Game History
Round: 9 Purchase Units - Japanese Japanese buy 1 carrier, 10 infantry and 1 submarine; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 armour, 3 artilleries and 13 infantry moved from Korea to Southern Manchuria 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Southern Manchuria 2 fighters and 1 tactical_bomber moved from Davao to Guam 1 tactical_bomber moved from Kwangtung to Guam 1 marine moved from Korea to 6 Sea Zone 1 artillery and 1 infantry moved from Japan to 6 Sea Zone 1 artillery, 2 carriers, 1 cruiser, 2 destroyers, 1 infantry, 1 marine and 1 transport moved from 6 Sea Zone to 22 Sea Zone 1 artillery, 1 infantry and 1 marine moved from 22 Sea Zone to Guam 1 fighter moved from Kwangtung to 22 Sea Zone 1 fighter moved from Japan to 22 Sea Zone 1 armour moved from Kwangtung to Kwangsi Japanese take Kwangsi from Chinese 1 armour moved from Kwangsi to Kwangtung Combat - Japanese Battle in Southern Manchuria Japanese attack with 1 armour, 3 artilleries, 1 fighter, 13 infantry and 1 tactical_bomber Chinese defend with 1 artillery and 2 infantry; Russians defend with 1 artillery and 2 infantry Japanese win, taking Southern Manchuria from Chinese with 1 armour, 3 artilleries, 1 fighter, 13 infantry and 1 tactical_bomber remaining. Battle score for attacker is 20 Casualties for Chinese: 1 artillery and 2 infantry Casualties for Russians: 1 artillery and 2 infantry Battle in 22 Sea Zone Japanese attack with 2 carriers, 1 cruiser, 2 destroyers, 2 fighters and 1 transport ANZAC defend with 1 destroyer Japanese win with 2 carriers, 1 cruiser, 1 destroyer, 2 fighters and 1 transport remaining. Battle score for attacker is 0 Casualties for Japanese: 1 destroyer Casualties for ANZAC: 1 destroyer Battle in Guam Japanese attack with 1 artillery, 2 fighters, 1 infantry, 1 marine and 2 tactical_bombers Americans defend with 1 airfield and 1 infantry Japanese win, taking Guam from Americans with 1 artillery, 2 fighters, 1 marine and 2 tactical_bombers remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Americans: 1 infantry Non Combat Move - Japanese 1 submarine moved from 36 Sea Zone to 22 Sea Zone 2 fighters moved from Guam to 22 Sea Zone 1 tactical_bomber moved from Guam to 36 Sea Zone 1 tactical_bomber moved from Guam to 22 Sea Zone 1 fighter moved from 22 Sea Zone to Davao 1 tactical_bomber moved from 36 Sea Zone to Davao 1 infantry moved from Shansi to Chahar 1 infantry moved from Anhwe to Shansi 3 infantry moved from Shantung to Anhwe 1 artillery moved from Kiangsi to Anhwe 1 artillery moved from Kiangsi to Kwangtung 1 armour moved from Kiangsi to Kwangtung 1 infantry moved from Kiangsi to Kwangtung 1 fighter and 1 tactical_bomber moved from Southern Manchuria to 6 Sea Zone 1 aaGun moved from Korea to Southern Manchuria 1 infantry moved from Japan to 6 Sea Zone 1 infantry moved from 6 Sea Zone to Korea 1 transport moved from 6 Sea Zone to 7 Sea Zone 1 infantry moved from Japan to 7 Sea Zone 1 infantry and 1 transport moved from 7 Sea Zone to 22 Sea Zone 1 infantry moved from 22 Sea Zone to Guam 1 artillery and 3 infantry moved from Japan to 6 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone 1 artillery and 1 infantry moved from 36 Sea Zone to Davao 2 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone 2 infantry moved from 36 Sea Zone to Davao 2 transports moved from 36 Sea Zone to 6 Sea Zone Place Units - Japanese 1 carrier and 1 submarine placed in 6 Sea Zone 3 infantry placed in Shantung 7 infantry placed in Japan Turn Complete - Japanese Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 2 Japanese collect 41 PUs (2 lost to blockades); end with 41 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 44 PUsLeague General Discussion Thread
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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.
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@regularkid Thx. I’ll update the map.
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@gamerman01 You have been a godsend to our game. I hope that all is well in your personal life – I understand firsthand when real life gets in the way sometimes. Thank you so much for your commitment to all of us for so many years, and I hope that you can come back to play some games with the rest of us soon.
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Bids for balanced mod are going up and up. Noticing a lot of games at allies+16-22 and not seeing lots of allied victories. Interesting, I would think that a prudent bid at these levels would see a plane+sub for the med and perhaps a mech for Burma to stop a J1 DOW (If that needs to be stopped). The problem with a bid like this is that it changes the med dynamic a lot and makes it hard for the axis there IMHO. I thought the Scottish fighter was bad enough in that it discouraged the two fleet attack G1.
Don’t think that PtV is the answer either - with the change to partition SZ38 just don’t enjoy that map much. Possibly, axis strategies could develop in the future, like they have in OOB and BM, to the point that change makes sense but at present I don’t think it does.
Now I am wondering if we need a different or changed map for league games to be fun again. Or should we just think that the bid is part of the fun and you should decide where you want change the game dynamics at the start?
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I think the bid has to be part of it. A positive is that it does give some dynamic space, making the game more varied.





