• WWII v3 1941 - ozicain and co (Axis) vs the bot oligarchy

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    ozicainO
    Testing Forum poster Test summary from TripleA, engine version: 1.9, time: 9:21:54 PM Savegame
  • TWW 2.8 - redrum (Allies) vs wirkey (Axis) #2

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    redrumR
    @wirkey Haha. Its a thread that will live in infamy!
  • Test Forum Game

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    No one has replied
  • Error while trying to post the save game

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    wirkeyW
    @roiex worked: https://forums.triplea-game.org/topic/437/tww-2-7-7-2-ghostronin-allies-vs-wirkey-axis
  • First triplea game test

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    K
    TripleA Turn Summary: British round 5 TripleA Turn Summary for game: World War II Classic, version: 2.0 Game History Round: 5 Purchase Units - British British buy 2 armour, 1 bomber and 2 infantry; Remaining resources: 2 PUs; Combat Move - British 2 armour moved from Persia to French Indo China 3 infantry moved from Sinkiang to French Indo China 2 infantry moved from Australia to West Australia Sea Zone 2 infantry and 1 transport moved from West Australia Sea Zone to French Indo China Sea Zone 1 submarine moved from West Australia Sea Zone to French Indo China Sea Zone 2 infantry moved from French Indo China Sea Zone to French Indo China 2 infantry moved from Anglo Sudan Egypt to Red Sea Zone 2 infantry and 1 transport moved from Red Sea Zone to French Indo China Sea Zone 2 infantry moved from French Indo China Sea Zone to French Indo China 2 bombers moved from Sinkiang to French Indo China 1 bomber moved from United Kingdom to Germany 1 bomber moved from Russia to Germany 1 bomber moved from Sinkiang to French Indo China 1 fighter moved from Persia to French Indo China Combat - British Strategic bombing raid in French Indo China AA fire in French Indo China : 1/1 hits 1 bomber killed by AA Bombing raid costs 0 PUs Strategic bombing raid in Germany AA fire in Germany : 1/2 hits 1 bomber killed by AA Bombing raid in Germany rolls: 6 and costs: 6 PUs. Bombing raid costs 6 PUs Battle in French Indo China British attack with 2 armour, 2 bombers, 1 fighter and 7 infantry Japanese defend with 1 aaGun, 4 armour, 1 factory and 4 infantry AA fire in French Indo China : 0/3 hits British roll dice for 2 armour, 2 bombers, 1 fighter and 7 infantry in French Indo China, round 2 : 2/12 hits Japanese roll dice for 4 armour and 4 infantry in French Indo China, round 2 : 1/8 hits 2 infantry owned by the Japanese and 1 infantry owned by the British lost in French Indo China British roll dice for 2 armour, 2 bombers, 1 fighter and 6 infantry in French Indo China, round 3 : 4/11 hits Japanese roll dice for 4 armour and 2 infantry in French Indo China, round 3 : 3/6 hits 2 infantry owned by the Japanese, 2 armour owned by the Japanese and 3 infantry owned by the British lost in French Indo China British roll dice for 2 armour, 2 bombers, 1 fighter and 3 infantry in French Indo China, round 4 : 3/8 hits Japanese roll dice for 2 armour in French Indo China, round 4 : 1/2 hits 2 armour owned by the Japanese and 1 infantry owned by the British lost in French Indo China British win, taking French Indo China from Japanese with 2 armour, 2 bombers, 1 fighter and 2 infantry remaining. Battle score for attacker is 17 Casualties for British: 5 infantry Casualties for Japanese: 4 armour and 4 infantry Non Combat Move - British 1 fighter moved from French Indo China to Novosibirsk 2 bombers moved from French Indo China to Karelia S.S.R. 3 armour moved from Anglo Sudan Egypt to Persia 1 armour moved from South Africa to Anglo Sudan Egypt 1 bomber moved from Germany to Karelia S.S.R. Place Units - British 1 bomber placed in United Kingdom 2 infantry placed in Anglo Sudan Egypt 2 armour placed in South Africa Turn Complete - British British collect 35 PUs; end with 37 PUs Savegame
  • TWW 2.8 - redrum (Allies) vs wirkey (Axis)

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    redrumR
    @wirkey Ha. I was wondering the same thing. You had to be aware that I could get to the Japan mainland as you fortified Tokyo but I guess just forgot about the Japan territory. Though honestly sending pretty much the entire Japanese fleet south was pretty risky.
  • TWW 2.8 - redrum (Axis) vs wirkey (Allies)

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    redrumR
    Final save game before wirkey resigned: 0_1512795543449_1512795442114-wirkandred2point8finished.tsvg

Recent Posts

  • @Trout

    Yea Idk. It'll delay you a turn and I'm not sure you coulda got it next turn or not. I was getting ready to crunch it when I saw the block.

    I just did it to shut down the Bombard. I will double check but I'm pretty sure it's correct. I mean the trannys could move out and load and move back but not enough Grunts to fill all the boats.

    SSR isn't gonna be easy either. If you take another SBR hit, it's gonna be tough on them but it's still not over.

    edit
    I just said F it and asked the computer lol

    Screenshot from 2026-08-20 11-07-10.png

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  • @beelee Wow! Brutal mistake on my end. That's one thing rough about this game is alot of mistakes are because of misunderstanding the rules; or not seeing the possibilities based on the rules is more like it for what I did. Well, that's a mistake that will probably cost me the game but will keep playing it out to the end.

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  • @Panzerstahl-Helm-0

    Hallo

    Game History

    Round: 2 Purchase Units - ANZAC ANZAC buy 1 artillery, 1 destroyer and 1 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC Combat - ANZAC Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - ANZAC Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 1 infantry and 1 mine_unarmed moved from New South Wales to Queensland 1 transport moved from 62 Sea Zone to 63 Sea Zone 1 infantry moved from New Zealand to 63 Sea Zone 1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone 1 infantry moved from 54 Sea Zone to Queensland 1 infantry moved from New Guinea to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch Place Units - ANZAC 1 destroyer placed in 62 Sea Zone 1 artillery and 1 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 Optional[PUs]; end with 12 Optional[PUs] Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 Optional[PUs]; end with 17 Optional[PUs] Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs Combat Move - French 1 destroyer moved from 81 Sea Zone to 98 Sea Zone Combat - French Battle in 98 Sea Zone French attack with 1 destroyer Italians defend with 1 submarine French roll dice for 1 destroyer in 98 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Italians roll dice for 1 submarine in 98 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Italians lost in 98 Sea Zone French win, taking 98 Sea Zone from Italians with 1 destroyer remaining. Battle score for attacker is 6 Casualties for Italians: 1 submarine Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - French Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 1 infantry moved from French Central Africa to French Equatorial Africa Turn Complete - French

    Combat Hit Differential Summary :

    Italians regular : -0.17 French regular : 0.67

    exp-game-11-dr.strangelove-F2.tsvg

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  • @Nothingtoseehere
    Thank you as always !

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