Game History
Round: 1 Purchase Units - Japanese Japanese buy 1 infantry and 4 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 1 artillery and 1 infantry moved from Jehol to Shansi 1 fighter, 1 mech_infantry and 1 tactical_bomber moved from Southern Manchuria to Shansi 1 fighter and 1 tactical_bomber moved from Kiangsu to Shansi 1 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 infantry moved from Kiangsu to Kiangsi Japanese take Kiangsi from Chinese 1 infantry moved from Kwangsi to Hunan Japanese take Hunan from Chinese 1 infantry moved from Kwangsi to Kweichow Japanese take Kweichow from Chinese 2 artilleries, 1 fighter, 2 infantry and 1 tactical_bomber moved from Kwangsi to Yunnan 2 bombers moved from Japan to Yunnan Combat - Japanese Battle in Shansi Japanese attack with 1 artillery, 2 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers Chinese defend with 1 infantry Japanese win, taking Shansi from Chinese with 1 artillery, 2 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Yunnan Japanese attack with 2 artilleries, 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese win, taking Yunnan from Chinese with 2 artilleries, 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Chinese: 4 infantry Casualties for Japanese: 1 infantry Non Combat Move - Japanese 1 artillery and 3 infantry moved from Fukien to Kiangsi 1 artillery and 2 infantry moved from Kiangsu to Kiangsi 1 artillery and 1 infantry moved from Shantung to Anhwe 1 marine moved from Caroline Islands to 34 Sea Zone 1 cruiser and 1 marine moved from 34 Sea Zone to 37 Sea Zone 1 artillery and 1 infantry moved from Southern Manchuria to 20 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 37 Sea Zone 1 infantry moved from Hokkaido to 7 Sea Zone 1 infantry moved from Kyushu to 7 Sea Zone 1 carrier, 2 infantry and 1 transport moved from 7 Sea Zone to 37 Sea Zone 1 artillery, 3 infantry and 1 marine moved from 37 Sea Zone to Kwangsi 1 battleship, 1 destroyer and 1 submarine moved from 20 Sea Zone to 37 Sea Zone 1 cruiser moved from 7 Sea Zone to 34 Sea Zone 1 cruiser moved from 21 Sea Zone to 7 Sea Zone 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 infantry moved from Southern Manchuria to 20 Sea Zone 1 infantry moved from Okinawa to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 21 Sea Zone 2 infantry moved from 21 Sea Zone to Fukien 1 infantry moved from Southern Manchuria to Jehol 3 infantry moved from Korea to Southern Manchuria 1 aaGun and 2 infantry moved from Northern Manchuria to Southern Manchuria 1 fighter moved from Korea to 37 Sea Zone 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi 2 bombers moved from Yunnan to Kwangsi 1 fighter moved from Formosa to 37 Sea Zone 1 fighter and 1 tactical_bomber moved from 7 Sea Zone to Kwangsi 2 infantry moved from Japan to Kyushu 2 fighters and 2 tactical_bombers moved from Shansi to Kiangsu Place Units - Japanese 1 infantry placed in Japan 4 transports placed in 7 Sea Zone Turn Complete - Japanese Japanese collect 34 PUs; end with 34 PUs Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 44 PUs2016 League Post Game Results Here
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Oh, that’s right. Thanks Soulblighter. Well, if his opponents agree to let him finish any of these games, don’t worry, it’s not hard to undo the results - just let me know if a result changes
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P.S.
As I mentioned above, I’d wager that using this 2-game series method would be the quickest way to discover which side the Balanced Mod adjustments currently favor.
That I agree with. However it needs to be tested between players of similar skill level and so far I haven’t seen enough results between tier M/E players.
agreed. would love to see some M/E games using BM
Prefacing this by saying that I currently suck at A&A and am new to the forums, so my input can only go so far…but every game I lose, I get better and learn new things…so is it possible that the best Allies strategies still have yet to be uncovered?
For those of you that know Smash Brothers Melee, everyone thought Jigglypuff was the worst ever so none of the pros ever played as her and strategies for Jiggly were never fully-developed. All of a sudden, a pro started playing Jiggly and found out she was actually pretty freaking amazing and new strategies were born. Axis is, generally speaking, more enticing to play because they get to force the action instead of constantly having to be on the defense. That being said, more time has probably been put in to finding the best ways to play as Axis, leaving the Allies underdeveloped.
Of course, the counter-argument is that someone always has to be Allies, so if there were good Allies strategies then someone would’ve figured them out by now (someone didn’t always have to play as Jiggly, which is why she was in the background for so long). And I’m defining “good Allies strategies” as strategies that would lead to a 50/50 win split. So if the best players play one game as each side with a fixed bid (of 30 or however high they need to go), then Allied strategies would be unearthed or it would be clear that the game is completely broken with no sweet-spot, no matter how much you bid.
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Enjoyed your post very much,
Game is definitely not “completely broken”
I was thinking about this recently - I think what you’re seeing out of the top players playing the Allies is pretty fully developed and about as good as they’re going to get. Like you said, 30 - the Allies probably just need about +30 for a bid if you don’t make any other changes. That’s putting 1 unit max per territory. If you play that there is no maximum to the number of bid units to a territory, I would think the bid would be substantially lower than 30 -
Adam514 (Axis) over BerntBernt (Allies) Balance Mod
http://www.axisandallies.org/forums/index.php?topic=37517.105
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MrRoboto (Allies) over Shin Ji (Axis) in a Balanced Mod game.
http://www.axisandallies.org/forums/index.php?topic=37540.new#new
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http://www.axisandallies.org/forums/index.php?topic=37529.135
StuckTojo (Axis) defeats Talleyrand19 (Allies +18)
nothing like losing several 98% battles in one game
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http://www.axisandallies.org/forums/index.php?topic=37414.180
Talleyrand19 (Axis) defeats DefinitiveS (Allies +23)
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JuanSpain over Me1945 (Allies +26) Play off 1/4
http://www.axisandallies.org/forums/index.php?topic=36902.210
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axisandallies13(axis) defeats The Definitive S (allies +18)
http://www.axisandallies.org/forums/index.php?topic=37419.120
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16L G40 AeV (Axis) vs Dawgoneit (Allies +20)
http://www.axisandallies.org/forums/index.php?topic=36938.150
I know that dawgoneit was in the Hospital and that this is the reason why he is absent.
I am willing to continue for now, because he has a chance to turn it arround.
But I fear that I just lost track of this game.Can you nullify this game Gamerman01??
So dawg and I have maybe the Chance to Play a new or refreshed one when he comes back?
I seriously don’t know how I should handle it the correct way, because I respect dawgoneit and understand that he is not responding because of his Situation.Sincerely AeV
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Yes I will not count it then
I appreciate the sportsmanship -
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bmnielsen (Axis) over hobo (Allies +20) LL
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http://www.axisandallies.org/forums/index.php?topic=37507.90
Brincobi (Axis) defeats Talleyrand19 (Allies +23)
another game with losing 98% dice battles on turn 1…turns out that makes it tricky for the Allies
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Another game with the Allies getting smashed with a 20+ bid :-)
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another game with losing 98% dice battles on turn 1…turns out that makes it tricky for the Allies
I took a brief look at the history.
Germany had a super bad France attack and lost 3 inf at YugoJapan had 2 disasters 2 in round 1, too.
Then UK had 2 very bad results where Tobruk was a very risky 7v6 and 96 just sucked.However usually Axis bad dice do have a way higher impact than a failed Torbruk/96 attack attack, so I would definitely not consider this a typical dice game.
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another game with losing 98% dice battles on turn 1…turns out that makes it tricky for the Allies
I took a brief look at the history.
Germany had a super bad France attack and lost 3 inf at YugoJapan had 2 disasters 2 in round 1, too.
Then UK had 2 very bad results where Tobruk was a very risky 7v6 and 96 just sucked.However usually Axis bad dice do have a way higher impact than a failed Torbruk/96 attack attack, so I would definitely not consider this a typical dice game.
Yeah, the dice were wild from the beginning here, but also I’m still figuring out what the hell I’m doing, so I wouldn’t use my games as proxys for game balance discussion haha
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http://www.axisandallies.org/forums/index.php?topic=37576.new;topicseen#new
Adam514 (Axis) defeats nerquen (Allies), balance mod game
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TalleyRand19 (Allies +18) def. StuckTojo (Axis)
http://www.axisandallies.org/forums/index.php?topic=37592.0
Death by a thousand dice paper cuts.
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adam over axis-dom (allies) BM sea lion
http://www.axisandallies.org/forums/index.php?topic=37568.225





