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
-
http://www.axisandallies.org/forums/index.php?topic=34219.0
JuanSpain over Don_Guti
Gamer, Don Guti had issues trying to post this result (recieved an unauthorised user message), do you know what could cause that?
Thx
-
http://www.axisandallies.org/forums/index.php?topic=34282.0
Shin Ji (allies +15) over souL (Axis)
Aggressive opening blunder for Japan spells doom in the early rounds.
-
@JWW:
Well, the great Gargantua vs Karl7 G40 battle on the actual board went into the wee hours of the night without a victor.�� I was the Axis and Garg the Allies.�� Bid was 9, which was sub in med and inf in Sudan.
The Germans were closing in on Moscow and Japan on India.�� However, we jumped one turn ahead to Germany to see if it could take Moscow and it was clear it would still need to build up for a couple turns.
Garg also did a blitz run against Japan, which while it did succeed in destroying the garrison fleet, it did not result in the capture of Japan, which he attempted.�� Japan’s main fleet was south, so it would have to bring some of it back to defend the homeland, but otherwise the Pacific and the money Islands were Japan’s.�� China was defeated, but India was like Moscow heavily defended but Japan had large tank forces closing in.
Garg had managed to choke Italy with subs and the Atlantic was in his control.�� No major allied European landings loomed however.
ALl in all a good game. The dice were rather squirrelly. It seemed like we were playing low luck dice at times.
Anyhow, it ended when my wife came down at 2am and seeing the large amounts of beer bottles and blaring music declared we had to go to bed….�� :lol:
Who would have won?�� Hard to say.�� There was still too much game left.
I will be sure to hit him up when I am up here next.
GG!
sounds like much fun…very jealous.
you are just great Karl,
Let me know if any of you guys come to Spain sometime and we will have one here with a nice barbacue.
By the way, this sunday I was flying playing A&A with Triple A with another frequent passenger I met… and the guy in front of us could not help asking for info, we will possibly see him here soon. Like Karl says, spreading the A&A revolution…In keeping with spreading the revolution… here is a photo of the action – Garg planning his moves.

-
Whackamatt (Axis) over Entek (Allies +10)
http://www.axisandallies.org/forums/index.php?topic=34270.0 -
Whackamatt over Surprise Attack
32494.0 -
-
Balladeer (allies +10) loses to MrRoboto (axis)
http://www.axisandallies.org/forums/index.php?topic=34158.new;topicseen#new
-
In keeping with spreading the revolution… here is a photo of the action – Garg planning his moves.
Thanks for the photo. I can’t get over the size of that board….crazy
-
JWW (allies +10) won from Balladeer (axis)
http://www.axisandallies.org/forums/index.php?topic=34147.new;topicseen#new
-
14L G40 Dawgoneit(Allies +14) vs Shin Ji (Axis) - Shin Ji wins
http://www.axisandallies.org/forums/index.php?topic=34240.180 -
http://www.axisandallies.org/forums/index.php?topic=34232.0
karl over what +12 -
Gargantua over Karl7 Axis
Another example of why dice can ruin the game round 1 and there should be a resign without penalty R1. Germany did very bad and then Italy got killed totally on UK and It1. It is a joke when this happens.
-
http://www.axisandallies.org/forums/index.php?topic=34435.15 Game thread.
Karl is already planning the rematch.
Capitulation achieved in under 12 hours.
-
Gargantua over Karl7 Axis
Another example of why dice can ruin the game round 1 and there should be a resign without penalty R1. Germany did very bad and then Italy got killed totally on UK and It1. It is a joke when this happens.
Well in theory it could be done, but only after the allied player sees the opening move of the axis player and if you use IPC to check whether or not it was a bust. I believe this goes both ways tho as the allies can flinch just as easily. The question is however how many games would then end prematurely. If it is to many, then you should ask yourself if there isn’t a better solution. I think a a single re-roll option for each nation, that can only be used in the first turn of the game, might be better.
-
Gargantua over Karl7 Axis
Another example of why dice can ruin the game round 1 and there should be a resign without penalty R1. Germany did very bad and then Italy got killed totally on UK and It1. It is a joke when this happens.
A mulligan? There would have to be a caviat to this…say you could only get a bare minimum of points for the win (even if it was a Tier 1 you were playing)…limit the mulligans to 1 to 2 a season?
Anyways, JuanSpain vs. Mallery29…no shocker here…Juan wins. http://www.axisandallies.org/forums/index.php?topic=34116.75
-
Juan Spain over Odonis
http://www.axisandallies.org/forums/index.php?action=post;topic=33943.135;num_replies=141
-
JuanSpain (Axis) over ArtofWar1947 (Allies).
-
Wittman (Allies +6) over Entek (Axis) 14L Rnd 2
http://www.axisandallies.org/forums/index.php?topic=34168.0 -
http://www.axisandallies.org/forums/index.php?topic=33654.0
art of war (allies +9) over JWW
-
arathorn over JWW (allies +12)
http://www.axisandallies.org/forums/index.php?topic=33566.new#new
Couldn’t stop Germany from taking Moscow.





