Game History
Round: 1 Purchase Units - ANZAC ANZAC buy nothing; Remaining resources: 10 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 fighters moved from New Zealand to Western Australia 1 cruiser moved from 63 Sea Zone to 56 Sea Zone 1 destroyer moved from 62 Sea Zone to 56 Sea Zone 1 transport moved from 62 Sea Zone to 63 Sea Zone 1 infantry moved from New Zealand to 63 Sea Zone 1 infantry and 1 transport moved from 63 Sea Zone to 61 Sea Zone 1 infantry moved from 61 Sea Zone to South Australia 2 aaGuns and 2 infantry moved from New South Wales to South Australia 2 infantry moved from Queensland to South Australia 1 artillery moved from Queensland to South Australia 1 fighter moved from Queensland to Western Australia Turn Complete - ANZAC ANZAC collect 10 PUs; end with 20 PUsNew A&A chaos game C vs S
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China Ptero 1
Rolling 1d3:
(3)1-South Australia
2-56
3-62 -
China Ptero 2
Rolling 1d5:
(1)1-New South Wales
2-Victoria
3-61
4-54
5-63 -
China Ptero 3
Rolling 1d4:
(3)1-Victoria
2-South Australia
3-Queensland
4-62 -
China Ptero 4
Rolling 1d4:
(3)1-Northern Territory
2-South Australia
3-New South Wales
4-54 -
UK Ptero 1
Rolling 1d4:
(4)1-Victoria
2-South Australia
3-Queensland
4-62 -
UK Ptero 2
Rolling 1d5:
(5)1-New South Wales
2-Victoria
3-61
4-54
5-63 -
UK Ptero 3
Rolling 1d6:
(6)1-New Zealand
2-53
3-50
4-52
5-62
6-54 -
UK Ptero 4
Rolling 1d7:
(2)1-Queensland
2-55
3-46
4-49
5-53
6-63
7-62 -
Italy Ptero 1
Rolling 1d6:
(1)1-Northern Territory
2-56
3-42
4-45
5-46
6-54 -
Italy Ptero 2
Rolling 1d4:
(4)1-Western Australia
2-South Australia
3-Queensland
4-55 -
Italy Ptero 3
Rolling 1d6:
(5)1-Northern Territory
2-56
3-42
4-45
5-46
6-54 -
Italy Ptero 4
Rolling 1d8:
(5)1-New Guinea
2-34
3-33
4-47
5-49
6-54
7-55
8-45 -
ANZAC Ptero 1
Rolling 1d8:
(4)1-Solomon Islands
2-46
3-47
4-48
5-30
6-50
7-53
8-54 -
ANZAC Ptero 2
Rolling 1d6:
(5)1-Gilbert Islands
2-32
3-30
4-49
5-47
6-33 -
ANZAC Ptero 3
Rolling 1d5:
(5)1-New Britain
2-33
3-48
4-49
5-46 -
There is one problem with the neutral set up. The Axis will win after one turn once allies declares war on the true neutrals.
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There is one problem with the neutral set up. The Axis will win after one turn once allies declares war on the true neutrals.
Untrue. Whoever declares war on the true neutrals makes all of the other neutrals ‘pro’ the other alignment. Which means they have to enter new territories during the non-combat movement instead of the attack phase. It’s actually better to be their enemies than their friends at this point, considering that all of their troops are DEAD.
ANZAC Ptero 4
Rolling 1d8:
(3)1-New Guinea
2-34
3-33
4-47
5-49
6-54
7-55
8-45Okay, I’ve done all of the work for the PTERO for the coming season, up until the point that it matters.
ANZAC will have to decide at this point whether or not it’s safe to build from this current position before the next rolls.
This means that new PTERO rolls are not required until the beginning of the French 8 turn.
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amerians buy a tank and next turn declare war on neutral to be able to get to western US. If not the Japanese will certainly have an eye on it. This declaration means eight turns before all the European VCs are on axis side one turn and the game is over.
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it is flawed chris. play it out on local game mode.
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amerians buy a tank and next turn declare war on neutral to be able to get to western US. If not the Japanese will certainly have an eye on it. This declaration means eight turns before all the European VCs are on axis side one turn and the game is over.
Yeah, I see what you mean.
It means the Allies are not free to declare war on the neutrals, they must let the Axis do it.
Since the Allies have more money than the Axis, it is in the Axis’ interest to break neutrality ASAP and get more IPCs.
If the Axis don’t break neutrality, then the Allies will have a great material advantage.
I don’t necessarily see this as a flaw, but it is an interesting wrinkle; the Allies have political restrictions that the Axis do not.
As the Axis have economic restrictions compared to the Allies, I don’t think that this is unbalanced.