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 PUs2016 League General Discussion Thread
-
Need a rules clarification.
Normally you are allowed to send a fighter on a suicide mission if there is a theoretical chance of a carrier being able to pick it up, no matter how small that chance is.
Does this become illegal in a low luck game, since the probability of the carrier making it becomes 0? Or do we consider the legality of moves to be the same as in the normal game, and the low luck aspect only applies to the dice rolling?
Thanks :)
Low luck does not effect what moves are legal or not. You still, in theory, could get the carrier to the fighter and still must make the move to retrieve the fighter on the off chance it does survive.
-
After searching and searching I still didn’t find a thread with all the notes of the Balanced Mod.
The notes in the tripleA version do not explain everything, like China. Where can I find them?
-
China
3 PUs if Allies control Yunnan, Szechwan, Burma, and India. (This modifies China’s “Burma Road” objective).
At the start of China’s turn, a Chinese infantry is spawned in each non-coastal Chinese territory under Axis control that is not garrisoned by at least one Axis land unit (i.e., infantry, marine, mech infantry, artillery, or armor). These “guerrillas” engage in combat wherever they are spawned and may not be moved until China’s next turn.Right from the notes of the game we’re currently playing, MrRoboto.
There is an earlier version of it floating around without those special China rules.
-
Ah right. I knew I read it somewhere ^^
-
Are the mod rules consolidated as an opening post in a thread somewhere…if so, and it isn’t already stickied, we can get that done for you so it is easily located by those willing to try it.
-
Cmdr, Jennifer, that would be awesome. I’ll get a thread going.
-
Cmdr Jennifer, here is the thread with the most recent ruleset as the first message, and the playable file attached: http://www.axisandallies.org/forums/index.php?topic=37341.msg1500015#msg1500015
-
Hehe, I’m really back in to the league :-)

-
Tripleawarclub has disappeared, taking the dice server with it. Anyone know anything about it?
-
no, it’s not working for me neither
-
Looks like gradski is back too!
-
Are there still people who don’t get there diceresults?
-
I do not.
-
Should we put a hold on our games until dice server is fixed?
-
I tested it today and it worked.
There are more options for dice servers - have you tried them?
If the dice server isn’t working, then you could roll them on the forum, infrastructure, and edit for results. Or, if you completely trust your opponent and he trusts you, you could simply use the internal dice roller in Triple A. But no games should have to stop necessarily, since you can roll dice on the forum like we did all the time with ABattlemap :) -
How are the WARS going?!
(Yeah, it’s not my turn or I’m waiting for orders in all my games :cry:)
-
Im in seven games or so, im not gonna roll my dice on the forum for every game. What could be the problem if you say you tested it and it works, but for me it isn’t
I even registered a new adress on http://dice.tripleawarclub.org but no confirmation…
-
I don’t know. tripleawarclub is working for my opponent and me both at various times today
-
Yeah it should be working again. When it was down, the entire site was gone (probably an issue with their hosting provider, I guess).
-
well Obvious im not lying about this, you guys have any other suggestion or could i contact someone about this?





