barnee Axis vs VictoryFirst Allies G 40 Expansion


  • @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:

  • 2023 '22 '21 '20 '19 '18

    @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

  • 2023 '22 '21 '20 '19 '18

    @VictoryFirst

    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
    

    EXP J 6.tsvg

    Comment Log at top of post

  • 2023 '22 '21 '20 '19 '18

    @VictoryFirst oops forgot AAgun was gonna move with Elite via LCV to Korea. Would you fix please ? Thanks

  • 2023 '22 '21 '20 '19 '18

    @VictoryFirst missed another one lol The Escort in SZ 35 should be a Convoy one

  • 2023 '22 '21 '20 '19 '18

    @VictoryFirst here’s the new Russian Mass Tanks image. be easier to tell apart now.

    Mass_Tanks.png

    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.

    :)

  • 2023 '22 '21 '20 '19 '18

    @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 : )

  • 2023 '22 '21 '20 '19 '18

    The more I think about this, I’m just not seeing the benefit other than decluttering a TTy. You have to edit in and out which increases a chance of a mistake and the info is in the comment log either way.

    So I don’t think it’ll really b of much value. i’d say that if you see an Army Group, go to comment log and see what’s in it or, as i do, just figure theres a lot of dudes there :)

  • 2023 '22 '21 '20 '19 '18

    I think what we have is good as triplea can do right now. With the more games you play, the easier it gets to recognize.

    The Red dot signifies Active. The Waffens will be either 3 or 4. 4 in mid/late game when Panzers come available. All of the Corps should be Tanks.

    Remember, only need 1 of a Corps to get the bonus. 1 Tank 2 INF still a bonus 3 shot


  • @barnee

    Hi, I’ve been very busy the past two weeks. I will do my turn and respond to your comments as soon as I can. I haven’t forgotten about the game!


  • @barnee
    Game History

    Round: 5
    
        Purchase Units - Americans
            Note to players Americans: <body><b>It is Early 1942 and the United States has begun Forming Tank Armies.<br><br>You may have a total of 2 Tank Armies at any one time.<b></body>
            Note to players Americans: <body><b>It is Early 1942 and the United States General Staff have Agreed to the Formation of a Army Group.<br><br>They may only have 1 Army Group at a time.<b></body>
            Trigger USATankGeneral: buyUSA_TankGeneral added to productionAmericans
            Trigger Army GroupUSA: buyArmy_Group added to productionAmericans
            Americans buy 1 Heavy_BB, 1 artillery, 1 battleship, 4 destroyers and 2 transports; Remaining resources: 2 PUs; 
    
        Combat Move - Americans
            Trigger Japanese DemoHarbour: has removed 1 demo_harbour owned by Japanese in Caroline Islands
            Trigger Japanese DemoAirfield: has removed 1 demo_airfield owned by Japanese in Caroline Islands
            Trigger RailMovementAutoPlaceAmericans: Americans has 2 Europe_Rails and 6 Rails placed in Eastern United States
            2 artilleries and 6 infantry moved from 33 Sea Zone to Caroline Islands
            7 usa_fighters and 1 usa_tactical_bomber moved from 33 Sea Zone to Caroline Islands
            1 bomber moved from Wake Island to Caroline Islands
    
        Combat - Americans
            Battle in Caroline Islands
                Changer loiter and taunt; Americans attack with 2 artilleries, 1 bomber, 6 infantry, 7 usa_fighters and 1 usa_tactical_bomber
                Changer defend; Japanese defend with 5 Fortifications, 2 aaGuns, 1 elite, 2 fighters and 5 infantry
                    Japanese roll AA dice in Caroline Islands : 2/6 hits, 1,00 expected hits
                    2 usa_fighters owned by the Americans lost in Caroline Islands
                    Americans roll dice for 1 battleship and 3 cruisers in Caroline Islands, round 2 : 2/4 hits, 2,17 expected hits
                    Americans roll dice for 2 artilleries, 1 bomber, 6 infantry, 5 usa_fighters and 1 usa_tactical_bomber in Caroline Islands, round 2 : 4/15 hits, 5,83 expected hits
                    Japanese roll dice for 5 Fortifications, 2 aaGuns, 1 elite, 2 fighters and 5 infantry in Caroline Islands, round 2 : 6/11 hits, 4,83 expected hits
                    4 infantry owned by the Japanese, 2 aaGuns owned by the Japanese and 6 infantry owned by the Americans lost in Caroline Islands
                    Americans roll dice for 2 artilleries, 1 bomber, 5 usa_fighters and 1 usa_tactical_bomber in Caroline Islands, round 3 : 7/9 hits, 4,50 expected hits
                    Japanese roll dice for 5 Fortifications, 1 elite, 2 fighters and 1 infantry in Caroline Islands, round 3 : 1/5 hits, 2,50 expected hits
                    2 fighters owned by the Japanese, 1 infantry owned by the Japanese, 1 elite owned by the Japanese, 1 artillery owned by the Americans and 3 Fortifications owned by the Japanese lost in Caroline Islands
                    Americans roll dice for 1 artillery, 1 bomber, 5 usa_fighters and 1 usa_tactical_bomber in Caroline Islands, round 4 : 5/8 hits, 4,17 expected hits
                    2 Fortifications owned by the Japanese lost in Caroline Islands
                Americans win, taking Caroline Islands from Japanese with 1 artillery, 1 bomber, 5 usa_fighters and 1 usa_tactical_bomber remaining. Battle score for attacker is 11
                Casualties for Americans: 1 artillery, 6 infantry and 2 usa_fighters
                Casualties for Japanese: 5 Fortifications, 2 aaGuns, 1 elite, 2 fighters and 5 infantry
    
        Non Combat Move - Americans
            Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Europe_Rails and 6 Rails owned by Americans in Eastern United States
            5 usa_fighters and 1 usa_tactical_bomber moved from Caroline Islands to 33 Sea Zone
            1 bomber moved from Caroline Islands to Gilbert Islands
            2 usa_fighters moved from 26 Sea Zone to 33 Sea Zone
            2 destroyers moved from 26 Sea Zone to 33 Sea Zone
            2 destroyers moved from 10 Sea Zone to 26 Sea Zone
            1 usa_armour moved from Eastern United States to 101 Sea Zone
            2 transports and 1 usa_armour moved from 101 Sea Zone to 86 Sea Zone
            1 usa_armour moved from 86 Sea Zone to Brazil
                  Americans take Brazil from Neutral_Allies
            1 usa_fighter moved from Eastern United States to 26 Sea Zone
    
        Place Units - Americans
            1 battleship placed in 101 Sea Zone
            2 transports placed in 101 Sea Zone
            1 Heavy_BB placed in 10 Sea Zone
            1 destroyer placed in 101 Sea Zone
            3 destroyers placed in 10 Sea Zone
            1 artillery placed in Eastern United States
    
        Turn Complete - Americans
            Note to players Americans: It is Early 1942 and Our Shipyards are Hard at Work.  1 Cruiser and 1 Submarine are placed off the West Coast. They may only Operate in the Pacific and Indian Oceans.
            Trigger PacificFleetJPNRD5: Japanese has 1 pacific_cruiser and 1 pacific_submarine placed in 6 Sea Zone
            Trigger PacificFleetRD5: Americans has 1 pacific_cruiser and 1 pacific_submarine placed in 10 Sea Zone
            Americans collect 52 PUs; end with 54 PUs
            Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 68 PUs
            Trigger USA Controls CarolineIslands Pacific Expanded: Americans met a national objective for an additional 3 PUs; end with 71 PUs
            Trigger Americans Loses Philippines Turn5: Americans met a national objective for an additional -3 PUs; end with 68 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 78 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 83 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 88 PUs
    

    Combat Hit Differential Summary :

    Americans regular : 1,33
    Japanese regular : -0,33
    Japanese AA : 1,00
    

    Other turn summaries are coming, but… did I do the battle in the Carolines correctly? It was a bit weird because bunkers were treated as separate units. I also saw at one point two dice to be rolled at one, but I couldn’t find a unit that could even do that.


  • @victoryfirst
    Game History

    Round: 5
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 3 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Chinese
            2 infantry moved from Kansu to Suiyuyan
            1 fighter moved from Tsinghai to Suiyuyan
            5 infantry moved from Tsinghai to Kansu
            5 infantry moved from Tsinghai to Sikang
    
        Combat - Chinese
            Battle in Suiyuyan
                Chinese attack with 1 fighter and 2 infantry
                Japanese defend with 2 infantry
                    Chinese roll dice for 1 fighter and 2 infantry in Suiyuyan, round 2 : 1/3 hits, 0,83 expected hits
                    Japanese roll dice for 2 infantry in Suiyuyan, round 2 : 0/2 hits, 0,67 expected hits
                    1 infantry owned by the Japanese lost in Suiyuyan
                    Chinese roll dice for 1 fighter and 2 infantry in Suiyuyan, round 3 : 0/3 hits, 0,83 expected hits
                    Japanese roll dice for 1 infantry in Suiyuyan, round 3 : 0/1 hits, 0,33 expected hits
                    Chinese roll dice for 1 fighter and 2 infantry in Suiyuyan, round 4 : 1/3 hits, 0,83 expected hits
                    Japanese roll dice for 1 infantry in Suiyuyan, round 4 : 1/1 hits, 0,33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Suiyuyan
                Chinese win, taking Suiyuyan from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
                Casualties for Japanese: 2 infantry
                Casualties for Chinese: 1 infantry
            Battle in Sikang
                Chinese attack with 5 infantry
                Japanese defend with 1 infantry
                    Chinese roll dice for 5 infantry in Sikang, round 2 : 1/5 hits, 0,83 expected hits
                    Japanese roll dice for 1 infantry in Sikang, round 2 : 0/1 hits, 0,33 expected hits
                    1 infantry owned by the Japanese lost in Sikang
                Chinese win, taking Sikang from Japanese with 5 infantry remaining. Battle score for attacker is 3
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - Chinese
            1 fighter moved from Suiyuyan to Kansu
    
        Place Units - Chinese
            3 infantry placed in Suiyuyan
    
        Turn Complete - Chinese
            Chinese collect 4 PUs; end with 4 PUs
            Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 7 PUs
    

    Combat Hit Differential Summary :

    Chinese regular : -0,33
    Japanese regular : -0,67
    

    Oh never mind, that was the Elite unit!


  • Battle of Northwestern Persia

    Uk Bomber
    [dicebot 1d6]
    Fighter
    [dicebot 1d6]
    Two infantry
    [dicebot 2d6]

    Italian Para
    [dicebot 1d6]


  • @victoryfirst

    Battle of Northwestern Persia

    Uk Bomber

    [dicebot 1d6]

    Fighter

    [dicebot 1d6]

    Two infantry

    [dicebot 2d6]

    Italian Para

    [dicebot 1d6]


  • @victoryfirst

    [dicebot 1d6]


  • Battle of Northwestern Persia

    Uk Bomber
    [dice 1d6]
    Fighter
    [dice 1d6]
    Two infantry
    [dice 2d6]

    Italian Para
    [dice 1d6]

    Lol, that’s why it didnt work xD


  • 1d6: 1
    1d6: 6
    2d6: 5, 2
    1d6: 5


  • @dicebot

    One hit, no hits



  • @victoryfirst said in barnee Axis vs VictoryFirst Allies G 40 Expansion:

    I also saw at one point two dice to be rolled at one,

    yea looks right to me. Haven’t checked the save yet. Yea the Bunkers you just got to ignore and not take as hits till everything else dead.

    The 2 AA guns would defend at 1

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