp44 to share his games with his friend JeffM (JeffM makes some of the moves), on the condition that they are totally up front with their opponents beforehand, and their opponent agrees.
This is a league for 1v1 play, but the league generally also allows just about anything if both sides are in agreement at game start.
That’s what I like about how this is run. The XDAP Tournament was the same way, and so will #2 be!
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http://www.axisandallies.org/forums/index.php?topic=34415.165
Whack over Entek +15.
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It’s been 5 days now and no word from soulblighter. He didn’t respond to my email either. Should I keep waiting? Allies are dominating anyway (file had gotten too big to post so we took it to pbem).
http://www.axisandallies.org/forums/index.php?topic=34412.new;topicseen#new
Recorded later, 25 Oct
Gamerman01 -
To claim a win by default, you would need to have given your opponent 4 “bump” warnings over the course of the match or you would need to wait for a 9 day gap in play (excluding a requested absence from your opponent).
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Oh I see. Ok then I’ll give it another 5 days.





