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    • ubernautU

      TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

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      ubernautU
      @Cernel roger that
    • T

      Qualifier for Wiking-Con 2027 - Game No. 1

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      @Trout uggh ! Idky I'm not getting notifications for this I will look now No scramble. Not that it matters but the other 2 Planes in the AF should be designated too. I think they can support each other in the AF, so it'd be a Ftr and Tac which gives the same result as is. They can't support outside of the AF or be supported from outside but as stated, it's the same result the way it is. Anyway back in a bit
    • wc_sumptonW

      Global 40 Expansion UHD Boxes

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      @wc_sumpton Ramon got me to thinking and I tried to alter how my Marines work. The way they're supposed to work is they are A1 D2 unit that gets boosted to A3 when a Artillery is present. Artillery also boosts Infantry and a pile of other units +1 on the attack. I had the Marine at A2 and get boosted +1 on the attack with all the other units in the same supportAttachment. But then you have to switch to a MarineA1 unit that only attacks at 1 when no Arty present. So i made a separate supportAttachment for the jarhead and gave him +2 on the attack when paired with the Arty as he is now just a A1 otherwise. I gave it the same "bonusType" name as the one that supports the Infantry. When I attack with 1 Inf and 1 Marine and 1 Arty, the Arty gives +2 to the Marine and +1 to the Inf. We want it to just give +2 to the jarhead and no bonus to the Inf. Is that possible ? It seems I tried when initially doing it but couldn't get it to work, hence the two different types of Marines. I thought the same bonusType name meant the Arty would only support 1 unit but then which unit was a bit of a problem too but you did say something about which order their listed in gets the support. I have to dig that one up but anyway, I think I already tried this and there was no solution but ... I'll ask again anyways [image: Screenshot from 2026-09-18 11-45-36.png]
    • R

      Question about trenches domination 1914 no mans land

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      wc_sumptonW
      @Ramon said: -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock) <property name="Low Luck for Technology" value="true" editable="true"> <boolean/> </property> Give the player the number of dice equal to "diceSides". @Ramon said: <option name="isMarine" value="true"/> "isMarine" takes a number value. "isMarine"=true is converter to "isMarine"=1. "isMarine" can also be set to negative values. @Ramon said: If i understand correctly you can basically give conscripts 1 attack, and make every unit (except trenches) debuff them with 1? Yea.. but upon further testing, because both units are 0, the buff was not applied, so I'm still working on this. wc_sumpton said: It can get slightly complicated. Cheers...
    • B

      HRE Practice Game for malmessi

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      @malmessi Good Morning or whatever time of day it happens to be where you are In the Heartland of America here, just waiting for it to start raining again lol LCV = "Landing Craft Vehicle" I thought it was "Vessel" but I looked it up to make sure and wow, I already learned something today Page 38 https://drive.google.com/file/d/1SRDOsOwlO4Aa13cULwkWrorrXEmCmiN-/view?pli=1 These are heavily used in W EUR, the Mediterranean and Black Sea usually. Have same abilities as a Transport, Trprt, but are susceptible to LandMines, LMs. Can be transported by Naval Transport, same cost as a Armor unit, and be transported by rail as well. 1 Rail unit per LCV, same as other units. Can be sent in empty on the attack and be used as a hit soaker. No hit on defense, so don't take as casualty until everything dead. Player Enforced, PE. Can move 2, 3 with NavalBase, NB. Can only move 1 by land, PE. Can move in NonCombatMove, NCM. EDIT You have to use edit "Perform Move or Other Actions" to move them across water. Explained in detail in the in Game Notes. Yea, so things a little different now since the Big update back in June. I'm not entirely sure how PBF works now but use "Play By Email". Fire up the save and then hit PBEM and it'll fire up with the "Dice Server On" thing. So select save, Play by Email and you'll get this with our emails listed [image: Screenshot from 2026-09-18 07-27-20.png] then hit Play and it'll fire up with Dice Server On in bottom right. [image: Screenshot from 2026-09-18 07-28-27.png] Do your turn and at the end hit "View Turn Summary" a little above "Dice Server On" hit ctrl a ctrl c in the window that pops up to copy it. [image: Screenshot from 2026-09-18 07-31-35.png] Then ctrl s to make a save and post both to the Game Thread. The "Post Turn Summary" thing doesn't work, so ignore it. back with more in a moment. Here's a detailed explanation on Rail movement https://forums.triplea-game.org/topic/3802/global-40-expansion-uhd-boxes/78?_=1789734110756 but basically, you click on the Rail icon and move it to where you want to pick up the unit it is going to move, then click on it and the unit to be moved and move them to their destination. The Rail units themselves can only move in legal areas, triplea enforces that correctly, but it doesn't enforce the continuous line of Territories, TTy, that need to be in place at turn start. So if you conquer something that turn, triplea will allow you to move through that TTy which is against the rules. So PE on that. Also, triplea will let you use the Rail unit more than once, so PE on that too. "I just can magically move units with only the following limit: ... " Yep. Page 37 [image: Screenshot from 2026-09-18 07-51-31.png] Transport can be selected as casualties if I am defending and can be chosen as last ones only if I am attcking, right ? So you only take Trprts as casualties after all of your other units are dead. Starting turn 4, Late 1941, they will defend at 1. You still have to only take them as casualties after everything else has been killed. Triplea will offer you the chance to kill them sooner and almost always will auto select them, so you have to PE and deselect and take something else until only Trprts are left. "TripleA question, what is CHANGER turn ? Something happening at the beginning of the game or maybe at the beginning of each turn where TipleA activate triggers but that does not require attention from the players ?" Changer is a separate Player allied to all Players. He starts the game and then never has another turn. It's purpose is to allow placement of LMs in Enemy controlled TTys. It also controls the Boxes in the TimeTable and the OverFlow one as well. When LMs are Armed/Dug in, you edit out the unarmed ones and add "Changer" ones. That way if/when the TTy is conquered but not all the LMs detonated, the undetonated ones are still present without triplea causing a battle. The in Game Notes, under "Help" Tab top left, explains them in detail. It's toward the beginning of Notes and then explained again later in it's normal spot in the rulebook. Those require a lot of edit and I will post a detailed example of how they work after bit. I'm not sure if I have a link for it or not but here's one for a few of the trickier triplea ones. Not all are up to date. I've been slacking https://www.axisandallies.org/forums/topic/36998/global-1940-and-1943-expansion-for-use-with-triplea you might have to scroll a bit to get to them. [image: Screenshot from 2026-09-18 08-13-05.png]
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      Panzerstahl-Helm 0P
      @alexander-the-great @beelee @trout Apolgozies gentlemen. It has been a busy week... I removed the US Hvy Bomber after my UK turn. I accidentaly added him back after the battle in SZ110. I didn´t noticed the sneaky German Escort got a hit too..... BR Game History Round: 24 Purchase Units - Americans Americans buy 3 ArmoredInfantrys, 3 Escorts, 1 SP_ArtilleryUSA, 1 aaGun, 1 carrier, 1 elite, 4 infantry, 1 marine and 1 submarine; Remaining resources: 5 PUs; Place Units - Americans Units in Eastern United States being upgraded or consumed: 1 infantry 1 marine placed in Eastern United States Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Turning on Edit Mode EDIT: Americans takes Poland from Germans EDIT: Changing ownership of Poland from Americans to Germans EDIT: Turning off Edit Mode 1 infantry moved from Morocco to Algeria 1 usa_fighter moved from 91 Sea Zone to Algeria 1 usa_fighter moved from Morocco to Algeria 1 elite and 1 infantry moved from Morocco to 91 Sea Zone 1 elite and 1 infantry moved from 91 Sea Zone to Gibraltar 1 USA_Hvy_Bomber moved from Morocco to Gibraltar 1 Escort moved from 91 Sea Zone to 110 Sea Zone 1 USA_Hvy_Bomber moved from Russia to 110 Sea Zone EDIT: 2 infantry moved from USA Army Group to Siberia 5 usa_fighters moved from 3 Sea Zone to Siberia 1 submarine moved from 54 Sea Zone to 44 Sea Zone 1 infantry moved from Morocco to Algeria Combat - Americans Battle in Gibraltar Americans attack with 1 USA_Hvy_Bomber, 1 elite and 1 infantry Germans defend with 1 Panzer_Grndrs, 1 airfield and 1 harbour Americans roll dice for 1 USA_Hvy_Bomber, 1 elite and 1 infantry in Gibraltar, round 2 : 2/5 hits, 1,83 expected hits Germans roll dice for 1 Panzer_Grndrs in Gibraltar, round 2 : 0/1 hits, 0,50 expected hits 1 Panzer_Grndrs owned by the Germans lost in Gibraltar Americans win, taking Gibraltar from Germans with 1 USA_Hvy_Bomber, 1 elite and 1 infantry remaining. Battle score for attacker is 4 Casualties for Germans: 1 Panzer_Grndrs Battle in Siberia Americans attack with 2 infantry and 5 usa_fighters Japanese defend with 1 infantry Americans roll dice for 2 infantry and 5 usa_fighters in Siberia, round 2 : 2/7 hits, 2,83 expected hits Japanese roll dice for 1 infantry in Siberia, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Siberia Americans win, taking Siberia from Japanese with 2 infantry and 5 usa_fighters remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Battle in 110 Sea Zone Americans attack with 1 Escort and 1 USA_Hvy_Bomber Germans defend with 1 Escort, 3 GermanUBoats and 1 Wolfpack Americans roll dice for 1 Escort and 1 USA_Hvy_Bomber in 110 Sea Zone, round 2 : 2/3 hits, 1,50 expected hits Germans roll dice for 3 GermanUBoats in 110 Sea Zone, round 2 : 2/3 hits, 1,50 expected hits Germans roll dice for 1 Escort and 1 Wolfpack in 110 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits 1 USA_Hvy_Bomber owned by the Americans and 1 Escort owned by the Americans lost in 110 Sea Zone 1 GermanUBoat owned by the Germans and 1 Escort owned by the Germans lost in 110 Sea Zone 1 Wolfpack owned by the Germans lost in 110 Sea Zone Germans win with 2 GermanUBoats remaining. Battle score for attacker is -11 Casualties for Americans: 1 Escort and 1 USA_Hvy_Bomber Casualties for Germans: 1 Escort, 1 GermanUBoat and 1 Wolfpack Battle in Algeria Americans attack with 2 infantry and 2 usa_fighters Germans defend with 1 bomber and 1 infantry Americans roll dice for 2 infantry and 2 usa_fighters in Algeria, round 2 : 3/4 hits, 1,33 expected hits Germans roll dice for 1 bomber and 1 infantry in Algeria, round 2 : 0/2 hits, 0,50 expected hits 1 infantry owned by the Germans and 1 bomber owned by the Germans lost in Algeria Americans win, taking Algeria from Germans with 2 infantry and 2 usa_fighters remaining. Battle score for attacker is 15 Casualties for Germans: 1 bomber and 1 infantry Battle in 44 Sea Zone Americans attack with 1 submarine Japanese defend with 1 transport Americans roll dice for 1 submarine in 44 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits 1 transport owned by the Japanese lost in 44 Sea Zone Americans win with 1 submarine remaining. Battle score for attacker is 6 Casualties for Japanese: 1 transport Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - Americans Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Turning on Edit Mode EDIT: Adding units owned by Germans to 110 Sea Zone: 1 GermanUBoat EDIT: Adding units owned by Americans to United Kingdom: 1 USA_Hvy_Bomber EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveAmericans: has removed 4 Rails owned by Americans in Eastern United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Rails owned by Americans in Southeast Mexico 2 usa_fighters moved from Algeria to 91 Sea Zone 2 usa_fighters moved from Central United States to 91 Sea Zone 1 USA_Hvy_Bomber moved from Gibraltar to Iraq 4 air_transports moved from Morocco to Eastern United States 2 air_transports, 1 artillery and 1 marine moved from Eastern United States to Morocco 6 mech_infantrys moved from Western United States to Alaska 2 Heavy_Transports and 1 transport moved from 3 Sea Zone to 2 Sea Zone 2 USATankDestroyerFSs and 3 aaGuns moved from Alaska to 2 Sea Zone 2 infantry moved from Alaska to 2 Sea Zone 2 Heavy_Transports, 2 USATankDestroyerFSs, 3 aaGuns, 2 infantry and 1 transport moved from 2 Sea Zone to 3 Sea Zone 2 USATankDestroyerFSs, 3 aaGuns and 2 infantry moved from 3 Sea Zone to Soviet Far East 5 usa_fighters moved from Siberia to Soviet Far East 1 Escort moved from 10 Sea Zone to 4 Sea Zone 1 Escort_Convoy moved from 10 Sea Zone to 8 Sea Zone 1 usa_fighter moved from 91 Sea Zone to Morocco 1 Heavy_BB and 1 carrier moved from 26 Sea Zone to 54 Sea Zone 1 usa_fighter moved from 26 Sea Zone to Hawaiian Islands 1 carrier moved from 26 Sea Zone to 10 Sea Zone 1 transport moved from 3 Sea Zone to 1 Sea Zone 1 Heavy_Transport moved from 91 Sea Zone to 89 Sea Zone 1 usa_fighter moved from 54 Sea Zone to Hawaiian Islands 2 usa_fighters moved from Central United States to 10 Sea Zone 1 usa_fighter moved from Soviet Far East to 3 Sea Zone 1 air_transport moved from Soviet Far East to Western United States 2 infantry moved from Central United States to Southeast Mexico 2 Rails and 2 infantry moved from Eastern United States to Southeast Mexico Place Units - Americans 3 ArmoredInfantrys, 1 SP_ArtilleryUSA and 1 aaGun placed in Western United States Americans undo move 1. 3 ArmoredInfantrys and 1 aaGun placed in Western United States 1 SP_ArtilleryUSA, 1 elite and 2 infantry placed in Eastern United States 3 Escorts, 1 carrier and 1 submarine placed in 10 Sea Zone 1 infantry placed in Western United States 1 infantry placed in Central United States Turn Complete - Americans Trigger Americans RemoveUSAConvoySZ10Invert: has removed 1 Escort owned by Americans in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ8: has removed 1 Escort_Convoy owned by Americans in 8 Sea Zone Trigger Americans RemoveUSAConvoySZ10Invert: Americans has 1 Escort_Convoy placed in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ8: Americans has 1 Escort placed in 8 Sea Zone Americans collect 52 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 Americans Loses Philippines: Americans met a national objective for an additional -3 Optional[PUs]; end with 68 Optional[PUs] Trigger Americans Loses Guam: Americans met a national objective for an additional -1 Optional[PUs]; end with 67 Optional[PUs] Trigger Americans Loses Midway: Americans met a national objective for an additional -3 Optional[PUs]; end with 64 Optional[PUs] Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 74 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 79 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 84 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: 10 PUs; Combat Move - Chinese Combat - Chinese Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Turn Complete - Chinese Chinese collect 0 PUs; end with 10 PUs Purchase Units - British British buy 1 Escort, 1 UK_LCV, 1 UndergroundMinr, 1 elite, 6 infantry and 3 mech_infantrys; Remaining resources: 6 PUs; 0 AirLendLease; 2 NavyLendLease; Place Units - British Units in West India being upgraded or consumed: 1 factory_minor 1 UndergroundMinr placed in West India Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Turning on Edit Mode EDIT: Turning off Edit Mode 6 infantry moved from West India to India 1 infantry moved from West India to India 3 uk_fighters and 1 uk_tactical_bomber moved from West India to India 2 mech_infantrys moved from Caucasus to Ukraine 1 UK_Hvy_Bomber moved from Persia to Ukraine 2 uk_fighters moved from United Kingdom to 92 Sea Zone 1 UK_Hvy_Bomber moved from Persia to India EDIT: 2 UK_LCVs, 1 elite and 3 infantry moved from United Kingdom to Holland Belgium 1 UK_Hvy_Bomber moved from United Kingdom to Holland Belgium Combat - British Battle in Holland Belgium British attack with 1 UK_Hvy_Bomber, 2 UK_LCVs, 1 elite and 3 infantry Germans defend with 1 armour, 1 infantry and 2 mech_infantrys British roll dice for 1 UK_Hvy_Bomber, 2 UK_LCVs, 1 elite and 3 infantry in Holland Belgium, round 2 : 3/7 hits, 2,17 expected hits Germans roll dice for 1 armour, 1 infantry and 2 mech_infantrys in Holland Belgium, round 2 : 0/4 hits, 1,50 expected hits 1 infantry owned by the Germans and 2 mech_infantrys owned by the Germans lost in Holland Belgium British roll dice for 1 UK_Hvy_Bomber, 2 UK_LCVs, 1 elite and 3 infantry in Holland Belgium, round 3 : 2/7 hits, 2,17 expected hits Germans roll dice for 1 armour in Holland Belgium, round 3 : 1/1 hits, 0,50 expected hits 1 UK_LCV owned by the British lost in Holland Belgium 1 armour owned by the Germans lost in Holland Belgium British win, taking Holland Belgium from Germans with 1 UK_Hvy_Bomber, 1 UK_LCV, 1 elite and 3 infantry remaining. Battle score for attacker is 13 Casualties for Germans: 1 armour, 1 infantry and 2 mech_infantrys Casualties for British: 1 UK_LCV Battle in Ukraine British attack with 1 UK_Hvy_Bomber and 2 mech_infantrys Germans defend with 1 infantry British roll dice for 1 UK_Hvy_Bomber and 2 mech_infantrys in Ukraine, round 2 : 2/4 hits, 1,67 expected hits Germans roll dice for 1 infantry in Ukraine, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Ukraine British win, taking Ukraine from Germans with 1 UK_Hvy_Bomber and 2 mech_infantrys remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in 92 Sea Zone British attack with 2 uk_fighters Germans defend with 6 GermanUBoats, 1 Wolfpack and 1 transport 6 GermanUBoats owned by the Germans submerged British roll dice for 2 uk_fighters in 92 Sea Zone, round 2 : 1/2 hits, 1,00 expected hits Germans roll dice for 1 Wolfpack and 1 transport in 92 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits 1 transport owned by the Germans lost in 92 Sea Zone 1 Wolfpack owned by the Germans lost in 92 Sea Zone British win with 2 uk_fighters remaining. Battle score for attacker is 6 Casualties for Germans: 1 Wolfpack and 1 transport Battle in India Changer loiter and taunt; British attack with 1 UK_Hvy_Bomber, 7 infantry, 3 uk_fighters and 1 uk_tactical_bomber Changer defend; Japanese defend with 1 UndergroundMinr, 1 airfield, 1 harbour and 5 infantry British roll dice for 1 UK_Hvy_Bomber, 7 infantry, 3 uk_fighters and 1 uk_tactical_bomber in India, round 2 : 5/13 hits, 4,67 expected hits Japanese roll dice for 5 infantry in India, round 2 : 1/5 hits, 1,67 expected hits 1 infantry owned by the British lost in India 5 infantry owned by the Japanese lost in India British win, taking India from Japanese with 1 UK_Hvy_Bomber, 6 infantry, 3 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 12 Casualties for British: 1 infantry Casualties for Japanese: 5 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Union of South Africa 3 uk_fighters and 1 uk_tactical_bomber moved from India to West India 3 mech_infantrys moved from Persia to Caucasus 1 mech_infantry moved from Northwest Persia to Volgograd 2 uk_fighters moved from 92 Sea Zone to Gibraltar 1 destroyer moved from 91 Sea Zone to 92 Sea Zone 1 UK_Hvy_Bomber moved from Holland Belgium to United Kingdom 1 UK_Hvy_Bomber moved from Ukraine to Persia 1 UK_Hvy_Bomber moved from India to Caucasus Place Units - British Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone 1 Escort placed in 110 Sea Zone 1 UK_LCV, 1 elite and 1 infantry placed in United Kingdom 2 infantry placed in United Kingdom 3 infantry placed in West India 3 mech_infantrys placed in Persia Turning on Edit Mode EDIT: Adding units owned by British to United Kingdom: 1 HomeDefense EDIT: Turning off Edit Mode British undo move 4. 3 infantry placed in West India British undo move 5. British undo move 4. 2 mech_infantrys placed in Persia 2 infantry and 1 mech_infantry placed in West India 1 infantry placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6,1,5,5 British collect 40 PUs (1 lost to blockades); end with 46 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 Optional[PUs]; end with 52 Optional[PUs] Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 57 PUs Combat Hit Differential Summary : Americans regular : 2,17 Japanese regular : -1,00 Germans regular : -1,33 British regular : 1,33 1789413111619-3ed1ed68-7f95-4a5a-b4da-7fde41972c92-exp-game-2-multi-apbt-US UK24.tsvg
    • Panzerstahl-Helm 0P

      Qualifier for Wiking-Con 2027 - Game No. 4

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      Panzerstahl-Helm 0P
      @trout (Pizza) Ciao, I apologize for the long wait. Been a busy week! BR Game History Round: 1 Purchase Units - Italians Italians buy nothing; Remaining resources: 10 PUs; Combat Move - Italians Trigger Americans DemoHarbour: has removed 1 demo_harbour owned by Americans in Philippines Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy 1 cruiser and 1 destroyer moved from 95 Sea Zone to 93 Sea Zone 1 fighter moved from Southern Italy to 93 Sea Zone 2 infantry moved from Northern Italy to 95 Sea Zone 2 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone 2 infantry moved from 92 Sea Zone to Gibraltar 1 armour and 2 infantry moved from Albania to Greece 1 armour and 2 artilleries moved from Northern Italy to Yugoslavia 1 submarine moved from 95 Sea Zone to 93 Sea Zone 1 bomber moved from Northern Italy to Greece 1 artillery and 2 infantry moved from Ethiopia to Kenya Italians take Kenya from British 1 infantry moved from Italian Somaliland to Kenya 1 fighter moved from Southern Italy to Greece 1 artillery and 1 infantry moved from Libya to Tunisia 1 armour and 1 mech_infantry moved from Tobruk to Tunisia Combat - Italians Battle in Gibraltar Battle in Greece Italians attack with 1 armour, 1 bomber, 1 fighter and 2 infantry Neutral_Allies defend with 4 infantry Italians roll dice for 1 armour, 1 bomber, 1 fighter and 2 infantry in Greece, round 2 : 3/5 hits, 2,00 expected hits Neutral_Allies roll dice for 4 infantry in Greece, round 2 : 1/4 hits, 1,33 expected hits 1 infantry owned by the Italians lost in Greece 3 infantry owned by the Neutral_Allies lost in Greece Italians roll dice for 1 armour, 1 bomber, 1 fighter and 1 infantry in Greece, round 3 : 2/4 hits, 1,83 expected hits Neutral_Allies roll dice for 1 infantry in Greece, round 3 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Neutral_Allies lost in Greece Italians win, taking Gibraltar from British, taking Greece from Neutral_Allies with 1 armour, 1 bomber, 1 fighter and 1 infantry remaining. Battle score for attacker is 9 Casualties for Italians: 1 infantry Casualties for Neutral_Allies: 4 infantry Battle in Yugoslavia Italians attack with 1 armour and 2 artilleries Neutral_Allies defend with 1 infantry Italians roll dice for 1 armour and 2 artilleries in Yugoslavia, round 2 : 2/3 hits, 1,17 expected hits Neutral_Allies roll dice for 1 infantry in Yugoslavia, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Neutral_Allies lost in Yugoslavia Italians win, taking Yugoslavia from Neutral_Allies with 1 armour and 2 artilleries remaining. Battle score for attacker is 3 Casualties for Neutral_Allies: 1 infantry Battle in 93 Sea Zone Italians attack with 1 cruiser, 1 destroyer, 1 fighter and 1 submarine French defend with 1 cruiser and 1 destroyer Italians roll dice for 1 submarine in 93 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits Italians roll dice for 1 cruiser, 1 destroyer and 1 fighter in 93 Sea Zone, round 2 : 1/3 hits, 1,33 expected hits French roll dice for 1 cruiser and 1 destroyer in 93 Sea Zone, round 2 : 1/2 hits, 0,83 expected hits 1 submarine owned by the Italians lost in 93 Sea Zone 1 destroyer owned by the French and 1 cruiser owned by the French lost in 93 Sea Zone Italians win, taking 93 Sea Zone from Neutral with 1 cruiser, 1 destroyer and 1 fighter remaining. Battle score for attacker is 10 Casualties for Italians: 1 submarine Casualties for French: 1 cruiser and 1 destroyer Battle in Tunisia Italians attack with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry French defend with 1 infantry Italians roll dice for 1 armour, 1 artillery, 1 infantry and 1 mech_infantry in Tunisia, round 2 : 1/4 hits, 1,33 expected hits French roll dice for 1 infantry in Tunisia, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the French lost in Tunisia Italians win, taking Tunisia from French with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for French: 1 infantry Non Combat Move - Italians Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Southern Italy 1 fighter moved from Greece to Southern Italy 1 bomber moved from Greece to Southern Italy 3 infantry moved from Southern Italy to Northern Italy 1 infantry moved from Southern Italy to Northern Italy 1 fighter moved from 93 Sea Zone to Southern Italy 1 artillery and 3 infantry moved from Tobruk to Libya Turn Complete - Italians Total Cost from Convoy Blockades: 6 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 6,1,1,3,4 Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 3 Italians collect 10 PUs (6 lost to blockades); end with 20 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 Optional[PUs]; end with 23 Optional[PUs] Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 28 PUs Combat Hit Differential Summary : French regular : -0,17 Italians regular : 2,00 Neutral_Allies regular : -1,00 1789350677964-e2d068e5-a113-4bf5-931a-bc9498108324-tourney-panzer-vs-pizza-IT1.tsvg
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