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 don’t use it myself (although I think I did in earlier games). It hasn’t come up for me for a while but I do generally allow it, although I might have to think about it some more in a playoff game. Its not on the whole a major deviation from the default. The outcome is a 7-10 bonus (potentially earlier access to an NO and you avoid losing the transport) for the allies but for a minor power. But I certainly understand why folks would say no to it.
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@farmboy playoff games are so close that one extra artillery can have a huge swing in decision making. There is no way I would allow a NG infantry as part of the bid unless discussed pre-bid. It is way too beneficial for just 3 PUs, of similar cost/benefit as a Scotland fighter.
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@Arthur-Bomber-Harris I don’t disagree. And as I noted, I can certainly appreciate why players won’t agree and it is against the default. I’m playing more BM though where bids are scarcer relative to OOB and I’ve generally decided that it is more useful for me to spend the 3 elsewhere. The benefits of british subs or an inf in Yunnan, for example, seem greater to me. You don’t see the benefit in the concrete outcome of getting an NO earlier or in not having to expose a transport, but I think I get more benefit from the constraints those other bid placements place on the axis. So I’m less opposed if someone else wants to do it. But because it is a rule breaker, I’d be more hesitant in a playoff game.
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Is it legal for Japan to upgrade the factory in Malaya to a major?
Europe rule book page 27 says: " The industrial complex to be upgraded must be located on an originally controlled (not captured) territory that you have controlled since the beginning of your turn and that has an IPC value of 3 or higher."
Not sure must we apply the same restriction for Malaya if the Pacific book doesn’t say the same for the factory upgrades?
Any thoughts will be appreciated. -
@Me1945 said in League General Discussion Thread:
originally controlled (
should probably say “original owner” but yea … good question :)
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@Me1945 said in League General Discussion Thread:
Europe rule book page 27 says: " The industrial complex to be upgraded must be located on an originally controlled (not captured) territory that you have controlled since the beginning of your turn and that has an IPC value of 3 or higher."
Exactly the same wording is in the Pacific 1940.2 rulebook, on page 25.
So Japan is not allowed to upgrade in Malaya, that is a territory originally controlled by UK.
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Like a lot of people I ran into trouble with my dice email a couple of years ago. I was using gmail and I found that most of the emails weren’t coming through. I switched to yahoo and that worked great until the last few months. I still get all the emails but most come in several days late. Curious if others are dealing with the same thing and if there an email service that is avoiding these issues.
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I am new to this league and site. gmail wouldnt let me set up dice server. someone told me about proton emeail. it works great. just go to proton email and click for the free account. the dice server works great with it
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@MuddSlinger thanks for the suggestion! I’ll probably give that a try.
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@MuddSlinger said in League General Discussion Thread:
just go to proton email and click for the free account
yea and it doesn’t even require a phone number :)
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Indeed. It is a great privacy focused email system with messages stored in Switzerland 👍 You don’t want that your invasion plans go public 😅
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anybody else experiencing this issue with dice roll getting stuck ?? just started happening to me today in my ptv game!

i rebooted machine and didn’t help. i upgraded to latest 2.7x triplea and still same issue.
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ok i took out my email address and replaced it with yours and it worked. so it must be something with my yahoo email… maybe i’ll look into that proton email account after all lol
anyway i’ll complete my turn and post it. then look into that option
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@gamerman01 said in League General Discussion Thread:
But like farmboy pointed out, you can throw out all the bidding rules if you can agree with your opponent. However, your other opponents may wish to abide by the “default”
I haven’t played any OOB league games and just started one with Gamerman. So I am looking at AndrewAAGamer & ABH’s playoff game and the bid is something I never would have considered, a couple other key units but the big whopper: 46 IPCs going to China’s bank! First time I have seen anything like it, so I’m watching the game closely now! :)
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@Stucifer not a playoff game, but a regular match. Nice to have Chinese soldiers standing toe to toe with the Japanese forces.
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@Arthur-Bomber-Harris Ah yes not sure why I thought it was a playoff game! 😆
It’s quite a change from the typical subjugation of China most games see. I saw a post from Andrew saying he wanted to try and tackle the China stack instead of ignore it. would be interesting to see how much of a difference it could have made if Japan had ignored them and gone for the J2 still.
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nvermind, it’s still getting stuck… it’s now happening in my other games, and doesn’t matter what email i use for the dice… this is bad
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@axis-dominion Very strange :( I am not getting an issue right now on my laptop. I was having the same issue either yesterday or Sunday though for a brief time.
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Bummer
yea my guess is that it’s a email issue. Unfortunately, I don’t think you can change emails mid game. I have never tried it though.
I would try protonmail or gmx.com. Maybe you can load your current game with the new address. Worth a try anyway.
Might want to ping Panther on the triplea thread
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just reread your comment. So new email not working. Maybe go back to one of 2.6 prereleases





