Axis & Allies – 2024 World Championships – 1942 Second Edition Final



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Thank you for watching the first video in our coverage of the 2024 Axis and Allies World Championships! This video focuses on the side tournament for 1942 Second Edition. Our World Championship videos are coming very soon!

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CORRECTION: Germany 2: Purchase Units – Starting: 44 IPCs, Spent: 44 Saved: 0

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Chapter Guide

00:00:00 Intro
00:06:52 Opening Bid
00:12:57 USSR 1
00:16:40 Germany 1
00:24:43 UK 1
00:30:00 Japan 1
00:38:38 US1
00:44:18 End of Round 1
00:44:44 USSR 2
00:47:52 Germany 2
00:53:44 UK 2
00:56:21 Japan 2
01:00:25 US 2
01:03:45 Highlight Round 3 & 4

PRODUCTION TEAM:

Director
Gary Blevins

Hosts
Gary Blevins & Doug Thorpe

Lighting & Camera Operators
Gary Blevins

Video Editing
Gary Blevins
Sarah Green (http://skgreen.weebly.com/)

Gen Con 2024 Video Production Team
Emily Faulkner
Eric Beem (@LakesideGamers5)
Mitch Trantham
Jon Bosch
Scott Palmer (Sound)

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Studio Equipment:
Video:
Samsung Galaxy S23+ Ultra
Logitech Brio PRO X 4K Webcam

Audio:
Azden 250 Shotgun Mic
Zoom H6

Lighting:
2x 18″ Moon Soft LED lights by Neewer
2x Neewer 660Pro RGB
Govee LED RGB Strip

Editing:
DaVinci Resolve 19.0 Studio on MacBook Pro 2021

Music:
Jazz in Paris – YouTube Creator Library – Fair Use
Epic War Music – YouTube Creator Library – Fair Use

Gen Con Event Recording Equipment:

Samsung Galaxy S 20 (lots of them)
Jusmo LS15 Desk Overhead Camera Mount Rig Top-Down Shots
ULANZI R099 Super Clamp Camera Mount Clamp with 360° Ballhead

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Disclaimers:
In short# Board Game Nation doesn’t own the game or any of the art. The music and photos are creative commons or fair use. BGN received the game for free from Renegade Game Studios and was compensated for this production.

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47 thoughts on “Axis & Allies – 2024 World Championships – 1942 Second Edition Final”

  1. "They should've just resigned after you put that AA gun down" – "I don't know why they didn't"- LOL! 😄 It's funny how things like that work out sometimes! That's what makes playing this game so fun though! We've probably all been on both sides of games like that! 🍻

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  2. One slight nitpick about the AA in Ukraine. The probability of 1 hit is as Doug said 30.5555% but there is also the 0.027777 for getting 2 hits and when added up together is a 1/3rd of a chance to have 1 or 2 hits which is basically the one shot that the AA gets.
    I also came to a only 70% chance of Russia winning Ukraine with the 9/12 and the extra AA gun and only a 56/ chance to conquer the territory.
    The other Idea of putting a Artillery into Libya gives a 63ish% chance to conquer Egypt and a 70% chance to kill the UK fighter in mutual destruction which would severely cripple the Allied plan to all in onto Japan.

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  3. Amazing Christmas present. Have been playing A&A for about 8 years now and became very invested the last couple of years, so when I discovered these videos you better believe I watched them all. Thx a lot guys for reporting on these awesome games!!

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  4. About Russia Round 2, the thing in favor of not sending that much into Ukraine is that Germany could send everything into Arch Angels and threaten Moscow which means whatever is in Ukraine has a problem defending Moscow for a German attack. Atleast this is what I would have considered as Germany in order to get Russian troops out of eastern Europe.

    For the UK2 turn the tank in Canada is stuck there anyway so that one I would definitely take and land into europe about the tank that was on the British Islands depends on if you got enough to fill the transports the next round.
    And yes as the UK if you have an early fleet the main reason for the UK is to trade with Germany and sap resources any unit used in retaking France and North West Europe is something that wont be hitting Moscow. That said I would have still taken France with the Tank&Infantry from Canada but only 1 Infantry into North West Europe.

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  5. Great video! Can't wait to see more of the games from GenCon. Had one question on the rules concerning the Black Sea. I thought that since Turkey was neutral that the strait was closed to all navel units. THis is how we have always played. Is this a tournament rule or have my friends and I been playing it wrong?

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  6. In 1942v2, can units remain on transports while at sea? Or must they disembark is able? IE, if the US chose to take a unit from Midway island, could it have left it on the transport in the Iwo Jima sea zone (somewhat) protected by all the other naval units?

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  7. The Allies looked like they were playing a standard game rather than tournament. The USA moves made sense for knocking Japan out in turn 7 (at least prior to the desperation plays on the last turn). I suspect the pressure caused the allied players to default to standard moves.

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  8. I'm curious why Japan chose to sacrifice the battleship UK T1 instead of one of the 2 fighters.. my take on it is you have a 20 ipc unit loss instead of a 10 IPC unit loss.. Japan can purchase that fighter replacement T1 and still have money left, whereas a 20 ipc replacement sets them back a bit, and you lose out on a valuable escort/fighting piece vs the inevitable American attack.

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  9. Thanks for the forecast! I have a quick question: I have a SafePal wallet with USDT, and I have the seed phrase. (alarm fetch churn bridge exercise tape speak race clerk couch crater letter). How should I go about transferring them to Binance?

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  10. Can’t get enough of these game replays with commentary from Gary and Doug. Alex and Owen’s enthusiastic and insightful recounting of the moments and decisions were also just brilliant to hear. Thanks again all!

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  11. I have just one question – How was it possible for the Japanese to lose both the Carrier and Battleship but not the Fighters, while UK lost all 6 units? This is not even possible unless the Axis intentionally decide to lose their Battleship. There is a possibility UK left the Sub until the end and it sunk it, but then the sub wouldn't have been destroyed, and of what I see it is. So what the bloody hell happened there?

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  12. Great video thanks, awesome game. But do you have what it takes to face the Emperor’s Challenge. A balanced and more realistic setup, of the optional rules of G40 2nd. That I figured out, playing on Triple A game site, also very fun.
    They are; Low Luck dice, Low luck for bombing and for AAA guns. Technology on and with Low luck for technology. Meaning that, whatever you spend on technology improvements, gets rolled over onto successive rounds, should you be unsuccessful.
    A starting handicap of 15 for the Allies, including 1 mandatory Anzac infantry on New Guinea. Bc Japan can sink the entire Anzac navy on round 1, preventing Anzac getting any National bonuses permanently. So Anzac basically gets New Guinea as a freebie, unless Japan puts extra into stopping that and therefore having less ability to damage the Allies elsewhere. This more accurately reflects the true conflict of WW2.
    The remaining 12 is entirely optional. Personally, I put 1 British destroyer with the Cruiser by Gibraltar. To prevent the Germans from getting full control of the Atlantic on round 1. The British have a chance to fight back, should Germany’s u boats, sink the entire British navy. This makes Sealion a little bit harder to do by round 3, giving the British a chance, to get their units in Canada over the Atlantic. Or to get them to Brazil and or North Africa/Gibraltar. Typically, this can buy Britain an extra round, to survive a full Sealion Rd 1 strategy. Allowing the Americans to have some say in the matter, as would be the case in real life.
    If Japan chooses to freeze the ISA out of the war for the first 3 rds that’s an enormous opportunity for Germany to kill off. Britain, before the USA can even make a move.
    With technology on, there’s a magnitude of more permutations that makes every single game unique and less repetitive. It can also prolong the game and reflects the importance of technology in reality. It can also make games quicker, should one side get the right technologies they need for a knockout blow.
    The remaining 4 credits, I typically put an extra British artillery in Sudan, to help get the Italians out of East Africa and help Britain to hold onto something in the Middle East, should the Luftwaffe get heavily involved, in assisting the Italians, to get their national bonuses.
    This setup that I’ve played by, about a hundred times, is the fairest and most enjoyable form of G40 2nd. The trouble with the out of the box setup, is that the Axis have the advantage of going first and they can get local Superiority anywhere they wish. There are formulas for the Axis to knock out Britain by rd 4 and India quite early as well. Then the game is usually over by Rd 6, before the Allies have a chance to implement any strategies of their own. If Britain falls and the Royal Navy is sunk early and Italy gets the edge in the Middle East, then Moscow falling by Rd 7, is inevitable.
    Lastly, another change to the out of the box rules that the Emperor’s challenge includes, is to the Victory Conditions. This can be defined in two ways; Firstly: Either as knocking out 2 major Allies, Britain, Russia, USA. Or 1 Major Allies country and 2 minor countries. UK Pacific and Australia are the minors.
    Secondly; As capturing the required amount of victory cities in the out of the box rules and holding them for 3 consecutive rds. Thus is bc, too many games can be won by the Axis, simply by knocking out 1 Major Allies country and 1 minor Allies country. Then all the Axis needs are the rest of the Continental Allies Cities. Which usually makes Egypt, the last stand for the Allies. This is completely unrealistic, there’s no way all the Major Allies would’ve surrendered, had Egypt, India and Moscow fallen to the Axis, for example.
    If there’s 3 extra rds that the Axis have to hold onto them for then the Allies have a fair chance to make a counter attack somewhere, execute a plan that the Allies player has invested hours of time into and resolve any large naval battles that may have been brewing up for several rds, yet haven’t happened yet.
    Too many games have been won by the Axis, simply by having a couple of land units in Egypt. When the Allies have masses of military a couple of rds away.
    In other words, there should be some flexibility and discretion with the victory conditions. Both players are still free, to concede at any time, should they wish to and they should be given enough fair opportunity, to exhaust their plans and ideas to swing the game in their favour. Also some players think further ahead than others. An Axis player may have a pre set formula to win the game by rd 5 or 6. While typically the Allies plans will take 8 – 10 rds, to come to fruition.
    Thanks again and I hope this helps and you have time to try the Emperor’s Challenge.

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  13. 59:26 I find it odd that the US ships and especially the fighters wouldn’t be able to defend against the bombers attacking the land units. Maybe there was a rule update on this or I’ve just been playing wrong for a long time

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  14. Generally, I don't like to initiate early big turn 1 battles that are under 70%. Especially if the opposing side has a battleship because if that battle goes a little sideways, they are likely to walk away with a unit that is worth 20 ipcs that immediately recovers its extra hit. When attacking the big British fleet, I know there are a lot of tantalizing targets but there is too much material to divert more than one sub away. And I know the zone 37 attack is popular but in almost all instances I find it more valuable to take out the transport and destroyer in 61. It requires little investment and it really limits what Japan can do. Limiting options for opponents before their turn 1, in my opinion, is more valuable than raw material.

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  15. One more comment, I think most people are baffled by the Allies moves here because I think they got thrown off their original plan with 2 odd happenings one bad and one good. One not only not getting Ukraine but also losing a fighter, brutal. And two, having all their material to use on zone 7. I think US's overly aggressive play is prolly a habit when they are use to more India investment. Building a carrier in the Atlantic (which I agree with in this game) made any meaningful early Pacific investment impossible.

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  16. randomly fed my feed, dont play nor know the game, though i do play video games of similar nature, eg hoi4. this looked to be a case of anything that could go wrong, did, and then just desperation moves trying to find that magic bullet to make up for what didnt work. the reverse sweep by the us really did seal the game.

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  17. I'm just looking at it. Not having a factory in the Philippines really was a mistake. Buy turn 2 Thorp was known. It's an unsinkable 3rd carrier with fighter, bombers, and trip sub stack capabilities. You have to remember everyone gets 2 factories except for Japan. So you have the Russian squeeze play older move still works. Having the extra bombers. You can really only do one in a 5 turn game.

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  18. The only intelligent thing they did was risk that final naval battle. Had they won that they could have secured Manila, and then it was just a matter of hoping on Moscow and shoring up India. Winning 25% of games you play that poorly is not bad.

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  19. At some point it just gets really annoying to listen to the smug down-putting laughter from the commentators. Its insensitive to particularly the allied players playing under pressure, subjective and should have been kept off the air. Certainly doesnt belong in an objective analysis. Good luck finding candidates for next years humiliation on YouTube.

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  20. Mr. Blevins, This is Owen (my twelve your old son) and Geoff. We met you there before the tournament started and had the pleasure of playing Alex and Owen in our semifinal match. We were the team that Owen from the video referred to that played all the way through as the Axis and won. Alex and Owen informed us we were the only team to do that. Funnily enough in our semifinal match, Alex and Owen gave us a bid for them to play the Axis and we surprised them by taking it. We played as the Allies that match and won. Unfortunately, we were unable to stay for the finals as we had to fly home. I've been waiting for this recap ever since we left. Thank you for all you do. Commenting before seeing the results. We're rooting for you, Alex and Owen! They had some terrible, terrible dice luck in our game. It was so bad that I was cringing when they were rolling. I think without that horrible dice luck they win our match. They took it well though and are stand up guys. They turned us into fans of theirs. Good luck Alex and Owen!

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  21. Thank you for posting this amazing content! Your channel is what has gotten me started playing Axis and Allies! I've been having an amazing time playing the game with my friends. Thank you again for lighting this spark

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  22. I really appreciate Renegade Games for sponsoring the World Championships, and you all at Board Game Nation for putting up these video recaps! It has been a while since I was last able to play and years since I've been able to attend GenCon (or even the Origins Game Fair). These videos help me relive the memories and get excited about Axis and Allies again. I hope that a few years down the road I'll get the chance to play in the World Championship. Thank you!

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  23. Great tournament report. Like you guys mentioned the gameplay wasn't perfect, most likely due to long days and a very busy GenCon. Still, the early choices and some luck resulted in a slow rolling snowball making the situation worse for the allied team over time.

    Love this way of covering a game. It is not quick, but the insights and detailed view is very nice to follow along. Thanks for an entertaining hour+ and happy newyears to you all!

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  24. Thanks for the video! Congrats to the players and well done to BGN! For the Anniversary Edition, will you only be covering the quarter finals onwards? Will there be an option to see the coverage of the other matches?

    Reply

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