You might have more success when you ask for that on this forum:
https://forums.triplea-game.org/
Good luck :-)
@The-Captain one thing idk if it can do is have those boxes mobile tho. Which, obviously, important.
I guess I might need to go back to school and learn java code lol
Do you guys have any java coders in your group ?
What happened to that map!?
It looks great.
I’m not sure if any of our Veteran Members remember what they learned about Java…back in the good old days
Thanks to @Black_Elk we have added Boxes for Armies, Corps and Army Groups. We also added the Timetable and some Landmine Borders.
@VictoryFirst made some cool Tokens for them. The Map is discussed in detail here https://www.axisandallies.org/forums/topic/39844/global-40-expansion-boxes/142
Here are a few shots from the 1943 setup
Nice map, I love the North Pole inclusion.
The latest triplea prerelease has fixed a lot of issues. The biggest one, imo, is you can check History and the Objectives Tab won’t disappear. :)
Big Thanks to asvitkine for fixing it. :+1:
Can’t overproduce and wipe out your entire Purchase, another Biggie :)
A lot of other Cool Beans too:)
DL here https://github.com/triplea-game/triplea/releases/tag/2.6.14477
The map looks awesome - I’m very impressed about the boxes for Armies and Army Groups.
Great work :muscle:
Thanks to jdimeo and GenerationKill who made this Cool WWI game https://www.axisandallies.org/forums/topic/36205/over-the-top?_=1692852528443
We’ll be using the Kills image for “Naval Mines”
I’m going to recolor the roundel so they work similar to “Land Mines”
But that… but that’s a World War 1 flag!!!
Naval Mines are almost done. :) Here’s a few shots showing how they work.
There are 3 Naval Mines for Purchase.
NavalMine which is 1 NM and cost 1 PU
NavalMine2 which designates 2 NMs and cost 2 PUs
and NM3 which designates 3 NMs and cost 3 PUs
Here they are in the Purchase screen Far Right
The reason there are 3 types of NMs, is that triplea defaults to loading non Transports with transport ability first. Which can be kind of annoying. Idk how or if one can change that.
Anyway, each NM has a transport cost of 1 and the Escorts have a transport capacity of 1. So they can only load NMs. Triplea will still ask if you want to load on the Trprt but will default to the Escort.
JPN DDs are only other Unit that has trprt ability and I haven’t checked to see what it defaults to yet. So it’s Player Enforced to Only load them on Escorts.
In this shot, we have 2 NM3s in Germany, which is the only place they can be built. We also have an Escort and a Escort Convoy in SZ 113.
NMs can move 1 in NCM only in order to load on the Escorts. Once again, Player Enforced not to move them any other way.
We load both NM3s on the Escort and EscortConvoy.
It asks us which Transport Vessel we want to load on with it defaulting to the Escort. If you already know that you are going to lay the 3 NMs from the EscCnvy first, then switch and load it first. Otherwise when you go to delete the NMs and EscortConvoy, it will make you delete the first loaded trprt vessel first, which would be the ESC
Here they are fully loaded.
Now the Fleet moves to 112 SZ
The EscortConvoy is going to lay 3 NMs against 110 SZ and the Escort is going to keep it’s NMs on board.
Orange is used to designate Southwest direction, so AFTER NCM, we Edit 3 Orange Changer NMs to 112 SZ.
The ONLY way to remove the NMs that were on the EscortConvoy is to remove it along with it’s cargo. You then have to Edit the EscCnvy back in.
And to make matters worse, since triplea defaults to the Escort as the first one loaded, you have to delete it and it’s cargo before it allows you to delete the Convoy. That’s why you want to load the Convoy first as stated above.
Pita right ? Heh heh not too bad when you get used to it :)
So now we have 3 Orange NMs defending against 110 SZ with 3 NMs still loaded on the Escort.
If needed, you can document in the Comment Log.
I have a few other things todo before the next update. Hopefully I can get it out sooner than later :)
:+1:
Naval Mines are done. Yay lol and more Good news too :)
I revisited the Take Over of Italy and was just going to add it for 1940 only, but in the process of doing so, I found out why 1943 wasn’t working. A single trigger had been accidentally deleted uggh :)
Anyway it’s working now too and i even made a minor improvement to it. :)
Since I’m on a bit of a roll, I’m gonna take a crack at D-Day. Pretty sure I can have all US units in the D-Day Box auto change ownership to UK control.
Anyway, it’ll be a bit yet before we update :) Confidence is High tho :)
:+1: :+1:
We’re going to switch to how Boxes work and explain how “Take Over of Italy” and “D-Day” work in the future.
Using the Boxes will take some getting used to, but like anything, it’ll get easier the more you use them :)
In this example, we have Army Group North in Belarus, which consists of 3rd Waffen, 2nd Panzer, 6 Infantry, 2 Artillery and 2 Panzer Grenadiers. 2nd Panzer is “Active”. Meaning it gets it’s bonus shots.
There are also 2 Waffen Paras present. The minefields have already been crossed and will not play a part in the battle.
NOTE
You MUST move the Defender in Edit with “Perform Move or Other Actions” before the Attacker or the Defender will not defend correctly.
At the start of russia’s Combat Move, we move AG North to belarus.
Click on Edit Mode “Perform Move or Other Actions” . Use “Ctrl e” or click on “Game” top left.
Now we move AG North.
2nd Panzer and 3rd Waffen need to move as well.
Germany has All of it’s defending units in belarus, so now we move russia’s.
They’re going to send 1st AG and 3rd Corps from Bryansk, along with 1st Tank from moscow.
I’m not certain on this point, but I believe I asked @The-Captain previously, that the AG must have one of it’s Corps/Armies “Active” to be an AG, so we will deactivate 1st Tank in this instance.
We click on Edit again so it will deactivate the moving and replace “Tank_General3” with “Tank_General” so they won’t get the bonus.
Now we click on "Perform Move … " again and move the rest of the godless communists from there Boxes to belarus.
We’ll pause before the Battle as i don’t wanna get timed out :)
So, if you are using the “2.6” prerelease, you will notice at the bottom of screen the units in the territory that the cursor is on are listed.
Unfortunately, our Ginormous battle doesn’t show them all. I guess it depends on monitor size :)
All right. Time for battle :)
So Big battles like these require a lot of attention. Especially with the Armies and Corps. Triplea will show the AG/Corps/Armies as potential hits.
Obviously don’t select them. That may be a reason not to send them into the battle, but I like the information purpose it provides.
A matter of personal preference.
Almost forgot, gonna send 10 bullet stoppers for the commies too. It’s just a learning tool not a strategic guide :) The Captain has those here https://www.axisandallies.org/forums/topic/37458/strategy-guide-global-1940
Hmm … somewhat disappointing for russia.
So we can’t take any of the Tokens as hits, so we deselect those.
The AG is no longer functional, so we off it’s Flag and kill the Panzer General as well, so he won’t keep giving his bonus.
Note
You can add a PG/TG/ etc … if needed, after battle with edit, and switch it out for a different casualty.
Jerry isn’t gonna have to worry about that in this example lol
They still got the Badass 5 hittin Waffen Panzer though lol
Pretty solid comeback. His 4 hitters kinda sucked but those 2 boys were all over it :)
This is where it requires you to be on it. I can’t remember for sure, but I think ivan had 10 Inf in his AG.
Sadly, we can’t access History while in Battle :(
So, i dusted 10 Inf and the AG. Rather keep the Tanks I’m thinking.
NOTE
The AG is Disbanded but the Active component of it, Commisar 3, retains his bonus shots, as he still has all of his dudes.
Another solid strike by ivan and Jerry is toast. Note we have to whack the Tokens and will still need one more rd to finish him.
Not too bad, got the rest of the Inf anyway.
Need to B double E double RUN back in a bit :)
So machine froze and had to rerun battle. Jerry got his ass kicked Big time this go. So any discrepancies from the previous example are due to that :)
Non Combat Move time. 1st Tank remained intact and moves back to his Box.
1st, 2nd and 3rd Corps Reform with all Tank units and move to there Boxes.
1st AG Reforms with 1st Tank and 1st Corps, as well as 5 Inf from Bryansk and 5 from Smolensk.
1st Tank is now Active in the AG, so we want to deactivate the commiesar in 3rd Corps. We already moved units to the 3rd Corps Box, so it won’t let us.
You must change Units Before moving any of them or it won’t let you.
In this case, we just say F it, and edit the change in the next phase.
Anyway, should be helpful. Victory and I have only played one game with Boxes and we’re on rd 4 or 5 I think, so still in the testing phase :)
Hmm … looks like I need to change the Smolensk place.
No biggie, will do :)
This seems to be more or less the same way as we do it on the game board.
All units in each Army, Army Corps and Army Group are placed at the Army Boards next to the game board.
And it needs a lot of attention, when for example two Army Groups etc. are fighting against eachother.
And - as in TripleA - we use the Combat Board to display all units during the Combat phase.
@The-Captain :grin:
@barnee that’s a lot of Panzers :)
Seems complicated. Very nice though!
This Example will Explain How U-boats work.
This is now out of date as of 2-13-24. It will be updated in the near future. Latest DL explains in Game Notes.
It is Reccommended to Roll All Wolfpack Battles in Edit Mode Using the Intended Rules
Currently they work like this:
“Wolfpack” units are A0 D0 C0 units with unlimited movement. They give 1 AA shot of +1 on offense and +2 on defense to each U-Boat in it’s sea zone for 1 round only. Any hits will not be able to fire back, regardless of enemy Destroyers being present.
You may place Wolfpack units in any sea zone next to German controlled territories. Use edit if needed to place elsewhere. Place them in the First place phase so they can be used that turn. They have unlimited movement but will still be blocked by Destroyers, so use “Perform Move Or Other Actions” in edit if needed. Otherwise, you must place before starting your combat move.
Do not take as casualties. They will auto die if they are the only units left. They still need to be hit though, so if you get tired of rolling, simply submerge Wolfpack and he will auto die at End of Turn.
After combat, triplea will remove any Wolfpack units that are in the Atlantic Ocean or Mediterranean Sea that no longer meet the requirement for a Wolfpack, before the Germans non combat move. You will need to use edit to remove any additional Wolfpacks before Germany’s next combat move, if enemy attacks have done the same.
@VictoryFirst and I have determined that it is Best to use Edit and be completely rule compliant. If you don’t want to use Edit, then it will play with the above rules.
The Kriegsmarine Buys 3 U-boats and since they will all be placed in same Sea Zone, a Wolfpack as well.
U-boats in 103, 108 and 117 SZs, are going to Attack the British DD and Trprt in 106 and Form a Wolfpack.
We go to Edit Mode and add a Wolfpack to 106.
NOTE
If this were to be the Only Battle this turn, you would need to edit the Wolfpack at the Start of Combat Move or you will not be able to add it before Battle, as the Battle will start immediately during the Combat phase.
Also, you will need to have Edit on at the End of CM, so you can Fight the Battle in Edit.
If you forget, let the Battle play out and then use Dicebot and edit the results or you can redo your turn as long as you keep it the same.
If multiple Battles, then place at the Start of CM.
The Battle
Ignore the first set of Dice as they are the “AA Shot” triplea uses for Non Edit play.
So Hit OK or Space bar, since no casualties have been selected. That is the default while in Edit.
The next set of Dice are the U-boats normal First Round attack. Remember U-boats Attack at 3 for the First rd.
Select the correct amount of casualties. Also, the Trprt has to be selected last, so the DD is sunk.
The DD doesn’t go down without a Fight and sinks a U-boat.
The Wolfpack has now Disolved, so we sink it too.
We then continue the Battle or since this is a Defenseless Trprt, we can submerge and sink it with Edit at the start of NCM.
EDIT
Actually, since you are already fighting the battle in Edit, simply kill the Trprt when it’s the last unit left. So, in the above, the 1 U-boat hit and you would sink them both.
We then continue our turn and when we are ready to Place, we place all U-boats and Wolfpack in 112 SZ.
In Naval Battles that have Vessels other than just U-boats, especially Large Battles, you may want to Fight the 1st Rd with Dicebot,
Do your Combat Move. Then do 1st rd of any Wolfpack Battles in Dicebot. Undo your CM and edit casualties. Then continue with your normal CM.
Any Units that have moved from the same originating TTy, will have to have there moves undone in order to use edit to remove units that started there as well.
If possible and not too mind blowing, try and move all units from the TTy that will be sending U-boats to the Wolfpack Attack in one CM or Moves. That way you only need to undo that move or moves, if attacking from more than one TTy, and not the ones that are attacking a different zone.
If you start the Battle in Edit, you will have to Fight All of it in Edit.
Defense
When Defending, they basically work the same way. It is Important to remember that if they have no DD present with them, any Enemy Subs that hit that are with a DD, will sink them with there First Strike Shot and they will be unable to Fire back.
Do your Combat Move. Then do 1st rd of any Wolfpack Battles in Dicebot. Undo your CM and edit casualties. Then continue with your normal CM.
Any Units that have moved from the same originating TTy, will have to have there moves undone in order to use edit to remove units that started there as well.
If you start the Battle in Edit, you will have to Fight All of it in Edit.
Anyway, that’s basically how they work. Sometimes you will need to Edit to remove Wolfpacks as well. If it’s at the End of Germany’s turn, they should auto remove, but they don’t always.
If after an Allied turn, you will need to Edit.
Remember, it’s up to you to select the correct amount of casualties while in Edit the same as if you were playing on the physical board.
U-Boat Rules page 41
https://drive.google.com/file/d/1SRDOsOwlO4Aa13cULwkWrorrXEmCmiN-/view