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
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@majikforce I haven’t had a problem lately but it has happened to me before where the rolls are delayed. I’ve also had it happen twice where the game has changed the email to that of another player (either sometime else that I’m playing it someone else that my opponent is playing. So it can be worth checking if the dice emails are right.
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Sometimes they go into the junk email folder. Although that wouldn’t explain delayed emails I wouldn’t have thought.
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glitch in the matrix??? and this after a restart graciously allowed by ksmckay due to getting diced so hard the first time around to where I only had a tank survive!!!
NOTHING like this has ever ever happened to me in France, ever!
Screen Shot 2019-11-26 at 12.51.33 PM -
and btw, I had sent TWO tacs this time around, because of the result first time around. one of those tacs got shot down
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@axis-dominion Whoa! That is hardcore. I’ve had some bad beats in France but never like this. Its like the double rainbow for an allied player. Its too beautiful to look at! ksmckay MUST be the chosen one!
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@majikforce has the tournament started up yet?
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@axis-dominion said in League General Discussion Thread:
glitch in the matrix??? and this after a restart graciously allowed by ksmckay due to getting diced so hard the first time around to where I only had a tank survive!!!
NOTHING like this has ever ever happened to me in France, ever!
Screen Shot 2019-11-26 at 12.51.33 PMwhat the fu…
AD, that’s atrocious!
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Has there been any thought in the past for allowing games to end as a tie but where points are still counted for league play? Would that be an option as a league rule going forward?
I thought one option could be that after 20 turns, if both players agree, a tie can be declared and the points allocated would be = to a win minus 2. So if you draw tier m you get 6 points and if you draw tier 2 you get 3 points.
I have some self interest in suggesting this. Oysteilo and I have a game that is about to reach 40 turns, that we both find quite difficult to play, and which is still at least a few turns away from someone being clearly able to win. But I think we would both prefer the effort not to have gone to waste since we have been playing this game for more than a year.
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Surely you would just agree to not report it.
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@simon33 that is an option too. I still would prefer to count it to the game count given the time we have committed.
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@farmboy said in League General Discussion Thread:
Has there been any thought in the past for allowing games to end as a tie but where points are still counted for league play? Would that be an option as a league rule going forward?
I thought one option could be that after 20 turns, if both players agree, a tie can be declared and the points allocated would be = to a win minus 2. So if you draw tier m you get 6 points and if you draw tier 2 you get 3 points.
I have some self interest in suggesting this. Oysteilo and I have a game that is about to reach 40 turns, that we both find quite difficult to play, and which is still at least a few turns away from someone being clearly able to win. But I think we would both prefer the effort not to have gone to waste since we have been playing this game for more than a year.
I support @farmboy 100% on this and would definitely like to see a tie function in league play
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@simon33 said in League General Discussion Thread:
Surely you would just agree to not report it.
Or both sides can simply report a loss each, simulating a tie…
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@oysteilo
Nothing mentioned on how to handle ties.
https://www.axisandallies.org/forums/topic/28660/2019-league-rulesLooks more like that it is layed out to find a winner for each game.
Therefore is explained that you can play best of … games to settle it for one season.
Wich makes sense.
The games are too individual to break for a tie. -
@aequitas-et-veritas I’m just trying to gauge if there is interest in this kind of rule change and since I’m ‘newer’ to league play, whether there was thought given to this in the past. I expect ties would be very rare. And having conditions like it has to be after round 20 (or 25 or 30) and both players must agree would hopefully make it very rare. I just think it would be nice to have a mechanism for players to agree to end a game without a decision and not have all the time spent go to waste.
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Right, we’ve always gone the non-report route, sorry.
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Year is coming to a close! If you want to compete in 2019 playoffs, you need to send me a message or post here or in the post league results thread - I will be setting up brackets as soon as I can after year-end, maybe even New Year’s Day.
ALL who want post-season play must notify me to get in, even those in the top 8, because usually there’s a player or two in the top 8 who qualifies, but who does not wish to play in a playoff. You are NOT automatically enrolled. I will add your name to the signup sheet which is now on the rankings spreadsheet, so you can verify that I have received your message and added you.
If all in the top 8 (8 game minimum required as per league rules) do want in, that means ksmckay would be in as it stands now, but Karl and 666 are on the cusp!
As you can see on the rankings spreadsheet, if all participate, the league champion playoff for 2019 is
JDOW
Adam
Farmboy
AD
Oysteilo
Bobba
ArtofWar
ksmckayAssuming there is plenty of interest again this year, there will be a 2nd or even 3rd playoff bracket for all interested, and if I recall correctly, league rules only require a 3 game minimum to play in those! So get your 3 games and sign up and get in on the postseason ACTION!!!
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@gamerman01 please sign me up for PO19/20.
Thank you. -
I’m in, sign me up. thanks
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@gamerman01 please sign me up for the play offs!
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Sign me up as well please.





