Game History
Round: 1 Purchase Units - Germans Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France 3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France 3 armour moved from Greater Southern Germany to France 1 battleship moved from 113 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 fighter moved from Holland Belgium to 111 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 infantry moved from Romania to Yugoslavia 1 armour moved from Romania to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia 2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 tactical_bomber moved from Poland to Yugoslavia Combat - Germans Battle in France Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 6 armour, 3 artilleries, 1 infantry and 4 mech_infantrys remaining. Battle score for attacker is 35 Casualties for Germans: 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Germans: 2 infantry Casualties for Neutral_Allies: 5 infantry Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6 Casualties for Germans: 1 submarine Battle in 111 Sea Zone Germans attack with 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 1 fighter and 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 110 Sea Zone Germans attack with 1 battleship, 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 32 Casualties for Germans: 2 submarines Casualties for British: 1 battleship and 1 cruiser Casualties for French: 1 cruiser Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Southern Italy 3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Slovakia Hungary 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 bomber moved from 111 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 1 aaGun moved from Western Germany to Holland Belgium 1 fighter moved from 111 Sea Zone to Western Germany 2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Holland Belgium 1 transport moved from 114 Sea Zone to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 2 infantry and 1 transport moved from 113 Sea Zone to 114 Sea Zone 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from Poland to Slovakia Hungary 1 tactical_bomber moved from 111 Sea Zone to Western Germany 1 tactical_bomber moved from 111 Sea Zone to Western Germany Place Units - Germans 6 artilleries and 2 infantry placed in Germany Turn Complete - Germans Germans collect 39 PUs; end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUs2014 G40 league rules
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I realise, thank you Gamerman. Never expected to be a 1. Was a shock.
I know my limitations, make errors and play very conservatively.
I am unable to think out of the box and know many players moves would throw and confuse me. -
Sleazy exploitation of rule:
Park UK dd off Hainan amidst Japanese fleet to prevent from loading J2 or 3.
The US is precluded from moving dd next to J terr. UK and Anzac should also be restricted.
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@wittmann:
I realise, thank you Gamerman. Never expected to be a 1. Was a shock.
I know my limitations, make errors and play very conservatively.
I am unable to think out of the box and know many players moves would throw and confuse me.beware this humble wittmann… :wink:
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Sleazy exploitation of rule:
Park UK dd off Hainan amidst Japanese fleet to prevent from loading J2 or 3.
The US is precluded from moving dd next to J terr. UK and Anzac should also be restricted.
It’s a nice trick not every player knows about and should stay. This, strafing and some crazy naval moves giving ships one more range are examples of differences between good and excellent players.
Besides, the Japanese player can easily bypass this by already loading the units before (or not unloading them).
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The move you describe requires the UK to not declare war, and ANZAC to declare war, so it is not without its costs.
UK cannot collect NO, and ANZAC makes unprovoked DOW on Japan, keeping USA out. And as Roboto said, there are things you can do. Like not leaving a mass of transports all in one place and counting on them to be able to load. It is sleazy, and Wheatbeer pulled it against me is how I found out. But he paid a price, and it was more gimmicky than anything.Oh, you also are forfeiting a UK destroyer - even if it hits the Japanese just absorb it without loss
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The move you describe requires the UK to not declare war, and ANZAC to declare war, so it is not without its costs.
UK cannot collect NO, and ANZAC makes unprovoked DOW on Japan, keeping USA out. And as Roboto said, there are things you can do. Like not leaving a mass of transports all in one place and counting on them to be able to load. It is sleazy, and Wheatbeer pulled it against me is how I found out. But he paid a price, and it was more gimmicky than anything.Oh, you also are forfeiting a UK destroyer - even if it hits the Japanese just absorb it without loss
Actually no allied DOW is necessary. If Japan does an unprovoked DOW, the sea zone becomes hostile before the combat move and (by the rules) prevents the load although TripleA will allow it.
Yes, a Japanese player that expects it can just keep the tt’s loaded - if they know about it. It is gimmicky and a bit sleazy, but I’m not above using it myself so long as it exists so meh. Although I’d feel much better about using it if there was a clear example about that scenario in the rules.
Be aware that TripleA does allow Japan to load and move tt’s in this scenario, so if you pull it on an unknowing newbie and they just load/move out of it, expect a long debate and maybe some bad blood with rolling back that turn.
Caveat: Karl did just pull this stunt on me. I sort of knew about it but never seen anyone actually do it, so I’d count myself as unsuspecting rather than unknowing. I walked into it so it’s my own fault. No worries, my Japan game needed a little creativity anyhow.
…and he did just trap a sizable Japanese force on the mainland that he has to deal with - heh
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No, there is an exception for when you first declare war. See page #12, blue side bar, last part of first paragraph.
This sleazy move requires an unprovoked DOW by ANZAC
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Well Golllly - there it is in black (blue?) and white :)
That explains it pretty clearly - my post was wrong but now I understand the in’s and out’s of it.
I guess that’s why you’re the Rules Deputy - heh.
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I use this move in, say, half of my games and it’s working very, very well for me. I don’t expect this to be the case for much longer since every player I use it on is one player less not knowing this trick.
The price I pay is ok, since US doesn’t lose the bonus IPC for being at war, and I usually want to declare war in the second round anyway. So all I am giving up is a UK destroyer (usually used for blocking anyway) and MAYBE 5 bonus IPC for UK (more often than not, good Japanese players are placing subs anyway at kwangtung, borneo, malaya - declaring war will result in +5 IPC from NO Bonus, but more than 5 IPC lost due to convoy). What I get is one more round of Allied DEI+Malaya, which is huge.
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If can opening is not a sleazy exploitation, I cannot foresee anything being considered a sleazy exploitation. :lol:
It’s a good move. ATM I am trying to figure out how to deal with the Russian/British invasion of China starting in round 1.
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It’s sleazy because it was likely not anticipated by the rule makers :-)
Can opening obviously was
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starting a game with wittman - he wants to place a unit in kenya. i said there had to be a unit present to place another unit. perhaps that’s only true of fleet. i know people take inf in DNG so please refresh my memory?
Thanks
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Is only true of fleet.
We used to have the rule that you had to have a unit there on land too, but that has been changed -
A rules loophole has been discovered in the MagicQ-JDOW Playoff1 Championship game
The 2nd edition rulebook prohibits ships from moving away from a seazone with only submarines/transports (a non-hostile seazone) during the combat movement phase if those ships will not be participating in combat elsewhere.
Per Krieghund, this was not intended. He said you should be able to move ships away from a zone with only submarines/transports during the combat movement phase, in order to avoid the combat with the submarines/transports, even if those ships are not participating in combat elsewhere.
By default, all league games follow the 2nd edition rulebook, FAQ, and errata as written, not as intended. However, I point this out to league players so that you may agree before starting a game that you are closing this loophole. Without mutual agreement of both players, the rules as written in the rulebook, FAQ, and errata stand as written and will be enforced.
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can’t you just decide not to attack the sub/transport and then proceed to move (or not) in the ncm?
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Yes, you can
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So the rule loophole doesn’t matter at all?
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No, it matters
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It’s sleazy because it was likely not anticipated by the rule makers :-)
Can opening obviously was
I suppose the fix would be that UK would not be at war if Anzac declares war until either attacked or its becomes UK’s turn.
Actually pretty easy.
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This one probably doesn’t come up too often, but I just found a bug in triplea.
Japan shouldn’t get their peace bonus if they attack FIC, even if they don’t take it. In a game where UK/Aussies DOW’d me and I hit FIC with 1 inf + air to kill a Brit fighter that had just sunk some of my ships. I didn’t take it and triplea still gave me the bonus.





