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Recent Posts

  • B

    @johnnycat

    I would put 3 of the UKR Conscripts in Nogo, Moscow or stalingrad and you'll be good on those.

    So you need 2 Armies and or Corps in order to form a ArmyGroup plus 10 other land units.

    I don't see a Commisar in Korea or Machuria. Remember you can only Rail to Amur. You can't get their in one turn.

    Did you make it to Formosa ?

    Edit
    I'd suggest another Tank Army for SSR. UK can send 3 Tanks from E Persia and they can be converted via LL.

    Caucasus is undefended. You will have to send a Force to deal with whatever he sends there.

    You might consider withdrawing from UKR to Bryansk. You can move the Fctry 1 space via 1 Rail. Right now your 2 Big Armies can't support each other.

    I don't think he's currently strong enough to take UKR but if he flanks you in Cauacasus, which he most assuredly will, that will weaken the UKR stack.

    You should be able to trade UKR even if you withdraw. Idk. Could see staying as well and make him take it. Main thing is to not have the Novgo Army get cutoff.

    You got plenty of Inf. Maybe try and sprinkle in a Arty or two per build but Tanks are gonna be the main buy.

    Rockets can be very effective.

    Idk dude. Looks like you doing good to me. Just keep doing what you think is best 🙂

    You are looking good in the Pacific Theatre. Continue to pressure JPN as much as you can.

    Edit 2
    So the 3 Conscripts to Stalingrad. They will help in the Cauc counterattack

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  • @beelee oh man. @trout hates playing me now …

    So i see the benefit of 6 tanks being called a tank army and those 6 units get 10 dice rolls instead of 6. I’ll be impressed to see how that gets implemented.

    Meanwhile another special
    Group is the army Korea right? And this is the commissar and three units. I don’t recall the benefits of this but presumably the same sort of thing: more dice.

    But now I find out that special groups cannot exist in the same territory , correct? So what’s the point of those. ?

    In this particular case/game what would be the best defensive move/setup for Russian 5?

    @trout. Sorry apparently I put 6 of those new guys in the Ukraine so that should be three.

    Please let me know what else is , if anything, that is needing a fix in the game. Things are starting to look interesting now so it will be fun to see Guderian blitz through Russia hahaha

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  • B

    @johnnycat

    Hi Cat

    So for the Conscripts, you can only place 3 in UKR. Can place up to 20 in Moscow, 6 in Volgograd Fctry ( even if the Fctry moves ) and then just normal place ( 3 ) in any other Fctrys.

    Screenshot from 2026-01-02 14-39-00.png

    Screenshot from 2026-01-02 14-38-19.png

    Yea you can move your Tank Army to a Box or leave it on the board as is, as they are easy to distinguish. You need to replace the TankGeneral with a active one "Tank_General3". This will activate the bonus rolls for the TG and 2 other Tanks.

    The Corps can have multiple units in their makeup, so when it's not obvious, such as 3 Tanks, which is the most powerful configuration, you should either put them in their Box or state in the Comment Log and Game thread what are in it.

    In Novgorod you have a Commisar 1. This activates the Inf. It should be changed to Commisar 2 and it will activate the Arty which is the stronger unit. So your Corps should comprise of " Commisar 2, Arty, Mech ( next most valuable unit ) and a Inf.

    For the Corps in UKR, the 3 Guard Infantry are the strongest available units, so would want them in that Corps. The Tank Army is Active so your Corps remains inactive. Only 1 Army/Corps active per TTy unless it's your Capital. Then you can have 2 active.

    Panzer and Tank have the same abilities. Simply a Naming difference for GamePlay flavor.

    Screenshot from 2026-01-02 15-01-36.png

    Edit
    The Rail units are Nation specific. e.g. The Soviets can not use their Rail to move units out of original Soviet TTys. The lone exception is their "Europe" Rail unit that allows them to move into Europe.
    Triplea Enforces this correctly.

    The number of times you can use Rail units per turn is Player Enforced. The number per player is in the rulebook page 37 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view?pli=1

    You can also find it in this thread where it has been previously posted.

    Triplea implementation explained in Game Notes.

    Screenshot from 2026-01-02 15-10-23.png

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  • B

    @trout

    Good Afternoon

    Game History

    Round: 6 Purchase Units - Italians Italians buy 1 Escort, 1 NavalMine3, 1 air_transport, 1 armour, 4 infantry and 2 italian_paras; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy 1 bomber moved from Iraq to Persia 1 armour, 1 artillery and 2 infantry moved from Iraq to Persia 1 italian_para moved from Syria to Persia 1 mech_infantry moved from Libya to Algeria Italians take Algeria from Americans 2 fighters moved from 99 Sea Zone to Ukraine 1 armour moved from Romania to Ukraine Combat - Italians Battle in Ukraine Italians attack with 1 armour and 2 fighters Russians defend with 1 infantry Italians roll dice for 1 armour and 2 fighters in Ukraine, round 2 : 2/3 hits, 1.50 expected hits Russians roll dice for 1 infantry in Ukraine, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Ukraine Italians win, taking Ukraine from Russians with 1 armour and 2 fighters remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Persia Italians attack with 1 armour, 1 artillery, 1 bomber, 2 infantry and 1 italian_para British defend with 1 infantry and 1 uk_armour Italians roll dice for 1 armour, 1 artillery, 1 bomber, 2 infantry and 1 italian_para in Persia, round 2 : 2/6 hits, 2.17 expected hits British roll dice for 1 infantry and 1 uk_armour in Persia, round 2 : 1/2 hits, 0.83 expected hits 1 infantry owned by the Italians lost in Persia 1 infantry owned by the British and 1 uk_armour owned by the British lost in Persia Italians win, taking Persia from British with 1 armour, 1 artillery, 1 bomber, 1 infantry and 1 italian_para remaining. Battle score for attacker is 5 Casualties for Italians: 1 infantry Casualties for British: 1 infantry and 1 uk_armour Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - Italians Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Greece 1 bomber moved from Persia to Southern Italy 1 armour and 1 artillery moved from Syria to Iraq 1 transport moved from 98 Sea Zone to 96 Sea Zone 1 artillery moved from Tobruk to 96 Sea Zone 1 artillery and 1 transport moved from 96 Sea Zone to 98 Sea Zone 1 artillery moved from 98 Sea Zone to Syria 1 infantry moved from Greece to 99 Sea Zone 1 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone 1 infantry moved from 98 Sea Zone to Trans-Jordan 2 fighters moved from Ukraine to 99 Sea Zone 1 NavalMine3 moved from Southern Italy to 97 Sea Zone 1 Escort and 1 NavalMine3 moved from 97 Sea Zone to 98 Sea Zone 1 air_transport and 1 infantry moved from Southern Italy to Gibraltar EDIT: 1 Italian_LCV and 2 infantry moved from Southern France to Gibraltar EDIT: 1 Italian_LCV moved from Gibraltar to Southern France 2 infantry moved from Northern Italy to Southern France 1 infantry moved from Yugoslavia to Albania 1 artillery and 3 infantry moved from Romania to Bessarabia 1 artillery moved from Yugoslavia to Romania 2 armour and 1 mech_infantry moved from Northern Italy to Romania 1 Europe_Rail and 1 infantry moved from Southern Italy to Greece Place Units - Italians Turning on Edit Mode EDIT: Removing units owned by Italians from 98 Sea Zone: 1 Escort and 1 NavalMine3 EDIT: Adding units owned by Italians to 98 Sea Zone: 1 Escort EDIT: Adding units owned by Changer to 98 Sea Zone: 3 ITA_SeaMines EDIT: Turning off Edit Mode 1 NavalMine3, 1 air_transport, 1 infantry and 2 italian_paras placed in Southern Italy 1 Escort placed in 97 Sea Zone 1 armour and 3 infantry placed in Northern Italy Turn Complete - Italians Trigger Italians RemoveItalyConvoySZ98Invert: has removed 1 Escort owned by Italians in 98 Sea Zone Trigger Italians RemoveItalyConvoySZ98Invert: Italians has 1 Escort_Convoy placed in 98 Sea Zone Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 6,6,1 Italians collect 23 PUs (1 lost to blockades); end with 23 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 26 PUs Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 4 PUs; end with 30 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 35 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 40 PUs

    Combat Hit Differential Summary :

    Italians regular : 0.33 Russians regular : -0.33 British regular : 0.17

    EXP Game 9 Trout I 6.tsvg

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