@crockett36
Game History
Round: 10
Purchase Units - Japanese
Japanese buy 1 armour, 1 bomber and 2 infantry; Remaining resources: 6 PUs;
Combat Move - Japanese
1 battleship, 1 carrier and 4 submarines moved from Philippines Sea Zone to East Indies Sea Zone
2 fighters moved from Manchuria to Yakut S.S.R.
2 infantry moved from Manchuria to Yakut S.S.R.
1 bomber moved from Manchuria to North Pacific Sea Zone
1 bomber moved from Manchuria to India
1 bomber moved from Germany to Caucasus
1 bomber moved from Caucasus to Russia
Combat - Japanese
Strategic bombing raid in India
Bombing raid in India rolls: 6,2,5 and costs: 13 PUs.
Bombing raid costs 13 PUs
Battle in Russia
Japanese attack with 1 bomber
British defend with 1 bomber; Russians defend with 1 aaGun and 1 factory
Russians roll AA dice in Russia : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 bomber in Russia, round 2 : 1/3 hits, 2.00 expected hits
Russians roll dice for 1 bomber in Russia, round 2 : 0/1 hits, 0.17 expected hits
1 bomber owned by the British lost in Russia
Japanese win with 1 bomber remaining. Battle score for attacker is 15
Casualties for British: 1 bomber
Battle in North Pacific Sea Zone
Japanese attack with 1 bomber
Americans defend with 2 submarines
Japanese roll dice for 1 bomber in North Pacific Sea Zone, round 2 : 3/3 hits, 2.00 expected hits
2 submarines owned by the Americans lost in North Pacific Sea Zone
Japanese win with 1 bomber remaining. Battle score for attacker is 16
Casualties for Americans: 2 submarines
Battle in East Indies Sea Zone
Japanese attack with 1 battleship, 1 carrier and 4 submarines
Americans defend with 1 submarine
Japanese roll dice for 4 submarines in East Indies Sea Zone, round 2 : 1/4 hits, 1.33 expected hits
1 submarine owned by the Americans lost in East Indies Sea Zone
Japanese win with 1 battleship, 1 carrier and 4 submarines remaining. Battle score for attacker is 8
Casualties for Americans: 1 submarine
Battle in Yakut S.S.R.
Japanese attack with 2 fighters and 2 infantry
Russians defend with 1 armour
Japanese roll dice for 2 fighters and 2 infantry in Yakut S.S.R., round 2 : 1/4 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 and 1 armour owned by the Russians lost in Yakut S.S.R.
Japanese win, taking Yakut S.S.R. from Russians with 2 fighters and 1 infantry remaining. Battle score for attacker is 2
Casualties for Japanese: 1 infantry
Casualties for Russians: 1 armour
Non Combat Move - Japanese
Russians lost 6 PUs to rocket attack by Japanese
Rockets roll: 6
1 bomber moved from Russia to East Europe
1 bomber moved from India to Manchuria
1 bomber moved from North Pacific Sea Zone to Manchuria
1 infantry moved from Manchuria to China
1 fighter moved from Yakut S.S.R. to Manchuria
1 fighter moved from Yakut S.S.R. to China
Place Units - Japanese
1 armour and 2 infantry placed in Manchuria
1 bomber placed in Japan
Turn Complete - Japanese
Japanese collect 32 PUs; end with 38 PUs
Combat Hit Differential Summary :
Japanese regular : -0.67
Russians regular : 0.50
Russians AA : -0.17
J10.tsvg in the current board condition, throwing for tech as Japan is part of my overall strategy. I basically don’t change what I do as the Axis from game to game. I have a video on my YouTube channel where I lay this all out if you were interested (https://www.youtube.com/watch?v=AnJReTMIlU8).
In short, Germany “waltz’s” on the East Front (as you saw) while Japan expands and purchases a bomber or two when convenient. This serves the dual purpose of both providing a stream of bombers to hit the Russian complex ‘ad nauseum’ while at the same time leaving the door open for the end game “hail mary” if things start to turn sour.
The hail mary is heavy bombers (or the Atom bomb as your friend, Mr. Harris originally envisioned it). And this is why I feel very confident that if any version of axis and allies survives the test of time, it will be the Milton Bradley, 2nd Edition.
It is the only version that allows the player who has started to lose the game a path to victory, however narrow. Even if it doesn’t work out, the adrenaline rush and nervousness around the board is worth it for its own sake. If it does work out (as in this case) the game continues. In my opinion, this is genius.
I love most versions of axis and allies, but no other version comes close to what this version can do in this regards. The original heavy bombers and tech rules were like the olive in a martini. Perfection.
I regret what technology rules have evolved into.