I am so confused about the formats. I can not use MARTI with gmail apparently.
I have another game that is moving along smoothly at TripleA
anyway, as long as you are happy, so am I. Glad the Jpn ftrs are just out of range of my UK flotilla
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 2 armour, 1 fighter and 4 infantry; Remaining resources: 0 PUs;
Combat Move - Japanese
4 infantry moved from Manchuria to Yakut S.S.R.
1 bomber moved from Manchuria to Russia
1 submarine moved from Hawaii Sea Zone to Mexico Sea Zone
1 bomber moved from Japan to Yakut S.S.R.
1 armour and 1 infantry moved from French Indo China to French Indo China Sea Zone
1 armour, 1 infantry and 2 transports moved from French Indo China Sea Zone to Red Sea Zone
1 armour moved from Red Sea Zone to Syria Jordan
Japanese take Syria Jordan from British
1 infantry moved from Red Sea Zone to Persia
Japanese take Persia from British
1 armour and 1 infantry moved from French Indo China to India
2 fighters moved from French Indo China Sea Zone to India
2 armour moved from Manchuria to Sinkiang
1 fighter moved from French Indo China to Sinkiang
Combat - Japanese
Strategic bombing raid in Russia
Russians roll AA dice in Russia : 1/1 hits, 0,17 expected hits
1 bomber owned by the Japanese killed by AA in Russia
Bombing raid costs 0 PUs
Battle in Mexico Sea Zone
Japanese attack with 1 submarine
Americans defend with 1 transport
Japanese roll dice for 1 submarine in Mexico Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
Americans roll dice for 1 transport in Mexico Sea Zone, round 2 : 0/1 hits, 0,17 expected hits
Japanese roll dice for 1 submarine in Mexico Sea Zone, round 3 : 0/1 hits, 0,33 expected hits
Americans roll dice for 1 transport in Mexico Sea Zone, round 3 : 0/1 hits, 0,17 expected hits
Japanese roll dice for 1 submarine in Mexico Sea Zone, round 4 : 1/1 hits, 0,33 expected hits
1 transport owned by the Americans lost in Mexico Sea Zone
Japanese win with 1 submarine remaining. Battle score for attacker is 8
Casualties for Americans: 1 transport
Battle in Yakut S.S.R.
Japanese attack with 1 bomber and 4 infantry
Russians defend with 1 armour
Japanese roll dice for 1 bomber and 4 infantry in Yakut S.S.R., round 2 : 1/5 hits, 1,33 expected hits
Russians roll dice for 1 armour in Yakut S.S.R., round 2 : 1/1 hits, 0,33 expected hits
1 infantry owned by the Japanese lost in Yakut S.S.R.
1 armour owned by the Russians lost in Yakut S.S.R.
Japanese win, taking Yakut S.S.R. from Russians with 1 bomber and 3 infantry remaining. Battle score for attacker is 2
Casualties for Japanese: 1 infantry
Casualties for Russians: 1 armour
Battle in Sinkiang
Japanese attack with 2 armour and 1 fighter
Russians defend with 1 infantry
Japanese roll dice for 2 armour and 1 fighter in Sinkiang, round 2 : 2/3 hits, 1,50 expected hits
Americans roll dice for 1 infantry in Sinkiang, round 2 : 1/1 hits, 0,33 expected hits
1 armour owned by the Japanese lost in Sinkiang
1 infantry owned by the Russians lost in Sinkiang
Japanese win, taking Sinkiang from Americans with 1 armour and 1 fighter remaining. Battle score for attacker is -2
Casualties for Japanese: 1 armour
Casualties for Russians: 1 infantry
Battle in India
Japanese attack with 1 armour, 2 fighters and 1 infantry
Russians defend with 1 infantry
Japanese roll dice for 1 armour, 2 fighters and 1 infantry in India, round 2 : 0/4 hits, 1,67 expected hits
British roll dice for 1 infantry in India, round 2 : 0/1 hits, 0,33 expected hits
Japanese roll dice for 1 armour, 2 fighters and 1 infantry in India, round 3 : 1/4 hits, 1,67 expected hits
British roll dice for 1 infantry in India, round 3 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Russians lost in India
Japanese win, taking India from British with 1 armour, 2 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Japanese
1 carrier moved from French Indo China Sea Zone to Red Sea Zone
2 battleships moved from French Indo China Sea Zone to Red Sea Zone
2 fighters moved from India to Red Sea Zone
2 infantry moved from Japan to Japan Sea Zone
2 infantry and 1 transport moved from Japan Sea Zone to French Indo China Sea Zone
2 infantry moved from French Indo China Sea Zone to French Indo China
1 aaGun moved from Kwangtung to French Indo China
1 fighter moved from Sinkiang to French Indo China Sea Zone
1 bomber moved from Yakut S.S.R. to French Indo China
Place Units - Japanese
2 armour and 1 infantry placed in French Indo China
3 infantry placed in Manchuria
1 fighter placed in Japan
Turn Complete - Japanese
Japanese collect 42 PUs; end with 42 PUs
Combat Hit Differential Summary :
Americans regular : 0,33
Japanese regular : -2,17
Russians regular : 0,67
British regular : -0,67
Russians AA : 0,83
@elche OK! About subs withdrawing? I’ll be interested in any answers!
Starting one on the board with my son as another intro to Axis&Allies (he played me 2 games of zombies some time ago)
So if I were to attack the Jap sub off Mexico and miss, and it retreats to California, I can’t build anything into that zone…??
Now that’s weird.
I really doubt I could win with the Axis if we play the exact same rules, but you deserve the game, having given me the easy one first
@gamerman01 said in Elche(x) v Gamerman01 Classic no tech Russia restricted:
Triple A did the defender submarine wrong? Seemed to fire a sneak attack for the defender, which I believe is wrong for Classic. Only attacking subs get sneak attack.
Looked again - Triple A did not give the defending sub a sneak attack shot, though it was against a transport anyway, I guess I was confused
@gamerman01 Which rules do you want to change ?
I will ask Martin about the subs and retreat, sneak attack, retreat to stop enenmy production.
But we can play your rules next game. We must not play Martin rules because I remember we play some rules differnt from the rulebook.
I have A&A Zombies at home. But I play only 1 time to the end.
Zombies!!!
Trying to get my boy to play it again. Trying to get him to do an R1 on Classic, too, and he’s too scared about doing it perfectly. I’m like, just make a move. I’ll deliberately make bad purchases or even buy nothing to level the playing field.
Not really wanting to change a rule, just want to make sure we understand them the same way so we don’t have a problem.
Yes, now that I’ve played 2 games of classic, now I know what rules I would want for next game and we can go over those when we’re done here, and agree on a set.
For now, we should have no problems here and can keep playing and having fun. I’m glad the 2 bombers sunk the sub so it was not an issue, but those 2 transports could just be set out to sea off New York. When you only have one complex, the rule that you can’t build into a sea zone, and a sub can withdraw into it, is rather insane. Though if you know it’s the rule, you can act accordingly (like don’t attack the sub)
Yes, Ithink so too… With the retreating to different sz makes sense if possible but no problem to play with or without.
Game History
Round: 8
Purchase Units - Germans
Germans buy 1 armour and 6 infantry; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from East Europe to Ukraine S.S.R.
Germans take Ukraine S.S.R. from Russians
3 armour and 6 infantry moved from Germany to West Europe
1 infantry moved from Kenya-Rhodesia to Anglo Sudan Egypt
Germans take Anglo Sudan Egypt from British
Combat - Germans
Battle in West Europe
Germans attack with 3 armour and 6 infantry
British defend with 1 aaGun, 1 armour and 4 infantry; Americans defend with 2 infantry
Germans roll dice for 3 armour and 6 infantry in West Europe, round 2 : 3/9 hits, 2,50 expected hits
British roll dice for 1 armour and 6 infantry in West Europe, round 2 : 4/7 hits, 2,33 expected hits
4 infantry owned by the Germans lost in West Europe
2 infantry owned by the Americans and 1 infantry owned by the British lost in West Europe
Germans roll dice for 3 armour and 2 infantry in West Europe, round 3 : 2/5 hits, 1,83 expected hits
British roll dice for 1 armour and 3 infantry in West Europe, round 3 : 1/4 hits, 1,33 expected hits
1 infantry owned by the Germans lost in West Europe
2 infantry owned by the British lost in West Europe
Germans roll dice for 3 armour and 1 infantry in West Europe, round 4 : 0/4 hits, 1,67 expected hits
British roll dice for 1 armour and 1 infantry in West Europe, round 4 : 0/2 hits, 0,67 expected hits
Germans roll dice for 3 armour and 1 infantry in West Europe, round 5 : 0/4 hits, 1,67 expected hits
British roll dice for 1 armour and 1 infantry in West Europe, round 5 : 0/2 hits, 0,67 expected hits
Germans roll dice for 3 armour and 1 infantry in West Europe, round 6 : 4/4 hits, 1,67 expected hits
British roll dice for 1 armour and 1 infantry in West Europe, round 6 : 1/2 hits, 0,67 expected hits
1 infantry owned by the Germans lost in West Europe
1 infantry owned by the British and 1 armour owned by the British lost in West Europe
Germans win, taking West Europe from British with 3 armour remaining. Battle score for attacker is 5
Casualties for Germans: 6 infantry
Casualties for Americans: 2 infantry
Casualties for British: 1 armour and 4 infantry
Non Combat Move - Germans
1 aaGun moved from East Europe to South Europe
6 infantry moved from East Europe to South Europe
4 fighters moved from East Europe to Germany
17 infantry moved from East Europe to Germany
Place Units - Germans
1 armour and 6 infantry placed in Germany
Turn Complete - Germans
Germans collect 33 PUs; end with 33 PUs
Combat Hit Differential Summary :
Germans regular : -0,33
British regular : 0,33
Sorry, no news from Martin. He was busy and we couldnt speak but we will try next days.
Its not nice to play against the russians if you play them. You tell it to me, that you love the russians and it was the truth.
Game History
Round: 8
Purchase Units - Japanese
Japanese buy 2 armour, 1 fighter, 4 infantry and 1 transport; Remaining resources: 0 PUs;
Combat Move - Japanese
1 fighter moved from French Indo China Sea Zone to New Zealand Sea Zone
2 transports moved from Red Sea Zone to Indian Ocean Sea Zone
1 armour and 1 infantry moved from India to Indian Ocean Sea Zone
1 armour, 1 infantry and 2 transports moved from Indian Ocean Sea Zone to Red Sea Zone
1 armour and 1 infantry moved from Red Sea Zone to Persia
2 infantry moved from Yakut S.S.R. to Novosibirsk
1 fighter moved from Red Sea Zone to Kazakh S.S.R.
1 armour moved from French Indo China to Kazakh S.S.R.
1 bomber moved from French Indo China to Novosibirsk
1 fighter moved from Red Sea Zone to Persia
Combat - Japanese
Battle in Persia
Japanese attack with 1 armour, 1 fighter and 1 infantry
British defend with 1 fighter; Russians defend with 1 infantry
Japanese roll dice for 2 battleships in Persia, round 2 : 2/2 hits, 1,33 expected hits
British roll dice for 1 fighter and 1 infantry in Persia, round 2 : 1/2 hits, 1,00 expected hits
1 infantry owned by the Japanese lost in Persia
1 infantry owned by the Russians and 1 fighter owned by the British lost in Persia
Japanese win, taking Persia from British with 1 armour and 1 fighter remaining. Battle score for attacker is 12
Casualties for Japanese: 1 infantry
Casualties for Russians: 1 infantry
Casualties for British: 1 fighter
Battle in New Zealand Sea Zone
Japanese attack with 1 fighter
Americans defend with 1 transport
Japanese roll dice for 1 fighter in New Zealand Sea Zone, round 2 : 0/1 hits, 0,50 expected hits
Americans roll dice for 1 transport in New Zealand Sea Zone, round 2 : 0/1 hits, 0,17 expected hits
Japanese roll dice for 1 fighter in New Zealand Sea Zone, round 3 : 0/1 hits, 0,50 expected hits
Americans roll dice for 1 transport in New Zealand Sea Zone, round 3 : 0/1 hits, 0,17 expected hits
Japanese roll dice for 1 fighter in New Zealand Sea Zone, round 4 : 0/1 hits, 0,50 expected hits
Americans roll dice for 1 transport in New Zealand Sea Zone, round 4 : 0/1 hits, 0,17 expected hits
Japanese roll dice for 1 fighter in New Zealand Sea Zone, round 5 : 1/1 hits, 0,50 expected hits
Americans roll dice for 1 transport in New Zealand Sea Zone, round 5 : 1/1 hits, 0,17 expected hits
1 fighter owned by the Japanese lost in New Zealand Sea Zone
1 transport owned by the Americans lost in New Zealand Sea Zone
Americans win with no units remaining. Battle score for attacker is -4
Casualties for Japanese: 1 fighter
Casualties for Americans: 1 transport
Battle in Novosibirsk
Japanese attack with 1 bomber and 2 infantry
Russians defend with 1 infantry
Japanese roll dice for 1 bomber and 2 infantry in Novosibirsk, round 2 : 1/3 hits, 1,00 expected hits
Russians roll dice for 1 infantry in Novosibirsk, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Russians lost in Novosibirsk
Japanese win, taking Novosibirsk from Russians with 1 bomber and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Kazakh S.S.R.
Japanese attack with 1 armour and 1 fighter
Russians defend with 1 infantry
Japanese roll dice for 1 armour and 1 fighter in Kazakh S.S.R., round 2 : 1/2 hits, 1,00 expected hits
Russians roll dice for 1 infantry in Kazakh S.S.R., round 2 : 1/1 hits, 0,33 expected hits
1 armour owned by the Japanese lost in Kazakh S.S.R.
1 infantry owned by the Russians lost in Kazakh S.S.R.
Japanese win with 1 fighter remaining. Battle score for attacker is -2
Casualties for Japanese: 1 armour
Casualties for Russians: 1 infantry
Non Combat Move - Japanese
1 fighter moved from Persia to Red Sea Zone
1 fighter moved from Kazakh S.S.R. to Red Sea Zone
2 infantry moved from French Indo China to French Indo China Sea Zone
2 infantry and 1 transport moved from French Indo China Sea Zone to Red Sea Zone
2 infantry moved from Red Sea Zone to Anglo Sudan Egypt
1 bomber moved from Novosibirsk to French Indo China
1 armour moved from Sinkiang to India
1 infantry moved from French Indo China to Sinkiang
1 armour moved from French Indo China to India
1 fighter moved from Red Sea Zone to Anglo Sudan Egypt
1 carrier moved from French Indo China Sea Zone to Japan Sea Zone
1 fighter moved from Japan to Japan Sea Zone
Place Units - Japanese
1 armour and 2 infantry placed in French Indo China
1 armour and 2 infantry placed in Manchuria
1 transport placed in Japan Sea Zone
1 fighter placed in Japan
Turn Complete - Japanese
Japanese collect 43 PUs; end with 43 PUs
Combat Hit Differential Summary :
Americans regular : 0,33
Japanese regular : -0,33
Russians regular : 0,33
British regular : 0,00
here is my llist of questions.
Please give me your questions too.
I have some rule questions please.
Please correct my English
@elche Thanks!! I noticed Russia has a higher TUV than UK and USA! I was surprised
Here is first answer to my questions.
Attacking submarines can only withdraw to SZ from which attacking units came. If this includes multiple SZ and there are multiple submarines the answer is “no”. The submarines must withdraw to the same SZ on a given round: https://www.axisandallies.org/forums/topic/37860/submarine-withdrawal-question
The presence of any enemy vessels in SZ adjacent to industrial complexes prevents the building of new ships. However, if all enemy ships have retreated or been destroyed before the place units phase, the owner of the IC may place as normal. In other words, the player has until the Place Units phase to clear the SZ for any purchases made in the Purchase Units phase.
Yes.
@elche said in Elche(x) v Gamerman01 Classic no tech Russia restricted:
here is my llist of questions.
Please give me your questions too.I have some rule questions please.
- Its possible in a sea battle to retreat with attacked subs in two different sz ?
- If a subs retreat, can it stop production for enemy ships ? If enemy destroy sub next round, he can produce ships there ?
- Did we play with sneak attack from subs ?
#1 1 or more subs can be withdrawn after each battle round, but each different round all subs can only withdraw to a SZ a ship passed through in Combat move, and each round withdrawing subs must withdraw together to the same sea zone.
So it is possible to withdraw subs, on different rounds, to different sea zones. Wild!
#2 The rules we are playing by, yes. If you play that subs can submerge (stay in same zone) then you also play that you CAN place ships into occupied sea zone. (Kwas explained this to me - he knows Classic rules very well) If you play that you CAN’T ever place ships into an occupied sea zone (and you would lose all ships and no refund), then you DON’T play with submerge. Then if you attack the enemy ship(s) (subs) they would have to withdraw since they can’t hit aircraft, and you will be able to place your ships.
So with the way we are playing - that you can’t place ships into enemy occupied zone - we are also playing that subs may not submerge straight down. However! If you attack a sub in a sea zone NEXT to your production sea zone and the opponent withdraws INTO that production sea zone, then you will lose all your ships if you can’t place them elsewhere.
When I bought transports with USA and attacked your sub by Mexico if I would have missed and you withdrew to California, I would build into Eastern US. If it happens with the UK when the UK only has one factory, then UK can’t place and all ships purchased are lost, so you have to make sure you are not caught off guard with this.
In the future I would want to play that you can build ships into an enemy zone (even though this kind of feels wrong in Classic) and with submerge.
#3 Attacking subs get sneak attack. I’m quite sure defending subs do not.
But this is only the 2nd game of classic I’ve played in 30 years! I just figured these things out from rule book, rule clarifications (the Classified document) and kwas.