Game History
Round: 1 Purchase Units - Japanese Japanese buy 1 infantry, 1 marine and 3 transports; Remaining resources: 1 PUs; 6 SuicideAttackTokens; Politics - Japanese Japanese takes Political Action: Political Action Japanese To War With Allies Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and British from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and UK_Pacific from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and ANZAC from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Dutch from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and French from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Germans and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Italians and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and British from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and French from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and ANZAC from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Dutch from Neutrality to Friendly Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for British and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for ANZAC and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and French from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Dutch from Neutrality to Friendly Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral Combat Move - Japanese Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Japanese 1 fighter and 1 tactical_bomber moved from 34 Sea Zone to 27 Sea Zone 1 destroyer, 2 fighters, 1 submarine and 2 tactical_bombers moved from 7 Sea Zone to 27 Sea Zone 1 marine moved from Caroline Islands to 34 Sea Zone 1 cruiser and 1 marine moved from 34 Sea Zone to 33 Sea Zone 1 marine moved from 33 Sea Zone to Gilbert Islands 1 infantry moved from Iwo Jima to 7 Sea Zone 1 infantry moved from Hokkaido to 7 Sea Zone 2 infantry and 1 transport moved from 7 Sea Zone to 32 Sea Zone 2 infantry moved from 32 Sea Zone to Wake Island 1 cruiser moved from 21 Sea Zone to 132 Sea Zone 1 fighter moved from Formosa to 132 Sea Zone 2 bombers moved from Japan to 132 Sea Zone 1 infantry moved from Siam to French Indo China Japanese take French Indo China from French 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber moved from Kwangsi to Yunnan 1 artillery and 2 infantry moved from Fukien to Kwangtung 1 fighter and 1 tactical_bomber moved from Kiangsu to Kwangtung 1 infantry moved from Fukien to 21 Sea Zone 1 infantry moved from Formosa to 21 Sea Zone 2 infantry and 1 transport moved from 21 Sea Zone to 36 Sea Zone 1 artillery and 1 infantry moved from Japan to 7 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 7 Sea Zone to 36 Sea Zone 1 artillery moved from Southern Manchuria to 20 Sea Zone 1 infantry moved from Okinawa to 20 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 1 artillery and 1 infantry moved from Jehol to Shansi 1 battleship and 1 destroyer moved from 7 Sea Zone to 36 Sea Zone 1 battleship, 1 destroyer and 1 submarine moved from 20 Sea Zone to 36 Sea Zone 2 artilleries and 4 infantry moved from 36 Sea Zone to Davao 1 mech_infantry moved from Southern Manchuria to Shansi 1 tactical_bomber moved from Southern Manchuria to Shansi 1 fighter moved from Korea to Shansi 1 fighter moved from Southern Manchuria to 36 Sea Zone 1 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 infantry moved from Kiangsu to Kiangsi Japanese take Kiangsi from Chinese Combat - Japanese Battle in Wake Island Battle in Gilbert Islands Battle in Shansi Japanese attack with 1 artillery, 1 fighter, 1 infantry, 1 mech_infantry and 1 tactical_bomber Chinese defend with 1 infantry Japanese win, taking Wake Island from Americans, taking Gilbert Islands from UK_Pacific, taking Shansi from Chinese with 1 artillery, 1 fighter, 1 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in 27 Sea Zone Japanese attack with 1 destroyer, 3 fighters, 1 submarine and 3 tactical_bombers Americans defend with 1 cruiser, 1 destroyer, 1 submarine and 1 transport Japanese win, taking 27 Sea Zone from Neutral with 1 destroyer, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 25 Casualties for Japanese: 1 submarine Casualties for Americans: 1 cruiser, 1 destroyer, 1 submarine and 1 transport Battle in Kwangtung Japanese attack with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber British defend with 2 infantry; UK_Pacific defend with 1 harbour 1 fighter owned by the Japanese retreated UK_Pacific win with 1 infantry remaining. Battle score for attacker is -17 Casualties for Japanese: 1 artillery, 2 infantry and 1 tactical_bomber Casualties for British: 1 infantry Battle in Yunnan Japanese attack with 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese win, taking Yunnan from Chinese with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Japanese: 2 infantry Casualties for Chinese: 4 infantry Battle in 36 Sea Zone Japanese attack with 2 battleships, 2 destroyers, 1 fighter, 1 submarine and 3 transports Americans defend with 1 destroyer and 1 submarine Units damaged: 1 battleship owned by the Japanese Japanese win with 2 battleships, 2 destroyers, 1 fighter, 1 submarine and 3 transports remaining. Battle score for attacker is 14 Casualties for Americans: 1 destroyer and 1 submarine Battle in Davao Japanese attack with 2 artilleries and 4 infantry Americans defend with 1 airfield, 1 fighter, 1 harbour and 1 infantry Japanese win, taking Davao from Americans with 2 artilleries and 2 infantry remaining. Battle score for attacker is 7 Casualties for Japanese: 2 infantry Casualties for Americans: 1 fighter and 1 infantry Battle in 132 Sea Zone Japanese attack with 2 bombers, 1 cruiser and 1 fighter British defend with 1 battleship Japanese win with 2 bombers and 1 fighter remaining. Battle score for attacker is 7 Casualties for Japanese: 1 cruiser Casualties for British: 1 battleship Non Combat Move - Japanese 1 fighter and 1 tactical_bomber moved from Yunnan to Siam 1 fighter moved from 132 Sea Zone to Siam 2 bombers moved from 132 Sea Zone to Siam 1 artillery and 2 infantry moved from Kiangsu to Kiangsi 1 artillery and 1 infantry moved from Shantung to Anhwe 1 fighter moved from Shansi to Jehol 1 tactical_bomber moved from Shansi to Shantung 3 infantry moved from Southern Manchuria to Jehol 1 aaGun moved from Northern Manchuria to Southern Manchuria 1 infantry moved from Korea to Northern Manchuria 2 infantry moved from Korea to Southern Manchuria 1 fighter moved from Kwangtung to Formosa 1 armour and 1 infantry moved from Japan to Kyushu 1 artillery moved from Japan to Kyushu 1 infantry moved from Japan to Kyushu 2 carriers moved from 7 Sea Zone to 32 Sea Zone 1 carrier and 1 destroyer moved from 34 Sea Zone to 32 Sea Zone 3 fighters and 3 tactical_bombers moved from 27 Sea Zone to 32 Sea Zone 2 fighters and 2 tactical_bombers moved from Japan to Caroline Islands 1 fighter moved from 36 Sea Zone to Paulau Place Units - Japanese 1 infantry and 1 marine placed in Japan 3 transports placed in 7 Sea Zone Japanese undo move 2. 3 transports placed in 6 Sea Zone Turn Complete - Japanese Japanese collect 35 PUs; end with 36 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 39 PUs Objective Japanese 7 Vital Forward Bases: Japanese met a national objective for an additional 5 PUs; end with 44 PUs2016 League General Discussion Thread
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Thanks for the help guys!
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The quote from Page 22 of the European rule book appears to be open to multiple, contradictory interpretations.
I agree that, clearly, a carrier move to the plane’s SZ, in place in that SZ, or could be mobilized in the at SZ is needed that COULD recover a plane. The rule does not specify that the carrier MUST recover the plane. Moreover, my interpretation of the last sentence (“You can�t deliberately move an air unit out of range of a potential safe landing space”) means you cannot move the plane BEYOND the range of a carrier’s move, where a carrier will not be, or where a carrier cannot be built. A plane can be moved to SZ where there is a POTENTIAL safe landing spot (not a guaranteed safe landing space).
I suspect the moderators need to rule on this one.
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It has been ruled before. Carriers MUST pick up the planes. I understand the point of the rulebook being ambiguous.
You must have a carrier move, remain in place, or
be mobilized (new carriers only) to pick up a fighter
or tactical bomber that would end its noncombat
movement in a sea zoneHaving a move could refer to the potential to pick up the plane and not being forced to do so, however the entire league plays for ages with the “must rule”
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The rule does not specify that the carrier MUST recover the plane.
“You must have a carrier move…”
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Ah, I found it. The solution is presented on page 31 when describing Aircraft carries.
In fact, a
carrier must move if it�s able, or remain in place, in order
to provide a landing space for an air unit that would not
otherwise have one.So this makes it crystal clear that the carrier MUST pick up planes if it can.
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What are the rules with placing units? If you are able too dont you have to place all the units you purchased on a turn? I know you can get refunded if you are limited by factory capacity but if you have the capacity dont they have to be placed? Thanks.
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What are the rules with placing units? If you are able too dont you have to place all the units you purchased on a turn? I know you can get refunded if you are limited by factory capacity but if you have the capacity dont they have to be placed? Thanks.
Been mentioned before that this rule is only for inadvertent over purchasing. You can’t deliberately over purchase then place/return based on how your attacks go.
So the inference is that yes you have to place if you can. Indeed, if Triple-A didn’t have the limitations with US facilities being upgraded it could block over purchasing completely.
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Right
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downloaded a new java update and now none of my TripleA versions will launch, anyone know how to fix this? Already tried re-downloading the latest version and re-installing, didn’t help.
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still can’t get the java thing to work but I used the windows launch instead, opened a weird dialog box under the game but worked fine.
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I have Java errors with all games I start. However the error window can just be closed and seems to have no consequences so I tend to ignore them.
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downloaded a new java update and now none of my TripleA versions will launch, anyone know how to fix this? Already tried re-downloading the latest version and re-installing, didn’t help.
On one of my computers, Ubuntu 16.04 32 bit, it requires Java 1.8, not 1.9, which is experimental on that platform.
I get Java errors on perhaps every game I am Allies, i.e. someone else has started. I don’t know why either.
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I know the current version of Balanced Mod throws off those harmless Java errors. I’ve been getting them in every 2.0 game I’ve played.
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in my case it says the Java runtime file doesn’t exist or is corrupted and it won’t launch at all.
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in my case it says the Java runtime file doesn’t exist or is corrupted and it won’t launch at all.
What happens when you type at a command/terminal prompt:
java -version
java -jar <path to=“” triplea.jar=“”>I find the latter useful for starting a second session on a Mac.</path> -
in my case it says the Java runtime file doesn’t exist or is corrupted and it won’t launch at all.
I had the same problem. Panther suggested I uninstall old versions of Java which I did. I also uninstalled Triple A and reinstalled. Everything works fine now.
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Is this legal?
UK Pacific has 6 IPCS but also has 6 damage on their factory, can they buy 2 inf and then not place them?
Seems like you shouldn’t be able to do that, what if I took Calcutta on Japans turn? Would I be deprived of 6 IPC’s?
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Is this legal?
UK Pacific has 6 IPCS but also has 6 damage on their factory, can they buy 2 inf and then not place them?
Seems like you shouldn’t be able to do that, what if I took Calcutta on Japans turn? Would I be deprived of 6 IPC’s?
The rules only allow for the return of pieces which are not able to be placed so I submit that it is not legal. Unless India’s factory has been downgraded to minor, you can place the inf. You aren’t supposed to knowingly buy a piece which you can’t place.
Hope that clears it up.
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Simon is right that it’s not legal to knowingly buy a piece that cannot be placed. The provision for refunds is meant only for inadvertent over-purchase mistakes. You can’t tell that for sure from the rulebook alone, but Krieghund has answered this for us.
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Are you allowed to buy a airfield or harbor with UK and place it on the Pacific map? As far as I can tell it ain’t listed as one of the things that separate the two economies…





