TripleA Manual Gamesave Post for game: World War II Global 1942 2nd Edition
Game History
Round: 1 Purchase Units - RussiansCombat Hit Differential Summary :
@barnee
Yes, that’s correct. Forgot to mention that!
Oh lol I read your question wrong. All of the British air is designated to be lend-leased.
British buy 1 destroyer, 4 infantry and 3 uk_armours; Remaining resources: 0 PUs;
@the-captain There is currently an error in the module (it has been fixed now though, but not for this game), which makes the British Turn Summary screen to go away, and immediately go over to the Italian start of turn. That’s why the turn summary of the British is not posted, unlike the others.
@victoryfirst been a while just checkin in. Hope all is well :)
Hi, I’ve been busy this week with studying. Next week I have a test week.
I wanted to buy some conscripts, but they don’t show up on the Russian Purchase screen. Should I use edit?
@victoryfirst said in barnee Axis vs VictoryFirst Allies G 40 Expansion:
I wanted to buy some conscripts, but they don’t show up on the Russian Purchase screen.
Hmm … showing up for me.
i do edit them to regular Infantry at End Turn for more space. You don’t have to though
yea no worries. triplea probably not good for studying, unless you’re like this guy who’s taking his masters in war gaming :grin:
https://forums.triplea-game.org/topic/3327/pvp-scenario-review-thread
2d6: 5, 3
2d6: 5, 5
I had to scroll more to the right lol…
By the way, I forgot when which commissar is used. I see normal Commissar, Commissar 1, 2, and 3, and then also Commissar A1D3 and A2D3. What do those do?
@barnee
Game History
Round: 5
Purchase Units - Russians
Note to players Russians: <body><b>It is Early 1942 and Comrade Stalin has Ordered Mass Conscription for the Red Army !<br><br>Up to 26 Army Conscripts are Available This Turn Only.<b></body>
Trigger Army Conscript: buyArmy_Conscript added to productionRussians
Russians repair damage of 4x factory_major; Remaining resources: 50 PUs;
Turning on Edit Mode
EDIT: Changing PUs for Russians from 50 to 47
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Adding units owned by Russians to Volgograd: 1 fighter and 2 tactical_bombers
EDIT: Removing units owned by British from Volgograd: 1 uk_fighter and 2 uk_tactical_bombers
EDIT: Turning off Edit Mode
Russians buy 23 Army_Conscripts; Remaining resources: 1 PUs;
Combat Move - Russians
Trigger RailMovementAutoPlaceRussians: Russians has 1 Europe_Rail and 2 Rails placed in Russia
Turning on Edit Mode
EDIT: Adding units owned by Russians to Baltic States: 2 russian_paras
EDIT: Removing units owned by Russians from Russia: 2 russian_paras
EDIT: Turning off Edit Mode
3 infantry moved from Volgograd to Caucasus
1 fighter and 1 tactical_bomber moved from Volgograd to Caucasus
1 fighter and 1 tactical_bomber moved from Volgograd to Western Ukraine
1 fighter and 1 tactical_bomber moved from Volgograd to Belarus
1 artillery, 1 elite and 2 infantry moved from Novgorod to Belarus
1 artillery, 1 elite and 2 infantry moved from Bryansk to Western Ukraine
1 infantry moved from Rostov to Caucasus
Combat - Russians
Russians creates battle in territory Baltic States
Battle in Western Ukraine
Changer loiter and taunt; Russians attack with 1 artillery, 1 elite, 1 fighter, 2 infantry and 1 tactical_bomber
Germans defend with 2 infantry; Changer defend
Russians roll dice for 1 artillery, 1 elite, 1 fighter, 2 infantry and 1 tactical_bomber in Western Ukraine, round 2 : 2/7 hits, 2,50 expected hits
Germans roll dice for 2 infantry in Western Ukraine, round 2 : 1/2 hits, 0,67 expected hits
1 infantry owned by the Russians and 2 infantry owned by the Germans lost in Western Ukraine
Russians win, taking Western Ukraine from Germans with 1 artillery, 1 elite, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Casualties for Germans: 2 infantry
Battle in Baltic States
Russians attack with 2 russian_paras
Germans defend with 1 elite
Russians roll RussianAirborneAttack dice in Baltic States : 0/2 hits, 0,67 expected hits
Russians roll dice for 2 russian_paras in Baltic States, round 2 : 0/2 hits, 0,33 expected hits
Germans roll dice for 1 elite in Baltic States, round 2 : 0/2 hits, 0,67 expected hits
Russians roll dice for 2 russian_paras in Baltic States, round 3 : 0/2 hits, 0,33 expected hits
Germans roll dice for 1 elite in Baltic States, round 3 : 2/2 hits, 0,67 expected hits
2 russian_paras owned by the Russians lost in Baltic States
Germans win with 1 elite remaining. Battle score for attacker is -8
Casualties for Russians: 2 russian_paras
Turning on Edit Mode
EDIT: Adding units owned by Russians to Baltic States: 2 russian_paras
EDIT: Removing units owned by Germans from Baltic States: 1 elite
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Changing ownership of Baltic States from Germans to Russians
EDIT: Turning off Edit Mode
Battle in Belarus
Changer loiter and taunt; Russians attack with 1 artillery, 1 elite, 1 fighter, 2 infantry and 1 tactical_bomber
Germans defend with 1 artillery and 2 infantry; Changer defend
Russians roll dice for 1 artillery, 1 elite, 1 fighter, 2 infantry and 1 tactical_bomber in Belarus, round 2 : 1/7 hits, 2,50 expected hits
Germans roll dice for 1 artillery and 2 infantry in Belarus, round 2 : 1/3 hits, 1,00 expected hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Belarus
Russians roll dice for 1 artillery, 1 elite, 1 fighter, 1 infantry and 1 tactical_bomber in Belarus, round 3 : 3/6 hits, 2,33 expected hits
Germans roll dice for 1 artillery and 1 infantry in Belarus, round 3 : 1/2 hits, 0,67 expected hits
1 infantry owned by the Russians, 1 artillery owned by the Germans and 1 infantry owned by the Germans lost in Belarus
Russians win, taking Belarus from Germans with 1 artillery, 1 elite, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 4
Casualties for Russians: 2 infantry
Casualties for Germans: 1 artillery and 2 infantry
Battle in Caucasus
Russians attack with 1 fighter, 4 infantry and 1 tactical_bomber
Germans defend with 1 German_LCV and 2 infantry
Russians roll dice for 1 fighter, 4 infantry and 1 tactical_bomber in Caucasus, round 2 : 0/6 hits, 1,83 expected hits
Germans roll dice for 1 German_LCV and 2 infantry in Caucasus, round 2 : 1/2 hits, 0,67 expected hits
1 infantry owned by the Russians lost in Caucasus
Russians roll dice for 1 fighter, 3 infantry and 1 tactical_bomber in Caucasus, round 3 : 2/5 hits, 1,67 expected hits
Germans roll dice for 1 German_LCV and 2 infantry in Caucasus, round 3 : 1/2 hits, 0,67 expected hits
1 infantry owned by the Russians, 1 German_LCV owned by the Germans and 1 infantry owned by the Germans lost in Caucasus
Russians roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Caucasus, round 4 : 1/4 hits, 1,50 expected hits
Germans roll dice for 1 infantry in Caucasus, round 4 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Germans lost in Caucasus
Russians win, taking Caucasus from Germans with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Russians: 2 infantry
Casualties for Germans: 1 German_LCV and 2 infantry
Non Combat Move - Russians
COMMENT: Reform of Soviet Army Corps in Bryansk: two Corps now contain three Guard units each. The third Corps contains three tanks, and is active.
Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Europe_Rail and 1 Rail owned by Russians in Russia
Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Rail owned by Russians in Novgorod
1 fighter and 1 tactical_bomber moved from Belarus to Novgorod
1 fighter and 1 tactical_bomber moved from Western Ukraine to Bryansk
1 fighter and 1 tactical_bomber moved from Caucasus to Russia
6 guard_infantrys moved from Russia to Bryansk
1 elite moved from Tambov to Volgograd
1 Rail and 1 elite moved from Russia to Novgorod
1 armour moved from Urals to Archangel
1 armour moved from Russia to Smolensk
1 armour moved from Bryansk to Archangel
2 armour moved from Bryansk to Archangel
2 mech_infantrys moved from Bryansk to Smolensk
Place Units - Russians
20 Army_Conscripts placed in Russia
Russians undo move 1.
6 Army_Conscripts placed in Volgograd
17 Army_Conscripts placed in Russia
Turning on Edit Mode
EDIT: Adding units owned by Russians to Russia: 17 infantry
EDIT: Removing units owned by Russians from Russia: 17 Army_Conscripts
EDIT: Adding units owned by Russians to Volgograd: 6 infantry
EDIT: Removing units owned by Russians from Volgograd: 6 Army_Conscripts
EDIT: Turning off Edit Mode
Turn Complete - Russians
Russians collect 34 PUs; end with 35 PUs
Combat Hit Differential Summary :
Germans regular : 1,67
Russians regular : -4,00
Russians RussianAirborneAttack : -0,67
What was the exact configuration of the Waffen-Armies in E. Pol?
What could be a possibility is that you add a copy of each unit that can be in an Army. Like Panzer1, Panzer2, and Panzer3. This way, when you see the unit in the territory, you will see all Panzer1s grouped in a territory, then you know all those are part of an army, and also makes it easier to calculate how strong the units in a territory are.
@victoryfirst said in barnee Axis vs VictoryFirst Allies G 40 Expansion:
you will see all Panzer1s grouped in a territory, then you know all those are part of an army,
Hmm … this might work. I’ll think on it a bit.
Commisars work as follows
Commisar
Commisar 1 Gives bonus to 1 INF and itself
Commisar 2 Gives bonus to 1 Arty and itself
Commisar 3 Gives bonus to 1 Tank and itself
Commisar A2D3 Gives bonus to 1 Guards INF and itself
Commisar A1D3 Gives bonus to 1 Engineer and itself
Sadly, triplea won’t always go with the best bonus, so we have to make separate ones for each potential bonus unit. Hopefully this will be a feature added sometime in the future.
Yea, I think your above idea should work. i’ll start messing around with it. :+1:
@VictoryFirst one thing you have to be careful with is unit overflow. The more units we add the more cluttered it gets.
The Pnzr Armies should be fairly simple as they are all Panzers. Just need 5. Army Groups as a whole are more mixed, but that’s where the clutter comes in.
It’s best to document in comment log the composition of them. i’ve found with experience it’s easier to tell what’s what. It’s one of the more intensive Player Enforced parts of using triplea. You just have to check after each rd of battle if there’s enough dudes left to form an Army/Corps/Group still.
The Boxes are what’s needed. One potential solution, which you alluded to before, Is making a single unit represent the Army etc … We could then Edit the single unit before battle to it’s full compliment of units so the triplea battle phase works correctly.
You’d still need to keep track during the battle, but it may be of some benefit. idk could have the option anyway. I think it might help for full Army Groups. The smaller Armies/Corps are fairly easy to tell as imo
Game History
Round: 5
Purchase Units - Japanese
Note to players Japanese: <body><b>It is Early 1942 and our Proud Navy has added Transport Capacity to our Destroyers !<br><br>Destroyers may now tansport 1 Infantry or Elite Infantry.<b></body>
COMMENT: Russian 3rd Army Forms in Bryansk consisting of 1st Corps w/3 Tanks and 2nd Corps inactive w/3 Guards and 10 INF
Turning on Edit Mode
EDIT: Adding units owned by Russians to Bryansk: 1 ArmyGroupActive
EDIT: Turning off Edit Mode
COMMENT: Germans Form Army Group Centre in E POL consisting of 1st Panzer and 1st Waffen Inactive w/4 INF 3 Mech 3 PnzrGrndrs. 1st Waffen consists of 1 Arty SS and 2 INF SS. 2nd Waffen Inactive also Forms with 1 PnzrGrndr SS 1 ArtySS and 1 INF SS
Turning on Edit Mode
EDIT: Adding units owned by Germans to Eastern Poland: 1 ArmyGroupActive
EDIT: Turning off Edit Mode
Japanese buy 2 Escorts, 1 Fortification, 2 Japan_destroyers, 4 armour, 1 demo_airfield, 1 demo_harbour, 1 elite and 7 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Politics - Japanese
Trigger DD Transport: Setting transportCapacity cleared for unitAttachment attached to Japan_destroyer
Trigger DD Transport: Setting transportCapacity to 2 for unitAttachment attached to Japan_destroyer
Trigger DD TransportPacific: Setting transportCapacity cleared for unitAttachment attached to JPN_Pacific_DD
Trigger DD TransportPacific: Setting transportCapacity to 2 for unitAttachment attached to JPN_Pacific_DD
Combat Move - Japanese
Trigger RailMovementAutoPlaceJapanese: Japanese has 2 Rails placed in Kiangsu
1 artillery moved from Java to 42 Sea Zone
1 artillery and 1 transport moved from 42 Sea Zone to 43 Sea Zone
1 infantry moved from Borneo to 43 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 43 Sea Zone to 44 Sea Zone
1 artillery and 1 infantry moved from 44 Sea Zone to Celebes
2 fighters and 2 tactical_bombers moved from 42 Sea Zone to Celebes
1 fighter and 1 tactical_bomber moved from 35 Sea Zone to Celebes
1 submarine moved from 35 Sea Zone to 44 Sea Zone
1 fighter and 1 tactical_bomber moved from 35 Sea Zone to 44 Sea Zone
2 tactical_bombers moved from Philippines to 44 Sea Zone
1 fighter moved from Philippines to 44 Sea Zone
1 fighter and 1 tactical_bomber moved from French Indo China to 44 Sea Zone
1 tactical_bomber moved from 44 Sea Zone to Celebes
1 fighter and 1 tactical_bomber moved from Szechwan to Burma
2 infantry moved from Yunnan to Burma
2 bombers moved from French Indo China to Suiyuyan
2 infantry moved from Chahar to Suiyuyan
2 infantry moved from Hopei to Shensi
6 armour moved from Kweichow to Shensi
1 elite and 1 japanese_para moved from Szechwan to Shensi
1 infantry moved from Sikang to Shensi
1 armour and 1 mech_infantry moved from Yunnan to Shensi
1 Escort moved from 6 Sea Zone to 16 Sea Zone
2 fighters moved from Japan to 16 Sea Zone
Combat - Japanese
Battle in Shensi
Japanese attack with 7 armour, 1 elite, 3 infantry, 1 japanese_para and 1 mech_infantry
Chinese defend with 2 infantry
Japanese roll dice for 7 armour, 1 elite, 3 infantry, 1 japanese_para and 1 mech_infantry in Shensi, round 2 : 5/14 hits, 4.67 expected hits
Chinese roll dice for 2 infantry in Shensi, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Japanese and 2 infantry owned by the Chinese lost in Shensi
Japanese win, taking Shensi from Chinese with 7 armour, 1 elite, 2 infantry, 1 japanese_para and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for Chinese: 2 infantry
Battle in Burma
Japanese attack with 1 fighter, 2 infantry and 1 tactical_bomber
British defend with 1 infantry
Japanese roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Burma, round 2 : 2/4 hits, 1.50 expected hits
British roll dice for 1 infantry in Burma, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the British lost in Burma
Japanese win, taking Burma from British with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in 44 Sea Zone
Japanese attack with 3 fighters, 1 submarine, 3 tactical_bombers and 1 transport
ANZAC defend with 1 transport
Japanese roll dice for 1 submarine in 44 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 3 fighters, 3 tactical_bombers and 1 transport in 44 Sea Zone, round 2 : 5/6 hits, 3.50 expected hits
ANZAC roll dice for 1 transport in 44 Sea Zone, round 2 : 1/1 hits, 0.17 expected hits
1 transport owned by the ANZAC and 1 submarine owned by the Japanese lost in 44 Sea Zone
Japanese win with 3 fighters, 3 tactical_bombers and 1 transport remaining. Battle score for attacker is 0
Casualties for Japanese: 1 submarine
Casualties for ANZAC: 1 transport
Battle in Celebes
Changer loiter and taunt; Japanese attack with 1 artillery, 3 fighters, 1 infantry and 4 tactical_bombers
Changer defend; ANZAC defend with 1 artillery
Japanese roll dice for 1 artillery, 3 fighters, 1 infantry and 4 tactical_bombers in Celebes, round 2 : 6/9 hits, 4.67 expected hits
ANZAC roll dice for 1 artillery in Celebes, round 2 : 1/1 hits, 0.33 expected hits
1 artillery owned by the Japanese and 1 artillery owned by the ANZAC lost in Celebes
Japanese win, taking Celebes from ANZAC with 3 fighters, 1 infantry and 4 tactical_bombers remaining. Battle score for attacker is 0
Casualties for Japanese: 1 artillery
Casualties for ANZAC: 1 artillery
Battle in 16 Sea Zone
Japanese attack with 1 Escort and 2 fighters
Americans defend with 1 destroyer
Japanese roll dice for 1 Escort and 2 fighters in 16 Sea Zone, round 2 : 2/3 hits, 1.17 expected hits
Americans roll dice for 1 destroyer in 16 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
1 destroyer owned by the Americans lost in 16 Sea Zone
Japanese win with 1 Escort and 2 fighters remaining. Battle score for attacker is 7
Casualties for Americans: 1 destroyer
Battle in Suiyuyan
Japanese attack with 2 bombers and 2 infantry
Chinese defend with 1 infantry
Japanese roll dice for 2 bombers and 2 infantry in Suiyuyan, round 2 : 3/4 hits, 1.67 expected hits
Chinese roll dice for 1 infantry in Suiyuyan, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Suiyuyan
Japanese win, taking Suiyuyan from Chinese with 2 bombers and 2 infantry remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Non Combat Move - Japanese
Turning on Edit Mode
EDIT: Turning off Edit Mode
Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 Rails owned by Japanese in Yunnan
2 bombers moved from Suiyuyan to Kweichow
1 fighter and 1 tactical_bomber moved from Burma to French Indo China
3 armour moved from Kiangsu to Kweichow
1 aaGun moved from Hopei to Shensi
3 armour moved from Shantung to Kweichow
1 Rail moved from Kiangsu to Manchuria
1 Rail and 1 artillery moved from Manchuria to Yunnan
1 Rail moved from Kiangsu to Korea
1 Rail and 1 elite moved from Korea to Yunnan
3 tactical_bombers moved from 44 Sea Zone to 35 Sea Zone
3 fighters moved from 44 Sea Zone to 35 Sea Zone
1 fighter and 1 tactical_bomber moved from 35 Sea Zone to Philippines
1 tactical_bomber moved from 35 Sea Zone to Philippines
4 tactical_bombers moved from Celebes to 35 Sea Zone
3 fighters moved from Celebes to 35 Sea Zone
1 Japan_destroyer, 1 battleship, 2 carriers and 1 cruiser moved from 42 Sea Zone to 35 Sea Zone
1 Escort, 1 Japan_destroyer and 1 carrier moved from 6 Sea Zone to 35 Sea Zone
2 fighters moved from 16 Sea Zone to Japan
EDIT: 1 elite moved from Japan to Korea
Place Units - Japanese
Units in Caroline Islands being upgraded or consumed: 1 airfield and 1 harbour
1 demo_airfield and 1 demo_harbour placed in Caroline Islands
1 Fortification placed in Java
3 infantry placed in French Indo China
2 armour and 1 infantry placed in Kiangsu
2 armour and 1 infantry placed in Shantung
1 elite and 2 infantry placed in Japan
2 Escorts and 2 Japan_destroyers placed in 6 Sea Zone
Turn Complete - Japanese
Note to players Japanese: <body><b>It is Early 1942 and Our Shipyards are Hard at Work.<br><br>We will soon Launch 1 new Cruiser and 1 new Submarine. They may only Operate in the Pacific and Indian Oceans.<b></body>
Japanese collect 63 PUs; end with 63 PUs
Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 64 PUs
Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 PUs; end with 67 PUs
Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 75 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 80 PUs
Combat Hit Differential Summary :
Chinese regular : 0.00
Americans regular : -0.33
Japanese regular : 5.50
ANZAC regular : 1.50
British regular : -0.33
Comment Log at top of post
@VictoryFirst oops forgot AAgun was gonna move with Elite via LCV to Korea. Would you fix please ? Thanks
@VictoryFirst missed another one lol The Escort in SZ 35 should be a Convoy one
@VictoryFirst here’s the new Russian Mass Tanks image. be easier to tell apart now.
Yea i think I’ll go with your suggestion and make a unit for the Army Groups/Armies/Corps. The way it should work is, you confirm the formation in comments and then use edit to remove the appropriate units and replace with the corresponding Army/Corps etc …
This will show in History, so History will be the “Box”. When combat is about to happen, replace the Groups/Armies/Corps unit with their units.
So not as easy as scanning and scrolling, but the information will be there. I’ll start work on it hopefully soon. It’ll need testing obviously but we’ll see how it goes.
:)
@VictoryFirst Actually using comment will be easier to access than going through History.
I’m still doubtful as to how useful this will be but the only way to find out is to test it : )