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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Sorry for any delay in my games, I am a dad now :wink:. May need some extra time!
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Congratulations. Enjoy those first moments .
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I am very very happy for you and your family!
Enjoy every little Moment.
Be blessed, you and your family! -
Congratulations Giallo! All the best to you
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Thanks guys, it’s amazing!!
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If Axis declare war on true neutrals, can Russia take control of Mongolia? Do they have to wait until they are at war with the Axis?
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Yes. They would become pro allied. They can’t become pro-axis.
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Yes. They would become pro allied. They can’t become pro-axis.
Thanks, it’s what seems most logical to me.
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I suppose the USSR would have to be at war with Japan though. Otherwise they would be under the restrictions of a neutral power on the Pacific map.
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I suppose the USSR would have to be at war with Japan though. Otherwise they would be under the restrictions of a neutral power on the Pacific map.
Hmm interesting point.
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I just landed a US inf in Dutch New Guinea and it remained Dutch. I assumed the ownership would change (and my aim was to get the ANZAC bonus). Am I missing a rule? The game is regular 2nd ed and we are far enough along that the US has declared war.
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Only UK and Anzac can take over Dutch territories actually (and French?), so US can’t take them over.
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Thanks! I’m probably used to situations where the US gets in there after Japan has taken it and assumed I could.
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UK and ANZAC can’t claim French territories.
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Sorry, meant maybe French can take Dutch territories.
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@Pac:
Political Situation: ANZAC begins the game at war with Germany and Italy, both of which are on the other side of world.
ANZAC may declare war on Japan at the beginning of the Combat Move phase of any of its turns, resulting in a state of
war between Japan and both ANZAC and the United Kingdom. When not yet at war with Japan, in addition to the normal
restrictions (see “Powers Not at War with One Another,” page 15), ANZAC may not move units into or through China. It
may, however, move units into Dutch territories as a noncombat movement at any time, as long as those territories have not
been captured by an Axis power. It may actually take control of Dutch territories (gaining their IPC income) by moving land
units into them. Additionally, ANZAC considers attacks against any Dutch territories to be acts of war against it directly.…
Political Situation: France is at war with Germany and Italy. France may declare war on Japan at the beginning of the
Combat Move phase of any of its turns.The bolded bit is not present in the French rules.
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Thanks.
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I just landed a US inf in Dutch New Guinea and it remained Dutch. I assumed the ownership would change (and my aim was to get the ANZAC bonus). Am I missing a rule? The game is regular 2nd ed and we are far enough along that the US has declared war.
Seems like a TripleA bug. The explanation that the USA can’t take Dutch territories isn’t consistent with USA being able to take Java and Celebes.
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I just landed a US inf in Dutch New Guinea and it remained Dutch. I assumed the ownership would change (and my aim was to get the ANZAC bonus). Am I missing a rule? The game is regular 2nd ed and we are far enough along that the US has declared war.
Seems like a TripleA bug. The explanation that the USA can’t take Dutch territories isn’t consistent with USA being able to take Java and Celebes.
Umm, USA can’t take ownership of Java or Celebes from the Dutch either. They can take it from the Axis though.
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I have an issue with a current game; on Anzac2 - I place a dd where was a Japan navy with empty transports ( Japan has not DOW ). So when Japan starts J3 and DOW on allies; he is able to load the transport on the sz where my dd was and brought his transport to the islands.
I thought the combat has to be resolved before the transport can be loaded; so at the end the purpose of it is to delay the attack on the island if the player unloaded the troops the round before…
Am I wrong on this on the triplea server bypass the rule?





