Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans 1 armour, 1 artillery and 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 mech_infantry moved from Western Germany to Normandy Bordeaux 3 armour and 3 mech_infantrys moved from Austria to France 1 artillery, 3 infantry and 1 mech_infantry moved from Western Germany to France 2 armour, 1 artillery and 3 infantry moved from Holland Belgium to France 1 fighter moved from Norway to 114 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone 1 bomber moved from Germany to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters and 4 tactical_bombers moved from Western Germany to 113 Sea Zone 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 1 fighter moved from Poland to Yugoslavia Combat - Germans Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter and 9 infantry Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter and 9 infantry remaining. Battle score for attacker is 15 Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in 114 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 31 Casualties for Germans: 1 submarine Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport Germans win, taking 109 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 14 Casualties for British: 1 destroyer and 1 transport Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 4 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 2 submarines and 1 tactical_bomber Casualties for French: 1 cruiser Casualties for British: 1 battleship and 1 cruiser Battle in France Germans attack with 5 armour, 2 artilleries, 6 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 5 armour and 4 mech_infantrys remaining. Battle score for attacker is 27 Casualties for Germans: 2 artilleries and 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery 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 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 2 infantry moved from Denmark to 115 Sea Zone 2 infantry moved from 115 Sea Zone to Norway 1 aaGun, 3 artilleries and 11 infantry moved from Germany to Poland 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 fighter and 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Holland Belgium to Normandy Bordeaux 1 aaGun moved from Western Germany to Holland Belgium Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 115 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Germans from 114 Sea Zone: 1 submarine EDIT: Removing units owned by Germans from 114 Sea Zone: 1 battleship EDIT: Adding units owned by Germans to 115 Sea Zone: 1 battleship EDIT: Changing unit hit damage for these Germans owned units to: battleship = 1 EDIT: Turning off Edit Mode Turn Complete - Germans Germans collect 41 PUs; end with 60 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUs2016 League General Discussion Thread
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I can’t prove it, so you’ll need Krieghund if you want to know for sure, but my educated guess is no you can’t.
Rule says in part “…air units can be scrambled to help friendly units in adjacent sea zones that have come under attack”
Scrambling against submarines could not be considered “helping”
I think it may be relevant also that an attack by boats with no combat value is not allowed (carriers and transports), which I know for sure.I’m guessing you’re asking because if the territory the planes scrambled from is lost, the planes are displaced and are allowed to fly 1 space to land elsewhere? Off the top of my head, can’t think of any other reason this question would be asked :-)
I’d lean towards no as well, thanks.
Yeah if you were allowed to scramble you would have the option of saving the planes if the territory is under attack, assuming you have a viable landing spot.
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Is it legal to scramble against a pure submarine attack on unescorted tps?
Perhaps but you can’t hit the subs once you’ve scrambled. Why would you want to? If the territory is being attacked perhaps your plan is to scramble the planes and land them somewhere else where you also control? I think this move is legal. I guess I’m leaning the opposite way to GM there.
Sidebar:
Hmm, looks like if you have a transport in a SZ with 20 enemy subs and move in a DD to attack the subs with some planes, you aren’t allowed to move the transport out on combat movement unless it has a separate combat reason to move. I’m sure that would be house ruled out if it ever happened. -
i’m sure this has been answered before, but it’s so hard to search on this forum, so i’ll just ask hopefully it’s a quick answer. in my game with balladeer, japan did not dow on turn 3, but US turn 3 moved its ships to 17 and 33 (and then they entered the war at collect income phase per the rules). is that legal? in the rulebook it says:
Political Situation: The United States begins the game at war with no one. In addition to the normal restrictions (see “Powers Not at War with One Another,” page 15), while it’s not at war with Japan, the United States may not move any units into or through China or end the movement of its sea units in sea zones that are adjacent to Japan-controlled territories.
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Pretty clear case to me that this was illegal.
USA DOW comes after placement of units. During NCM in US3 US was not at war and thus not allowed to move ships into 17 or 33.
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that’s my thinking and understanding as well.
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But the US ending movement in, say 16, would be legal in that circumstance, right?
I’m not 100% clear on the meaning of adjacent here.
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@Shin:
But the US ending movement in, say 16, would be legal in that circumstance, right?
I’m not 100% clear on the meaning of adjacent here.
yah the wording isn’t so clear to me either, but i can’t believe by “adjacent” they would mean to rule those sea zones out like 16. or else 31 and 30 would be ruled out as well, but those are at times strategic placements for US when not at war.
however, would be good to get confirmation on this point as well.
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Units can move between adjacent spaces (those that share a common border).
My guess are that they wouldn’t use different definitions of adjacent within the rules.
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Adjacent = USA can drop to Japanese ground from the seazone.
Thus 16 is legal, 17 and 33 aren’t.
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Units can move between adjacent spaces (those that share a common border).
My guess are that they wouldn’t use different definitions of adjacent within the rules.
good point, so that would mean 16, 30, 31 etc would not be considered adjacent to a japan-controlled territory.
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Yes.
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Yea, now that you post it, it’s kind of obvious, but the game allowed it and it looked pretty good to me :-)
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Yea, now that you post it, it’s kind of obvious, but the game allowed it and it looked pretty good to me :-)
no prob, yah triplea still misses on a few rules.
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TripleA will let you straight up park in SZ 6!
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So in a couple of games I’ve had an error opening up the .tsvg file. Something about a zip being invalid. In one game my opponent was able to fix it by reapplying the moves from dice emails but that hasn’t worked in another.
Any ideas out there? Anyone seen this or know what it is? Perhaps the file is getting too big or something? Server running out of space?
Really not sure here.
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having the same issues
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yup, files are not uploading correctly, which probably means some of us will have to redo/recreate our turns and then exchange via email until file posting has been fixed.
for those of you who haven’t posted your turn yet, be sure to save your completed turn first before posting and exiting the game. if the posting is still broken, at least you have the completed turn saved so that you can exchange via email.
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Maybe they aren’t downloading correctly. Seems the file size is too small after downloading (1kB), but the attached save game appears about right.
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In fact, the downloaded save file is completely empty. Perhaps the server is indeed out of space but records the file as the correct size.
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Having issues as well. I was able to post my turn alright but my opponent could not open the file. Neither could I.





