Hello everyone, with the new year and a new support drive beginning, @mikawagunichi and I have decided to sweeten the pot a bit and generate some interest for our favorite league game variant. For any player who has never played PTV or whose most recent PTV league game was completed in 2023 or earlier, we will pay for a Gold badge for any player who completes 3 PTV League games this year. For players who pay for their own badge, we will still make an equivalent dollar amount donation to the forum. Limited to the first 5 sign ups, please DM if interested, thank you!
1942.2 total vic. w/ int: Zombie69 (Axis) vs Commando Brado (Allies + 12)
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Russia’s turn!
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Test summary from TripleA, engine version: 1.8.0.3, time: 17:08:59
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Test summary from TripleA, engine version: 1.8.0.3, time: 17:12:46
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Loaded a 2nd file because I forgot to turn on Interceptors. Please ensure I did this correctly.
A few things before we begin :
#1). Fighter interceptors fire at 2, instead of 1 during SBR missions? This is different from Global.
#2). IC’s can be built on any territory with an IPC value of 1, including islands? They are limited to producing the number of units based on the IPC value of the territory? This is also different from Global.
We’ll play Total Victory conditions. Also, I’m assuming we’re closing SZ16 to naval movement, correct?
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Test summary from TripleA, engine version: 1.8.0.3, time: 18:18:53
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One more question, does Gibraltar block movement into and out of the Med?
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I will use my bid to put 1 US DD in SZ12 and 1 Brit Inf in Egypt, save 1 IPC for Russia.
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TripleA Move Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 1
Purchase Units - Russians
Turning on Edit Mode
EDIT: Adding units owned by Americans to 12 Sea Zone: 1 destroyer
EDIT: Adding units owned by British to Egypt: 1 infantry
EDIT: Changing PUs for Russians from 24 to 25
EDIT: Turning off Edit Mode
Russians buy 1 artillery and 7 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Karelia S.S.R. to West Russia
1 infantry moved from Karelia S.S.R. to West Russia
1 infantry moved from Karelia S.S.R. to West Russia
1 infantry moved from Karelia S.S.R. to West Russia
1 artillery moved from Karelia S.S.R. to West Russia
1 infantry moved from Archangel to West Russia
1 armour moved from Archangel to West Russia
1 artillery moved from Russia to West Russia
1 infantry moved from Russia to West Russia
1 infantry moved from Russia to West Russia
1 infantry moved from Russia to West Russia
1 infantry moved from Russia to West Russia
1 infantry moved from Caucasus to Ukraine S.S.R.
1 infantry moved from Caucasus to Ukraine S.S.R.
1 infantry moved from Caucasus to Ukraine S.S.R.
1 armour moved from Russia to Ukraine S.S.R.
1 armour moved from Russia to Ukraine S.S.R.
1 armour moved from Caucasus to Ukraine S.S.R.
1 artillery moved from Caucasus to Ukraine S.S.R.
1 fighter moved from Karelia S.S.R. to Ukraine S.S.R. -
Nice rolling in W. Russia! :-( :-o :x :oops: :cry: :roll: :|
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I will wait to do my non-combat moves until I get answers to my questions.
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#1). Fighter interceptors fire at 2, instead of 1 during SBR missions? This is different from Global.
Normally that would be the case, but TripleA doesn’t implement this correctly and uses the same rule as Global.
#2). IC’s can be built on any territory with an IPC value of 1, including islands? They are limited to producing the number of units based on the IPC value of the territory? This is also different from Global.
Indeed.
We’ll play Total Victory conditions. Also, I’m assuming we’re closing SZ16 to naval movement, correct?
I’ve never played with it closed but I don’t mind; I don’t think it changes much actually. In fact, I don’t even see an option in TripleA to make it closed.
One more question, does Gibraltar block movement into and out of the Med?
No, it doesn’t.
Also:
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You must uncheck Honorable Surrender, otherwise I don’t think it will be a total victory game (should have been three radio buttons, not check boxes).
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You’re not allowed to place your bid in SZ 12, because you don’t have anything there. You can however put that destroyer in SZ 11 and that will be enough for me not to attack it.
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Let’s play w/SZ16 being closed. I think that’s the way most people play. In Global it’s closed unless you conquer Turkey or Turkey is allied w/your side. For fighter interceptors, let’s roll these battles on the Forum. Are you familiar with how to do that? I would really like to play w/Interceptors are 2, since this is how the rules work. We can make any edits via Edit Mode. I will change the US DD from SZ12 to SZ11. I know there are two different bid rules you can play with. In Global, most players allow you to put your bids in territories or SZ’s, where you don’t have units but no worries. I’ll change it. For me to uncheck Honorable Surrender, it appears I have to start a new game file. I don’t see a way to do it with the current game. I’ll keep the same dice and will make the edits in Edit Mode and complete my non-combat moves and upload the file.
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Test summary from TripleA, engine version: 1.8.0.3, time: 22:55:26
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The FTR from Karelia that participated in the battle in W. Russia will land in Ukraine.
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Sorry. Caucasus, not Ukraine.
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TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 1
Purchase Units - Russians
Turning on Edit Mode
EDIT: Removing units owned by Germans from Ukraine S.S.R.: 1 infantry
EDIT: Removing units owned by Germans from Ukraine S.S.R.: 1 infantry
EDIT: Removing units owned by Germans from Ukraine S.S.R.: 1 infantry
EDIT: Removing units owned by Germans from Ukraine S.S.R.: 1 artillery
EDIT: Removing units owned by Germans from Ukraine S.S.R.: 1 armour
EDIT: Removing units owned by Germans from Ukraine S.S.R.: 1 fighter
EDIT: Changing ownership of Ukraine S.S.R. from Germans to Russians
EDIT: Removing units owned by Russians from Caucasus: 1 armour
EDIT: Removing units owned by Russians from Caucasus: 1 infantry
EDIT: Removing units owned by Russians from Caucasus: 1 infantry
EDIT: Removing units owned by Russians from Caucasus: 1 infantry
EDIT: Removing units owned by Russians from Caucasus: 1 artillery
EDIT: Adding units owned by Russians to Ukraine S.S.R.: 3 armour, 1 artillery and 1 infantry
EDIT: Removing units owned by Germans from West Russia: 1 armour
EDIT: Removing units owned by Germans from West Russia: 1 infantry
EDIT: Removing units owned by Germans from West Russia: 1 infantry
EDIT: Removing units owned by Germans from West Russia: 1 infantry
EDIT: Removing units owned by Germans from West Russia: 1 artillery
EDIT: Changing ownership of West Russia from Germans to Russians
EDIT: Removing units owned by Russians from Karelia S.S.R.: 1 infantry
EDIT: Removing units owned by Russians from Karelia S.S.R.: 1 infantry
EDIT: Removing units owned by Russians from Karelia S.S.R.: 1 infantry
EDIT: Removing units owned by Russians from Karelia S.S.R.: 1 infantry
EDIT: Removing units owned by Russians from Karelia S.S.R.: 1 artillery
EDIT: Removing units owned by Russians from Karelia S.S.R.: 1 fighter
EDIT: Removing units owned by Russians from Archangel: 1 infantry
EDIT: Removing units owned by Russians from Archangel: 1 armour
EDIT: Removing units owned by Russians from Russia: 1 infantry
EDIT: Removing units owned by Russians from Russia: 1 infantry
EDIT: Removing units owned by Russians from Russia: 1 infantry
EDIT: Removing units owned by Russians from Russia: 1 infantry
EDIT: Removing units owned by Russians from Russia: 1 artillery
EDIT: Removing units owned by Russians from Russia: 1 armour
EDIT: Removing units owned by Russians from Russia: 1 armour
EDIT: Adding units owned by Russians to West Russia: 1 armour, 2 artilleries and 4 infantry
EDIT: Changing PUs for Russians from 24 to 25
EDIT: Adding units owned by British to Egypt: 1 infantry
EDIT: Adding units owned by Americans to 11 Sea Zone: 1 destroyer
EDIT: Turning off Edit Mode
Russians buy 1 artillery and 7 infantry; Remaining resources: 0 PUs;Non Combat Move - Russians
Turning on Edit Mode
EDIT: Adding units owned by Russians to Caucasus: 1 bomber
EDIT: Turning off Edit Mode
1 aaGun moved from Caucasus to West Russia
1 aaGun moved from Russia to West Russia
1 fighter moved from Russia to Egypt
1 submarine moved from 4 Sea Zone to 7 Sea Zone
1 infantry moved from Buryatia S.S.R. to Yakut S.S.R.
1 infantry moved from Buryatia S.S.R. to Yakut S.S.R.
1 infantry moved from Soviet Far East to Yakut S.S.R.
1 infantry moved from Soviet Far East to Yakut S.S.R.
1 infantry moved from Kazakh S.S.R. to CaucasusPlace Units - Russians
1 artillery and 3 infantry placed in Caucasus
4 infantry placed in RussiaTurn Complete - Russians
Russians collect 28 PUs; end with 28 PUs totalTerritory Summary for Russians :
7 Sea Zone : 1 submarine
Caucasus : 1 artillery, 1 bomber, 1 factory and 4 infantry
Egypt : 1 fighter
Evenki National Okrug : 2 infantry
Karelia S.S.R. : 1 factory
Novosibirsk : 1 infantry
Russia : 1 factory and 4 infantry
Ukraine S.S.R. : 1 flag, 3 armour, 1 artillery and 1 infantry
West Russia : 1 flag, 2 aaGuns, 1 armour, 2 artilleries and 4 infantry
Yakut S.S.R. : 5 infantryProduction/PUs Summary :
Russians : 28 / 28
Germans : 37 / 41
British : 31 / 31
Japanese : 30 / 30
Americans : 42 / 42 -
I would really like to play w/Interceptors are 2, since this is how the rules work. We can make any edits via Edit Mode.
It would be a little complicated because in 1942.2, losses taken by the defender don’t shoot back during the interception phase. We could play that way anyway if you want, using edit mode. No need to roll on the forums, just use the same rolls made in game, but on a 2, delete an attacking plane and if it was a bomber, delete its SBR damage (the last SBR die rolled).
For the SZ closed, can planes still move through? I assume they can.
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And remember that carriers have only one hit!
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TripleA Move Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 1
Purchase Units - Germans
Germans buy 1 artillery and 3 bombers; Remaining resources: 1 PUs;Combat Move - Germans
1 submarine moved from 9 Sea Zone to 10 Sea Zone
1 submarine moved from 9 Sea Zone to 14 Sea Zone
1 battleship moved from 15 Sea Zone to 14 Sea Zone
1 infantry moved from Italy to 15 Sea Zone
1 infantry and 1 transport moved from 15 Sea Zone to 14 Sea Zone
1 infantry moved from 14 Sea Zone to Gibraltar
1 infantry moved from Finland to Karelia S.S.R.
Germans take Karelia S.S.R. from Russians
2 infantry moved from Poland to Ukraine S.S.R.
2 infantry moved from Bulgaria Romania to Ukraine S.S.R.
1 infantry moved from Belorussia to Ukraine S.S.R.
1 fighter moved from Poland to Ukraine S.S.R.
1 fighter moved from Bulgaria Romania to Ukraine S.S.R.
1 fighter moved from Germany to Ukraine S.S.R.
1 fighter moved from Norway to 7 Sea Zone
1 fighter moved from Northwestern Europe to 7 Sea Zone
2 submarines moved from 5 Sea Zone to 7 Sea Zone
1 cruiser moved from 5 Sea Zone to 7 Sea Zone
1 bomber moved from Germany to Ukraine S.S.R. -
In SZ 7, I don’t know if you want to submerge your sub right away, fight for one round and submerge, or what. So the easiest for me is to let you roll that battle yourself and then you can send me the new save file!