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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You cant remove troops from a transport in edit mode during cm/ncm turns, the only way to move those troops entirely is during any other action, like purchase or placement etc.
If you want to move them instead of remove them, you can better use perform move or other actions in the edit mode. Then just click edit mode/perform move or other actions/click on the units you want to move like you would do in either cm/ncm.
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@flyingbadger Thanks. To reproduce load the attached file and attempt to delete those troops sitting on the 4 British transports in SZ98.
I am running Engine Version: 2.5.22294, Java version 11.0.6 BM3 Map 3.4.0
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@lennardf said in League General Discussion Thread:
I am running Engine Version: 2.5.22294, Java version 11.0.6 BM3 Map 3.4.0
I have the same engine and java version. I recreated your actions and got the same error. Tried removing them and the transports they are on and still got that error. Also, tried deleting them in a different phase and this also produced the same error.
I did do as @cds suggested above and I was able to use perform move in edit mode and get them off the transports onto land. Maybe this will be enough for you in this game?

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@flyingbadger Thanks, that looks like it will work. I’ll have to wait until my next turn to do that since it requires being in Combat Move mode and it’s now Germany’s turn but I was able to do a test on Germany’s turn and was able to move them off to Alexandria from where I expect I would be able to use edit to remove them.
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L LennardF referenced this topic on
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Repair - rule when capital captured - Triple a seems to skip the purchase phase entirely when a capital is captured. This means it skips the part where ships in a navy base can be repaired. The rules say there is zero cost to repair ships. Should ships in a navy base for a country that has lost it’s capital be edited as repaired or should they stay damaged because the engine skips the purchase phase entirely?
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Go with the rulebook - edit as necessary
Interesting glitch
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thx for the reply gamerman. so I can edit them as repaired?
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@gamerman01 said in League General Discussion Thread:
Go with the rulebook - edit as necessary
Interesting glitch
@aagamerz13 said in League General Discussion Thread:
thx for the reply gamerman. so I can edit them as repaired?
No glitch, but the rules. These are the rules, from Pacific 1940.2 rulebook, page 21 :
“The original controller of the captured capital is still in the
game but can’t collect income from any territories he or she
still controls and can’t buy new units. The player skips all but
the Combat Move, Conduct Combat, and Noncombat Move
phases until the capital is liberated.”Repairs take place during the “Purchase and Repair Units” phase.
No such phase -> no repair. -
@panther Thank you for clarifying this panther.
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Thanks a lot Panther!
I didn’t remember that one! You’re amazing -
So, is this rule only listed in pacific but not the other two? I’ll follow it but it needs to be added for Europe and global for clarification
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nevermind, I found it under combat section in Europe rules. Purchase and repair entirely skipped for lost capital.
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Does anyone know where 666 alias JWW is?
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@aequitas-et-veritas said in League General Discussion Thread:
Does anyone know where 666 alias JWW is?
Travelling
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Thank you for the answer.
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@aequitas-et-veritas Does anyone know if downloading or using the BM4 map will have an adverse affect on the BM3 map? I’m late stages of a BM3 game that I don’t want to mess up but would also like to start a BM4.
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I believe that the game started will stay that version despite updating the map.
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Hi. Need rules clarification:
USA political Sit:
Also, need a clarification on this rule:
“USA political Sit:
If USA is not at war with Germany or Italy, USA may only move its units to sea zones touching USA territories and also Sea Zone 102.
If USA is not at war with Japan, USA may not move its units into sea zones touching Japanese controlled territories.
USA cannot go to war against the Axis until the beginning of PU collect phase of USA 3, unless of course an Axis power attacks it first.
Once at war, the Minor Factories in continental USA upgrade to Major Factories automatically for free, and may be used immediately.”In a game I’m playing, usa declared war at end of round 3 as allowed. However, when I checked the automatic, immediate, and free update did not happen as the factories were still minor after USA 3 but before USA 4. We can edit them to major factories before Usa 4 if usa is at war, right?
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They upgrade at the very end of USA 3 and in any case you are restricted by placement restrictions on usa 3. Also you place new units before you may declare war on usa 3.
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Nevermind I see what happens. If usa buys 10+ units, it gives a message saying do you want to purchase 10+ units when you can only place 9? Usa would say yes to purchase 10+ units. At some point before placement, the factories update so the 10+ units can be placed. What threw me off, since I don’t often make it to the point where usa has to declare war, was the warning message because the update is not immediate but is instead at some point before usa 4 placement. No issues, just have to select yes when the placement warning shows.





