• Panzer and barnee vs Trout and Victory Game 1 EXP

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    Panzerstahl-Helm 0P
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  • EXP Game 4 Trout vs barnee

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    @beelee I will give it a shot seeing if I can finally figure out how to post screenshots. If so, I can complete the game report
  • OOB 1940 Global crockett36 vs GermanLuftwaffel

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    @crockett36 triplea_4155_Russia2.tsvg
  • Game Update

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    Testing Forum poster Test summary from TripleA, engine version: 2.5.22294, time: 8:11:41 PM Savegame
  • EXP Game 8 barnee vs Panzer

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    @panzerstahl-helm-0 Guten Morgen Rolling for Ftrs aginst Flak [image: Screenshot from 2025-06-10 02-13-43.png] The 5 LMs [image: Screenshot from 2025-06-10 02-15-34.png] Flak didn't roll at Tac AF. Two more rolls needed. [image: Screenshot from 2025-06-10 02-18-50.png] wtf 2 more hits [image: Screenshot from 2025-06-10 02-20-25.png] I'll adjust in combat. TD missed [image: Screenshot from 2025-06-10 02-21-58.png] [image: Screenshot from 2025-06-10 02-23-39.png] [image: Screenshot from 2025-06-10 02-29-15.png] [image: Screenshot from 2025-06-10 02-30-21.png] Not too good for the commies Edit cont [image: Screenshot from 2025-06-10 02-33-50.png] Moscow falls [image: Screenshot from 2025-06-10 02-34-53.png] [image: Screenshot from 2025-06-10 02-37-02.png] [image: Screenshot from 2025-06-10 02-37-39.png] Fwiw you did better in the test Here's save right before and after EXP Game 8 Panzer Combat G 17.tsvg EXP Game 8 Panzer Combat Over G 17.tsvg [image: Screenshot from 2025-06-10 02-41-04.png] Edit Another Fun game Panzer. I didn't know if the J 2 would work or not. I used to do it in solo games and had some success. I tried it once against Victory but forgot some dudes to the PHI attack and then rolled poorly and didn't take it, so not a real good test of it. Do you wanna do the Game Report for this one ? Maybe you can have your AI buddy help I know you have a young Familie and work, so I can if you just don't have the time. I think it's good to alternate though I have some more work to do now for the next update. Should be ready to roll again in a week or so. I'm sure you will want a crack at revenge so we can battle again when you're ready Edit Here's a new place for the Air Boxes if you want. It didn't make the last update. I guess a Ftr Ace will still cause overflow but that's ok I think it'll be most efficient to have both Ftr and Tac ACs in the same Box. Then just move which one is needed instead of edit back and forth place.txt
  • thejucheidea vs shah-pessar g1 1942 ver 2

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  • EXP Game 3 barnee vs Trout

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    @trout I'd be a Yukonner if I was Yep I'm a yank. Living in the Heartland. Actually was born in Cali but only lived there for six years. I try to keep that kinda quiet these days lol
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    @VictoryFirst Now that you back, might as well see if Pizza can defend the Old Man's Honor Hey here's a @Black_Elk Star change to the map.properties. just add the last two lines, then when you fire up, you can hit blends and it'll give you a lighter look. I still like the neon I feel like I already said that somewhere lol map.properties [image: Screenshot from 2025-04-15 05-19-06.png] you can change to .05 or .1 or .15 etc ... .2 the lightest Elk liked it best Just buggin to remind ya this one still going too hee hee Edit Oh yea you gotta turn it on under "View" in "Show Map Blends" It'll stay on blends all the time until you change it even if you restart game. OK I did my part to resurrect the thread Edit The dudes show up clearer in Italy and DNG. I Could get used to it I guess Edit 2 Last ones Blend off [image: Screenshot from 2025-04-15 06-20-05.png] Blend on [image: Screenshot from 2025-04-15 06-19-44.png]
  • Game 1 EXP Silas vs beelee

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    @sirsilas Hi silas It's ok if you don't want to finish the game. Hope you didn't get taken out on your business trip by a distracted driver :astonished_face: Anyway, you still welcome to play on triplea with our small gruppe. Hope you give it a try again
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    @panzerstahl-helm-0 Thanks Panzer. Yes, we can start a game whenever you want. I honestly would need a little tutorial in how to get it started. Is it something as simple as I can just post a new topic and then send you my G1 via Play by Email?? If so, then yes I can send you my G1 in next couple of days. As for your victory, I think my downfall started when you knocked out ANZAC. Japan knocking out ANZAC is not a killing blow by itself but since I was completely unprepared for it with your brilliant disguising of your intentions, it happened without me having any plan to counter it Then you introduced me to the "Gibraltar stack" which was new to me also. In any case, congrats again on kicking my fanny.
  • Testing Global '40 Exp. w/Boxes

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    @wc_sumpton Boxes seems like AA50 and Mega Global lol
  • The Cheese Blitz

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  • EXP Game 2 Trout vs barnee

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    @trout yea no need to go to big on the report. I always do I'd try and use The Captain's as a guide. Don't worry too much about pictures. There is a small < > upper right where you can go full screen. Select a certain area you can tune out the History or just bomb the entire screen in. I usually zoom out to get a bigger picture. The save game has all the info but most won't want to fire it up unless they're real interested. Anyway, be a couple days probably. Need to fix a couple things and update the Notes again. Fun game
  • G42 G21 Woods vs Wylie

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    TripleA Turn Summary: Russians round 12 TripleA Turn Summary for game: World War II Global 1942 2nd Edition Game History Round: 12 Purchase Units - Russians Russians buy 1 armour, 1 fighter and 9 mech_infantrys; Remaining resources: 1 PUs; Combat Move - Russians 2 armour and 3 mech_infantrys moved from Poland to Germany 2 mech_infantrys moved from Romania to Slovakia Hungary 1 armour moved from Romania to Slovakia Hungary 2 fighters moved from Baltic States to Germany 3 fighters moved from Albania to Germany 1 tactical_bomber moved from Albania to Germany 1 fighter moved from Russia to Slovakia Hungary 2 mech_infantrys moved from Volgograd to Tsinghai 2 fighters moved from Volgograd to Tsinghai 1 mech_infantry moved from Volgograd to Sikang 1 fighter moved from Volgograd to Sikang 1 infantry moved from Samara to Novosibirsk 1 mech_infantry moved from Urals to Timguska Russians take Timguska from Japanese 2 mech_infantrys moved from Russia to Novosibirsk Combat - Russians Battle in Tsinghai Russians attack with 2 fighters and 2 mech_infantrys Japanese defend with 2 armour Russians roll dice for 2 fighters and 2 mech_infantrys in Tsinghai, round 2 : 1/1 hits, 1.33 expected hits Japanese roll dice for 2 armour in Tsinghai, round 2 : 1/0 hits, 1.00 expected hits 1 mech_infantry owned by the Russians lost in Tsinghai 1 armour owned by the Japanese lost in Tsinghai Russians roll dice for 2 fighters and 1 mech_infantry in Tsinghai, round 3 : 1/1 hits, 1.17 expected hits Japanese roll dice for 1 armour in Tsinghai, round 3 : 1/1 hits, 0.50 expected hits 1 mech_infantry owned by the Russians lost in Tsinghai 1 armour owned by the Japanese lost in Tsinghai Russians win with 2 fighters remaining. Battle score for attacker is 4 Casualties for Russians: 2 mech_infantrys Casualties for Japanese: 2 armour Battle in Germany Russians attack with 2 armour, 5 fighters, 3 mech_infantrys and 1 tactical_bomber Germans defend with 2 aaGuns, 1 factory_major, 1 fighter, 2 infantry and 1 mech_infantry; Italians defend with 1 fighter Germans roll AA dice in Germany : 1/0 hits, 1.00 expected hits 1 fighter owned by the Russians lost in Germany Russians roll dice for 2 armour, 4 fighters, 3 mech_infantrys and 1 tactical_bomber in Germany, round 2 : 4/1 hits, 4.17 expected hits Germans roll dice for 2 aaGuns, 2 fighters, 2 infantry and 1 mech_infantry in Germany, round 2 : 2/1 hits, 2.33 expected hits 2 mech_infantrys owned by the Russians lost in Germany 2 aaGuns owned by the Germans and 2 infantry owned by the Germans lost in Germany Russians roll dice for 2 armour, 4 fighters, 1 mech_infantry and 1 tactical_bomber in Germany, round 3 : 4/1 hits, 3.83 expected hits Germans roll dice for 2 fighters and 1 mech_infantry in Germany, round 3 : 2/1 hits, 1.67 expected hits 1 mech_infantry owned by the Russians and 1 armour owned by the Russians lost in Germany 1 fighter owned by the Germans, 1 mech_infantry owned by the Germans and 1 fighter owned by the Italians lost in Germany Russians captures 31PUs while taking Germans capital Russians converts factory_major into different units Russians win, taking Germany from Germans with 1 armour, 4 fighters and 1 tactical_bomber remaining. Battle score for attacker is 12 Casualties for Russians: 1 armour, 1 fighter and 3 mech_infantrys Casualties for Germans: 2 aaGuns, 1 fighter, 2 infantry and 1 mech_infantry Casualties for Italians: 1 fighter Battle in Slovakia Hungary Russians attack with 1 armour, 1 fighter and 2 mech_infantrys Germans defend with 1 armour and 2 mech_infantrys Russians roll dice for 1 armour, 1 fighter and 2 mech_infantrys in Slovakia Hungary, round 2 : 2/1 hits, 1.33 expected hits Germans roll dice for 1 armour and 2 mech_infantrys in Slovakia Hungary, round 2 : 1/1 hits, 1.17 expected hits 1 mech_infantry owned by the Russians lost in Slovakia Hungary 2 mech_infantrys owned by the Germans lost in Slovakia Hungary Russians roll dice for 1 armour, 1 fighter and 1 mech_infantry in Slovakia Hungary, round 3 : 1/1 hits, 1.17 expected hits Germans roll dice for 1 armour in Slovakia Hungary, round 3 : 0/1 hits, 0.50 expected hits 1 armour owned by the Germans lost in Slovakia Hungary Russians win, taking Slovakia Hungary from Germans with 1 armour, 1 fighter and 1 mech_infantry remaining. Battle score for attacker is 10 Casualties for Russians: 1 mech_infantry Casualties for Germans: 1 armour and 2 mech_infantrys Battle in Sikang Russians attack with 1 fighter and 1 mech_infantry Japanese defend with 1 bomber Russians roll dice for 1 fighter and 1 mech_infantry in Sikang, round 2 : 0/1 hits, 0.67 expected hits Japanese roll dice for 1 bomber in Sikang, round 2 : 0/1 hits, 0.17 expected hits Russians roll dice for 1 fighter and 1 mech_infantry in Sikang, round 3 : 0/1 hits, 0.67 expected hits Japanese roll dice for 1 bomber in Sikang, round 3 : 0/1 hits, 0.17 expected hits Russians roll dice for 1 fighter and 1 mech_infantry in Sikang, round 4 : 0/1 hits, 0.67 expected hits Japanese roll dice for 1 bomber in Sikang, round 4 : 0/1 hits, 0.17 expected hits Russians roll dice for 1 fighter and 1 mech_infantry in Sikang, round 5 : 1/1 hits, 0.67 expected hits Japanese roll dice for 1 bomber in Sikang, round 5 : 0/1 hits, 0.17 expected hits 1 bomber owned by the Japanese lost in Sikang Russians win, taking Sikang from Japanese with 1 fighter and 1 mech_infantry remaining. Battle score for attacker is 12 Casualties for Japanese: 1 bomber Non Combat Move - Russians 1 fighter moved from Sikang to Volgograd 2 fighters moved from Tsinghai to Volgograd 3 mech_infantrys moved from Ukraine to Volgograd 2 aaGuns moved from Ukraine to Bryansk 2 mech_infantrys moved from Novgorod to Poland 1 tactical_bomber moved from Germany to Poland 2 fighters moved from Germany to Poland 2 fighters moved from Germany to Poland 1 infantry moved from Novgorod to Baltic States 1 fighter moved from Slovakia Hungary to Poland Place Units - Russians 1 armour and 2 mech_infantrys placed in Volgograd 3 mech_infantrys placed in Novgorod 1 fighter and 4 mech_infantrys placed in Russia Turn Complete - Russians Russians collect 44 PUs; end with 76 PUs Objective Russians 3 Berlin: Russians met a national objective for an additional 10 PUs; end with 86 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 15 PUs; end with 101 PUs Combat Hit Differential Summary : Japanese regular : -0.17 Germans AA : 0.00 Germans regular : -0.67 Russians regular : -1.67 Savegame
  • 42 G20 Woods vs Wylie

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    @redanto triplea_4113_18ita.tsvg
  • 42 G18 Woods(Allies) vs. Wylie(Axis)

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    @redanto triplea_4107_22rus.tsvg
  • 42 G18 Woods(Axis) vs Wylie(Allies)

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    @redanto triplea_4103_14ita (2).tsvg
  • TGC (Allies) vs VF (German) D-day with Balance

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    @victoryfirst said in TGC (Allies) vs VF (German) D-day with Balance: @the_good_captain Thank you so much for your comments. I can fully agree with you about the "feeling a prisoner of what I know". I respect you a lot for your experience and your sheer knowledge on several A&A versions. Usually I think twice before disagreeing with you. The last thing I ever want to be is anything close to Andrew. I embrace disagreement from everyone but especially from players with decent resumes like yourself. So please don't think twice before disagreeing with me. I don't want to miss any opportunity to improve. As they say, "light comes from heat." Andrew is a special case of player that comes off as 'having all the right answers' and needs no improvement - and I just don't have the time for 'one way' conversation. So he is an exception for that reason.
  • 42 G16 Woods vs Wylie

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    TripleA Turn Summary: UK_Pacific round 9 TripleA Turn Summary for game: World War II Global 1942 2nd Edition Game History Round: 9 Combat Move - British 1 artillery and 1 infantry moved from Rhodesia to Union of South Africa Combat - British Battle in Union of South Africa British attack with 1 artillery and 1 infantry Japanese defend with 1 armour, 1 factory_minor, 1 harbour and 1 infantry British roll dice for 1 artillery and 1 infantry in Union of South Africa, round 2 : 1/1 hits, 0.67 expected hits Japanese roll dice for 1 armour and 1 infantry in Union of South Africa, round 2 : 1/1 hits, 0.83 expected hits 1 infantry owned by the British lost in Union of South Africa 1 infantry owned by the Japanese lost in Union of South Africa British roll dice for 1 artillery in Union of South Africa, round 3 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 armour in Union of South Africa, round 3 : 1/1 hits, 0.50 expected hits 1 artillery owned by the British lost in Union of South Africa Japanese win with 1 armour remaining. Battle score for attacker is -4 Casualties for British: 1 artillery and 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - British Turn Complete - UK_Pacific Combat Hit Differential Summary : Japanese regular : 0.67 British regular : 0.00 Savegame
  • walter vs KAYDEE

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Recent Posts

  • @malmessi

    This our Game Thread. I just copied and pasted from the Marco one. Sadly he didn't respond 😞

    But I will be adding how PBF works and some other stuff.

    You can send me your email in chat.

    It's a complex mod and not for everyone 🙂 Cool you wanna give it a try. If you do like it you probably won't be playing much OOB anymore 🙂

    I keep the rulebook in a window for easy access. I used to have two actually. One on the Table of Contents and the other one to scroll for the answer.

    Screenshot from 2026-09-17 08-19-03.png

    It's easiest for new players to be the Allies their first game as they are easier to play from a rule standpoint due to the large number of special German units.

    We usually just toss everyone in the Deep End with all Options on. That's how we all learned lol but lately I think it's better not to use some of the newer ones such as Air Commander and Naval Commander.

    We can use the A-Bomb if you want and or the Expanded Victory conditions. We probably should as I imagine most of us will going forward at this point. They just got added recently.

    But it is a practice game, so on second thought, it be best not too. Don't wanna overwhelm you too much 🙂 Anyway Here's a link to all the rules not covered in the rulebook. Just scroll down a bit.

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

    At any rate, we can sort out what and what not to use before we start.

    Yea marti is no more. Got a new one that's sadly not as good but it allows us to get the turn summary and see the expected hits on the dice.

    Here's where you register for Dice https://dice.triplea-game.org/

    I'll be back in a few with detailed instructions on how PBF/PBEM works

    Edit
    A lot of stuff you'll already know, as you been on triplea for years but the new process is slightly different. I'll show the steps how to set it up but you won't actually have to do any of it 🙂

    I use PBEM and use the PBF for the Game thread. They're basically interchangeable but PBF is broken right now, so you have to manually post the save to the Game thread.

    This how @victoryfirst taught me so that's how I do it 🙂

    Fire up triplea and select "Play By Email"

    Screenshot from 2026-09-17 08-43-39.png

    Screenshot from 2026-09-17 08-45-19.png

    If not registered to the Dice Server, hit Register and it'll take you to the link I posted earlier.

    Screenshot from 2026-09-17 08-47-33.png

    Once the Emails are filled out and registered, you hit "Test Server" next to Register. You only need to do that once at the very start of the game.

    Everything else gets ignored as it's broken. The Automatically send emails etc ...

    Then fire up the game, you actually select the game first before clicking on PBEM, and do a turn. You'll notice it says "Dice Server On" bottom right

    Screenshot from 2026-09-17 09-02-29.png

    That way you know you're not in "Local Mode" and it'll give a "View Turn Summary" which is above on the right sidebar. You click on it and then ctrla ctrlc on the window that pops up

    Screenshot from 2026-09-17 09-06-10.png

    then ctrl s and make a saved game. I usually do something like "EXP Practice Game 1 malmessi G 1"

    Then you post the Turn summary you copied to the Game thread along with the saved game and any comments you wanna make.

    Your opponent then DownLoads the save and repeats the process. Usually you will do a test turn in Local Mode and when you're happy with it or as happy as you'll get sometimes 🙂 Fire up the save and select PBEM and it'll be for keeps 🙂

    read more

  • read more

  • @Trout

    Good Morning

    Game History

    Round: 7 Purchase Units - Americans Trigger AmericansTotalWarMechInf: buyTotalWarMechInf added to productionAmericans Trigger AmericansTotalWarTank: buyTotalWar_Tank added to productionAmericans Trigger AmericansTotalWarAirTrprt: buyTotalWarAirTrprt added to productionAmericans Trigger AmericansTotalWarArty: buyTotalWar_Arty added to productionAmericans Trigger AmericansTotalWarFighter: buyTotalWarFighter added to productionAmericans Trigger AmericansTotalWar Bomber: buyTotalWar_Bomber added to productionAmericans Trigger AtomicBombLevel2NoBuy: buyAtomicLevel2 removed from productionAmericans Trigger AmericansTotalWarTacBmbr: buyTotalWarTacBmbr added to productionAmericans Trigger AmericansTotalWarNavyFtr: buyTotalWarNavyFtr added to productionAmericans Trigger AmericansTotalWarInf: buyTotalWar_Inf added to productionAmericans Trigger AtomicBombLevel3: buyAtomicLevel3 added to productionAmericans Americans buy 1 ArmoredInfantry, 1 AtomicLevel3, 1 Escort, 1 SP_ArtilleryUSA, 4 TotalWarNavyFtrs, 2 carriers, 1 destroyer, 1 marine and 2 submarines; Remaining resources: 0 PUs; Place Units - Americans Units in Eastern United States being upgraded or consumed: 1 AtomicLevel2 1 AtomicLevel3 placed in Eastern United States Units in Western United States being upgraded or consumed: 1 infantry 1 marine placed in Western United States Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 1 transport moved from 43 Sea Zone to 41 Sea Zone 1 destroyer and 1 submarine moved from 104 Sea Zone to 110 Sea Zone 1 submarine moved from 92 Sea Zone to 94 Sea Zone 1 submarine moved from 94 Sea Zone to 95 Sea Zone 1 ArmoredInfantry, 2 artilleries and 1 elite moved from Gibraltar to 91 Sea Zone 1 ArmoredInfantry moved from Morocco to 91 Sea Zone 2 ArmoredInfantrys, 2 Escort_Convoys, 2 artilleries, 1 battleship, 3 carriers, 1 cruiser, 1 destroyer, 1 elite, 3 transports and 2 usa_fighters moved from 91 Sea Zone to 94 Sea Zone 2 ArmoredInfantrys, 2 Escort_Convoys, 2 artilleries, 1 battleship, 3 carriers, 1 cruiser, 1 destroyer, 1 elite, 3 transports and 2 usa_fighters moved from 94 Sea Zone to 95 Sea Zone 1 USAbomber and 3 usa_fighters moved from Gibraltar to 95 Sea Zone 1 usa_fighter moved from Tobruk to 95 Sea Zone 1 elite moved from Algeria to Tunisia Americans take Tunisia from Italians 2 ArmoredInfantrys, 2 artilleries and 1 elite moved from 95 Sea Zone to Northern Italy Combat - Americans Battle in 110 Sea Zone Americans attack with 1 destroyer and 2 submarines Germans defend with 1 Escort Americans roll dice for 2 submarines in 110 Sea Zone, round 2 : 1/2 hits, 0.67 expected hits Germans roll dice for 1 Escort in 110 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 Escort owned by the Germans lost in 110 Sea Zone Americans win with 1 destroyer and 2 submarines remaining. Battle score for attacker is 6 Casualties for Germans: 1 Escort Battle in 95 Sea Zone Americans attack with 2 Escort_Convoys, 1 USAbomber, 1 battleship, 3 carriers, 1 cruiser, 1 destroyer, 1 submarine, 3 transports and 6 usa_fighters Germans defend with 7 GermanUBoats and 1 Wolfpack; Italians defend with 1 Escort_Convoy, 1 cruiser, 1 destroyer and 1 transport Americans roll dice for 1 submarine in 95 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Americans roll dice for 2 Escort_Convoys, 1 USAbomber, 1 battleship, 3 carriers, 1 cruiser, 1 destroyer, 3 transports and 6 usa_fighters in 95 Sea Zone, round 2 : 8/12 hits, 5.50 expected hits Germans roll dice for 7 GermanUBoats in 95 Sea Zone, round 2 : 5/7 hits, 3.50 expected hits Units damaged: 2 carriers owned by the Americans and 1 battleship owned by the Americans Germans roll dice for 1 Escort_Convoy, 1 Wolfpack, 1 cruiser, 1 destroyer and 1 transport in 95 Sea Zone, round 2 : 3/4 hits, 1.50 expected hits Units damaged: 1 carrier owned by the Americans 2 usa_fighters owned by the Americans, 1 destroyer owned by the Americans and 1 Escort_Convoy owned by the Americans lost in 95 Sea Zone 1 destroyer owned by the Italians, 1 cruiser owned by the Italians and 7 GermanUBoats owned by the Germans lost in 95 Sea Zone 1 Wolfpack owned by the Germans lost in 95 Sea Zone Americans roll dice for 1 submarine in 95 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 Escort_Convoy, 1 USAbomber, 1 battleship, 3 carriers, 1 cruiser, 3 transports and 4 usa_fighters in 95 Sea Zone, round 3 : 2/8 hits, 4.00 expected hits Germans roll dice for 1 Escort_Convoy and 1 transport in 95 Sea Zone, round 3 : 1/2 hits, 0.67 expected hits 1 submarine owned by the Americans lost in 95 Sea Zone 1 transport owned by the Italians and 1 Escort_Convoy owned by the Italians lost in 95 Sea Zone Americans win with 1 Escort_Convoy, 1 USAbomber, 1 battleship, 3 carriers, 1 cruiser, 3 transports and 4 usa_fighters remaining. Battle score for attacker is 19 Casualties for Americans: 1 Escort_Convoy, 1 destroyer, 1 submarine and 2 usa_fighters Casualties for Germans: 7 GermanUBoats and 1 Wolfpack Casualties for Italians: 1 Escort_Convoy, 1 cruiser, 1 destroyer and 1 transport Battle in Northern Italy Americans attack with 2 ArmoredInfantrys, 2 artilleries and 1 elite Italians defend with 1 factory_major, 3 infantry and 1 mech_infantry Americans roll dice for 2 ArmoredInfantrys, 2 artilleries and 1 elite in Northern Italy, round 2 : 2/6 hits, 2.00 expected hits Italians roll dice for 3 infantry and 1 mech_infantry in Northern Italy, round 2 : 1/4 hits, 1.33 expected hits 1 ArmoredInfantry owned by the Americans lost in Northern Italy 2 infantry owned by the Italians lost in Northern Italy Americans roll dice for 1 ArmoredInfantry, 2 artilleries and 1 elite in Northern Italy, round 3 : 1/5 hits, 1.83 expected hits Italians roll dice for 1 infantry and 1 mech_infantry in Northern Italy, round 3 : 1/2 hits, 0.67 expected hits 1 artillery owned by the Americans lost in Northern Italy 1 infantry owned by the Italians lost in Northern Italy Americans roll dice for 1 ArmoredInfantry, 1 artillery and 1 elite in Northern Italy, round 4 : 2/4 hits, 1.17 expected hits Italians roll dice for 1 mech_infantry in Northern Italy, round 4 : 0/1 hits, 0.33 expected hits 1 mech_infantry owned by the Italians lost in Northern Italy Americans converts factory_major into different units Americans win, taking Northern Italy from Italians with 1 ArmoredInfantry, 1 artillery and 1 elite remaining. Battle score for attacker is 5 Casualties for Americans: 1 ArmoredInfantry and 1 artillery Casualties for Italians: 3 infantry and 1 mech_infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Americans Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 1 Rail owned by Americans in Western United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 4 Rails owned by Americans in Eastern United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 1 Rail owned by Americans in Alaska 1 USAbomber moved from 95 Sea Zone to Gibraltar 4 usa_fighters moved from 95 Sea Zone to Tobruk 1 mech_infantry moved from Algeria to Tunisia 1 ArmoredInfantry and 2 SP_ArtilleryUSAs moved from Morocco to Tunisia 1 AirCommander and 1 usa_fighter moved from Eastern United States to Gibraltar 1 elite moved from Eastern United States to 101 Sea Zone 1 infantry moved from Central United States to 101 Sea Zone 1 ArmoredInfantry and 1 SP_ArtilleryUSA moved from Central United States to 101 Sea Zone 1 ArmoredInfantry, 1 SP_ArtilleryUSA, 1 destroyer, 1 elite, 1 infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone 1 elite and 1 infantry moved from 91 Sea Zone to Gibraltar 1 ArmoredInfantry and 1 SP_ArtilleryUSA moved from 91 Sea Zone to Morocco 1 Escort_Convoy moved from 10 Sea Zone to 25 Sea Zone 1 Escort moved from 26 Sea Zone to 46 Sea Zone 2 usa_fighters and 1 usa_tactical_bomber moved from 26 Sea Zone to Hawaiian Islands 2 Heavy_BBs, 1 battleship, 3 carriers, 1 cruiser, 1 destroyer and 2 usa_fighters moved from 26 Sea Zone to 54 Sea Zone 1 usa_fighter moved from Queensland to 54 Sea Zone 1 artillery and 1 marine moved from Western United States to 10 Sea Zone 1 artillery, 1 carrier, 1 marine and 1 transport moved from 10 Sea Zone to 26 Sea Zone 2 Rails moved from Eastern United States to Central United States 1 ArmoredInfantry, 2 Rails and 1 mech_infantry moved from Central United States to Alaska 1 mech_infantry moved from Western United States to Alaska 1 Rail and 1 infantry moved from Alaska to Western United States 1 artillery and 1 marine moved from 26 Sea Zone to Hawaiian Islands Place Units - Americans 1 destroyer and 1 submarine placed in 101 Sea Zone 1 Escort, 2 carriers and 1 submarine placed in 10 Sea Zone 4 TotalWarNavyFtrs placed in 10 Sea Zone 1 ArmoredInfantry and 1 SP_ArtilleryUSA placed in Central United States Trigger AmericansTotalWarNavyFtrPlaceWUS: has removed 4 TotalWarNavyFtrs owned by Americans in 10 Sea Zone Trigger AmericansTotalWarNavyFtrPlaceWUS: Americans has 4 NavyFighters placed in 10 Sea Zone Turn Complete - Americans Trigger Americans RemoveUSAConvoySZ25: has removed 1 Escort_Convoy owned by Americans in 25 Sea Zone Trigger Americans RemoveUSAConvoySZ25: Americans has 1 Escort placed in 25 Sea Zone Americans collect 57 PUs; end with 57 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 Optional[PUs]; end with 71 Optional[PUs] Trigger USA Controls Marianas Pacific Expanded: Americans met a national objective for an additional 1 Optional[PUs]; end with 72 Optional[PUs] Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 Optional[PUs]; end with 69 Optional[PUs] Trigger Americans Loses Guam: Americans met a national objective for an additional -1 Optional[PUs]; end with 68 Optional[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 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy nothing; Remaining resources: 6 PUs; Combat Move - Chinese Combat - Chinese Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Turn Complete - Chinese Chinese collect 0 PUs; end with 6 PUs Purchase Units - British Trigger UKTotalWarSeaFighter: buySeafireTotalWar added to productionBritish Trigger UKTotalWar Tank: buyTotalWar_Tank added to productionBritish Trigger UKTotalWarAirTrprt: buyTotalWarAirTrprt added to productionBritish Trigger UKTotalWar Arty: buyTotalWar_Arty added to productionBritish Trigger UKTotalWarTacBmbr: buyTotalWarTacBmbr added to productionBritish Trigger UKTotalWarInf: buyTotalWar_Inf added to productionBritish Trigger UKTotalWarMechInf: buyTotalWarMechInf added to productionBritish Trigger UKTotalWar Bomber: buyTotalWar_Bomber added to productionBritish Trigger UKTotalWarFighter: buyTotalWarFighter added to productionBritish British buy 1 artillery, 1 destroyer, 4 infantry, 3 mine_unarmeds, 4 uk_armours, 1 uk_fighter and 1 uk_para; Remaining resources: 0 PUs; 2 AirLendLease; 2 NavyLendLease; Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Turning on Edit Mode EDIT: Turning off Edit Mode 1 destroyer moved from 91 Sea Zone to 105 Sea Zone 1 bomber and 1 uk_fighter moved from United Kingdom to 105 Sea Zone 2 uk_fighters moved from United Kingdom to Normandy Bordeaux EDIT: 1 uk_para moved from United Kingdom to Normandy Bordeaux Combat - British Battle in 105 Sea Zone British attack with 1 bomber, 1 destroyer and 1 uk_fighter Germans defend with 1 destroyer British roll dice for 1 bomber, 1 destroyer and 1 uk_fighter in 105 Sea Zone, round 2 : 1/3 hits, 1.50 expected hits Germans roll dice for 1 destroyer in 105 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Germans lost in 105 Sea Zone British win, taking 105 Sea Zone from Germans with 1 bomber, 1 destroyer and 1 uk_fighter remaining. Battle score for attacker is 7 Casualties for Germans: 1 destroyer Battle in Normandy Bordeaux British attack with 2 uk_fighters and 1 uk_para Germans defend with 1 harbour and 1 infantry British roll dice for 2 uk_fighters and 1 uk_para in Normandy Bordeaux, round 2 : 1/3 hits, 1.17 expected hits Germans roll dice for 1 infantry in Normandy Bordeaux, round 2 : 1/1 hits, 0.33 expected hits 1 uk_para owned by the British lost in Normandy Bordeaux 1 infantry owned by the Germans lost in Normandy Bordeaux British win with 2 uk_fighters remaining. Battle score for attacker is -1 Casualties for British: 1 uk_para Casualties for Germans: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Anglo Egyptian Sudan 1 bomber and 1 uk_fighter moved from 105 Sea Zone to Gibraltar 2 uk_fighters moved from Normandy Bordeaux to United Kingdom 1 destroyer moved from 106 Sea Zone to 91 Sea Zone 2 uk_armours moved from Iraq to Northwest Persia 2 infantry moved from Union of South Africa to Rhodesia 2 Rails and 2 infantry moved from Union of South Africa to Anglo Egyptian Sudan 2 uk_armours moved from Egypt to Anglo Egyptian Sudan 1 uk_armour moved from Egypt to Iraq 1 infantry moved from Trans-Jordan to Iraq 2 infantry moved from Egypt to Trans-Jordan 1 infantry moved from Alexandria to Tobruk 1 uk_armour moved from Tobruk to Egypt 1 battleship, 1 cruiser and 1 destroyer moved from 81 Sea Zone to 95 Sea Zone 1 transport moved from 81 Sea Zone to 95 Sea Zone 2 uk_fighters moved from Egypt to 95 Sea Zone 1 carrier moved from 91 Sea Zone to 95 Sea Zone 1 transport moved from 91 Sea Zone to 101 Sea Zone 2 infantry moved from Egypt to Trans-Jordan 1 infantry and 3 mine_unarmeds moved from India to Burma Place Units - British Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Turning on Edit Mode EDIT: Removing units owned by British from Burma: 3 mine_unarmeds EDIT: Adding units owned by Changer to Burma: 3 uk_mine_Burma_Yunnans EDIT: Turning off Edit Mode 1 artillery, 1 infantry and 2 uk_armours placed in India 2 infantry placed in Union of South Africa 1 infantry and 2 uk_armours placed in Egypt 1 destroyer placed in 106 Sea Zone 3 mine_unarmeds placed in India 1 uk_fighter and 1 uk_para placed in United Kingdom Turn Complete - British British collect 42 PUs; end with 42 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 Optional[PUs]; end with 48 Optional[PUs] Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 53 PUs

    Combat Hit Differential Summary :

    Americans regular : 1.17 Italians regular : -0.33 Germans regular : 3.33 British regular : -0.67

    Trout Tourney Game 1 UK 7 .tsvg

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  • Yes, there is definitely a program problem here. The program allows paratroopers to retreat whence their air transports entered the embattled territory if they did so from a land zone (in this case, Syria). I'm fairly certain this is not a TWW thing, but I'll test it using V3 just to make sure (as that would also be a better reference for a problem report).

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