TripleA Logo TripleA Forum
    • TripleA Website
    • Recent
    • Popular
    • Register
    • Login
    1. Home
    2. Popular
    Log in to post
    • All Time
    • Day
    • Week
    • Month
    • All Topics
    • New Topics
    • Watched Topics
    • Unreplied Topics

    • All categories
    • T

      Qualifier for Wiking-Con 2027 - Game No. 1

      Watching Ignoring Scheduled Pinned Locked Moved Play By Forum
      122
      1 Votes
      122 Posts
      2k Views
      B
      @Trout yea the Trprt thing always been a little whack with triplea. Maybe AI will fix it for us lol Can't believe the Texans lost. I'm not picking them anymore. Brock just threw another TD to Fullback. Total Mike Shanahan Elway play lol
    • R

      Question about trenches domination 1914 no mans land

      Watching Ignoring Scheduled Pinned Locked Moved Map Making
      59
      0 Votes
      59 Posts
      4k Views
      wc_sumptonW
      @Ramon said: Is it possible to give the player a choice? either buy 6 dice or dont buy any? Create it as a purchasable item: <productionRule name="buyTechTokens"> <cost resource="PUs" quantity="20"/> <result resourceOrUnit="techTokens" quantity="6"/> </productionRule> and add to the production of each player. The triggers are not needed when doing this. "userActions" can be used: <attachment name="userActionAttachment_Japanese_Purchase_6TT" attachTo="Japanese" javaClass="UserActionAttachment" type="player"> <option name="conditions" value="conditionAttachment_Is_Japanese_Not_AI"/> <option name="activateTrigger" value="triggerAttachment_Give_Japanese_6_techTokens"/> <option name="activateTrigger" value="triggerAttachment_Take_20_PUs_From_Japanese"/> <option name="text" value="Japanese_6TT"/> <option name="attemptsPerTurn" value="1"/> </attachment> Then the actionstext.properties: Japanese_6TT.BUTTON=[Purchase] Japanese_6TT.DESCRIPTION=Purchase 6 techTokens for 20 PUs. Japanese_6TT.NOTIFICATION_SUCCESS=You have purchased 6 techTokens for 20 PUs. Japanese_6TT.OTHER_NOTIFICATION_SUCCESS=The Japanese have purchased 6 techTokens for 20 PUs. There are 2 problems with this approach. The AI does not use "userActions". This can be checked by using "isAI": <attachment name="conditionAttachment_Is_Japanese_AI" attachTo="Japanese" javaClass="RulesAttachment" type="player"> <option name="isAI" value="true"/> </attachment> <attachment name="conditionAttachment_Is_Japanese_Not_AI" attachTo="Japanese" javaClass="RulesAttachment" type="player"> <option name="conditions" value="conditionAttachment_Is_Japanese_AI"/> <option name="invert" value="true"/> </attachment> <attachment name="triggerAttachment_Japanese_Purchase_6TT" attachTo="Japanese" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Is_Japanese_AI"/> <option name="chance" value="3:6"/> <option name="chanceIncrementOnFailure" value="1"/> <option name="chanceDecrementOnSuccess" value="1"/> <option name="notification" value="Japanese_6TT"/> <option name="when" value="before:JapaneseTech"/> <option name="players" value="@All-Players@"/> <option name="activateTrigger" value="triggerAttachment_Give_Japanese_6_techTokens"/> <option name="activateTrigger" value="triggerAttachment_Take_20_PUs_From_Japanese"/> </attachment> The other problem is there is no way to test if Japanese have the 20PUs, they will always be able to purchase the 6 techTokens. Cheers...
    • LaFayetteL

      TripleA Server Costs

      Watching Ignoring Scheduled Pinned Locked Moved News
      33
      4 Votes
      33 Posts
      6k Views
      B
      @Cernel Do you know what triggered the mass restart ? That's not good with everyone getting disconnected. It's actually really bad. @lafayette you probably want to check this out
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

      Watching Ignoring Scheduled Pinned Locked Moved Play By Forum
      379
      1
      0 Votes
      379 Posts
      61k Views
      B
      @Panzerstahl-Helm-0 said: The Tirpitz is on the board and searching for trouble in the Med! yea those Big Battleships are about the most powerful piece on the board. Idky it took me so long to buy one lol
    • B

      EXP Game 1 barnee vs Crockett

      Watching Ignoring Scheduled Pinned Locked Moved Play By Forum
      341
      0 Votes
      341 Posts
      58k Views
      B
      @crockett36 said: Not exactly like riding a bike. No it is not
    • Panzerstahl-Helm 0P

      EXP-game -11 - Panzer (Axis) vs. beelee (Allies) - Operation "Dr. Strangelove"

      Watching Ignoring Scheduled Pinned Locked Moved Play By Forum
      41
      2
      0 Votes
      41 Posts
      958 Views
      Panzerstahl-Helm 0P
      @beelee Good afternoon, thanks for the update on the A-Bomb- I will read the rules again to be prepared for the race for the A-Bomb. That battle in Norway did not go well at all for the Krauts.... Mr. H was quite disappointed. How are things going at your home? Still lots of thing to fix? Did you get rid of the mold yet? BR Game History Round: 5 Purchase Units - Japanese Note to players Japanese: It is Early 1942 and our Proud Navy has added Transport Capacity to our Destroyers ! Destroyers may now transport 1 Infantry or Elite Infantry. Japanese buy 2 Escorts, 1 Fortification, 1 air_transport, 1 artillery, 3 carriers, 1 elite and 8 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Politics - Japanese Trigger DD Transport: Setting transportCapacity cleared for unitAttachment attached to Japan_destroyer Trigger DD Transport: Setting transportCapacity to 2 for unitAttachment attached to Japan_destroyer Trigger DD TransportPacific: Setting transportCapacity cleared for unitAttachment attached to JPN_Pacific_DD Trigger DD TransportPacific: Setting transportCapacity to 2 for unitAttachment attached to JPN_Pacific_DD Combat Move - Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 2 infantry moved from Shensi to Kansu 2 fighters, 3 infantry and 2 tactical_bombers moved from Shensi to Tsinghai 1 infantry moved from Sikang to Tsinghai 1 tactical_bomber moved from Kweichow to Tsinghai 1 fighter and 2 tactical_bombers moved from Yunnan to Tsinghai 2 JPNbombers moved from French Indo China to Tsinghai 1 armour and 1 infantry moved from Kiangsi to 20 Sea Zone 1 armour, 1 infantry and 1 transport moved from 20 Sea Zone to 46 Sea Zone 1 armour and 1 infantry moved from 46 Sea Zone to New Guinea 1 transport moved from 45 Sea Zone to 34 Sea Zone 2 infantry moved from Paulau Island to 34 Sea Zone 2 infantry and 1 transport moved from 34 Sea Zone to 46 Sea Zone 2 infantry moved from 46 Sea Zone to New Guinea 1 battleship moved from 45 Sea Zone to 46 Sea Zone 1 fighter and 1 tactical_bomber moved from 45 Sea Zone to New Guinea 1 artillery moved from Java to 42 Sea Zone 1 artillery and 1 transport moved from 42 Sea Zone to 46 Sea Zone 1 artillery moved from 46 Sea Zone to New Guinea 2 fighters moved from 42 Sea Zone to 55 Sea Zone 1 submarine moved from 35 Sea Zone to 55 Sea Zone 1 fighter moved from Caroline Islands to New Guinea 1 tactical_bomber moved from Caroline Islands to New Guinea 1 cruiser moved from 42 Sea Zone to 46 Sea Zone 1 battleship moved from 42 Sea Zone to 46 Sea Zone 1 submarine moved from 22 Sea Zone to 16 Sea Zone 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 8 Sea Zone 3 fighters moved from Japan to 16 Sea Zone Combat - Japanese Battle in 8 Sea Zone Japanese attack with 1 fighter and 1 tactical_bomber Americans defend with 1 transport Japanese roll dice for 1 fighter and 1 tactical_bomber in 8 Sea Zone, round 2 : 2/2 hits, 1,17 expected hits Americans roll dice for 1 transport in 8 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits 1 transport owned by the Americans lost in 8 Sea Zone Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Americans: 1 transport Battle in 16 Sea Zone Japanese attack with 3 fighters and 1 submarine Americans defend with 1 destroyer Japanese roll dice for 1 submarine in 16 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits Americans roll dice for 1 destroyer in 16 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the Americans lost in 16 Sea Zone Japanese win with 3 fighters and 1 submarine remaining. Battle score for attacker is 7 Casualties for Americans: 1 destroyer Battle in 46 Sea Zone Japanese attack with 2 battleships, 1 cruiser and 3 transports Americans defend with 1 destroyer; ANZAC defend with 1 transport Japanese roll dice for 2 battleships, 1 cruiser and 3 transports in 46 Sea Zone, round 2 : 2/3 hits, 1,83 expected hits Americans roll dice for 1 destroyer and 1 transport in 46 Sea Zone, round 2 : 0/2 hits, 0,50 expected hits 1 transport owned by the ANZAC and 1 destroyer owned by the Americans lost in 46 Sea Zone Japanese win with 2 battleships, 1 cruiser and 3 transports remaining. Battle score for attacker is 13 Casualties for Americans: 1 destroyer Casualties for ANZAC: 1 transport Battle in New Guinea Changer loiter and taunt; Japanese attack with 1 armour, 1 artillery, 2 fighters, 3 infantry and 2 tactical_bombers Changer defend; ANZAC defend with 2 fighters and 2 infantry Japanese roll dice for 1 armour, 1 artillery, 2 fighters, 3 infantry and 2 tactical_bombers in New Guinea, round 2 : 3/9 hits, 3,83 expected hits ANZAC roll dice for 2 fighters and 2 infantry in New Guinea, round 2 : 3/4 hits, 2,00 expected hits 3 infantry owned by the Japanese lost in New Guinea 2 infantry owned by the ANZAC and 1 fighter owned by the ANZAC lost in New Guinea Japanese roll dice for 1 armour, 1 artillery, 2 fighters and 2 tactical_bombers in New Guinea, round 3 : 4/6 hits, 3,17 expected hits ANZAC roll dice for 1 fighter in New Guinea, round 3 : 1/1 hits, 0,67 expected hits 1 artillery owned by the Japanese lost in New Guinea 1 fighter owned by the ANZAC lost in New Guinea Japanese win, taking New Guinea from ANZAC with 1 armour, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 11 Casualties for Japanese: 1 artillery and 3 infantry Casualties for ANZAC: 2 fighters and 2 infantry Battle in Kansu Japanese attack with 2 infantry Chinese defend with 1 infantry Japanese roll dice for 2 infantry in Kansu, round 2 : 0/2 hits, 0,33 expected hits Chinese roll dice for 1 infantry in Kansu, round 2 : 0/1 hits, 0,33 expected hits Japanese roll dice for 2 infantry in Kansu, round 3 : 1/2 hits, 0,33 expected hits Chinese roll dice for 1 infantry in Kansu, round 3 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Chinese lost in Kansu Japanese win, taking Kansu from Chinese with 2 infantry remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Tsinghai Japanese attack with 2 JPNbombers, 3 fighters, 4 infantry and 5 tactical_bombers Chinese defend with 1 fighter and 8 infantry Japanese roll dice for 2 JPNbombers, 3 fighters, 4 infantry and 5 tactical_bombers in Tsinghai, round 2 : 7/14 hits, 6,50 expected hits Chinese roll dice for 1 fighter and 8 infantry in Tsinghai, round 2 : 5/9 hits, 3,33 expected hits 2 tactical_bombers owned by the Japanese and 3 infantry owned by the Japanese lost in Tsinghai 7 infantry owned by the Chinese lost in Tsinghai Japanese roll dice for 2 JPNbombers, 3 fighters, 1 infantry and 3 tactical_bombers in Tsinghai, round 3 : 6/9 hits, 5,00 expected hits Chinese roll dice for 1 fighter and 1 infantry in Tsinghai, round 3 : 0/2 hits, 1,00 expected hits 1 infantry owned by the Chinese and 1 fighter owned by the Chinese lost in Tsinghai Japanese win, taking Tsinghai from Chinese with 2 JPNbombers, 3 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 4 Casualties for Japanese: 3 infantry and 2 tactical_bombers Casualties for Chinese: 1 fighter and 8 infantry Battle in 55 Sea Zone Japanese attack with 2 fighters and 1 submarine ANZAC defend with 1 destroyer Japanese roll dice for 1 submarine in 55 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Japanese roll dice for 2 fighters in 55 Sea Zone, round 2 : 1/2 hits, 1,00 expected hits ANZAC roll dice for 1 destroyer in 55 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the ANZAC lost in 55 Sea Zone Japanese win with 2 fighters and 1 submarine remaining. Battle score for attacker is 7 Casualties for ANZAC: 1 destroyer Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Japanese Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Yunnan 2 fighters moved from New Guinea to 46 Sea Zone 1 tactical_bomber moved from New Guinea to 46 Sea Zone 1 tactical_bomber moved from New Guinea to 46 Sea Zone 1 carrier moved from 45 Sea Zone to 49 Sea Zone 1 carrier moved from 45 Sea Zone to 46 Sea Zone 1 carrier moved from 42 Sea Zone to 46 Sea Zone 2 fighters moved from 55 Sea Zone to Java 1 transport moved from 42 Sea Zone to 36 Sea Zone 3 infantry moved from French Indo China to Yunnan 1 infantry moved from Yunnan to Burma 1 artillery moved from Malaya to Shan State 1 mech_infantry moved from Malaya to Yunnan 1 infantry moved from Kiangsi to Kwangsi 2 J_Rails moved from Kiangsu to Jehol 2 J_Rails, 1 aaGun and 1 artillery moved from Jehol to Yunnan 1 infantry moved from Jehol to Anhwe 3 infantry moved from Kiangsu to Kiangsi 2 infantry moved from Chahar to Suiyuyan 2 JPNbombers moved from Tsinghai to Kweichow 2 tactical_bombers moved from Tsinghai to Yunnan 2 fighters moved from Tsinghai to Yunnan 1 tactical_bomber moved from Tsinghai to Kweichow 1 fighter moved from Tsinghai to Shensi 1 air_transport and 1 elite moved from Japan to Philippines 1 submarine moved from 35 Sea Zone to 46 Sea Zone 3 fighters moved from 16 Sea Zone to Japan 1 fighter and 1 tactical_bomber moved from 8 Sea Zone to 6 Sea Zone 1 Japan_destroyer moved from 6 Sea Zone to 16 Sea Zone 1 submarine moved from 39 Sea Zone to 58 Sea Zone Place Units - Japanese 3 infantry placed in Kiangsu 3 infantry placed in French Indo China 2 Escorts and 3 carriers placed in 6 Sea Zone 1 air_transport, 1 artillery, 1 elite and 2 infantry placed in Japan 1 Fortification placed in Java Turn Complete - Japanese Note to players Japanese: <body><b>It is Early 1942 and Our Shipyards are Hard at Work.<br><br>We will soon Launch 1 new Cruiser and 1 new Submarine. They may only Operate in the Pacific and Indian Oceans.<b></body> Japanese collect 65 PUs; end with 65 PUs Trigger Japan Loses Marianas: Japanese met a national objective for an additional -1 Optional[PUs]; end with 64 Optional[PUs] Trigger Japanese Controls NewGuinea Pacific Expanded: Japanese met a national objective for an additional 2 Optional[PUs]; end with 66 Optional[PUs] Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 67 Optional[PUs] Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 Optional[PUs]; end with 70 Optional[PUs] Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 78 Optional[PUs] Objective Japanese 5 Control China: Japanese met a national objective for an additional 5 PUs; end with 83 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 88 PUs Combat Hit Differential Summary : Chinese regular : -0,00 Americans regular : -1,00 Japanese regular : 3,17 ANZAC regular : 1,00 1789834288052-game-11-strangelove-J-5.tsvg
    • Panzerstahl-Helm 0P

      Qualifier for Wiking-Con 2027 - Game No. 4

      Watching Ignoring Scheduled Pinned Locked Moved Play By Forum
      12
      0 Votes
      12 Posts
      161 Views
      Panzerstahl-Helm 0P
      @trout Good afternoon, Winston getting blitzt as revenge for sinking the Regia Marina. BR Game History Round: 2 Research Technology - Germans Purchase Units - Germans Note to players Germans: It is Late 1940 and Waffen SS Army Units have been Organized into Armies. They are Commanded by a Oberst Gruppenfuhrer. You may have up to 4 Waffen Armies at any one time. Note to players Germans: <body><b>It is Late 1940 and Waffen Pioneers are Now Available.<br><br><img src="WaffenPioneer.png"/><br><br><br />Refer to Game Notes for Usage.<b></body> Note to players Germans: <body><b>It is Late 1940 and Waffen Self Propelled AA are Now Available.<br><br><img src="Waffen_ArtyAA.png"/><br><br><br />Refer to Game Notes for Usage.<b></body> Note to players Germans: <body><b>Air Commanders are Now Available for Purchase</b></body> Note to players Germans: It is Late 1940 and Wehrmacht and Waffen Armies have been Organized into Army Groups. You may have up to 3 Army Groups. Only 1 may be active per Territory. Note to players Germans: It is Late 1940 and Wehrmacht Panzer Units have been Organized into Armies. They are Commanded by a Panzer General. They may also be Formed into Desert Armies. You may only have up to 3.... Note to players Germans: It is Late 1940 and the Major Powers of Germany, Russia, Britain and Italy have Approved FlakTowers to Repeal Possible Air Attack on Their Capitals. Refer to Game Notes for Usage. Trigger FlakTower: buyFlakTower added to productionGermans Trigger FlakTower: buyFlakTower added to productionRussians Trigger FlakTower: buyFlakTower added to productionBritish Trigger FlakTower: buyFlakTower added to productionItalians Trigger FlakTower: buyRepair_FlakTower added to productionGermans Trigger FlakTower: buyRepair_FlakTower added to productionRussians Trigger FlakTower: buyRepair_FlakTower added to productionBritish Trigger FlakTower: buyRepair_FlakTower added to productionItalians Trigger WaffenPioneer: buyWaffenPioneer added to productionGermans Trigger WaffenPioneer: buyGerman_Engineer2 added to productionGermans Trigger Waffen SS Oberst: buyWaffen_Oberst added to productionGermans Trigger Army Group: buyArmy_Group added to productionGermans Trigger AirCommander: buyGAirCommander added to productionGermans Trigger AirCommander: buyAirCommander added to productionRussians Trigger AirCommander: buyAirCommander added to productionAmericans Trigger PanzerGeneral: buyPanzer_General added to productionGermans Trigger Waffen ArtyAA: buyWaffen_ArtyAA added to productionGermans Trigger Waffen Infantry4: buyWaffen_Infantry4 added to productionGermans triggerAttachmenLate1940Red: has removed 1 Late1940 owned by Changer in Late 1940 triggerAttachmenEarly1940: has removed 1 Early1940_red owned by Changer in Early 1940 triggerAttachmenLate1940Red: Changer has 1 Late1940_red placed in Late 1940 triggerAttachmenEarly1940: Changer has 1 Early1940 placed in Early 1940 Germans buy 5 GermanUBoats, 1 Panzer_General, 1 Repair_BB, 1 bomber, 1 carrier, 1 elite, 1 german_para and 6 infantry; Remaining resources: 0 PUs; Place Units - Germans 1 Repair_BB placed in 112 Sea Zone Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany 1 unit repaired. Trigger Germans RemoveRepair BB: has removed 1 Repair_BB owned by Germans in 112 Sea Zone 1 GermanUBoat moved from 112 Sea Zone to 123 Sea Zone 1 fighter moved from 112 Sea Zone to 123 Sea Zone 1 tactical_bomber moved from Western Germany to 123 Sea Zone 1 transport moved from 112 Sea Zone to 110 Sea Zone 2 infantry moved from Normandy Bordeaux to 110 Sea Zone 2 infantry and 1 transport moved from 110 Sea Zone to 109 Sea Zone 2 infantry moved from 109 Sea Zone to Eire 2 bombers moved from Western Germany to United Kingdom Combat - Germans Strategic bombing raid in United Kingdom British roll AA dice in United Kingdom : 0/2 hits, 0,33 expected hits Bombing raid in United Kingdom rolls: 4,8 and causes: 12 damage to unit: factory_major Bombing raid in United Kingdom causes 12 damage total. Battle in Eire Battle in 123 Sea Zone Germans attack with 1 GermanUBoat, 1 fighter and 1 tactical_bomber British defend with 1 battleship Germans roll dice for 1 GermanUBoat in 123 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits 1 battleship owned by the British lost in 123 Sea Zone Germans win, taking Eire from Neutral_Allies with 1 GermanUBoat, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 15 Casualties for British: 1 battleship Non Combat Move - Germans Trigger RailMovementAutoPlaceRemoveGermans: has removed 2 G_Rails owned by Germans in Germany 1 carrier moved from 112 Sea Zone to 119 Sea Zone 1 fighter and 1 tactical_bomber moved from 123 Sea Zone to 119 Sea Zone 1 GermanUBoat moved from 112 Sea Zone to 119 Sea Zone 1 battleship and 1 cruiser moved from 112 Sea Zone to 109 Sea Zone 1 fighter moved from 112 Sea Zone to 93 Sea Zone 1 fighter moved from Northern Italy to 93 Sea Zone 1 tactical_bomber moved from Holland Belgium to Western Germany 2 Waffen_Artys and 3 waffen_infantrys moved from France to Germany 1 elite moved from Germany to Western Germany 6 armour moved from France to Greater Southern Germany 1 artillery and 1 infantry moved from Normandy Bordeaux to France 2 bombers moved from United Kingdom to Western Germany 1 GermanUBoat moved from 119 Sea Zone to 109 Sea Zone 1 aaGun and 2 infantry moved from Holland Belgium to France 2 mech_infantrys moved from Southern France to Yugoslavia 5 infantry moved from Bulgaria to Romania 2 artilleries and 4 infantry moved from Greater Southern Germany to Slovakia Hungary Place Units - Germans 2 GermanUBoats and 1 carrier placed in 93 Sea Zone 3 GermanUBoats placed in 110 Sea Zone 1 Panzer_General, 1 elite and 1 german_para placed in Germany 1 bomber placed in Western Germany 6 infantry placed in Germany Turn Complete - Germans Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Germans collect 42 PUs; end with 42 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 Optional[PUs]; end with 54 Optional[PUs] Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 Optional[PUs]; end with 59 Optional[PUs] Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 64 PUs Combat Hit Differential Summary : British AA : -0,33 Germans regular : 0,67 1789774106968-c29d1425-a282-4a10-899d-ea42a404e08a-tourney-panzer-vs-pizza-Ger2.tsvg
    • 1 / 1