barnee Axis vs VictoryFirst Allies G 40 Expansion
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Lol, that’s true, I am used to other games where I have to do just one turn! So I forgot I had to do China and UK still…
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Yes, I converted it again when I did the US turn. If you click on Local Game and send the file instead of clicking on PBEM, all the PBEM data will be lost.
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Game History
Round: 1 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 5 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 2 infantry moved from Szechwan to Yunnan 1 fighter moved from Szechwan to Yunnan Combat - Chinese Battle in Yunnan Chinese attack with 1 fighter and 2 infantry Japanese defend with 1 artillery Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 : 1/3 hits, 0,83 expected hits Japanese roll dice for 1 artillery in Yunnan, round 2 : 0/1 hits, 0,33 expected hits 1 artillery owned by the Japanese lost in Yunnan Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 4 Casualties for Japanese: 1 artillery Non Combat Move - Chinese Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Yunnan to Shensi 2 infantry moved from Kweichow to Shensi 4 infantry moved from Szechwan to Shensi 1 infantry moved from Suiyuyan to Shensi Place Units - Chinese 5 infantry placed in Shensi Turn Complete - Chinese Chinese collect 9 PUs; end with 9 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 18 PUs
Combat Hit Differential Summary :
Chinese regular : 0,17 Japanese regular : -0,33
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For some reason, the View Turn Summary button screen went away before I had a change to click on it, so this one has no Turn Summary :(
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@victoryfirst see if this works :)
Game History
Round: 1 Purchase Units - Italians Italians buy 2 infantry and 1 italian_para; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Rail placed in Southern Italy 1 infantry moved from Ethiopia to Anglo Egyptian Sudan Italians take Anglo Egyptian Sudan from British 1 artillery and 1 infantry moved from Ethiopia to Kenya 1 infantry moved from Italian Somaliland to Kenya 1 armour, 1 artillery, 3 infantry and 1 mech_infantry moved from Tobruk to Alexandria 2 infantry moved from Southern Italy to 97 Sea Zone 1 battleship, 1 cruiser, 2 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone 2 infantry moved from 98 Sea Zone to Trans-Jordan 1 cruiser, 1 destroyer and 1 submarine moved from 95 Sea Zone to 93 Sea Zone 1 bomber moved from Northern Italy to 93 Sea Zone 1 armour and 1 artillery moved from Northern Italy to 95 Sea Zone 1 armour, 1 artillery and 1 transport moved from 95 Sea Zone to 97 Sea Zone 2 fighters moved from Southern Italy to Greece 1 armour and 1 artillery moved from 97 Sea Zone to Greece 1 armour and 2 infantry moved from Albania to Greece Combat - Italians Battle in Trans-Jordan Battle in Kenya Italians attack with 1 artillery and 2 infantry British defend with 1 infantry Italians win, taking Trans-Jordan from British, taking Kenya from British with 1 artillery and 2 infantry remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in Alexandria Italians attack with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry British defend with 1 infantry Italians win, taking Alexandria from British with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in 93 Sea Zone Italians attack with 1 bomber, 1 cruiser, 1 destroyer and 1 submarine French defend with 1 cruiser and 1 destroyer Italians win, taking 93 Sea Zone from Neutral with 1 bomber, 1 cruiser, 1 destroyer and 1 submarine remaining. Battle score for attacker is 16 Casualties for French: 1 cruiser and 1 destroyer Battle in Greece Italians attack with 2 armour, 1 artillery, 2 fighters and 2 infantry Neutral_Allies defend with 4 infantry Italians win, taking Greece from Neutral_Allies with 2 armour, 1 artillery, 2 fighters and 1 infantry remaining. Battle score for attacker is 9 Casualties for Neutral_Allies: 4 infantry Casualties for Italians: 1 infantry Non Combat Move - Italians Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Rail owned by Italians in Romania 1 artillery moved from Libya to Tobruk 1 bomber moved from 93 Sea Zone to Southern Italy 2 fighters moved from Greece to Southern Italy 1 Rail and 1 infantry moved from Southern Italy to Romania 1 artillery and 2 infantry moved from Northern Italy to Yugoslavia 2 aaGuns moved from Northern Italy to Yugoslavia 1 aaGun moved from Southern Italy to Northern Italy 3 infantry moved from Southern Italy to Northern Italy Place Units - Italians 2 infantry and 1 italian_para placed in Southern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 2 Italians collect 14 PUs (1 lost to blockades); end with 14 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 17 PUs
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Looks like it did. Had dice roller on prerelease so hopefully that’s the only thing I had wrong :)
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@barnee
Game HistoryRound: 1 Purchase Units - ANZAC ANZAC buy 1 infantry and 1 transport; Remaining resources: 1 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 infantry moved from New Guinea to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 2 infantry moved from 42 Sea Zone to Java ANZAC take Java from Dutch 2 aaGuns moved from New South Wales to Queensland 1 fighter moved from Queensland to Malaya 2 fighters moved from New Zealand to Queensland 1 cruiser moved from 63 Sea Zone to 62 Sea Zone 1 destroyer moved from 62 Sea Zone to 54 Sea Zone Place Units - ANZAC 1 infantry placed in New South Wales 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 14 PUs; end with 15 PUs Trigger ANZAC Liberates DNG Turn1: ANZAC met a national objective for an additional 2 PUs; end with 17 PUs
Combat Hit Differential Summary :
Everything went well! :) :+1:
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@barnee
Game HistoryRound: 1 Purchase Units - ANZAC ANZAC buy 1 infantry and 1 transport; Remaining resources: 1 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 infantry moved from New Guinea to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 2 infantry moved from 42 Sea Zone to Java ANZAC take Java from Dutch 2 aaGuns moved from New South Wales to Queensland 1 fighter moved from Queensland to Malaya 2 fighters moved from New Zealand to Queensland 1 cruiser moved from 63 Sea Zone to 62 Sea Zone 1 destroyer moved from 62 Sea Zone to 54 Sea Zone Place Units - ANZAC 1 infantry placed in New South Wales 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 14 PUs; end with 15 PUs Trigger ANZAC Liberates DNG Turn1: ANZAC met a national objective for an additional 2 PUs; end with 17 PUs Combat Move - French 1 infantry moved from French West Africa to French Central Africa 1 destroyer moved from 72 Sea Zone to 71 Sea Zone 1 cruiser moved from 110 Sea Zone to 87 Sea Zone 2 infantry moved from United Kingdom to Scotland 1 infantry moved from Algeria to Morocco 1 infantry moved from Tunisia to Algeria Non Combat Move - French Turn Complete - French
Combat Hit Differential Summary :
Alright, first turn is up! Looking forward to your G2, this is going to be a fun and interesting game!
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@victoryfirst said in barnee Axis vs VictoryFirst Allies G 40 Expansion:
Alright, first turn is up! Looking forward to your G2, this is going to be a fun and interesting game!
I agree :grin:
Do you want to intercept SBR on UK ? Triplea does it mostly right, except you can’t designate Ftrs to specific Infrastructure. I just roll with it myself, but if you want we can hand roll it.
Also, Air Battle can go a lot of different ways, so if you decide to intercept, when would you want to retreat or fight to death or until I retreat.
I turned off “Volkstrum” as it just takes up a space in the Purchase window. If it’s needed later in game it’ll need to be turned on the end of the round before it’s needed.
Since this our first go around, I’ll probably be more deliberate and explain things that you already know. No offense meant :) Think it’s a good opportunity to use this thread as a promotional/tutorial for Captain and Company’s House Rules and how to play with triplea.
Especially since it’s edit heavy compared to most triplea maps, although triplea still does a solid 80% or better of it. I’ve found after a few games, most of it just becomes part of the standard game play.
All right, back to game action :)
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Actually this is a pretty significant distinction
Note 3:
If the attacker conducts bombing raids against an
Industrial Complex and an Air Base (and/or Naval
Base) in the same territory at the same time, the
attacker must announce which air units attack
which Target – and hereafter the defender must
announce which fighters are defending which
Target (if any).So I’m sending 4 Ftr Escorts and the Bmbr at the Factory and 4 Tacs at the AB
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@barnee said in barnee Axis vs VictoryFirst Allies G 40 Expansion:
So I’m sending 4 Ftr Escorts and the Bmbr at the Factory and 4 Tacs at the AB
@The-Captain is that the correct procedure ?
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@VictoryFirst if the above is correct and you want to play to the letter of the rule, I’m gonna cancel the SBR. If you wanna roll with how triplea does it, I’ll let it ride.
Your call :)
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I guess I’d say we should play it the way it’s written since it could have a big difference. I’m fine either way though.
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@VictoryFirst wish you could edit these lol
Yea I’m gonna cancel the SBR and redo CM. We should try and follow the rules as closely as we can.
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@VictoryFirst ok back on track. here’s G2
Game History
Round: 2 Purchase Units - Germans Note to players Germans: It is Late 1940 and Waffen SS Army Units have been Organized into Armies. They are Commanded by a Oberst Gruppenfuhrer. You may have up to 4 Waffen Armies at any one time. Note to players Germans: <body><b>It is Late 1940 and Wehrmacht and Waffen Armies have been Organized into Army Groups.<br />You may have up to 3 Army Groups. Only 1 may be active per Territory.<b></body> Note to players Germans: It is Late 1940 and Wehrmacht Panzer Units have been Organized into Armies. They are Commanded by a Panzer General. They may also be Formed into Desert Amies. You may only have up to 3 Panze.... Trigger PanzerGeneral: buyPanzer_General added to productionGermans Trigger Waffen SS Oberst: buyWaffen_Oberst added to productionGermans Trigger Army Group: buyArmy_Group added to productionGermans Germans buy 5 GermanUBoats, 1 Panzer_General, 3 Panzer_Grndrss, 1 Wolfpack, 1 elite, 4 german_paras and 7 infantry; Remaining resources: 0 PUs; Politics - Germans Germans takes Political Action: Political Action Germans To War With Americans Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for Germans and Americans from Neutrality to War Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for Chinese and Americans from Neutrality to Allied Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for British and Americans from Neutrality to Allied Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for ANZAC and Americans from Neutrality to Allied Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for Americans and French from Neutrality to Allied Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for Americans and Dutch from Neutrality to Friendly Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 Rails placed in Germany 1 artillery moved from France to Normandy Bordeaux Germans take Normandy Bordeaux from French 1 bomber moved from Holland Belgium to Scotland 1 tactical_bomber moved from Northern Italy to 96 Sea Zone 1 fighter moved from Southern Italy to 96 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 96 Sea Zone 3 GermanUBoats and 1 Wolfpack moved from 106 Sea Zone to 101 Sea Zone Combat - Germans Strategic bombing raid in Scotland British roll AA dice in Scotland : 0/1 hits, 0.17 expected hits Bombing raid in Scotland rolls: 4 and causes: 4 damage to unit: airfield Bombing raid in Scotland causes 4 damage total. Battle in 96 Sea Zone Germans attack with 2 fighters and 2 tactical_bombers British defend with 1 destroyer Germans roll dice for 2 fighters and 2 tactical_bombers in 96 Sea Zone, round 2 : 1/4 hits, 2.33 expected hits British roll dice for 1 destroyer in 96 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the British lost in 96 Sea Zone Germans win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 7 Casualties for British: 1 destroyer Non Combat Move - Germans Trigger RailMovementAutoPlaceRemoveGermansItalyTakeover: has removed 1 Rail owned by Germans in Slovakia Hungary Trigger RailMovementAutoPlaceRemoveGermansItalyTakeover: has removed 1 Rail owned by Germans in Germany 1 bomber moved from Scotland to Western Germany 2 fighters and 1 tactical_bomber moved from 96 Sea Zone to Alexandria 1 tactical_bomber moved from 96 Sea Zone to Southern Italy 1 mech_infantry moved from Southern France to Normandy Bordeaux 1 aaGun moved from Holland Belgium to Normandy Bordeaux 1 GermanUBoat moved from 111 Sea Zone to 109 Sea Zone 1 GermanUBoat moved from 112 Sea Zone to 119 Sea Zone 1 GermanUBoat moved from 112 Sea Zone to 109 Sea Zone 3 GermanUBoats and 1 Wolfpack moved from 112 Sea Zone to 110 Sea Zone 1 cruiser moved from 112 Sea Zone to 113 Sea Zone 1 fighter moved from Holland Belgium to Denmark 1 fighter moved from Holland Belgium to Western Germany 2 tactical_bombers moved from Holland Belgium to Western Germany 4 infantry moved from Bulgaria to Romania 1 armour moved from Bulgaria to Slovakia Hungary 2 artilleries and 4 infantry moved from Yugoslavia to Romania 1 Rail moved from Germany to France 1 Rail and 1 mech_infantry moved from France to Slovakia Hungary 1 aaGun and 1 infantry moved from Western Germany to Holland Belgium 2 Waffen_Artys, 5 armour and 6 waffen_infantrys moved from France to Germany Place Units - Germans 1 Wolfpack placed in 93 Sea Zone 3 GermanUBoats placed in 93 Sea Zone 2 GermanUBoats placed in 112 Sea Zone 1 Panzer_General, 2 Panzer_Grndrss, 1 elite, 4 german_paras and 2 infantry placed in Germany 2 infantry placed in France 1 Panzer_Grndrs and 3 infantry placed in Western Germany Turn Complete - Germans Germans collect 44 PUs; end with 44 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 PUs; end with 56 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 61 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 66 PUs
Combat Hit Differential Summary :
British AA : -0.17 Germans regular : -1.33 British regular : -0.33
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True:+1: The defender can now choose Air Units to defend the Targets - if any.
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Do you know what the prodecure is for creating a Soviet army corps? I have a commissar unit and three tanks sitting in Moscow, and I wish to create an army corps with it. Which units should I edit in?
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@victoryfirst Use commisar 3 as long as you have at least 1 tank. It’ll boost the tank and itself with an extra A/D shot. You have to pay attention during battle that if your corps loses it’s full complement of units, that you have to take the commisar as a casualty or it will continue to give it’s booster shots.
After battle, you can edit out a different casualty and replace the commisar.
A2 D3 commisar for Guards
commisar 2 for arty
commisar 1 for Inf
A1 D3 commisar for EngineerIf you have a mixed Corps, it’d be best to state it’s composition in the comment log. If it’s pretty obvious, like 3 Tanks are present, you can just place it.
I’ll probably go ahead and comment the formation of Armies more so early on. Especially since the Waffen formations are so mixed. I forgot to mention the formation of 1st Panzer in Germany the end of G2
Russia is a lot simpler because it’s almost always tanks.
Also Desert Armies follow the same naming as the commisars. Just pick out the correct A/D number
At end of turn I generally try and look for up or downgrades for all the badass units. Escorts will be another one that needs up or downgrading when they become available.
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@victoryfirst I figured out how to use dicebot. Example of 3 Uboats attacking rd1
3 Uboats attack rd1 at 3
[dice 3d6]then hit post
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3d6: 3, 6, 5