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    • ghostronin

      TWW 2.7.7.2 - ghostronin (Allies) vs. wirkey (Axis)
      Play By Forum • • ghostronin

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      redrum

      @wirkey I'm starting to think when your opponents go MIA, its really they are resigning and just not willing to give you the satisfaction as you definitely have the lead in both of these games. Allies definitely have the favorable position in this one though I think it might still be early enough in the game for the Axis to still have paths to victory. I think I can give this one a shot.

    • R

      Darrell vs George Game 8
      Play By Forum • • redanto

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      R

      TripleA Turn Summary: Italians round 26

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

      Game History

      Round: 26 Purchase Units - Italians Italians buy 4 armour and 1 infantry; Remaining resources: 2 PUs; Combat Move - Italians 2 armour moved from Iraq to Persia 2 armour moved from Northwest Persia to Persia 1 armour moved from Iraq to Persia 1 artillery and 2 infantry moved from Yugoslavia to Albania 2 artilleries and 8 infantry moved from Normandy Bordeaux to Southern France 2 armour moved from Northern Italy to Bulgaria 1 armour moved from Northern Italy to Bulgaria 2 infantry moved from Tambov to Russia Combat - Italians Battle in Persia Italians attack with 5 armour British defend with 1 armour Italians roll dice for 5 armour in Persia, round 2 : 3/5 hits, 2.50 expected hits British roll dice for 1 armour in Persia, round 2 : 1/1 hits, 0.50 expected hits 1 armour owned by the British and 1 armour owned by the Italians lost in Persia Italians win, taking Persia from British with 4 armour remaining. Battle score for attacker is 0 Casualties for Italians: 1 armour Casualties for British: 1 armour Battle in Bulgaria Italians attack with 3 armour Americans defend with 1 infantry Italians roll dice for 3 armour in Bulgaria, round 2 : 1/3 hits, 1.50 expected hits Americans roll dice for 1 infantry in Bulgaria, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Americans and 1 armour owned by the Italians lost in Bulgaria Italians win, taking Bulgaria from Americans with 2 armour remaining. Battle score for attacker is -3 Casualties for Italians: 1 armour Casualties for Americans: 1 infantry Battle in Southern France Italians attack with 2 artilleries and 8 infantry Americans defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Italians roll dice for 2 artilleries and 8 infantry in Southern France, round 2 : 4/10 hits, 2.33 expected hits Americans roll dice for 1 artillery and 1 infantry in Southern France, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Americans, 1 artillery owned by the Americans and 1 infantry owned by the Italians lost in Southern France Italians win, taking Southern France from Americans with 2 artilleries and 7 infantry remaining. Battle score for attacker is 4 Casualties for Italians: 1 infantry Casualties for Americans: 1 artillery and 1 infantry Battle in Albania Italians attack with 1 artillery and 2 infantry Americans defend with 1 artillery and 2 infantry Italians roll dice for 1 artillery and 2 infantry in Albania, round 2 : 1/3 hits, 0.83 expected hits Americans roll dice for 1 artillery and 2 infantry in Albania, round 2 : 3/3 hits, 1.00 expected hits 1 infantry owned by the Americans, 1 artillery owned by the Italians and 2 infantry owned by the Italians lost in Albania Americans win with 1 artillery and 1 infantry remaining. Battle score for attacker is -7 Casualties for Italians: 1 artillery and 2 infantry Casualties for Americans: 1 infantry Non Combat Move - Italians 1 infantry moved from Northern Italy to Yugoslavia Place Units - Italians 3 armour placed in Iraq 1 infantry placed in Rostov 1 armour placed in Northern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,6,5,5,1 Italians collect 24 PUs (2 lost to blockades); end with 26 PUs Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 6 PUs; end with 32 PUs

      Combat Hit Differential Summary :

      Italians : 1.83 British : 0.50 Americans : 3.00

      Savegame

    • Schulz

      How would you rate countries and territories considering realism in big WWII maps.
      Player Help • • Schulz

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      Schulz

      Its true Germany had an efficiency problem before mid 1943 because they were too late to exert total war economy and failed to efficiently profit from the occupied territories but they overcomed when Speer got in charge of German military production.

      I don't think the Soviets could have outproduced Germany had the Western Allies remained neutral. Trucks, trains, food, aviation fuel, clothes, raw materials, medicine, military vehicles etc... all gave the Soviets to mostly focus on a few production areas whereas Germany was unable to do it because of also dealing with the Western Allies. Plus strategic bombing campaigns.

    • G

      TWW 2.8.0.4 - Wirkey (Allies) vs Gully (Axis)
      Play By Forum • • Gully

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      G

      hab mich schon gefragt, ob du ohne Indien noch weiterspielst. gg

      Hat mir echt Spaß gemacht. Mit Zähnen und Klauen Leningrad verteidigen, Ägypten baut mehrere Schiffe, die Ally-Flotte zieht auf die Phillippinen und nimmt beinahe Japan. Alles Sachen, die ich noch nie gesehen habe.

    • L

      TSH vs ADT game 1
      Play By Forum • • Lefty7537

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      A

      TripleA Turn Summary: Germans round 7

      TripleA Turn Summary for game: Big World : 1942 v3 Rules, version: 3.8

      Game History

      Round: 7 Research Technology - Germans Germans spend 0 on tech rolls Germans rolls : 0/1 hits, 0.00 expected hits Purchase Units - Germans Germans repair damage of 9x factory, 2x factory; Remaining resources: 46 PUs; 1 techTokens; Germans buy 5 armour, 3 infantry and 2 submarines; Remaining resources: 0 PUs; 1 techTokens; Combat Move - Germans Turning on Edit Mode EDIT: Turning off Edit Mode 1 submarine moved from SZ 9 North Atlantic to SZ 16 North Atlantic 1 submarine moved from SZ 10 North Sea to SZ 16 North Atlantic 1 submarine moved from SZ 11 West Baltic Sea to SZ 16 North Atlantic 1 submarine moved from SZ 17 English Channel to SZ 16 North Atlantic 1 submarine moved from SZ 22 East Atlantic to SZ 16 North Atlantic 4 bombers moved from Eastern Germany to SZ 16 North Atlantic 5 fighters moved from France to SZ 16 North Atlantic EDIT: 5 infantry moved from SZ 16 North Atlantic to England EDIT: 1 armour moved from SZ 16 North Atlantic to England 1 armour, 1 artillery and 1 infantry moved from Rhodesia to Southern Africa 1 armour moved from Kenya-Tanganyika to French Equatorial Africa 1 artillery moved from Kenya-Tanganyika to Anglo-Egyptian Sudan 1 transport moved from SZ 25 Adriatic Sea to SZ 28 Eastern Mediterranean Combat - Germans Battle in Southern Africa Germans attack with 1 armour, 1 artillery and 1 infantry British defend with 1 infantry Germans roll dice for 1 armour, 1 artillery and 1 infantry in Southern Africa, round 2 : 1/3 hits, 1.17 expected hits British roll dice for 1 infantry in Southern Africa, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Germans and 1 infantry owned by the British lost in Southern Africa Germans win, taking Southern Africa from British with 1 armour and 1 artillery remaining. Battle score for attacker is 0 Casualties for Germans: 1 infantry Casualties for British: 1 infantry Battle in SZ 16 North Atlantic Germans attack with 4 bombers, 5 fighters and 5 submarines British defend with 1 carrier, 1 destroyer and 1 fighter; Americans defend with 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 2 fighters and 3 transports Germans roll dice for 5 submarines in SZ 16 North Atlantic, round 2 : 1/5 hits, 1.67 expected hits Units damaged: 1 battleship owned by the Americans Germans roll dice for 4 bombers and 5 fighters in SZ 16 North Atlantic, round 2 : 5/9 hits, 5.17 expected hits Americans roll dice for 1 battleship, 2 carriers, 2 cruisers, 3 destroyers, 3 fighters and 3 transports in SZ 16 North Atlantic, round 2 : 5/11 hits, 5.33 expected hits 1 destroyer owned by the British, 2 destroyers owned by the Americans, 5 submarines owned by the Germans, 1 carrier owned by the Americans and 1 carrier owned by the British lost in SZ 16 North Atlantic Germans roll dice for 4 bombers and 5 fighters in SZ 16 North Atlantic, round 3 : 4/9 hits, 5.17 expected hits Americans roll dice for 1 battleship, 2 cruisers, 3 fighters and 3 transports in SZ 16 North Atlantic, round 3 : 2/6 hits, 3.67 expected hits 2 cruisers owned by the Americans, 2 fighters owned by the Germans and 2 fighters owned by the Americans lost in SZ 16 North Atlantic Germans roll dice for 4 bombers and 3 fighters in SZ 16 North Atlantic, round 4 : 4/7 hits, 4.17 expected hits Americans roll dice for 1 battleship, 1 fighter and 3 transports in SZ 16 North Atlantic, round 4 : 2/2 hits, 1.33 expected hits 2 fighters owned by the Germans, 2 transports owned by the Americans, 1 fighter owned by the British and 1 battleship owned by the Americans lost in SZ 16 North Atlantic 2 infantry owned by the Americans lost in England 1 armour owned by the Americans and 1 infantry owned by the Americans lost in England 1 transport owned by the Americans lost in SZ 16 North Atlantic 2 infantry owned by the Americans lost in England Germans win with 4 bombers and 1 fighter remaining. Battle score for attacker is 97 Casualties for Germans: 4 fighters and 5 submarines Casualties for Americans: 1 armour, 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 2 fighters, 5 infantry and 3 transports Casualties for British: 1 carrier, 1 destroyer and 1 fighter Non Combat Move - Germans 1 fighter moved from SZ 16 North Atlantic to France 4 bombers moved from SZ 16 North Atlantic to Eastern Germany 1 artillery and 3 infantry moved from Western Poland to Hungary-Romania 2 armour, 1 artillery and 1 infantry moved from Baltic States to Western Poland 4 armour moved from Eastern Germany to Hungary-Romania 6 armour moved from Eastern Poland to Hungary-Romania 1 artillery moved from Eastern Poland to Hungary-Romania 1 infantry moved from Eastern Poland to Hungary-Romania 5 armour moved from Eastern Poland to Hungary-Romania 2 armour moved from Western Poland to Hungary-Romania 5 armour moved from Eastern Poland to Hungary-Romania 4 artilleries and 13 infantry moved from Eastern Poland to Western Poland Place Units - Germans 3 infantry placed in Hungary-Romania 5 armour placed in Eastern Germany 2 submarines placed in SZ 11 West Baltic Sea Turn Complete - Germans Germans collect 43 PUs; end with 43 PUs Objective 1: Germans met a national objective for an additional 5 PUs; end with 48 PUs Turning on Edit Mode EDIT: Adding units owned by Americans to England: 1 armour and 5 infantry EDIT: Turning off Edit Mode

      Combat Hit Differential Summary :

      Germans : -2.33 British : 0.67 Americans : -1.33 Germans rolls : : 0.00

      Savegame

    • M

      Large Middle Earth queries
      (ARCHIVED) Bug Reports • • mattbarnes

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      @mattbarnes I believe queries should be rather moved to the linked official thread.
      You can also open new specific topics (like Bug Reports), about the same map.
      Locking this as duplicate.

    • L

      AA-fire/casualty selection issues in Revised (and other versions)
      Player Help • • LouisXIVXIV

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      @bayder said in AA-fire/casualty selection issues in Revised (and other versions):

      There is still zero reason for the rules to indicate that AA fire should occur in the Combat Move phase. The rules could easily state that AA fire occurs in Conduct Combat and Noncombat Move phases only. If this had been done, then there would be no questions regarding this rule.

      What I understand is that here you believe that Revised OOB and LHTR work the same way, for flyovers during the Combat Move phase, as there would be no difference between saying that they are resolved at the end of the Combat Move phase or saying that they are resolved during the Conduct Combat phase, but the second formulation being clearer.

      What I understand, instead, is that, by moving the AA fly over resolution from Combat Move to Conduct Combat, LHTR makes a practically relevant behaviour change, as in Revised OOB you would know the results of all Combat Move fly-overs before resolving any battles, as they already happened in a previous phase, while in Revised LHTR you know then only for the units involved in the current battle, and all the already resolved ones.

      For example:
      I have a fighter that flies over an AA gun in a territory "A", then flies over an AA gun in a territory "B", then end movement in a territory "C" (to take part in a battle in there).
      I also have another fighter that flies over an AA gun in a territory "A" (the same territory that the other fighter is flying over too), then flies over an AA gun in a territory "D", then end movement in a territory "E" (to take part in a battle in there).

      In Revised OOB, you would resolve the fly overs for:

      The first fighter in "A" The first fighter in "B" The second fighter in "A" The second fighter in "D"

      In only one of the following only two possible orders, at your discretion:

      1A, 1B, 2A, 2D 2A, 2D, 1A, 1B

      Then, after resolving all fly overs, you would resolve the battles (with all other units involved in the same battle), comprising, at this point, any battle AA fire, if an AA gun is present in the embattled territory, for:

      The first fighter in "C", if surviving the fly overs The second fighter in "E", if surviving the fly overs

      Assuming both fly overs miss, then, during Conduct Combat, either first resolving the "C" battle or first the "E" one, then the other one, at your discretion, no matter if you previously resolved the fly overs for the first fighter (that is now in "C") or the second one (that is now in "E") (of course, if the a fighter is shot down during fly over and was the only attacking unit, then there is no battle, instead).

      Consequently, in case all fly overs miss, considering Combat Move and Conduct Combat together, you would have all and only the following possible resolution sequences, across the two phases:

      1A, 1B, 2A, 2D, C, E 2A, 2D, 1A, 1B, C, E 1A, 1B, 2A, 2D, E, C 2A, 2D, 1A, 1B, E, C

      (where, for example, "1A, 1B, 2A, 2D, C, E" literally means "at the end of combat move, resolving the flyover in A for the first fighter, then resolving the fly over in B for the first fighter, then resolving the fly over in A for the second fighter, then resolving the fly over in D for the second fighter, then, during Conduct Combat, resolving the battle in C, then resolving the battle in E")

      In Revised LHTR, instead, during the Conduct Combat phase, fly-overs are all integrated as part of the specific battles where the flying over units are heading to, so you only decide whether first to make the battle in "C" or first to make the battle in "E", and, in this case, you cannot even decide in what order to resolve the fly overs, for each battle, since having only 1 fighter involved in any, for each one, thus being restricted to resolving all fly overs, by their zones movement sequence for the same unit, before resolving the battle that unit may be part of (if surviving all fly overs).

      Meaning you can only resolve all fly overs and all battles as "1 then 2" or "2 then 1", where 1 and 2 are the following sequences:
      1- Making the battle in "C", you first resolve the fly over for the first fighter in "A", then (if surviving) resolve the fly over for the first fighter in "B", then resolve the rest of the battle in "C", with the first fighter participating, and possibly being hit by an AA gun in the embattled territory, if surviving both fly overs.
      2- Making the battle in "E", you first resolve the fly over for the second fighter in "A", then (if surviving) resolve the fly over for the second fighter in "D", then resolve the rest of the battle in "E", with the first fighter participating, and possibly being hit by an AA gun in the embattled territory, if surviving both fly overs.

      Meaning that you have only the option of resolving them in any one of only the following two sequences:

      1A, 1B, C, 2A, 2D, E 2A, 2D, E, 1A, 1B, C

      (where, for example, "1A, 1B, C, 2A, 2D, E" literally means "resolving the flyover in A for the first fighter, then resolving the fly over in B for the first fighter, then resolving the battle in C, then resolving the fly over in A for the second fighter, then resolving the fly over in D for the second fighter, then resolving the battle in E")

      The substantial difference being that, as said, in Revised OOB you know all fly over results, for Combat Movement, before resolving any battles, but you never know battle outcomes before resolving any fly overs, while in Revised LHTR, you cannot know all fly over results before resolving any battles (unless only one battle has any fly overs and you resolve that battle first, but, even in this case, the flyovers are technically part of the battle itself, not happening before it), but you may have or decide to resolve battles before fly overs, which is going to be actually inevitable if you have more than one battle with fly overs or if the battle with the fly overs is also an amphibious assault from an hostile sea zone, meaning, in the example, that, if you decide first to resolve the battle in "C", you have to do so without knowing the fly over results for the second fighter, until after that battle is over, while, if you decide first to resolve the battle in "E", you have to do so without knowing the fly over results for the first fighter, until after that battle is over.

      However, I have to say I'm not sure of what I'm saying, so please @Panther check this all out, and let me know if my understanding is fully correct.

      Of course, other than what above, if all correct, the only other difference for Revised OOB, over Revised LHTR, is that, in Revised OOB, you practically have the exactly same fly over resolutions for Non Combat Move, as well, to be resolved the exactly same way as the ones happening during Combat Move, except only that you must resolve those of air units coming back from battles before plotting any other, or rather actual, non combat movements, thus any other fly overs, this being factually realized by having the fly overs for air units that participated in battles happening during the Conduct Combat phase (but, in practice, they are all non combat movements too, merely anticipated during the Conduct Combat phase), but only after all battles have been resolved. In practice, the whole system is exactly like having two Non Combat Move phases, after Conduct Combat, that work under exactly the same rules except only that, in the first one, you can only move air units that took part in battles (and must move them, if having any possible landing spots, possibly plotting carrier movements happening in the next phase), while, in the second one, you can move anything else, and having the fly overs resolved at the end of each of these two Non Combat Move phases, under the same dynamics as when resolving them at the end of the Combat Move phase.

    • B

      EXP Game 3 barnee vs Trout
      Play By Forum • • beelee

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      @trout

      I'd be a Yukonner if I was 🙂

      Yep I'm a yank. Living in the Heartland. Actually was born in Cali but only lived there for six years.

      I try to keep that kinda quiet these days lol

    • B

      Achievable improvements to the Triplea User Interface
      Development • • butterw

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      @butterw Can you launch a 2.6 pull request with your improvements?

    • Schulz

      Mixed Questions
      Map Making • • Schulz

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      Schulz

      Is it possible to end games in a certain round with triggers?

      Is it possible having auto-intercept?

    • R

      42 set Game 2 Woods(Allies) vs Wylie(Axis)
      Play By Forum • • redanto

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      @wylie1070

      Good game. I though you had me when you took India so early.

    • C

      crazylynx Europe rematch
      Play By Forum • • crazylynx

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      C

      TripleA Turn Summary: French round 21

      TripleA Turn Summary for game: World War II Europe 1940 2nd Edition, version: 3.0

      Game History

      Round: 21 Combat Move - French Combat - French Turn Complete - French French collect 17 PUs; end with 17 PUs

      Combat Hit Differential Summary :

      Savegame

    • L

      TWW 3.0.0.6? Lich(ax) vs ubernaut(al)
      Play By Forum • • Lich

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      ubernaut

      @lich ok i guess it's time to call it hope all is well with you 🙂

    • R

      42 G9 Woods vs Wylie
      Play By Forum • • redanto

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      W

      @redanto thank you, good game as well.

    • N

      TWW3 with zlefins debugged xml
      Play By Forum • • Nothingtoseehere

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      N

      @ubernaut I don't know if we have them somewhere but I just made them from our current game:
      Screenshot 2024-09-16 233140.png Screenshot 2024-09-16 233120.png

    • Hepps

      Favorite Playlists & Songs while Vanquishing foes
      The War Club • • Hepps

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      board 3659

      idk if this is necroing but I hope this is fine.
      https://www.youtube.com/watch?v=jJzo0lWyq5c I know it sounds insane but yes this hits hard IMO

      https://www.youtube.com/watch?v=_TdOEu5DOVQ Idk why but I really like this war song in particular.

      https://www.youtube.com/watch?v=xSdtjb2xOow This is one is a more traditional war song but still really great to hear

      https://www.youtube.com/watch?v=-tKMlRXgr9M Another banger IMO from a pretty great sound track for an overhated game imo

    • G

      TWW 2.7.7.2 - Ghostronin (axis) vs. Gully (allies)
      Play By Forum • • Gully

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      G

      @ghostronin yeah good game!

    • B

      Multi Game 2 barnee Trout vs Alex Panzer
      Play By Forum • • beelee

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      Panzerstahl-Helm 0

      @beelee

      Guten Abend.
      The US Navy back to start....again! 🙂
      Open visor on both sites.
      Time to get the knives out.

      Game History

      Round: 11 Purchase Units - Americans Americans buy 2 ArmoredInfantrys, 1 Escort, 2 Heavy_BBs, 1 artillery, 6 infantry and 1 submarine; Remaining resources: 0 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 1 USA_Hvy_Bomber moved from Western United States to Korea 2 NavyFighters moved from 8 Sea Zone to 7 Sea Zone 1 Escort moved from 25 Sea Zone to 7 Sea Zone 1 elite moved from Soviet Far East to Siberia Russians take Siberia from Japanese 3 usa_fighters moved from United Kingdom to 110 Sea Zone 1 elite moved from Morocco to Algeria Americans take Algeria from Italians Combat - Americans Strategic bombing raid in Korea Japanese roll AA dice in Korea : 0/1 hits, 0,17 expected hits Bombing raid in Korea rolls: 8,5 and causes: 6 damage to unit: factory_minor Bombing raid in Korea causes 6 damage total. Battle in 7 Sea Zone Americans attack with 1 Escort and 2 NavyFighters Japanese defend with 1 Escort Americans roll dice for 1 Escort and 2 NavyFighters in 7 Sea Zone, round 2 : 3/3 hits, 1,17 expected hits Japanese roll dice for 1 Escort in 7 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 Escort owned by the Japanese lost in 7 Sea Zone Americans win with 1 Escort and 2 NavyFighters remaining. Battle score for attacker is 6 Casualties for Japanese: 1 Escort Battle in 110 Sea Zone Americans attack with 3 usa_fighters Germans defend with 1 Escort, 3 GermanUBoats, 2 Type_XXI_UBoats, 1 Wolfpack and 1 destroyer 2 Type_XXI_UBoats owned by the Germans and 3 GermanUBoats owned by the Germans submerged Americans roll dice for 3 usa_fighters in 110 Sea Zone, round 2 : 0/3 hits, 1,50 expected hits Germans roll dice for 1 Escort, 1 Wolfpack and 1 destroyer in 110 Sea Zone, round 2 : 0/2 hits, 0,67 expected hits 1 Wolfpack owned by the Germans lost in 110 Sea Zone Americans roll dice for 3 usa_fighters in 110 Sea Zone, round 3 : 1/3 hits, 1,50 expected hits Germans roll dice for 1 Escort and 1 destroyer in 110 Sea Zone, round 3 : 0/2 hits, 0,67 expected hits 1 Escort owned by the Germans lost in 110 Sea Zone Americans roll dice for 3 usa_fighters in 110 Sea Zone, round 4 : 2/3 hits, 1,50 expected hits Germans roll dice for 1 destroyer in 110 Sea Zone, round 4 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the Germans lost in 110 Sea Zone Americans win with 3 usa_fighters remaining. Battle score for attacker is 13 Casualties for Germans: 1 Escort, 1 Wolfpack and 1 destroyer Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Egypt Non Combat Move - Americans Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger RussiansParaBoost atEgypt: Russians has 1 russian_paraBoost placed in Egypt Trigger RailMovementAutoPlaceRemoveAmericans: has removed 1 Rail owned by Americans in Western United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Rails owned by Americans in Eastern United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 3 Rails owned by Americans in Alaska 3 usa_fighters moved from 110 Sea Zone to United Kingdom 1 USA_Hvy_Bomber moved from Cyprus to United Kingdom 1 USA_Hvy_Bomber moved from Eastern United States to United Kingdom 1 destroyer and 6 transports moved from 91 Sea Zone to 106 Sea Zone 1 Eliteusa_armour, 1 elite and 2 infantry moved from Eastern United States to New Brunswick Nova Scotia 1 usa_fighter moved from Gibraltar to Cyprus 1 pacific_destroyer moved from 46 Sea Zone to 55 Sea Zone 2 infantry moved from Aleutian Islands to 8 Sea Zone 1 Escort_Convoy moved from 8 Sea Zone to 3 Sea Zone 2 infantry and 1 transport moved from 8 Sea Zone to 3 Sea Zone 1 carrier moved from 8 Sea Zone to 3 Sea Zone 2 NavyFighters moved from 7 Sea Zone to 3 Sea Zone 1 Escort moved from 8 Sea Zone to 4 Sea Zone 2 infantry moved from 3 Sea Zone to Soviet Far East 1 pacific_transport moved from 2 Sea Zone to 8 Sea Zone 2 infantry moved from Aleutian Islands to 8 Sea Zone 2 infantry and 1 pacific_transport moved from 8 Sea Zone to 3 Sea Zone 2 infantry moved from 3 Sea Zone to Soviet Far East 1 cruiser and 1 destroyer moved from 8 Sea Zone to 3 Sea Zone 1 USANC3 and 1 pacific_BB moved from 8 Sea Zone to 10 Sea Zone 1 Escort moved from 1 Sea Zone to 10 Sea Zone 3 SP_ArtilleryUSAs moved from Western United States to Alaska 2 Rails moved from Eastern United States to Western United States 4 usa_fighters moved from Western United States to Hawaiian Islands 4 air_transports and 4 infantry moved from Western United States to Soviet Far East 1 elite moved from Aleutian Islands to 8 Sea Zone 1 Heavy_Transport and 1 elite moved from 8 Sea Zone to 2 Sea Zone 3 ArmoredInfantrys moved from Alaska to 2 Sea Zone 3 ArmoredInfantrys, 1 Heavy_Transport and 1 elite moved from 2 Sea Zone to 3 Sea Zone 3 ArmoredInfantrys and 1 elite moved from 3 Sea Zone to Soviet Far East 1 USA_Hvy_Bomber moved from Korea to Soviet Far East 2 Rails moved from Eastern United States to Western United States 2 Rails, 1 aaGun and 1 elite moved from Western United States to Alaska 1 Rail and 1 aaGun moved from Western United States to Alaska Place Units - Americans 1 Escort, 2 Heavy_BBs and 1 submarine placed in 10 Sea Zone 1 artillery and 3 infantry placed in Eastern United States 2 ArmoredInfantrys and 3 infantry placed in Western United States Turn Complete - Americans Americans collect 52 PUs; end with 52 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 66 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 63 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 78 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 83 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 RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Egypt Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger RussiansParaBoost atEgypt: Russians has 1 russian_paraBoost placed in Egypt Turn Complete - Chinese Chinese collect 0 PUs; end with 10 PUs Purchase Units - British British buy 2 AirLLs, 3 UK_LCVs, 4 artilleries, 6 commandos and 5 infantry; Remaining resources: 0 PUs; 0 AirLendLease; 2 NavyLendLease; Place Units - British 2 AirLLs placed in United Kingdom Units in India being upgraded or consumed: 6 infantry 6 commandos placed in India Combat Move - British Trigger British RemoveLendLeaseFeeAir: has removed 2 AirLLs owned by British in United Kingdom Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Turning on Edit Mode EDIT: Removing units owned by Americans from United Kingdom: 2 USA_Hvy_Bombers EDIT: Adding units owned by British to United Kingdom: 2 UK_Hvy_Bombers EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode EDIT: 3 UK_LCVs, 1 elite and 5 infantry moved from United Kingdom to Holland Belgium 2 UK_Hvy_Bombers moved from United Kingdom to Holland Belgium 2 transports moved from 99 Sea Zone to 98 Sea Zone 2 infantry moved from Egypt to 98 Sea Zone 1 infantry moved from Syria to 98 Sea Zone 3 infantry and 2 transports moved from 98 Sea Zone to 99 Sea Zone 3 infantry moved from 99 Sea Zone to Greece 2 uk_fighters moved from 99 Sea Zone to Greece Combat - British Battle in Greece British attack with 3 infantry and 2 uk_fighters Italians defend with 2 armour British roll dice for 1 UKNC1, 1 battleship and 1 cruiser in Greece, round 2 : 3/4 hits, 2,50 expected hits Italians roll dice for 2 armour in Greece, round 2 : 2/2 hits, 1,00 expected hits 2 infantry owned by the British lost in Greece 2 armour owned by the Italians lost in Greece British win, taking Greece from Italians with 1 infantry and 2 uk_fighters remaining. Battle score for attacker is 4 Casualties for British: 2 infantry Casualties for Italians: 2 armour Battle in Holland Belgium British attack with 2 UK_Hvy_Bombers, 3 UK_LCVs, 1 elite and 5 infantry Germans defend with 1 LuftwaffeAce, 1 bomber and 3 infantry British roll dice for 2 UK_Hvy_Bombers, 3 UK_LCVs, 1 elite and 5 infantry in Holland Belgium, round 2 : 6/11 hits, 3,83 expected hits Germans roll dice for 1 LuftwaffeAce, 1 bomber and 3 infantry in Holland Belgium, round 2 : 5/6 hits, 2,50 expected hits 3 UK_LCVs owned by the British and 2 infantry owned by the British lost in Holland Belgium 3 infantry owned by the Germans, 1 bomber owned by the Germans and 1 LuftwaffeAce owned by the Germans lost in Holland Belgium British win, taking Holland Belgium from Germans with 2 UK_Hvy_Bombers, 1 elite and 3 infantry remaining. Battle score for attacker is 17 Casualties for British: 3 UK_LCVs and 2 infantry Casualties for Germans: 1 LuftwaffeAce, 1 bomber and 3 infantry Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Egypt 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 India 2 UK_Hvy_Bombers moved from Holland Belgium to Cyprus 3 uk_fighters moved from Cyprus to Eastern Persia 3 infantry moved from Iraq to Syria 3 infantry moved from Persia to Iraq 4 infantry moved from Anglo Egyptian Sudan to Egypt 1 Escort_Convoy moved from 99 Sea Zone to 96 Sea Zone 1 Rail and 1 infantry moved from Union of South Africa to India 1 Rail moved from Union of South Africa to Rhodesia 1 Rail and 1 infantry moved from Rhodesia to India 1 infantry moved from Burma to India 2 uk_fighters moved from Greece to Cyprus 1 elite moved from Scotland to United Kingdom Place Units - British Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger RussiansParaBoost atEgypt: Russians has 1 russian_paraBoost placed in Egypt 3 infantry placed in Persia 3 artilleries placed in India 3 UK_LCVs, 1 artillery and 2 infantry placed in United Kingdom Turn Complete - British Trigger British RemoveUKConvoySZ96: has removed 1 Escort_Convoy owned by British in 96 Sea Zone Trigger British RemoveUKConvoySZ96: British has 1 Escort placed in 96 Sea Zone Total Cost from Convoy Blockades: 4 Rolling for Convoy Blockade Damage in 70 Sea Zone. Rolls: 1,3 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 6,3,6,5 British collect 40 PUs (4 lost to blockades); end with 40 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 46 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 51 PUs

      Combat Hit Differential Summary :

      Americans regular : 0,33 Italians regular : 1,00 Japanese regular : -0,33 Japanese AA : -0,17 Germans regular : 0,83 British regular : 2,67

      48771e44-1aa6-4728-b2ca-8feee5175b9b-exp-game-2-multi-apbt-us uk11.tsvg

    • R

      42 G15 Woods vs. Wylie
      Play By Forum • • redanto

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      W

      @redanto triplea_4090_17chi (2).tsvg

    • redrum

      Red Sun Over China (RSOC) - Official Thread
      Maps & Mods • • redrum

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      RogerCooper

      @cernel I got the map working by commenting out all the train stuff. I didn't bother trying to merge the code in RSOC with Warlords.

      Maybe, as a quick fix, I will give all train stations, a bonus of 1 for land movement.

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