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 also have an issue with the objectives tab.
The computer that has the password and can play on the forum is the same one that does not have the objectives tab. Version of TripleA is the same on both computers.And the laptop has the objectives tab but can’t play by forum because of the password issue. The two together can do my gaming, but when I’m away from home… out of luck :cry:
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@gamerman01 probably the map on one of them is out of date. Check that in download maps
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Thanks Simon - I went to triplea forums and I think I might be onto something. Somebody else had the same problem and the same versions (2.5.22294 and java 11.0.6) and I’m following the solution right now. Downloading a pre-release version of Triple A 2.6 - will keep everyone posted
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Getting stuck.
Can’t even find BM3 in maps. Probably making things worse, though I did find how to change the default number of runs in the battle calc - sweeeeeet -
@gamerman01 said in League General Discussion Thread:
Getting stuck.
Can’t even find BM3 in maps. Probably making things worse, though I did find how to change the default number of runs in the battle calc - sweeeeeetIt is packaged up in “World War II 1940 Global”
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OK, I do have World War II 1940 Global on both computers - have all along, I think.
I don’t know why I have the objectives tab on one and not the other. Is that why you said the map might be out of date? I removed the Global map and installed it again - same version I had - still no objectives tab :(
Still have the forum password problem.
Thanks for helping! Any other things I can try?
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I reckon it isn’t picking it up rather than there being something else wrong
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@simon33 said in League General Discussion Thread:
I reckon it isn’t picking it up rather than there being something else wrong
This could be because the original BM was installed on it. Before BM was included in the map package. I think you had to unzip the map package and put some other stuff in it. If you can find this, you could resolve the problem. HTH. Just one idea.
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@gamerman01 @Soulblighter moving this here if that is alright since this is the discussion page. I was going to add that the 97 attack is a bit less common now I think so the sub in 98 is less common too. I tend to place my bid to constrain G1 choices so usually subs in 91 and 106 or around the UK.
I think gamerman is right that the bid has gotten a little high. But if and when @axis-dominion, @JDOW and @Adam514 rejoin the league, we might find it a little low. :)
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@farmboy said in League General Discussion Thread:
@gamerman01 @Soulblighter moving this here if that is alright since this is the discussion page. I was going to add that the 97 attack is a bit less common now I think so the sub in 98 is less common too. I tend to place my bid to constrain G1 choices so usually subs in 91 and 106 or around the UK.
I think gamerman is right that the bid has gotten a little high. But if and when @axis-dominion, @JDOW and @Adam514 rejoin the league, we might find it a little low. :)
idk. I don’t think it changes anything for g1. I saw a few interesting choices for allied bids. Mostly regarding putting a transport near SA to get those two inf faster north and a marine near india. I think those two make more sense as they allow uk to deal with a few things uk needs to deal with fast.
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I’m guilty of keeping a conversation going in the wrong thread - AGAIN
Thanks Farmboy
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Man it hurts to lose that destroyer/transport off Canada (106)
Subs to UK in favorite G1 targets would seem to be the most effective. 110, 111, 106
To me the game is all about the German/Russian front, as in earlier versions, and as it should be. Raising chance to bring down German planes and/or saving some fleet is the best use of a bid IMO.
I always take sub 98 and hit 97 because I got burned by skipping 97 once. Hard. Probably did the wrong thing. Italy went wild and helped on India, and that’s curtains.
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@gamerman01 I like the gib air base move as my UK1. It doesn’t knock the italian fleet out but it contains it and conserves the UK navy to threaten both Germany and Italy. So the sub in 91 both protects that cruiser (which I’ve also seen as a target that can mess up my UK plans) and gives you a way to hit the Italian destroyer without trading your own or risking a plane.
@soulblighter I do the marine in India if I’m confident that axis aren’t going for a J1 or J2 (some players are pretty consistently a J3). I’m sure a transport off SA works well if you are going to hit Italy in Africa hard on UK1/2 and get the Mid East. But the subs in the Atlantic make German naval attacks riskier and I find it helps me set up the allies in the atlantic more quickly.
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@gamerman01 I agree, but G1 needs to get rid of the fleet either way. Also 106 is a 50/50 shot regardless. So it feels pointless to put something there. It would be better to put something somewhere where you know it will be effective, like the 98 sub.
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A sub in z106 is actually a great spot for a sub. It forces G to use 2 subs if they want to hit the des and tr. That means one less sub in z111. All of three of z91/110/111 have merits, but I think z91 and z111 are better.
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You pretty much need 3 subs in SZ106 to be somewhat confident to take that transport. Everything else is a coinflip.
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Right, I forgot 91 in my list.
106 is big because if G sends 2 it’s still very risky as Pejon said. If G1 doesn’t attempt 106, 1 sub can’t attack anything.If you’re not going to attack 97, no use putting a sub in 98 unless you’re putting one in 91 and gonna use sub in 98 to attack 96.
Anyway, I’m a strong believer that you use your whole bid on UK subs, with extra going whatever. Nobody does it, but infantry in France could be good.
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@pejon_88 said in League General Discussion Thread:
You pretty much need 3 subs in SZ106 to be somewhat confident to take that transport. Everything else is a coinflip.
I prefer the coinflip of 2 subs though. 3 subs just means a juicy target for UK with the DD from SZ109 and probably the bomber.
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^ also with a 3 sub attack, UK should probably submerge a bid sub and then use it to counter attack.
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On the bids they should be used to do one of two things:
- nerf an axis attack
- allow or strengthen an allied attack
The SZ106 bid does achieve this to some degree but I think much less than either the Scottish fighter bid (which for some reason isn’t used as much any more) or the combo bid with +16 of ftr malta and sub SZ98. This allows a Taranto with sending in the CV, mostly. Main risk being if they don’t scramble and don’t get a defensive hit (roughly 16%) you lose the CV as it has to move in to capture the plane which came from UK.
I reckon if I had a 20 bid I would put down an artillery in Kweichow. Gives China more fight against a J3 DOW.





