Game History
Round: 1 Purchase Units - Germans Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France 3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France 3 armour moved from Greater Southern Germany to France 1 battleship moved from 113 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 fighter moved from Holland Belgium to 111 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 infantry moved from Romania to Yugoslavia 1 armour moved from Romania to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia 2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 tactical_bomber moved from Poland to Yugoslavia Combat - Germans Battle in France Germans attack with 6 armour, 3 artilleries, 7 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 6 armour, 3 artilleries, 1 infantry and 4 mech_infantrys remaining. Battle score for attacker is 35 Casualties for Germans: 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Germans: 2 infantry Casualties for Neutral_Allies: 5 infantry Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6 Casualties for Germans: 1 submarine Battle in 111 Sea Zone Germans attack with 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 1 fighter and 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 110 Sea Zone Germans attack with 1 battleship, 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 32 Casualties for Germans: 2 submarines Casualties for British: 1 battleship and 1 cruiser Casualties for French: 1 cruiser 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 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Southern Italy 3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Slovakia Hungary 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 bomber moved from 111 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 1 aaGun moved from Western Germany to Holland Belgium 1 fighter moved from 111 Sea Zone to Western Germany 2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Holland Belgium 1 transport moved from 114 Sea Zone to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 2 infantry and 1 transport moved from 113 Sea Zone to 114 Sea Zone 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from Poland to Slovakia Hungary 1 tactical_bomber moved from 111 Sea Zone to Western Germany 1 tactical_bomber moved from 111 Sea Zone to Western Germany Place Units - Germans 6 artilleries and 2 infantry placed in Germany Turn Complete - Germans Germans collect 39 PUs; end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUsLeague General Discussion Thread
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It would be nice to add, that Subs parked in a sz containing TT’s and/or BB/CR the opposing Player must decide to either attack the Sub and can’t load and unload Land units or ignore it but must perform an amphib. Assault elsewhere to load and unload units…
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@aequitas-et-veritas said in League General Discussion Thread:
It would be nice to add, that Subs parked in a sz containing TT’s and/or BB/CR the opposing Player must decide to either attack the Sub and can’t load and unload Land units or ignore it but must perform an amphib. Assault elsewhere to load and unload units…
Why cannot you load if you attack the sub?
"It is possible that some of your units may stop to attack while others continue moving through the sea zone.
Sea Units Starting in Hostile Sea Zones
… surface warships (not submarines and/or transports) belonging to a power with which you are at war, …" p. 13f (Europe rulebook) -
You can only load if the transport is doing an amphibious assault, it should be. Otherwise the transport will have been in combat and can’t load on NCM.
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Getting an error with the dice roller. Is anyone else experiencing this?
Contacting https://dice.marti.triplea-game.org
Connection failure:
javax.net.ssl.SSLHandshakeException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
at java.base/sun.security.ssl.Alert.createSSLException(Alert.java:131)
at java.base/sun.security.ssl.TransportContext.fatal(TransportContext.java:350)
at java.base/sun.security.ssl.TransportContext.fatal(TransportContext.java:293)
at java.base/sun.security.ssl.TransportContext.fatal(TransportContext.java:288)
at java.base/sun.security.ssl.CertificateMessage$T13CertificateConsumer.checkServerCerts(CertificateMessage.java:1356)
at java.base/sun.security.ssl.CertificateMessage$T13CertificateConsumer.onConsumeCertificate(CertificateMessage.java:1231)
at java.base/sun.security.ssl.CertificateMessage$T13CertificateConsumer.consume(CertificateMessage.java:1174)
at java.base/sun.security.ssl.SSLHandshake.consume(SSLHandshake.java:392)
at java.base/sun.security.ssl.HandshakeContext.dispatch(HandshakeContext.java:444)
at java.base/sun.security.ssl.HandshakeContext.dispatch(HandshakeContext.java:422)
at java.base/sun.security.ssl.TransportContext.dispatch(TransportContext.java:183)
at java.base/sun.security.ssl.SSLTransport.decode(SSLTransport.java:171)
at java.base/sun.security.ssl.SSLSocketImpl.decode(SSLSocketImpl.java:1408)
at java.base/sun.security.ssl.SSLSocketImpl.readHandshakeRecord(SSLSocketImpl.java:1314)
at java.base/sun.security.ssl.SSLSocketImpl.startHandshake(SSLSocketImpl.java:440)
at java.base/sun.security.ssl.SSLSocketImpl.startHandshake(SSLSocketImpl.java:411)
at org.apache.http.conn.ssl.SSLConnectionSocketFactory.createLayeredSocket(SSLConnectionSocketFactory.java:436)
at org.apache.http.conn.ssl.SSLConnectionSocketFactory.connectSocket(SSLConnectionSocketFactory.java:384)
at org.apache.http.impl.conn.DefaultHttpClientConnectionOperator.connect(DefaultHttpClientConnectionOperator.java:142)
at org.apache.http.impl.conn.PoolingHttpClientConnectionManager.connect(PoolingHttpClientConnectionManager.java:376)
at org.apache.http.impl.execchain.MainClientExec.establishRoute(MainClientExec.java:393)
at org.apache.http.impl.execchain.MainClientExec.execute(MainClientExec.java:236)
at org.apache.http.impl.execchain.ProtocolExec.execute(ProtocolExec.java:186)
at org.apache.http.impl.execchain.RetryExec.execute(RetryExec.java:89)
at org.apache.http.impl.execchain.RedirectExec.execute(RedirectExec.java:110)
at org.apache.http.impl.client.InternalHttpClient.doExecute(InternalHttpClient.java:185)
at org.apache.http.impl.client.CloseableHttpClient.execute(CloseableHttpClient.java:118)
at games.strategy.engine.random.MartiDiceRoller.postRequest(MartiDiceRoller.java:95)
at games.strategy.engine.random.PbemDiceRoller$HttpDiceRollerDialog.rollInSeparateThread(PbemDiceRoller.java:222)
at java.base/java.lang.Thread.run(Thread.java:834)
Caused by: sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
at java.base/sun.security.validator.PKIXValidator.doBuild(PKIXValidator.java:439)
at java.base/sun.security.validator.PKIXValidator.engineValidate(PKIXValidator.java:306)
at java.base/sun.security.validator.Validator.validate(Validator.java:264)
at java.base/sun.security.ssl.X509TrustManagerImpl.validate(X509TrustManagerImpl.java:313)
at java.base/sun.security.ssl.X509TrustManagerImpl.checkTrusted(X509TrustManagerImpl.java:222)
at java.base/sun.security.ssl.X509TrustManagerImpl.checkServerTrusted(X509TrustManagerImpl.java:129)
at java.base/sun.security.ssl.CertificateMessage$T13CertificateConsumer.checkServerCerts(CertificateMessage.java:1340)
… 25 more
Caused by: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
at java.base/sun.security.provider.certpath.SunCertPathBuilder.build(SunCertPathBuilder.java:141)
at java.base/sun.security.provider.certpath.SunCertPathBuilder.engineBuild(SunCertPathBuilder.java:126)
at java.base/java.security.cert.CertPathBuilder.build(CertPathBuilder.java:297)
at java.base/sun.security.validator.PKIXValidator.doBuild(PKIXValidator.java:434)
… 31 morePlease ensure your Internet connection is working, and try again.Visit https://forums.triplea-game.org/ for extra help
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I had also an Error but reloaded the map and it was gone.
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@gamerman01 said in League General Discussion Thread:
This seems like a good time to share my collection of notes about the Balanced Mod that I don’t think are in the BM notes in Triple A
(Not a criticism)- Japan can’t stop the Zone 5 NO when not at war with Russia
- If Allies liberate South France when it’s Vichy, the fleet is destroyed but nothing else happens (unless the Free French liberate South France)
- The French boats have to be in Zone 93 to turn Axis neutral (could happen with Vichy in later round than F1)
- Victory conditions - the 6 or 8 cities have to be held for an entire turn, for instance, I12 to I13. If a city is taken during a full round, it “resets the clock”
- The Russian NO for +3’s in Europe does include Finland and Norway.
- The Axis can use the naval base in South France during Vichy
- If Japan walks into a friendly Vichy French Indo-China they still lose the +10 NO
- “Land units” does include AAA for purposes of stopping Vichy in South France, for gaining the Sardinia/Sicily etc. NO, for getting the North Africa NO (USA AA). But Japanese AA in China doesn’t stop the spawn
And now,
9) Battleships and cruisers are considered “transports” for marine rules, that is, marines picked up in combat move must be attempting/completing an amphibious assault in the same turn, same rule as regular transports.There you go.
#7 is in there:
“Japanese occupation of French Indo China still negates Japan’s “Trade With America” objective.” -
@farmboy said in League General Discussion Thread:
@pacifiersboard as as far as I’m aware, that rule applies to marines on battleships and cruisers as well. So if you load marines on a combat move, they need to be making an amphibious assault that turn. Its why you will often see players leaving the marines on the Battleship and Cruiser rather than landing them on a NCM.
thx for pointing out what I set bold!
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Since we’re on the topic -
If you have one unit on a transport, in CM you can load and drop that unit for an amphibious assault, while keeping the other onboard because it was not loaded in that CM…
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@Adam514 @gamerman01 and all
I have been doing my homework meanwhile and also want to share (and expose) my florilegium
@Adam514 said in G40 Balance Mod - Feedback Thread:
@oysteilo:
…this means that marines can’t be loaded to warships if you want the warship to conduct only a naval battle (no amphibious assult)? However, if the warship was loaded in NCM in an earlier round the loaded warship can participate in naval battles without unloading the marine?
Exactly.
@gamerman01 said in G40 Balance Mod - Feedback Thread:
No, it can’t because battleships and cruisers act like transports (as it relates to marines)
A transport can’t be involved in combat and then unload in NCM, so a battleship can’t either
@Adam514 said in G40 Balance Mod - Rules and Download:
After much deliberation, the marine-kami rule will be the following: marines can unload from friendly cruisers/BBs and the cruisers/BBs are not subject to kamikaze attacks, nor do they stop the unloading.
Reason: should be a rare occurrence, so might as well take what TripleA does by default.
@Adam514 said in G40 Balance Mod - Feedback Thread:
[…] Ships can’t conduct combat and then unload in the NCM phase. If the Marine wasn’t already loaded though, you can’t load it on a ship if you aren’t conducting combat with the Marine. That’s the same rule as transports.
@Adam514 said in G40 Balance Mod - Feedback Thread:
@Misterblue Transport or ship can’t do anything else that turn if it did anything during the combat move phase (moving, bombard, battle).
Hopefully nothing outdated included.
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@Adam514 said in G40 Balance Mod - Rules and Download:
After much deliberation, the marine-kami rule will be the following: marines can unload from friendly cruisers/BBs and the cruisers/BBs are not subject to kamikaze attacks, nor do they stop the unloading.
Reason: should be a rare occurrence, so might as well take what TripleA does by default.
I’m not sure about this one. Is this determination regarding non-combat?
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G-Man, if you have an ANZAC marine on a US BB, the BB can’t have been in combat on the Anzac turn so is unaffected by the rule preventing offloading after combat. Or am I not understanding your question?
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No, you got it. What I didn’t understand is why “friendly” was in there. Of course marines are on friendly ships! I didn’t know it was intended to be “Ally’s” Thanks
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More importantly, you can’t use a Kami on the US BB on Anzac’s turn if they are attacking with an Anzac marine.
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Leads to another interesting scenario.
It has been ruled (Krieghund, probably) that a scramble stops an unsupported amphibious assault from an ally’s transport
Similarly, I would think a scramble would stop an unsupported marine from coming off an ally’s cruiser/battleship.
Like Adam said, much deliberation. I suppose I can imagine kamikazes would target a fleet in motion, but marines getting off an ally’s warship (warship was moved on the Ally’s turn - Krieghund gave this very logic in explaining bridging across an ally’s transport - actually depends on which coast it’s on!!) would not be stopped by kamikazes because kamikazes pretty much always targeted a fleet in motion.
:p
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rules question:
Vichy has benne enacted. Germany holds Normandy and France.Can Italy take Southern France with an AA gun on NCM? The BM rules state any axis occupation following armistice…
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You can’t activate a neutral with AAA, per Krieghund (Kevin Chapman, actual rulebook writer)
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Good question
mainah
I never thought of that. -
@gamerman01
Thank you gamerman.
Wasn’t sure if southern France was truly considered a friendly neutral as you don’t get the land units or the fleet when “activating” it, and you can land air there without activating it. -
@mainah said in League General Discussion Thread:
ou can land air there without activating it
hu, you can land air there ?
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My internet here has been down for awhile, I was going to double check what their notes in Triple A say but haven’t had a chance.
The balanced mod came with the Vichy rules, so that is all a house-ruled set. In other words, 2nd edition out of the box rules do not include the Vichy rules at all - the Vichy rules were created by a team of players who developed the balanced mod that is immensely popular here in the A&A.org league
Vichy territories are pro-Axis neutrals.
You can’t land air on neutrals. You can’t “activate” neutrals with only an AAA gun
So you can’t land air on South France and you can’t take it over with an AAA





