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 PUsLeague General Discussion Thread
-
anyone have a link or can tell me where the full rulebook for PTV is at? I just made the mistake on my Japan turn thinking I had the chance to win and realized I needed 7 victory cities instead of 6 (lmao). just needing to go look what all the victory cities are on the board to win. Im new to the games. thanks for any help. definitely will learn by losing. lol
-
Is a pinned thread here in the league,
Here you gohttps://www.axisandallies.org/forums/topic/33238/g40-balance-mod-and-path-to-victory?_=1723592824635
-
thank you gamerman
-
If anyone noticed,
The results tab in the Rankings spreadsheet got messed up recently
MrRoboto has been AWOL for about 4 months, but miraculously I was able to get the results filter working without figuring out how to do lookups.
So if anyone noticed this function was broken, it’s back and working again.
For those who don’t know what I’m talking about, go to the results tab of the ranking spreadsheet and type in a name or partial name of a player in the highlighted box.
You will instantly see every game they’ve ever played, which version, elo change, axis or allies taken, bids, who won.Very valuable function

-
I tried to look for the rule regarding bids in the rules, but was unable to find. I was wondering if bid money can also be used on complexes or is the bid money only for units? thanks
-
You can, but it’s usually not recommended. Units on the board that can attack/defend on turn 1, are more valuable than a complex that will build units for turn 2.
-
I see. But if the minor is placed before the game starts, can it not spawn new units turn 1? just like new bid units can be used turn 1?
-
@MuddSlinger Yes, a bid factory can place units from your round 1 buy.
-
@Stucifer ok, thanks for that info. Im just trying to learn all the ins and outs of the game.
-
I re-read Booper’s post. I see what he is trying to say. he isnt saying I cant spawn new units on a bid factory turn 1, he is just saying those spawned units wont help till round 2. late at night and I missed that point Booper. thanks for the advice
-
Right. :)
Bid facilities are rare, but a complex would give you the ability to build 3 units in the first round, which could even potentially defend against the opponent on their round 1 turn.I’ve never done it and never seen it, but a complex to Egypt, for example, could get you 3 ships to 98 before Italy’s first turn, whereas that is impossible with bidding only land/air/naval units where there is already a unit
Although this “top of the head” example is not a great one because it would leave Great Britain quite vulnerable to sealion
-
@MuddSlinger Yes on anything
-
@gamerman01 I’m not seeing any rules on bidding anywhere alhtough I vaguely recall reading about it at some point. My recollection though was that
-
you can do what ever you want with the bid as long as both players agreed
-
the default was that you could only place one unit in a space and it had to be from a country that already had units in that space. The latter point made me think that factories and bases were not allowed unless one’s opponent accepted it.
-
-
You worried me that it was lost in a rules update,
But it wasn’t -
It’s all detailed in rule #4 of the current league rules, guys -
@gamerman01 sorry. I just read the first line on bidding and somehow missed the rest.
-
I see why you did, because the bold was weird - only “default” was in bold
I also noticed the wording for putting a fighting unit on a territory with only a facility was confusing.So you guys succeeded in improving the rules a tiny bit, thanks
-
But like farmboy pointed out, you can throw out all the bidding rules if you can agree with your opponent. However, your other opponents may wish to abide by the “default”
-
The common “non-default” bid I see is an Anzac infantry in New Guinea, as there is no prior unit there, but it allows Anzac to grab one of their objectives without use of a transport.
Not sure how folks feel about this one, has anyone ever denied this bid? I’ve never used it nor had it used on me, but my gut reaction would be to disallow it… curious how accepted this bid is in the community.
-
@Booper I have seen this in other players’ games. But I would also not allow it for the reasons you mentioned.
-
@Booper I have seen it. I would only allow it if it was agreed to before the bid was placed as obviously it would affect the amount that would be a fair bid.





