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Recent Posts

  • B

    @johnnycat

    heh heh We're all about FandG here Cat. Or back in the 70s "Fun and Games" lol

    yea so the Bmbr on the CV is because in Early 1943 JPN and USA are allowed to build 2 Hvy CVs each which can carry more planes, including Strat Bmbrs. Not really sure what to make of that part of the rule but as mentioned previously, these are the Captain's rules 🙂

    I will make an adjustment for the next update where this is not possible to land a Strategic Bmbr on a CV until then. Then being when they become available in Early 43 🙂

    Note that there is Player Enforcement regarding the use of the Hvy CVs when they are in play. Refer to the triplea Game Notes for more information.

    Edit
    yea there are a lot of somewhat new optional rules that aren't in the rule book. Here is the one for Hvy CVs

    https://www.axisandallies.org/forums/assets/uploads/files/1746017644582-17.g40-heavy-aircraft-carrier-unit.pdf

    The House rule link at the other site will list them all. Or almost all. he might be missing 1 or 2 🙂

    https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion

    just scroll down a bit and you'll see them

    Screenshot from 2025-12-05 21-54-33.png

    I've thought about putting them all in one doc but have never tried. I'd have to think and learn how to do it lol Probably pretty easy but so was trying to remember which key opened the gas cap lol

    Dementia has it's plus and minuses but at least I didnt take a hammer claw and rip it open 🙂

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  • @beelee @Trout

    So there are the large bomber units - and I gather they don't land on carriers ... but it's nice to hear that the rules allow for some Doolittle action later on... where are those rules in the rule book ?

    Those "tactical" bombers - can land on carriers?

    Can dudes in California or Central America take RR to the east coast?

    How does South African dudes take a railroad? I don't see RR units like those wheel things that China has. And USSR has too

    I noticed the wheel things can move way more than 3 guys...how to use those wheel things and RR in general...

    Thanks

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  • @trout OK YES

    But not because I am super competitive, ego centric, narcissist that must WIN... hahahaha

    though I mention it because I applaud you for actually trying to teach me - I've occasionally met dudes that were shockingly competitive. to a fault..

    And also because I need to learn and fixing all this would be helpful.... I have no idea why a bomber is on a carrier - wait you mean the little tact bomber? I thought that was a fighter like a carrier based dive bomber

    Anyway I will redo now... thanks

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  • B

    @trout

    Good Evening

    Game History

    Round: 3 Purchase Units - Americans Americans buy 1 ArmoredInfantry, 1 Heavy_BB, 3 artilleries, 1 elite, 1 marine and 2 transports; Remaining resources: 0 PUs; Place Units - Americans Units in Western United States being upgraded or consumed: 1 infantry 1 marine placed in Western United States Politics - Americans Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States Combat Move - Americans Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 1 submarine and 1 usa_fighter moved from 26 Sea Zone to 16 Sea Zone 1 usa_tactical_bomber moved from Hawaiian Islands to 16 Sea Zone Combat - Americans Battle in 16 Sea Zone Americans attack with 1 submarine, 1 usa_fighter and 1 usa_tactical_bomber Japanese defend with 1 Japan_destroyer Americans roll dice for 1 submarine in 16 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Japanese roll dice for 1 Japan_destroyer in 16 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 Japan_destroyer owned by the Japanese lost in 16 Sea Zone Americans win with 1 submarine, 1 usa_fighter and 1 usa_tactical_bomber remaining. Battle score for attacker is 7 Casualties for Japanese: 1 Japan_destroyer Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Non Combat Move - Americans Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 6 Rails owned by Americans in Eastern United States 1 usa_fighter and 1 usa_tactical_bomber moved from 16 Sea Zone to 26 Sea Zone 1 aaGun and 1 elite moved from Western United States to 10 Sea Zone 1 aaGun, 1 elite and 1 transport moved from 10 Sea Zone to 8 Sea Zone 1 destroyer moved from 25 Sea Zone to 8 Sea Zone 1 aaGun and 1 elite moved from 8 Sea Zone to Aleutian Islands 1 artillery and 1 marine moved from Western United States to 10 Sea Zone 1 artillery, 1 marine and 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 artillery and 1 marine moved from 26 Sea Zone to Hawaiian Islands 4 mech_infantrys and 1 usa_armour moved from Western United States to Alaska 2 usa_fighters moved from Western United States to Aleutian Islands 1 artillery and 1 elite moved from Eastern United States to 101 Sea Zone 1 artillery, 1 elite and 1 transport moved from 101 Sea Zone to 86 Sea Zone 1 artillery and 1 elite moved from 86 Sea Zone to Brazil Americans take Brazil from Neutral_Allies 1 carrier, 1 cruiser, 1 destroyer, 1 submarine and 2 usa_fighters moved from 102 Sea Zone to 91 Sea Zone 1 bomber moved from Eastern United States to Gibraltar 1 carrier and 2 destroyers moved from 101 Sea Zone to 91 Sea Zone 2 usa_fighters moved from Eastern United States to 91 Sea Zone 1 infantry moved from Central United States to Eastern United States Place Units - Americans 1 ArmoredInfantry, 2 artilleries and 1 elite placed in Eastern United States 1 Heavy_BB and 2 transports placed in 101 Sea Zone 1 artillery placed in Western United States Turn Complete - Americans Americans collect 52 PUs; end with 52 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 66 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 63 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 78 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 83 PUs 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: 1 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 1 fighter moved from Tsinghai to Suiyuyan 3 infantry moved from Kansu to Suiyuyan Combat - Chinese Battle in Suiyuyan Chinese attack with 1 fighter and 3 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 3 infantry in Suiyuyan, round 2 : 0/4 hits, 1.00 expected hits Japanese roll dice for 1 infantry in Suiyuyan, round 2 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 3 infantry in Suiyuyan, round 3 : 0/4 hits, 1.00 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 3 infantry in Suiyuyan, round 4 : 1/4 hits, 1.00 expected hits Japanese roll dice for 1 infantry in Suiyuyan, round 4 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Suiyuyan 1 infantry owned by the Japanese lost in Suiyuyan Chinese win, taking Suiyuyan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 0 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Suiyuyan to Tsinghai 1 infantry moved from Sikang to Szechwan 1 infantry moved from Kansu to Shensi Place Units - Chinese 1 infantry placed in Kansu 2 infantry placed in Tsinghai Turn Complete - Chinese Chinese collect 6 PUs; end with 7 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 10 PUs Purchase Units - British Combat Move - British 1 uk_tactical_bomber moved from Egypt to Belgian Congo 1 infantry moved from Anglo Egyptian Sudan to Belgian Congo 1 infantry moved from Tanganyika Territory to Belgian Congo 1 infantry moved from Rhodesia to Belgian Congo 1 transport moved from 92 Sea Zone to 96 Sea Zone 1 infantry moved from Malta to 96 Sea Zone 1 artillery moved from Libya to 96 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 96 Sea Zone to 94 Sea Zone 1 cruiser moved from 92 Sea Zone to 94 Sea Zone 2 uk_fighters moved from 97 Sea Zone to Tunisia 1 artillery and 1 infantry moved from 94 Sea Zone to Tunisia 1 cruiser moved from 98 Sea Zone to 94 Sea Zone 1 mech_infantry and 1 uk_armour moved from Libya to Tunisia 1 bomber moved from Gibraltar to Tunisia 1 infantry moved from Shan State to Siam British take Siam from Japanese Combat - British Battle in Tunisia British attack with 1 artillery, 1 bomber, 1 infantry, 1 mech_infantry, 1 uk_armour and 2 uk_fighters Italians defend with 1 artillery and 2 infantry British roll dice for 2 cruisers in Tunisia, round 2 : 1/2 hits, 1.00 expected hits British roll dice for 1 artillery, 1 bomber, 1 infantry, 1 mech_infantry, 1 uk_armour and 2 uk_fighters in Tunisia, round 2 : 3/7 hits, 3.00 expected hits Italians roll dice for 1 artillery and 2 infantry in Tunisia, round 2 : 2/3 hits, 1.00 expected hits 1 artillery owned by the British and 1 infantry owned by the British lost in Tunisia 1 artillery owned by the Italians and 2 infantry owned by the Italians lost in Tunisia British win, taking Tunisia from Italians with 1 bomber, 1 mech_infantry, 1 uk_armour and 2 uk_fighters remaining. Battle score for attacker is 3 Casualties for British: 1 artillery and 1 infantry Casualties for Italians: 1 artillery and 2 infantry Battle in Belgian Congo British attack with 3 infantry and 1 uk_tactical_bomber Italians defend with 1 artillery and 3 infantry British roll dice for 3 infantry and 1 uk_tactical_bomber in Belgian Congo, round 2 : 2/4 hits, 1.00 expected hits Italians roll dice for 1 artillery and 3 infantry in Belgian Congo, round 2 : 0/4 hits, 1.33 expected hits 2 infantry owned by the Italians lost in Belgian Congo British roll dice for 3 infantry and 1 uk_tactical_bomber in Belgian Congo, round 3 : 1/4 hits, 1.00 expected hits Italians roll dice for 1 artillery and 1 infantry in Belgian Congo, round 3 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Italians lost in Belgian Congo British roll dice for 3 infantry and 1 uk_tactical_bomber in Belgian Congo, round 4 : 0/4 hits, 1.00 expected hits Italians roll dice for 1 artillery in Belgian Congo, round 4 : 0/1 hits, 0.33 expected hits British roll dice for 3 infantry and 1 uk_tactical_bomber in Belgian Congo, round 5 : 2/4 hits, 1.00 expected hits Italians roll dice for 1 artillery in Belgian Congo, round 5 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Italians lost in Belgian Congo British win, taking Belgian Congo from Italians with 3 infantry and 1 uk_tactical_bomber remaining. Battle score for attacker is 13 Casualties for Italians: 1 artillery and 3 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Non Combat Move - British Turning on Edit Mode EDIT: Adding units owned by British to Union of South Africa: 2 Europe_Rails EDIT: Turning off Edit Mode 1 uk_tactical_bomber moved from Belgian Congo to Egypt 1 carrier and 1 destroyer moved from 97 Sea Zone to 94 Sea Zone 2 uk_fighters moved from Tunisia to 94 Sea Zone 1 battleship moved from 92 Sea Zone to 91 Sea Zone 1 bomber moved from Tunisia to Gibraltar 1 artillery, 2 infantry and 1 uk_armour moved from Quebec to Eastern United States 3 infantry moved from Persia to Eastern Persia 1 infantry moved from Malaya to Shan State 1 transport moved from 41 Sea Zone to 39 Sea Zone 1 destroyer moved from 37 Sea Zone to 39 Sea Zone EDIT: 2 Europe_Rails moved from Union of South Africa to Malaya EDIT: 2 Europe_Rails, 1 aaGun and 1 infantry moved from Malaya to India Place Units - British Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Turn Complete - British

    Combat Hit Differential Summary :

    Chinese regular : -2.00 Americans regular : 0.67 Italians regular : -1.67 Japanese regular : -0.33 British regular : 1.00

    EXP Game 8 Trout UK 3.tsvg

    Edit
    Oh yea I was dickin around with Preferences to try and get the end turn to show income ( still no luck fbs ) and saw where you can change the zoom to 5 %

    Screenshot from 2025-12-05 18-11-12.png

    I usually roll at 60, 24 in monitor, but I switched. See how I like it. Sometimes I hit 50 for the Pacific. Now I can do 45 🙂

    Idk how you do it, I think I probably asked, but control scroll works pretty good I think.

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