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Recent Posts
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@beelee Game History
Round: 7 Purchase Units - Italians Italians buy 3 infantry; Remaining resources: 15 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy 1 infantry moved from Italian Somaliland to Kenya Italians take Kenya from British 1 artillery moved from Southern Italy to Northern Italy 2 infantry moved from Southern France to Northern Italy 1 Italian_LCV moved from Southern Italy to Northern Italy 2 bombers and 3 fighters moved from Southern Italy to Northern Italy 1 infantry moved from Ethiopia to Kenya 1 artillery moved from Ethiopia to Kenya Combat - Italians Battle in Northern Italy Italians attack with 1 Italian_LCV, 1 artillery, 2 bombers, 3 fighters and 2 infantry Americans defend with 1 ArmoredInfantry, 1 artillery, 1 elite and 1 factory_minor Italians roll dice for 1 Italian_LCV, 1 artillery, 2 bombers, 3 fighters and 2 infantry in Northern Italy, round 2 : 4,2,4,4,3,1,4,2 Americans roll dice for 1 ArmoredInfantry, 1 artillery and 1 elite in Northern Italy, round 2 : 6,1,6,5 Italians win, taking Northern Italy from Americans with 1 artillery, 2 bombers, 3 fighters and 2 infantry remaining. Battle score for attacker is 8 Casualties for Italians: 1 Italian_LCV Casualties for Americans: 1 ArmoredInfantry, 1 artillery and 1 elite Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Italians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Southern Italy 1 aaGun moved from Southern France to Northern Italy 3 fighters moved from Northern Italy to Southern Italy 2 bombers moved from Northern Italy to Southern Italy EDIT: 1 italian_para moved from Greece to Bessarabia EDIT: 1 Italian_LCV, 2 infantry and 2 italian_paras moved from Greece to Southern Italy Place Units - Italians 3 infantry placed in Southern Italy Turn Complete - Italians Italians collect 11 PUs; end with 26 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 Optional[PUs]; end with 29 Optional[PUs]
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Good Morning or whatever time of day it happens to be where you are
In the Heartland of America here, just waiting for it to start raining again lolLCV = "Landing Craft Vehicle" I thought it was "Vessel" but I looked it up to make sure and wow, I already learned something today

Page 38 https://drive.google.com/file/d/1SRDOsOwlO4Aa13cULwkWrorrXEmCmiN-/view?pli=1
These are heavily used in W EUR, the Mediterranean and Black Sea usually. Have same abilities as a Transport, Trprt, but are susceptible to LandMines, LMs. Can be transported by Naval Transport, same cost as a Armor unit, and be transported by rail as well. 1 Rail unit per LCV, same as other units.
Can be sent in empty on the attack and be used as a hit soaker. No hit on defense, so don't take as casualty until everything dead. Player Enforced, PE. Can move 2, 3 with NavalBase, NB. Can only move 1 by land, PE. Can move in NonCombatMove, NCM.
EDIT
You have to use edit "Perform Move or Other Actions" to move them across water. Explained in detail in the in Game Notes.Yea, so things a little different now since the Big update back in June. I'm not entirely sure how PBF works now but use "Play By Email". Fire up the save and then hit PBEM and it'll fire up with the "Dice Server On" thing.
So select save, Play by Email and you'll get this with our emails listed

then hit Play and it'll fire up with Dice Server On in bottom right.

Do your turn and at the end hit "View Turn Summary" a little above "Dice Server On" hit ctrl a ctrl c in the window that pops up to copy it.

Then ctrl s to make a save and post both to the Game Thread. The "Post Turn Summary" thing doesn't work, so ignore it.
back with more in a moment.
Here's a detailed explanation on Rail movement https://forums.triplea-game.org/topic/3802/global-40-expansion-uhd-boxes/78?_=1789734110756
but basically, you click on the Rail icon and move it to where you want to pick up the unit it is going to move, then click on it and the unit to be moved and move them to their destination.
The Rail units themselves can only move in legal areas, triplea enforces that correctly, but it doesn't enforce the continuous line of Territories, TTy, that need to be in place at turn start.
So if you conquer something that turn, triplea will allow you to move through that TTy which is against the rules. So PE on that.Also, triplea will let you use the Rail unit more than once, so PE on that too.
"I just can magically move units with only the following limit: ... "
Yep. Page 37

Transport can be selected as casualties if I am defending and can be chosen as last ones only if I am attcking, right ?
So you only take Trprts as casualties after all of your other units are dead. Starting turn 4, Late 1941, they will defend at 1. You still have to only take them as casualties after everything else has been killed.
Triplea will offer you the chance to kill them sooner and almost always will auto select them, so you have to PE and deselect and take something else until only Trprts are left.
"TripleA question, what is CHANGER turn ?
Something happening at the beginning of the game or maybe at the beginning of each turn where TipleA activate triggers but that does not require attention from the players ?"Changer is a separate Player allied to all Players. He starts the game and then never has another turn. It's purpose is to allow placement of LMs in Enemy controlled TTys. It also controls the Boxes in the TimeTable and the OverFlow one as well.
When LMs are Armed/Dug in, you edit out the unarmed ones and add "Changer" ones. That way if/when the TTy is conquered but not all the LMs detonated, the undetonated ones are still present without triplea causing a battle.
The in Game Notes, under "Help" Tab top left, explains them in detail. It's toward the beginning of Notes and then explained again later in it's normal spot in the rulebook.
Those require a lot of edit and I will post a detailed example of how they work after bit. I'm not sure if I have a link for it or not but here's one for a few of the trickier triplea ones. Not all are up to date. I've been slacking

https://www.axisandallies.org/forums/topic/36998/global-1940-and-1943-expansion-for-use-with-triplea
you might have to scroll a bit to get to them.

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malmessi said:
TripleA question. I always play locally and send map by mail, what should I enter here ? Is it right ?

If I do so, I get this error
An unexpected error occurred! IllegalStateException: Error, bad server response: HTTP/1.1 404 Not Found; JSON: {"path":"/v2/users/3321/tokens","title":"[[global:404.title]]","bodyClass":"page-v2 page-v2-users page-v2-3321 page-status-404 theme-persona user-guest"}
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Also, one of the big things you'll see, is that Trprts can be taken as casualties. You have to take them only after everything else is dead. Starting in Rd 4, Late 1941, they will defend at 1 but you still have to take them as hits only after everything else has been destroyed. That's a PE.
Second part then I will stop with questions for a bit:
Transport can be selected as casualties if I am defending and can be chosen as last ones only if I am attcking, right ?TripleA question, what is CHANGER turn ?
Something happening at the beginning of the game or maybe at the beginning of each turn where TipleA activate triggers but that does not require attention from the players ?