Game History
Round: 3 Purchase Units - Americans Americans buy 1 armour, 1 bomber, 1 fighter, 1 infantry and 3 transports; Remaining resources: 0 PUs; Politics - Americans Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States Combat Move - Americans Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans 2 infantry and 1 transport moved from 16 Sea Zone to 17 Sea Zone 2 infantry moved from 17 Sea Zone to Iwo Jima Combat - Americans Battle in Iwo Jima Non Combat Move - Americans 1 artillery, 1 battleship, 1 carrier, 2 cruisers, 3 destroyers, 1 fighter, 1 infantry, 2 submarines, 1 tactical_bomber and 1 transport moved from 16 Sea Zone to 17 Sea Zone 1 artillery and 1 infantry moved from 17 Sea Zone to Iwo Jima 2 carriers and 4 fighters moved from 7 Sea Zone to 17 Sea Zone 1 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone 1 battleship, 1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands 1 fighter moved from Aleutian Islands to Siberia 2 bombers moved from Alaska to Siberia 1 bomber moved from Western United States to Siberia 1 armour moved from Eastern United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 1 armour, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 armour and 1 infantry moved from 91 Sea Zone to Gibraltar 1 infantry and 1 mech_infantry moved from Eastern United States to 101 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 101 Sea Zone to 86 Sea Zone 1 infantry and 1 mech_infantry moved from 86 Sea Zone to Brazil Americans take Brazil from Neutral_Allies 1 cruiser and 1 destroyer moved from 101 Sea Zone to 91 Sea Zone Place Units - Americans 2 transports placed in 101 Sea Zone 1 transport placed in 10 Sea Zone 1 armour, 1 bomber, 1 fighter and 1 infantry placed in Western United States Turn Complete - Americans Americans collect 53 PUs; end with 53 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 63 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 73 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 2 infantry; Remaining resources: 2 PUs; Combat Move - Chinese 1 fighter and 11 infantry moved from Suiyuyan to Chahar Chinese take Chahar from Japanese 1 infantry moved from Suiyuyan to Chahar 1 fighter moved from Chahar to Suiyuyan Combat - Chinese Non Combat Move - Chinese Place Units - Chinese 2 infantry placed in Suiyuyan Turn Complete - Chinese Chinese collect 8 PUs; end with 10 PUs Purchase Units - British British buy 1 carrier, 1 destroyer and 3 infantry; Remaining resources: 0 PUs; Combat Move - British 1 carrier, 3 cruisers, 3 destroyers and 2 fighters moved from 98 Sea Zone to 97 Sea Zone 1 bomber, 1 fighter and 1 tactical_bomber moved from Egypt to 97 Sea Zone 2 destroyers moved from 81 Sea Zone to 97 Sea Zone 1 infantry moved from Tobruk to Libya British take Libya from Italians 1 artillery and 2 infantry moved from Egypt to 98 Sea Zone 1 artillery moved from Trans-Jordan to 98 Sea Zone 2 artilleries, 2 infantry and 2 transports moved from 98 Sea Zone to 76 Sea Zone 2 artilleries and 2 infantry moved from 76 Sea Zone to Ethiopia 1 battleship moved from 76 Sea Zone to 80 Sea Zone 1 armour moved from Egypt to Ethiopia Combat - British Battle in 97 Sea Zone British attack with 1 bomber, 1 carrier, 3 cruisers, 5 destroyers, 3 fighters and 1 tactical_bomber Italians defend with 1 battleship, 2 cruisers, 1 destroyer and 2 transports British win, taking 97 Sea Zone from Neutral with 1 bomber, 1 carrier, 3 cruisers, 5 destroyers and 3 fighters remaining. Battle score for attacker is 55 Casualties for British: 1 tactical_bomber Casualties for Italians: 1 battleship, 2 cruisers, 1 destroyer and 2 transports Battle in Ethiopia British attack with 1 armour, 2 artilleries and 2 infantry Italians defend with 1 artillery and 3 infantry 1 armour owned by the British retreated to Anglo Egyptian Sudan Italians win with 1 artillery and 1 infantry remaining. Battle score for attacker is -8 Casualties for British: 2 artilleries and 2 infantry Casualties for Italians: 2 infantry Non Combat Move - British 1 infantry moved from Belgian Congo to Anglo Egyptian Sudan 1 infantry moved from Belgian Congo to Anglo Egyptian Sudan 2 fighters moved from West India to 80 Sea Zone 1 bomber moved from 97 Sea Zone to Egypt 1 fighter moved from 97 Sea Zone to Malta 1 fighter moved from Gibraltar to Egypt 1 fighter moved from Gibraltar to United Kingdom 1 artillery and 4 infantry moved from Iraq to Persia 1 aaGun and 2 infantry moved from Trans-Jordan to Iraq 3 aaGuns, 1 armour, 1 artillery, 9 infantry, 1 mech_infantry and 1 tactical_bomber moved from West India to Eastern Persia Place Units - British 1 carrier and 1 destroyer placed in 80 Sea Zone 1 infantry placed in Persia 2 infantry placed in Egypt Turn Complete - British British collect 33 PUs; end with 33 PUs Turn Complete - UK_PacificLeague General Discussion Thread
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US1 is available any time!
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US1 is done, next available is I1, ANZ1, G2, R2
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This is the first league community shared hot-seat game, where anyone can pop in and play a turn after requesting a turn.
There will be no coordination of moves among allies.
There is a combination of added and subtracted pieces at game start totaling 95 IPC’s because no coordination is a big handicap for the allies. Also, it does not matter much whether the starting set up is perfectly fair.
The main point of this (very different) community game is for everyone to have fun. The main idea is to give players the fun of jumping into a game they have not been playing, and make a move with the scenario given.
Hot seat game is in full swing, and it is Italy’s turn.
Anyone who has not yet played in the game is welcome to move Italy.Big brother took Normandy and France and has 4 bombers! The UK sunk 96 and made a power move to 92, with airbase.
Your East African are intact, but the UK has 2 transports in the Persian Gulf.WHAT DO YOU DO?
Find the hot seat game, or go to the pinned hot seat thread (on top) or message me if you want to sign up for a move.
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@gamerman01 ready
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@ManuC23 If I should be registered at the dice server ?.given address, please send me that address.
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@ManuC23 I admit I hadn’t said this before, but the hot-seat game is intended for league players
and I don’t see that you’ve ever completed a league game yet.
I appreciate your interest, but I think I need to ask you to try out the league with a game or two first.
If you do decide to play a league game, just say so here, or in the find league opponents (pinned thread) and let us know if you need help
If interested, you should peruse the League rules (pinned thread)
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@gamerman01 I think he’s looking how to link to the dice server. Myself I don’t no
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Here’s the link to Marti https://dice.marti.triplea-game.org/
If you hit “Play By Forum” once you start up triplea it will have a “Register” button that will take you there also.
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G1 - FlyingBadger
R1 - Ghostglider
J1 - Booper
US1 - gamerman01
C1 - simon.tressel
UK1 - AldoRaine
I1 - Pacifiers Board
ANZ1 - crockett36
F1 - GovZThe first round of hotseat just finished!
We have no one signed up for G2 or anything else in round 2!
League players who haven’t participated yet are preferred, but I won’t wait too long and open it up to round 1 participants, -This game should keep moving, or the hot seat turns cold! Go see the pinned thread, OR find the game thread and hop in.
Advisable to announce you will play before starting, so that you aren’t doing it at the exact same time as someone else.
Germany has a couple extra bombers for G2!
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PtV-question:
Can US take over dutch territories (via NCM) or is it only possible for UK/ANZ? -
It’s a special relationship between UK/ANZAC and Dutch
USA can’t take control of Dutch
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Page 38, 39 of Europe manual,
No such statement under USAPtV did not change this rule from OOB, that I know of @Adam514
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Thank you for the quick reply.
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According to p. 9 of the Pacific Rules: The US (or any power) can capture and control a Dutch territory after Japan has done so, but this implies via a CM.
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Thank you - In this particular game Japan has not been bold enough to attack that far away from the mainland!, but thank you for the clarification - I might need it later in the game! :-)
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To be sure,
USA can land on or occupy Dutch territory in noncombat movement, just can’t take control
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Haven’t played OOB in years. Seeing bids +45 etc… seems crazy.
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@666 AndrewAAgamer gets the credit for that! We at Allied HQ thank him for giving us a fighting chance. How it went on so long with those low bids is a testimony to how comfortable players here are with the Axis winning most of the time.
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@gamerman01 said in League General Discussion Thread:
It’s a special relationship between UK/ANZAC and Dutch
USA can’t take control of Dutch
Can we ask the follow up question, does this make sense? We have bm and yg and bb. I can’t get the play tester hat off no matter how hard I try.
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@crockett36 said in League General Discussion Thread:
@gamerman01 said in League General Discussion Thread:
It’s a special relationship between UK/ANZAC and Dutch
USA can’t take control of Dutch
Can we ask the follow up question, does this make sense? We have bm and yg and bb. I can’t get the play tester hat off no matter how hard I try.
It does to some degree because it stops USA from coming in and claiming Dutch New Guinea in particular, then being able to put a naval base down there. I don’t mind the rule the way it is.





