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    • W

      archaeologists
      Play By Forum • • waldowv

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      H

      TripleA Turn Summary: Germans round 6

      TripleA Turn Summary for game: Big World : 1942 v3 Rules, version: 3.8.0

      Game History

      Round: 6 Purchase Units - Germans Germans buy 2 armour, 2 artilleries, 1 fighter, 1 halftrack and 7 infantry; Remaining resources: 1 PUs; 0 techTokens; Combat Move - Germans 1 armour moved from Eastern Germany to Vichy France 1 infantry moved from Western Germany to Vichy France 1 artillery moved from Western Germany to Vichy France 1 infantry moved from Western Germany to Austria-Czechoslovakia 1 artillery moved from Western Germany to Austria-Czechoslovakia 1 infantry moved from Western Germany to Vichy France 1 bomber moved from Egypt to SZ 26 Central Mediterranean 1 armour moved from Balkans to Austria-Czechoslovakia 1 infantry moved from Eastern Germany to Austria-Czechoslovakia 1 halftrack moved from Eastern Germany to Belorussia 1 bomber and 1 infantry moved from Eastern Germany to Belorussia 1 fighter moved from Ukraine to Belorussia 1 armour moved from Eastern Germany to Vichy France 1 infantry moved from Western Poland to Eastern Poland 1 infantry moved from Eastern Germany to Western Poland 1 fighter moved from Ukraine to Belorussia 1 fighter moved from Ukraine to Egypt Combat - Germans Battle in SZ 26 Central Mediterranean Germans attack with 1 bomber Americans defend with 2 transports 2 transports owned by the Americans lost in SZ 26 Central Mediterranean Germans win with 1 bomber remaining. Battle score for attacker is 14 Casualties for Americans: 2 transports Battle in Vichy France Germans attack with 2 armour, 1 artillery and 2 infantry British defend with 2 armour and 1 marine Germans roll dice for 2 armour, 1 artillery and 2 infantry in Vichy France, round 2 : 3/5 hits, 1.83 expected hits British roll dice for 2 armour and 1 marine in Vichy France, round 2 : 0/3 hits, 1.33 expected hits 1 marine owned by the British and 2 armour owned by the British lost in Vichy France Germans win, taking Vichy France from British with 2 armour, 1 artillery and 2 infantry remaining. Battle score for attacker is 14 Casualties for British: 2 armour and 1 marine Battle in Belorussia Germans attack with 1 bomber, 2 fighters, 1 halftrack and 1 infantry Russians defend with 2 infantry Germans roll dice for 1 bomber, 2 fighters, 1 halftrack and 1 infantry in Belorussia, round 2 : 3/5 hits, 2.00 expected hits Russians roll dice for 2 infantry in Belorussia, round 2 : 1/2 hits, 0.67 expected hits 2 infantry owned by the Russians and 1 infantry owned by the Germans lost in Belorussia Germans win, taking Belorussia from Russians with 1 bomber, 2 fighters and 1 halftrack remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Casualties for Russians: 2 infantry Battle in Austria-Czechoslovakia Germans attack with 1 armour, 1 artillery and 2 infantry Americans defend with 1 armour Germans roll dice for 1 armour, 1 artillery and 2 infantry in Austria-Czechoslovakia, round 2 : 1/4 hits, 1.33 expected hits Americans roll dice for 1 armour in Austria-Czechoslovakia, round 2 : 1/1 hits, 0.50 expected hits 1 infantry owned by the Germans and 1 armour owned by the Americans lost in Austria-Czechoslovakia Germans win, taking Austria-Czechoslovakia from Americans with 1 armour, 1 artillery and 1 infantry remaining. Battle score for attacker is 2 Casualties for Germans: 1 infantry Casualties for Americans: 1 armour Non Combat Move - Germans 1 armour moved from Balkans to Ukraine 1 fighter moved from Belorussia to Ukraine 1 fighter moved from Belorussia to Ukraine 1 bomber moved from Belorussia to Eastern Germany 1 bomber moved from SZ 26 Central Mediterranean to Ukraine Place Units - Germans 1 armour and 1 infantry placed in Ukraine 1 halftrack placed in Eastern Germany 1 artillery and 3 infantry placed in Western Germany 1 artillery and 2 infantry placed in Eastern Germany 1 infantry placed in Eastern Germany 1 fighter placed in Ukraine Germans undo move 5. Germans undo move 4. Germans undo move 4. 1 infantry placed in Ukraine 1 armour, 1 artillery and 2 infantry placed in Eastern Germany 1 fighter placed in Eastern Germany Turn Complete - Germans Germans collect 46 PUs; end with 47 PUs Objective 1: Germans met a national objective for an additional 5 PUs; end with 52 PUs

      Combat Hit Differential Summary :

      Americans regular : 0.50 Russians regular : 0.33 Germans regular : 1.83 British regular : -1.33

      Savegame

    • ubernaut

      TWW 3.0.0.4 ubernaut (ax) vs colin (al)
      Play By Forum • • ubernaut

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      ubernaut

      @colin VGG 🙂

    • T

      TripleA2020
      Play By Forum • • triplea2020one

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      S

      @ishan triplea_2496_rom.tsvg

    • ubernaut

      TWW 3.0.0.6/8? colin (ax) vs ubernaut (al) episode 2
      Play By Forum • • ubernaut

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      ubernaut

      @colin cool sounds good our games are always fun and i am looking forward to getting another shot with axis. this weekend was kinda bad for me too went to a russian festival yesterday and drank too much and today i get to clean my house bc the landlord is showing up tomorrow. 😛

    • ubernaut

      TWW 3.0.0.6/8? colin (ax) vs ubernaut (al) episode 3
      Play By Forum • • ubernaut

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      ubernaut

      @colin got a few

    • Frostion

      Iron War - Official Thread
      Maps & Mods • • Frostion

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      M

      Sorry - yet another question - I see that the attack on Pearl Harbour is not possible. Is that deliberate, since the game is deemed to start in 1940?

    • Hepps

      Total World War: December 1941 3.0.0.6
      Maps & Mods • • Hepps

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      O

      @zlefin

      It would just be like a trigger that you drag into a box like with everything else that then spawns them all around the map. I dont know how to mod this game but it wouldnt be too hard, just a pain in the ass to do.

      I rarely play the map anyway so if its just me then ignore this.
      Is there a github or something with older versions of the map to download perhaps? Or if you could be bothered just to upload the newest version without railways then id be really grateful, cheers.

      Maybe Im overthinking this anyway ,I observed a game recently and they barely had any trains. Maybe its not really worth building them anyway so that balances it out a bit?

    • R

      Roger's Scenario Thread
      Maps & Mods • • RogerCooper

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      R

      Name WW2 Path to Victory
      Description Global game with some extra areas and better balance
      https://axisandallies.fandom.com/wiki/WW2_Path_to_Victory
      81576395-6909-4815-83f5-ba672d520bb6-image.png

      Good Points

      Extra areas in Russia & China improve balance

      Bad Points

      The AI has trouble with political decisions
    • ubernaut

      TWW 3.0.0.6/8? ubernaut (ax) vs colin (al) episode 2
      Play By Forum • • ubernaut

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      ubernaut

      @colin got a somwhat biggie here

    • ubernaut

      TWW 3.0.0.6/8? colin (ax) vs ubernaut (al)
      Play By Forum • • ubernaut

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      ubernaut

      @colin once again great game, look forward to our future wars. 🙂

    • alkexr

      Middle Earth: Battle For Arda - Official Thread
      Maps & Mods • • alkexr

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      R

      @alkexr

      It's the topic of the first video. Gondor is strong, but the naval invasions are a huge pain to defend against.

      I wasn't sure if things had been changed after the first video, but based on the first video I don't think naval invasions have been made any easier. While you've added new coastal settlements and made it a bit harder to move troops between them, you haven't made it any harder for Gondor to mount a naval defense.

      The crux of the problem is that black ships are a 7/4/2, and dromunds are a 5/5/2. This means that while black ships have an advantage when attacking dromunds, they're at a disadvantage when attacked (while still costing 15% more). This means that Gondor can build a fleet in the sea zone just south of Dol Amroth / Western Belfalas. Any sea zone within 2 spaces of any Gondor territory is within 2 spaces of the Belfalas SZ. This means that Gondor can preemptively attack the Harad fleet no matter where they are before they have a chance to land. This is the same strategy I used in the current version. Gondor need only spend 24 IPCs a turn the first turn and any subsequent turn that Harad builds ships to completely neuter them.

      Ideally the sea zones would be designed so that Gondor would have to split their fleet to properly defend against a Harad invasion, thus forcing them to spend more on defense than Harad spends on attack. One way to do this would be to give black ships an extra movement (but still make it require 4+ move to get from the City of Corsairs to the Gondor coast). Though this might make black ships too powerful. Another way would be giving black ships more defense, so they maintain their advantage over dromunds even when attacked.

      Gondor still would have the money to outspend Harad on navy, but if Harad is more efficient than Gondor, it at least might make sense for them to try, And then Gondor will have to decide how much it can afford to divert from Mordor to protect its coast.

    • Hepps

      Global Dominance
      Maps & Mods • • Hepps

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      ghostronin

      @hepps @redrum Time for my 2 year check-in hehehe:) I know I know, your planning GD and P&P to perfection, but they're coming still:)

    • K

      Proposed Map: Domination 1941
      Maps & Mods • • KurtGodel7

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      @black_elk said in Proposed Map: Domination 1941:

      I forgot France below

      That's ok It happens 🙂

    • Hepps

      Total World War: December 1941 (BETA) 2.8.0.5
      Maps & Mods • • Hepps

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      redrum

      @LovePlayingAAA Good catch, it appears we missed a few updates on some of the HeavyDestroyers and will fix that in the next minor version.

      ImprovedDestroyers and AdvancedDestroyer techs still exist and have been updated to make different improvements for destroyers now. This post outlines the sub/destroyer changes: https://forums.triplea-game.org/topic/493/total-world-war-december-1941-beta-2-8-0-5/392 (there were a few adjustments to that original vision).

      The notes haven't been updated yet for 3.0 but are in-progress and hopefully be added shortly.

      Please use the new TWW 3.0 for discussing the new version: https://forums.triplea-game.org/topic/1181/total-world-war-december-1941-3-0-0-0-now-available

    • CrazyG

      Crazy Europe: House of Habsburg
      Maps & Mods • • CrazyG

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      CrazyG

      Little one is a galley, big one is a man of war. Both can fight, I really dislike the instantly killed dedicated transports of some games.

    • G

      TWW 3.0.0.6 Gully (ax) vs ubernaut (al) again
      Play By Forum • • Gully

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      ubernaut

      ignore that sorry

    • redrum

      TWW 3.0.0.6 Gully (al) vs redrum (ax)
      Play By Forum • • redrum

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      G

      @redrum: I wouldn't mind continuing this when you're less busy.

    • G

      TWW 3.0 warmup with dice. Gully (ax) vs NTSH (al)
      Play By Forum • • Gully

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      N

      @ubernaut already there

    • redrum

      AI Development Discussion and Feedback
      AI • • redrum

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      P

      @redrum You did it 🙂 Pact of Steel 2 AI will now all but abandon a doomed and devastated IC without repairing. Great work, thanks!

    • Frostion

      Warcraft: War Heroes - Official Thread
      Maps & Mods • • Frostion

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      Hey Frostion,

      sorry for the late reply. I don't know why, but I don't get to see the tooltips on many items. I was really surprised to see your picture. For me it looks like this:

      shard.jpg

      I tried it one the latest stable release and on one of the prereleases: 2.6.22453

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