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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The only problem I see with that is that it offsets the balance. And, although it might be a good thing, it benefits more games played. Two players who only play tier 3 and both win 50 % will differ in ranking. Perhaps no biggie, but it’s not very elegant.
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@trulpen said in League General Discussion Thread:
The only problem I see with that is that it offsets the balance. And, although it might be a good thing, it benefits more games played. Two players who only play tier 3 and both win 50 % will differ in ranking. Perhaps no biggie, but it’s not very elegant.
the point is to make it easier to accept new players. If they decide to play many games, ratings will avaerage out. If they leave after 1 or 2 games, the player accepting the challenge will not lose rating/he will gain something from the recruitment effort.
Now, if the new player decides not to play… noone is losing, at least not the person trying to recruit. In any case you are not allowed to participate in top 8 playoffs before you have 8 games. Lower level play offs require 3 games, so it might alter the rating here though. Is it a big deal?
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@majikforce said in League General Discussion Thread:
@farmboy I have never been one to care about my ranking. I know what my skill level is. It may not necessarily be that the upper tier players care about a ranking as well, there is something to be said about taking on a challenging game. It does take time and effort to play this game even online and if the competition does not challenge you it may be a deterrent to picking up some games. Do you think Lebron James really wants to play you in one on one and enjoy it?
All that being said I do think the upper tier players owe it to the league to play some lower tier players and coach them up somewhat. I have always tried to play newer players and help them out a little bit. As a group its in our best interest to have as many good payers as possible to keep competition alive. I have slimmed my games down for a time but I would be willing to open 1 or 2 slots for a new or lower tier player. PM me if you want a game.
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@Adam514 I was advised to ask you for a rule question. Thank you in advance!
A fighter has 1 move point left and would require an AC to land on after combat. The AC can only intercept the fighter in a hostile SZ. What is required of the attacking player regarding the movement of the AC in respect to combat/noncombat phases. I can clarify if needed? -
@Pejon_88 I’ll give it a try. If the only available landing spot is the hostile sea zone you also have to attack that sea zone. But you need not to have a realistic chance of winning that battle. However, if you do win, the AC has to pick up the fighter
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@Pejon_88 As oysteilo said, you need to have a chance of picking up the fighter after combat, or else the move is illegal. So you need to sent at least 1 combat unit against the hostile sea zone to be able to send out that fighter.
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Is there an introduction to the league guide? How do you get started. How to setup your first TripleA game. What is a common/fair bid ranges for the Allies. This could be stickied.
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@akreider2 said in League General Discussion Thread:
Is there an introduction to the league guide? How do you get started. How to setup your first TripleA game. What is a common/fair bid ranges for the Allies. This could be stickied.
League rules are stickied in this forum.
Triple-A quick start guide: https://www.axisandallies.org/forums/topic/17147/gargantua-s-k-i-s-s-triplea-instructions/26
Not sure if that’s all you’re looking for?
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It’s a good start. 1) It should be stickied on the League forum so people can find it.
- It should include more information about joining the League. How do I start my first game, what is a typical bid, what do the different ranks mean, what each acronym means, what the heck BM3 is and why everyone is playing it, why nobody is playing Europe 1940 or Pacific 1940 stand alones, why are my posts delayed 90 seconds (what do I need to do to stop this extremely annoying “feature”), etc.
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Well, league has never included stand-alones as far as I can recall – before Global 1940, we were all playing Anniversary, for what it’s worth.
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League rules are stickied, as are links to Balanced Mod version 3.
I for one have never played Europe or Pacific. Why would you?
Everyone is playing BM because most think it is better. Simple enough. I guess same reason for Global vs Eur/Pac.
Other things can be pretty easily divined.
Posts being delayed 90s is probably because you’re still a new member.
HTH
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@simon33 said in League General Discussion Thread:
Posts being delayed 90s is probably because you’re still a new member.
Think it has something to do with reputation and is a block against potential troll/spam.
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How does one join the league? I’ve been playing TripleA for over a year now, and want to start playing with other people online.
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@AndyCub said in League General Discussion Thread:
How does one join the league? I’ve been playing TripleA for over a year now, and want to start playing with other people online.
Just post a request for opponents here:
https://www.axisandallies.org/forums/topic/30809/find-league-opponents-thread/613
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@trulpen Cool, thanks!
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If I’m defending, with a carrier and some planes, can I remove the carrier, and still have the planes survive until my text turn, since I’m not allowed to move them?
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Yes, they just need a landing spot after the battle, or they die.
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They can move up to one space for a safe landing spot if I’m not mistaken.
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@trulpen How far can they move after the battle?





