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 PUsLeague General Discussion Thread
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@aagamerz13 said in League General Discussion Thread
just atlantic for rule 1 and pacific for rule 2
I’m not a rules official but the rules are different for the US in each ocean.
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From p37, Eur rules:
"While not at war with Germany or Italy, the United States may end the movement of its sea units on the
Europe map only in sea zones that are adjacent to U.S. territories, with one exception: U.S. warships (not transports)
may also conduct long-range patrols into sea zone 102. -
@simon33 ok thanks
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@aagamerz13 there is another tricky rule that needs clearing up. If a player wants to strafe an island with planes that will have one movement point left after the attack, where the island is surrounded by a huge enemy navy, and where they want to land on carriers, with dice, the player has to just send one unit with an attack value to the surrounding navy to attack it even if the odds are low. For example, attacking 15 battleships with a sub gives a small but nonzero chance to clear the enemy fleet so the planes can strafe the island and plan to land on a carrier.
The issue is with lowluck on. If the fleet has at least 2 batts, or any combo of 2 ship hitpoints and at least 6 attack against sub, and a sub attacks, it is guaranteed to lose without clearing the zone.
So, do the guaranteed hits of low luck not change the equation of whether it’s possible to clear the fleet, or do we assume the fleet is unclearable and only planes that can land elsewhere can strafe?
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Seems to be an easy equation. The air can’t attack if they can’t land and in LL with such scenarios it would be impossible.
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Well low luck is a house rule so it is not properly defined but if you extend the standard rules, which are you can assume every attacking dice is a hit and every defending dice is a miss (or words to that effect). Then you have to have a non zero chance to be able to get the CV to move into that sea zone.
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@simon33 Ok. Low luck is just a rule for the dice. So, are we to assume that every rule that might be affected by low luck is affected by it?
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@aagamerz13 said in League General Discussion Thread:
@simon33 Ok. Low luck is just a rule for the dice. So, are we to assume that every rule that might be affected by low luck is affected by it?
Not sure if there are any other rules affected.
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@simon33 said in League General Discussion Thread:
@aagamerz13 said in League General Discussion Thread:
@simon33 Ok. Low luck is just a rule for the dice. So, are we to assume that every rule that might be affected by low luck is affected by it?
Not sure if there are any other rules affected.
It’s possible to apply LL on SBR and CD.
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LL on SBR AA Guns is pretty obvious but not sure about the damage rolls.
LL on CD - so reduce income by 1 for every die roll? I suppose that is possible.But I think the one he was talking about: is this attack legal is the only real anomaly that LL causes.
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Hehe, I’d say the real anomaly is being able to make such an air-raid by allocating a cheap, crazy kamikaze attack. Of course, the air will also be expended, so not so cheap actually, but in a situation when i e winning the game if the opponent can’t grab a VC and that land would be needed for that purpose, any investment is worth it.
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@trulpen Well, T, a rule is a rule. Would like to know if this still applies for LL. I’ll assume it doesn’t and not send carrier fighters.
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@aagamerz13 i would say this is an illegal move in LL. The rules state you need a potential landing spot. In LL you dont meet this requirement
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@aagamerz13 said in League General Discussion Thread:
@trulpen Well, T, a rule is a rule. Would like to know if this still applies for LL. I’ll assume it doesn’t and not send carrier fighters.
There’s no specific rule that allows such an attack.ä, but rather a consequence of rules where a theoretical, but practically impossible, landing spot exists. As Oysteilo says, it doesn’t exist in LL, because the odds does then not exist.
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My understanding that an attack that is legal in dice is legal in LL as well.
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@adam514 said in League General Discussion Thread:
My understanding that an attack that is legal in dice is legal in LL as well.
My understanding was* that an attack that is legal in dice is legal in LL as well.
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Is there allready somebody out there interested to keep the scoreboard running and or is willing to become League Mod??
The scoreboard isn’t updated since mit June i think…
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@aequitas-et-veritas said in League General Discussion Thread:
Is there allready somebody out there interested to keep the scoreboard running and or is willing to become League Mod??
The scoreboard isn’t updated since mit June i think…
I agree with this. i think the scoreboard needs to be updated. It looks like gamerman was online like 2 moths ago. I think we have all read his post so we understand and respect. Nevertheless, maybe it is time to start looking for someone else. Personally I think f.eks @Adam514, @JDOW and @simon33 would be great people to moderate and keep scoreboards as they are skilled with the rules. But I am sure many other people would be capable too.
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@oysteilo I’m seeing an issue with PTV USSR2. If Germany does a G2 and USSR declares on Italy, the 3 lend lease objectives don’t activate. They don’t specifically read that they are round 3 and later as in BM3. If they are still R3 and later, the text needs to be updated.
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@aagamerz13 thanks for the feedback. The objectives panel has been updated in the current version of PTV to reflect that the Lend Lease only kicks in from round 3 and beyond.





