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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I made a couple of errors, but Im curious about the dice rolling mechanism…seems in a few battles that the dice are very skewed badly…any general rule I should follow with the dice rolling mechanics used? thanks
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is china limited with what they can get on the opening bid?
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Yes, only inf
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can i get the 2.6 download link please.
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@dawgoneit I’ve looked all over and con’t find it
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@dawgoneit better an o than a u Lol can’t
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Hi @dawgoneit
Here is latest https://github.com/triplea-game/triplea/releases/tag/2.6.14615
I assume you are familiar with the install ? If not, ask :)
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ah … I see mainah already on it lol :)
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@mainah thank you sir
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@dawgoneit said in League General Discussion Thread:
can i get the 2.6 download link please.
Is this what you are looking for?
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@oysteilo yes it is. can i have both 2.5 and 2.6 downloaded at the same time? I have games in both. If so how?
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@dawgoneit 2.5 saves will work in 2.6 but not vice versa
yes you can have both. Put 2.6 in a different folder
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@dawgoneit said in League General Discussion Thread:
@oysteilo yes it is. can i have both 2.5 and 2.6 downloaded at the same time? I have games in both. If so how?
here’s an example

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@HammerTime said in League General Discussion Thread:
I made a couple of errors, but Im curious about the dice rolling mechanism…seems in a few battles that the dice are very skewed badly…any general rule I should follow with the dice rolling mechanics used? thanks
It might be I’m not understanding the concern but I think the dice mechanic approximates the outcomes of real dice. Any given roll might represent an extreme, but over the course of many rolls (sometimes over many games) it does average out.
One way to manage that is to play to reduce risk. So you make sure that you always have the best odds possible (approachng 100% where possible) in the battles that you choose to fight.
Another option is to play with low luck dice which reduces the uncertainty of the dice.
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Speaking about different TripleA versions: I think it is a good idea and habit if we would also mention the version number, when we start a new game and post the new topic.
That way it will be easier for followers to load and look at a certain savegame now or later.
Posting not only “good luck and have fun” but also the TripleA version number and ideally the bid spending should be beneficial
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@gamerman01 said in 2024 League Rules:
Bidding - is normally used to ensure that both players are satisfied with the side they will play.
Default settings for bidding:
Limit one bid unit in a territory or sea zone.
The nation placing a unit in a territory or sea zone must have started with a unit in said territory or sea zone prior to placing the bid.
China can only add infantry
The term “unit” includes facilities as described in page 27 of the Europe 2nd edition rulebook, therefore facilities may be added with a bid, and another unit may be added to a territory with only a facility.According to the bidding rules, they don’t explicitly prevent the bidding of land units in sea zones with transports/cruiser/BB. Is it legal to bid land units in sea zones?
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@Adam514 said in League General Discussion Thread:
@gamerman01 said in 2024 League Rules:
The nation placing a unit in a territory or sea zone must have started with a unit in said territory or sea zone prior to placing the bid.
I would say the default rules say yes it’s legal because of this wording
The term “unit” includes facilities as described in page 27 of the Europe 2nd edition rulebook, therefore facilities may be added with a bid, and another unit may be added to a territory with only a facility.
I would also say it’s in line with the default rules because the default rules even allow placing a unit on a territory that only has a facility (which would also seem unconventional to some)
@Adam514 said:
According to the bidding rules, they don’t explicitly prevent the bidding of land units in sea zones with transports/cruiser/BB. Is it legal to bid land units in sea zones?
Yes it is legal according to the default, which would govern if players don’t agree.
Remember that if both players agree, you can do whatever, including a Chinese bomber (that makes me sound like Cmdr Jennifer).
But yes, the default rules allow land units to sea zones (would be cargo on transport or marine on cruiser/battleship) on bidHappy gaming!
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My neighbor bought my house when we moved last fall.
He likes fringe board games - not sure he plays them much. I could never get him to play Axis and Allies though we were neighbors for 21 years.He owns 2 copies, 1914 and 1942 2nd ed. He tried to learn how to play them, sort of said something like “maybe you can teach it to me sometime”. Never did. He also saw my G40 boards spread out across my living room on a table, in full glory. Playing in parallel with an online game.
So in his game closet last night, he has 1914 WRAPPED IN PLASTIC. I think he got it a few years ago when it came out.
I don’t even know the rules to it, but I thought I’d offer to buy it from him cheap so that I can play it with no-one for the rest of my life.
It’s $90!! What?
So I go and download it with Triple A. It definitely looks very intriguing, definitely a very new experience with some familiar mechanics.I guess I should look at 1914 discussion on these boards 🤦♂️
Thought I’d share these thoughts to my familiar league buddies first. -
This is the 1914 game. It is quite good, definitely a different experience, though it does need some minor House Rules to make it balanced.







