Game History
Round: 9 Purchase Units - Japanese Japanese buy 1 carrier, 10 infantry and 1 submarine; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 armour, 3 artilleries and 13 infantry moved from Korea to Southern Manchuria 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Southern Manchuria 2 fighters and 1 tactical_bomber moved from Davao to Guam 1 tactical_bomber moved from Kwangtung to Guam 1 marine moved from Korea to 6 Sea Zone 1 artillery and 1 infantry moved from Japan to 6 Sea Zone 1 artillery, 2 carriers, 1 cruiser, 2 destroyers, 1 infantry, 1 marine and 1 transport moved from 6 Sea Zone to 22 Sea Zone 1 artillery, 1 infantry and 1 marine moved from 22 Sea Zone to Guam 1 fighter moved from Kwangtung to 22 Sea Zone 1 fighter moved from Japan to 22 Sea Zone 1 armour moved from Kwangtung to Kwangsi Japanese take Kwangsi from Chinese 1 armour moved from Kwangsi to Kwangtung Combat - Japanese Battle in Southern Manchuria Japanese attack with 1 armour, 3 artilleries, 1 fighter, 13 infantry and 1 tactical_bomber Chinese defend with 1 artillery and 2 infantry; Russians defend with 1 artillery and 2 infantry Japanese win, taking Southern Manchuria from Chinese with 1 armour, 3 artilleries, 1 fighter, 13 infantry and 1 tactical_bomber remaining. Battle score for attacker is 20 Casualties for Chinese: 1 artillery and 2 infantry Casualties for Russians: 1 artillery and 2 infantry Battle in 22 Sea Zone Japanese attack with 2 carriers, 1 cruiser, 2 destroyers, 2 fighters and 1 transport ANZAC defend with 1 destroyer Japanese win with 2 carriers, 1 cruiser, 1 destroyer, 2 fighters and 1 transport remaining. Battle score for attacker is 0 Casualties for Japanese: 1 destroyer Casualties for ANZAC: 1 destroyer Battle in Guam Japanese attack with 1 artillery, 2 fighters, 1 infantry, 1 marine and 2 tactical_bombers Americans defend with 1 airfield and 1 infantry Japanese win, taking Guam from Americans with 1 artillery, 2 fighters, 1 marine and 2 tactical_bombers remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Americans: 1 infantry Non Combat Move - Japanese 1 submarine moved from 36 Sea Zone to 22 Sea Zone 2 fighters moved from Guam to 22 Sea Zone 1 tactical_bomber moved from Guam to 36 Sea Zone 1 tactical_bomber moved from Guam to 22 Sea Zone 1 fighter moved from 22 Sea Zone to Davao 1 tactical_bomber moved from 36 Sea Zone to Davao 1 infantry moved from Shansi to Chahar 1 infantry moved from Anhwe to Shansi 3 infantry moved from Shantung to Anhwe 1 artillery moved from Kiangsi to Anhwe 1 artillery moved from Kiangsi to Kwangtung 1 armour moved from Kiangsi to Kwangtung 1 infantry moved from Kiangsi to Kwangtung 1 fighter and 1 tactical_bomber moved from Southern Manchuria to 6 Sea Zone 1 aaGun moved from Korea to Southern Manchuria 1 infantry moved from Japan to 6 Sea Zone 1 infantry moved from 6 Sea Zone to Korea 1 transport moved from 6 Sea Zone to 7 Sea Zone 1 infantry moved from Japan to 7 Sea Zone 1 infantry and 1 transport moved from 7 Sea Zone to 22 Sea Zone 1 infantry moved from 22 Sea Zone to Guam 1 artillery and 3 infantry moved from Japan to 6 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone 1 artillery and 1 infantry moved from 36 Sea Zone to Davao 2 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone 2 infantry moved from 36 Sea Zone to Davao 2 transports moved from 36 Sea Zone to 6 Sea Zone Place Units - Japanese 1 carrier and 1 submarine placed in 6 Sea Zone 3 infantry placed in Shantung 7 infantry placed in Japan Turn Complete - Japanese Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 2 Japanese collect 41 PUs (2 lost to blockades); end with 41 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 44 PUs2015 League General Discussion Thread
-
I do like the idea of no Japan-Russia war because there was insignificant conflict between the two during WWII. However, that means USA can count on Russian territories for landing places, and Amur being only 2 spaces from Z6 is huge.
-
Treat Russia like impassible zones for allied troops on the Pacific map, that should suffice to close that loophole.
Unless you really want to allow for Japan to invade Russia, and I see an argument for that, but you can just make it so that Russia is impassible until Japan declares war on Russia then Russia immediately gets Mongolia as above and Allied forces are allowed to use Russian territories provided they are at war with Japan. (That would be territories that are Russian on the Pacific map.)
If it feels like I am trying to close loopholes as you open them, I am. Not saying AT ALL that this is a well thought out suggestion, just a suggestion.
-
Yeah, no, that’s good stuff. Reminds me that I had thought of another idea with Russia some time ago.
NO ALLIED UNITS allowed in any part of Russia at any time. Because they pretty much weren’t during the war.
-
Maybe with the caveat that allied units are allowed on Russian soil if the Russian capitol is in the control, or has been in the control at some time, of an Axis power during that game.
-
Ah, right, of course.
-
So when are you going to school me in new battle strategy in this game, Gamer? Eh?
-
Well, I’m embroiled in 4 conflicts right now and my opponents can tell you I haven’t moved in several days….
I recommend you check out a couple of my games and learn from others’ pain :-DAt some point I’m going to move whole hog into my house-ruled game and leave this one behind me… :-o
-
Well, I’m embroiled in 4 conflicts right now and my opponents can tell you I haven’t moved in several days….
I recommend you check out a couple of my games and learn from others’ pain :-DAt some point I’m going to move whole hog into my house-ruled game and leave this one behind me… :-o
Hahahahahah
-
See, everyone’s afraid to play the girl. lol
-
perfect example of my aa/interceptor curse….so far in my game with artofwar, i’m 1/23 on hitting his air attacks or something very close to that, and he was hitting something like 50%, and this one turn i went in with 4 bombers on 4 separate raids, and he nailed 3 of them!!!
like seriously wtf can i do about this??
-
this is very hard to do, because i really love this game, but considering how bad my aa luck has been, i’m letting all my opponents know here that i will be taking a month break from the game. i can’t continue like this. i know it’s my negative thoughts influencing it, as i actually played out (“rehearsed”) those 4 bombing raids THREE times just for fun to see how they’d go if i didn’t feel any pressure to succeed, and sure enough ALL three times i got away without a single lost bomber. but then when i played the turn for real, BAM! 3 out of 4 bombers destroyed.
i think a break is the only way to shake this off…gamer, is it within the league rules for me to take a break without conceding any games?
-
i’m not having any particularly bad luck in regular battles, neither small or large. i do sometimes feel my convoys are not as successful as they should be, but it’s nothing that really stands out. but man oh man the aa/interceptor curse is really bad…it just strikes me as totally not normal.
-
i’m not having any particularly bad luck in regular battles, neither small or large. i do sometimes feel my convoys are not as successful as they should be, but it’s nothing that really stands out. but man oh man the aa/interceptor curse is really bad…it just strikes me as totally not normal.
I feel your pain axis. That’s coming from a guy that almost never rolls up and almost always rolls down. :-o
-
i think a break is the only way to shake this off…gamer, is it within the league rules for me to take a break without conceding any games?
Rule 5e mentions a “predetermined vacation”
For sure, if your opponents agree to it, you can take a break. You need to get them to agree in writing in your game thread if you want assurance. If an opponent does not agree to give you a vacation, let us know and we’ll go from there.
-
i think a break is the only way to shake this off…gamer, is it within the league rules for me to take a break without conceding any games?
Rule 5e mentions a “predetermined vacation”
For sure, if your opponents agree to it, you can take a break. You need to get them to agree in writing in your game thread if you want assurance. If an opponent does not agree to give you a vacation, let us know and we’ll go from there.
OK great, I posted to each game thread as you advised, with the exception of two of my games. I will just continue playing out my game with Soulblighter, since it’s been going at a super snail’s pace anyway and I have an overwhelming advantage to the point where bad aa/interceptor luck wouldn’t matter LOL, and I need to claim a win in my game with sethenewb as he hasn’t shown in weeks and without any notice whatsoever.
Just not sure what to do about my playoff game with Roboto? We’re due to start soon.
-
Ask Roboto if he’ll agree to some kind of low luck AA. Not sure how the Triple A low luck AA works, but I think you should play a version of low luck like where if you send out 4 different bombers on 4 different missions, you can’t get hit more than once.
-
So no, please don’t delay the playoff game. Otherwise, I recommend playing weaker players to build your confidence, and so that even if you get very poor dice you can still win.
-
Ask Roboto if he’ll agree to some kind of low luck AA.� Not sure how the Triple A low luck AA works, but I think you should play a version of low luck like where if you send out 4 different bombers on 4 different missions, you can’t get hit more than once.
ohh that’s a great idea. i’ll see what he thinks!
-
Awesome, glad I could help. That’s what I’m here for
-
perfect example of my aa/interceptor curse….so far in my game with artofwar, i’m 1/23 on hitting his air attacks or something very close to that, and he was hitting something like 50%, and this one turn i went in with 4 bombers on 4 separate raids, and he nailed 3 of them!!!
like seriously wtf can i do about this??
I’m going to insert just a small amount of reality into this discussion, because sometimes when we start to feel emotionally that the dice are completely against us, we don’t see rational results.
You have already stated that your other battles go just fine, no complaints. Do you think that maybe those are going a bit better than average, and the interceptor thing is just balancing it out? Just thought I’d throw it out there.
Okay, so the odds of a bomber getting shot down by an aa, by number of bombers. You said you sent 4, and 3 were shot down.
Bombers Shot Down = 0: 5/65/65/65/61(combination) = 625/1296 = 48.2%
Bombers Shot Down = 1: 1/65/65/65/64(combination) = 500/1296 = 38.6%
Bombers Shot Down = 2: 1/61/65/65/66(combination) = 150/1296 = 11.6%
Bombers Shot Down = 3: 1/61/61/65/64(combination) = 20/1296 = 1.5% (it’s actually 1.54%)
Bombers Shot Down = 4: 1/61/61/61/61(combination) = 1/1296 = 0.1% (it’s actually .07%)So, you are going to walk away from the game for receiving a 1.63% result (3 or 4 bombers out of 4 getting shot down)? I know stuff happens, axis-dominion, but you are a much better player than that. Just sayin’. :)
I mean, it’s not even a 1/100 result…. it was better than that. And, in average with your other results in real battles (those dice count too, right?), I bet your dice are… well… pretty much like everyone else’s in aggregate. Sure, we all go through bad streaks and good streaks, but you have to focus on the big picture – I know that’s hard when you are in the midst of really sucky dice, but that’s why I’m typing this message at all – tough love. :-D





