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    • N

      Simple Trigger Help
      Map Making • • Name

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      Captain Crunch

      @all ok glad you mentioned what mod/map this is for ... we been getting lots of threads and questions for questionable "projects" and had you mentioned at the start your mod/map then I would not have wondered!

      Plus your title "simple Trigger help" also got me suspicious.

      Sure call me the forum nerd that likes to keep the trolls in check ... if a guy who was on his student council and quarterbacked his highschool and football teams and played Can-Am baseball 10 years is a nerd 😜

    • M

      Axlerose (ax) vs Makalakalane (al)
      Play By Forum • • Makalakalane

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      @axlerose1942 no. Thanks for the game. Ridiculous to lose like that, not seing something so obvious. Fucking hell. Anyway, gg. See ya

    • M

      Red Sun Over China - Possible Bugs (RESOLVED)
      (ARCHIVED) Bug Reports • • mattbarnes

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      redrum

      @cernel Fair point. I added the link to the official thread in the first post and I'll lock this now.

    • G

      Isolation 1942 - Take 2
      Play By Forum • • GeneParmesan

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      TripleA Turn Summary: Russians round 13

      TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9

      Game History

      Round: 13 Research Technology - Russians Purchase Units - Russians Russians buy 2 artilleries and 4 infantry; Remaining resources: 0 PUs; Place Units - Russians 2 artilleries and 4 infantry placed in Russia Turn Complete - Russians Russians collect 21 PUs; end with 21 PUs

      Combat Hit Differential Summary :

      Savegame

    • CrazyG

      TWW 2.8.0.3 CrazyG (Allies) vs oigroig78 (Axis)
      Play By Forum • • CrazyG

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      TripleA Turn Summary: Thailand round 6

      TripleA Turn Summary for game: Total World War: December 1941 BETA, version: 2.8.0.3

      Game History

      Round: 6 Training Troops - Manchuria Manchuria collect 0 PUs; end with 10 PUs Consolidating - Thailand Thailand collect 0 PUs; end with 9 PUs Research Technology - Japan Japan spend 0 on tech rolls Japan rolls : 1/1 hits, 0,00 expected hits Japan removing all Technology Tokens after successful research. Japan discover AdvancedSpecialWarfare Combat Move - Japan Trigger japaneseAirtraninfra1: Setting isInfrastructure to false for unitAttachment attached to japaneseAirTransport Trigger japaneseAirtraninfra1: Setting attack to 1 for unitAttachment attached to japaneseAirTransport Trigger japaneseAirtraninfra1: Setting destroyedWhenCapturedBy cleared for unitAttachment attached to japaneseAirTransport Trigger japaneseTank1: Setting isLandTransportable to false for unitAttachment attached to japaneseTank Trigger japaneseMecht3: Setting isLandTransportable to false for unitAttachment attached to japaneseMech.Infantry Trigger japaneseL2: Setting movement to 3 for unitAttachment attached to Truck Trigger japaneseHvyTank1: Setting isLandTransportable to false for unitAttachment attached to japaneseHeavyTank Trigger japaneseL4: Setting movement to 6 for unitAttachment attached to Train Trigger japaneseTank2: Setting isLandTransportable to true for unitAttachment attached to japaneseTank Trigger japaneseHvyTank2: Setting isLandTransportable to true for unitAttachment attached to japaneseHeavyTank Trigger japaneseMecht4: Setting isLandTransportable to true for unitAttachment attached to japaneseMech.Infantry 1 japaneseBattleship moved from 128 Sea Zone to 92 Sea Zone 1 japaneseCruiser moved from 128 Sea Zone to 92 Sea Zone 1 japaneseCruiser moved from 128 Sea Zone to 92 Sea Zone 1 japaneseDestroyer and 1 japaneseSubmarine moved from 96 Sea Zone to 94 Sea Zone 3 japaneseCarriers and 6 japaneseNavalFighters moved from 128 Sea Zone to 94 Sea Zone 6 japaneseNavalFighters moved from 94 Sea Zone to 92 Sea Zone 2 japaneseMarines moved from Luzon to 128 Sea Zone 2 japaneseMarines and 2 japaneseTransports moved from 128 Sea Zone to 94 Sea Zone 1 japaneseMarine moved from 94 Sea Zone to Brunei 1 japaneseSubmarine moved from 115 Sea Zone to 120 Sea Zone 1 japaneseNavalFighter moved from Japan to Iwo Jima 1 japaneseFighter moved from Japan to French Indochina 1 japaneseMech.Infantry moved from Manchuria to Shansi 1 japaneseMech.Infantry moved from Manchuria to Shansi 1 japaneseInfantry moved from Chahar to Suiyuan 1 japaneseMech.Infantry moved from Shanghai to Hunan Japan take Hunan from China 1 japaneseMech.Infantry moved from Shanghai to Hunan 1 japaneseMech.Infantry moved from Anhwei to Hunan 1 japaneseTank moved from Anhwei to Hunan 1 japaneseMech.Infantry moved from Shanghai to Hunan 1 japaneseTank moved from Kwangtung to Hunan 1 japaneseTank moved from Kwangtung to Hunan 1 japaneseTank moved from Kwangtung to Hunan 1 japaneseArtillery moved from Kwangtung to Hunan 1 japaneseStrategicBomber moved from French Indochina to Chungking 1 japaneseStrategicBomber moved from French Indochina to Chungking 1 japaneseFighter moved from French Indochina to Thailand 1 japaneseFighter moved from French Indochina to Thailand 1 japaneseFighter moved from Southern Thailand to Thailand Combat - Japan Usa scrambles 4 units out of Sumatra to defend against the attack in 92 Sea Zone Strategic bombing raid in Chungking AntiAircraftGun fire in Chungking : 0/1 hits, 0,08 expected hits Bombing raid in Chungking rolls: 3,0 and causes: 3 damage to unit: chineseBarracks Bombing raid in Chungking causes 3 damage total. Battle in Brunei Battle in 92 Sea Zone Japan attack with 1 japaneseBattleship, 2 japaneseCruisers and 6 japaneseNavalFighters Usa defend with 1 americanCarrier, 1 americanCruiser, 2 americanDestroyers, 2 americanNavalFighters and 2 americanTransports; Britain defend with 1 britishBattleship-damaged, 2 britishFighters, 2 britishNavalFighters and 2 britishTransports CruiserAntiAircraftGun fire in 92 Sea Zone : 0/1 hits, 0,17 expected hits Japan roll dice for 1 japaneseBattleship, 2 japaneseCruisers and 6 japaneseNavalFighters in 92 Sea Zone, round 2 : 5/1 hits, 4,83 expected hits Usa roll dice for 1 americanCarrier, 1 americanCruiser, 2 americanDestroyers, 2 americanNavalFighters, 2 americanTransports, 1 britishBattleship-damaged, 2 britishFighters, 2 britishNavalFighters and 2 britishTransports in 92 Sea Zone, round 2 : 5/1 hits, 4,92 expected hits Units damaged: 1 japaneseBattleship owned by the Japan 1 americanDestroyer owned by the Usa, 2 japaneseCruisers owned by the Japan, 2 japaneseNavalFighters owned by the Japan, 2 americanTransports owned by the Usa and 2 britishTransports owned by the Britain lost in 92 Sea Zone 1 japaneseBattleship owned by the Japan lost in 92 Sea Zone 1 japaneseBattleship-damaged owned by the Japan added in 92 Sea Zone CruiserAntiAircraftGun fire in 92 Sea Zone : 0/1 hits, 0,17 expected hits Japan roll dice for 1 japaneseBattleship-damaged and 4 japaneseNavalFighters in 92 Sea Zone, round 3 : 3/1 hits, 2,50 expected hits Usa roll dice for 1 americanCarrier, 1 americanCruiser, 1 americanDestroyer, 2 americanNavalFighters, 1 britishBattleship-damaged, 2 britishFighters and 2 britishNavalFighters in 92 Sea Zone, round 3 : 5/1 hits, 4,33 expected hits 1 americanDestroyer owned by the Usa, 1 britishBattleship-damaged owned by the Britain, 4 japaneseNavalFighters owned by the Japan, 1 japaneseBattleship-damaged owned by the Japan and 1 americanCarrier owned by the Usa lost in 92 Sea Zone Usa win, taking Brunei from Britain with 1 americanCruiser, 2 americanNavalFighters, 2 britishFighters and 2 britishNavalFighters remaining. Battle score for attacker is -48 Casualties for Japan: 1 japaneseBattleship, 1 japaneseBattleship-damaged, 2 japaneseCruisers and 6 japaneseNavalFighters Casualties for Britain: 1 britishBattleship-damaged and 2 britishTransports Casualties for Usa: 1 americanCarrier, 2 americanDestroyers and 2 americanTransports Moving scrambled unit from 92 Sea Zone back to originating territory: Sumatra Moving scrambled unit from 92 Sea Zone back to originating territory: Sumatra Moving scrambled unit from 92 Sea Zone back to originating territory: Sumatra Moving scrambled unit from 92 Sea Zone back to originating territory: Sumatra 2 americanNavalFighters owned by the Usa forced to land in Sumatra Non Combat Move - Japan Trigger japaneseMecht1: Setting isLandTransport to true for unitAttachment attached to japaneseMech.Infantry Trigger japaneseL5: Setting movement to 2 for unitAttachment attached to Truck Trigger japaneseAirtraninfra2: Setting isInfrastructure to true for unitAttachment attached to japaneseAirTransport Trigger japaneseAirtraninfra2: Setting attack to 0 for unitAttachment attached to japaneseAirTransport Trigger japaneseAirtraninfra2: Setting destroyedWhenCapturedBy to FROM:Japan for unitAttachment attached to japaneseAirTransport Trigger japaneseMecht2: Setting isLandTransport to false for unitAttachment attached to japaneseMech.Infantry Trigger japaneseL3: Setting movement to 5 for unitAttachment attached to Train 1 japaneseStrategicBomber moved from Chungking to Thailand 1 japaneseStrategicBomber moved from Chungking to Thailand Purchase Units - Japan Japan buy 1 japaneseCruiser, 5 japaneseInfantrys, 3 japaneseMech.Infantrys and 1 japaneseNavalFighter; Remaining resources: 0 PUs; 0 techTokens; Place Units - Japan 3 japaneseMech.Infantrys placed in Shanghai 2 japaneseInfantrys placed in Shantung 2 japaneseInfantrys placed in Hong Kong 1 japaneseCruiser placed in 99 Sea Zone 1 japaneseNavalFighter placed in Japan 1 japaneseInfantry placed in Kyushu Shikoku Activate Technology - Japan Japan activating AdvancedSpecialWarfare Trigger japaneseASW7: Setting canInvadeOnlyFrom to all for unitAttachment attached to japaneseArtillery Trigger japaneseASW7: Setting canInvadeOnlyFrom to all for unitAttachment attached to japaneseHeavyArtillery Trigger japaneseASW7: Setting canInvadeOnlyFrom to all for unitAttachment attached to japaneseMech.Infantry Trigger japaneseASW7: Setting canInvadeOnlyFrom to all for unitAttachment attached to japaneseTank Trigger japaneseASW7: Setting canInvadeOnlyFrom to all for unitAttachment attached to japaneseMobileArtillery Trigger japaneseASW7: Setting canInvadeOnlyFrom to all for unitAttachment attached to japaneseAntiTankGun Trigger japaneseASW1: Japan is added to UnitSupportAttachment attached to:UnitType{name=japaneseAirTransport} with name:supportAttachmentAirtranjapanese2 Turn Complete - Japan Japan collect 53 PUs; end with 53 PUs Units generate 3 techTokens; Japan end with 3 techTokens Some Units in Manchuria change ownership: 1 japaneseCombatEngineer Purchase Units - Manchuria Manchuria buy 1 japaneseArtillery and 2 japaneseInfantrys; Remaining resources: 0 PUs; Place Units - Manchuria 1 japaneseArtillery and 2 japaneseInfantrys placed in Manchuria Turn Complete - Manchuria Manchuria collect 10 PUs; end with 10 PUs Some Units in Manchuria change ownership: 1 japaneseArtillery, 1 japaneseCombatEngineer and 2 japaneseInfantrys Purchase Units - Thailand Thailand buy 3 japaneseInfantrys; Remaining resources: 0 PUs; Place Units - Thailand 3 japaneseInfantrys placed in Thailand Turn Complete - Thailand Thailand collect 5 PUs; end with 5 PUs Some Units in Thailand change ownership: 3 japaneseInfantrys

      Combat Hit Differential Summary :

      Usa : 0,75 Japan rolls : : 1,00 CruiserAntiAircraftGun fire in 92 Sea Zone : : -0,33 AntiAircraftGun fire in Chungking : : -0,08 Japan : 0,67

      Savegame

    • VictoryFirst

      Continuation of Trout - VF
      Play By Forum • • VictoryFirst

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      @victoryfirst

      Right Arm

      I need to get back to my report too 🙂

    • L

      New AA50 game
      Play By Forum • • leemorrison

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      VictoryFirst

      https://forums.triplea-game.org/topic/4072/2-vf-vs-lee-11-anniversary-1942

      Here is the new thread.

    • R

      Darrell vs George Game 7
      Play By Forum • • redanto

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      TripleA Turn Summary: Italians round 12

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

      Game History

      Round: 12 Purchase Units - Italians Italians buy 1 artillery and 1 infantry; Remaining resources: 0 PUs; Combat Move - Italians Place Units - Italians 1 artillery and 1 infantry placed in Southern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5 Italians collect 3 PUs; end with 3 PUs

      Combat Hit Differential Summary :

      Savegame

    • Deltium

      Revised Tournament of Champions 11 (ToC 11)
      Revised Tournament Of Champions • • Deltium

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      Deltium

      Congratulations Stroid on winning ToC11, and thank you Polarole as well. You are both excellent players, and I am sure that you are keen for a re-match in ToC12, which I plan to start in February.

      Well done to both of you, and thank you Stroid for the very generous offer, but I do insist in sending both you and Polarole the donated prizes, for such great effort and skill.

      Warm Regards, Deltium

    • R

      42 G16 Woods vs Wylie
      Play By Forum • • redanto

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      TripleA Turn Summary: Japanese round 10

      TripleA Turn Summary for game: World War II Global 1942 2nd Edition

      Game History

      Round: 10 Purchase Units - Japanese Japanese buy 6 armour, 3 destroyers and 3 mech_infantrys; Remaining resources: 2 PUs; 0 SuicideAttackTokens; Combat Move - Japanese 1 armour moved from Malaya to 37 Sea Zone 1 armour and 1 transport moved from 37 Sea Zone to 35 Sea Zone 1 armour moved from 35 Sea Zone to Philippines 1 destroyer moved from 37 Sea Zone to 46 Sea Zone 1 mech_infantry moved from Novosibirsk to Tsinghai 1 mech_infantry moved from Kansu to Sikang 2 armour moved from Malaya to Burma 3 armour moved from French Indo China to Burma 1 armour moved from Kiangsu to Kweichow 3 mech_infantrys moved from Kiangsu to Kweichow Combat - Japanese Battle in 46 Sea Zone Japanese attack with 1 destroyer Americans defend with 1 transport 1 transport owned by the Americans lost in 46 Sea Zone Japanese win with 1 destroyer remaining. Battle score for attacker is 7 Casualties for Americans: 1 transport Battle in Philippines Non Combat Move - Japanese Place Units - Japanese 2 armour and 1 mech_infantry placed in Malaya 3 armour placed in French Indo China 1 armour and 2 mech_infantrys placed in Kiangsu 3 destroyers placed in 6 Sea Zone Turn Complete - Japanese Japanese collect 67 PUs; end with 69 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 74 PUs

      Combat Hit Differential Summary :

      Savegame

    • LaFayette

      Volunteers Needed - Early Release Testing Group
      The War Club • • LaFayette

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      prastle

      @prastle all bot servers are now running 1.9.0.0.8941

      the direct link is here

      https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.8941

    • T

      TGC (Allies) vs VF (German) D-day with Balance
      Play By Forum • • The_Good_Captain

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      @victoryfirst said in TGC (Allies) vs VF (German) D-day with Balance:

      @the_good_captain Thank you so much for your comments. I can fully agree with you about the "feeling a prisoner of what I know". I respect you a lot for your experience and your sheer knowledge on several A&A versions. Usually I think twice before disagreeing with you.

      The last thing I ever want to be is anything close to Andrew. I embrace disagreement from everyone but especially from players with decent resumes like yourself.

      So please don't think twice before disagreeing with me. I don't want to miss any opportunity to improve. As they say, "light comes from heat."

      Andrew is a special case of player that comes off as 'having all the right answers' and needs no improvement - and I just don't have the time for 'one way' conversation. So he is an exception for that reason.

    • J

      EtiennevsJeremII
      Play By Forum • • Jerem

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      TripleA Turn Summary: Americans round 12

      TripleA Turn Summary for game: World War II v3 1941, version: 1.7

      Game History

      Round: 12 Purchase Units - Americans Americans buy 2 armour, 3 artilleries, 1 fighter and 7 infantry; Remaining resources: 0 PUs; 0 techTokens; Purchase Units - Chinese Chinese builds 0 units. Combat Move - Americans 2 armour moved from Western Canada to Alaska 1 bomber moved from Eastern United States to 25 Sea Zone 2 armour moved from Western United States to Alaska 1 bomber moved from Eastern United States to 64 Sea Zone 1 armour moved from United Kingdom to 7 Sea Zone 1 armour moved from 7 Sea Zone to France 1 infantry moved from Eastern Canada to 1 Sea Zone 1 artillery moved from Eastern Canada to 1 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 1 Sea Zone to 7 Sea Zone 1 artillery moved from 7 Sea Zone to France 1 infantry moved from 7 Sea Zone to France 2 bombers moved from United Kingdom to France 2 fighters moved from Western United States to Alaska 2 transports moved from 7 Sea Zone to 1 Sea Zone 1 artillery moved from Eastern United States to Eastern Canada 1 infantry moved from Eastern United States to Eastern Canada 1 infantry moved from Eastern United States to Eastern Canada 1 artillery moved from Eastern United States to Eastern Canada Combat - Americans Battle in 25 Sea Zone Americans attack with 1 bomber Japanese defend with 1 infantry and 1 transport 1 infantry owned by the Japanese and 1 transport owned by the Japanese lost in 25 Sea Zone Americans win with 1 bomber remaining. Battle score for attacker is 10 Casualties for Japanese: 1 infantry and 1 transport Battle in Alaska Americans attack with 4 armour and 2 fighters Japanese defend with 1 artillery and 1 infantry Americans roll dice for 4 armour and 2 fighters in Alaska, round 2 : 3/6 hits, 3,00 expected hits Japanese roll dice for 1 artillery and 1 infantry in Alaska, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Japanese, 1 artillery owned by the Japanese and 1 armour owned by the Americans lost in Alaska Americans win, taking Alaska from Japanese with 3 armour and 2 fighters remaining. Battle score for attacker is 2 Casualties for Americans: 1 armour Casualties for Japanese: 1 artillery and 1 infantry Battle in 64 Sea Zone Americans attack with 1 bomber Japanese defend with 2 destroyers and 1 transport Americans roll dice for 1 bomber in 64 Sea Zone, round 2 : 1/1 hits, 0,67 expected hits Japanese roll dice for 2 destroyers and 1 transport in 64 Sea Zone, round 2 : 1/2 hits, 0,67 expected hits 1 destroyer owned by the Japanese and 1 bomber owned by the Americans lost in 64 Sea Zone Japanese win with 1 destroyer and 1 transport remaining. Battle score for attacker is -4 Casualties for Americans: 1 bomber Casualties for Japanese: 1 destroyer Battle in France Americans attack with 1 armour, 1 artillery, 2 bombers and 1 infantry Germans defend with 4 armour; Italians defend with 2 armour and 3 artilleries; Japanese defend with 5 armour Americans roll dice for 1 battleship in France, round 2 : 1/1 hits, 0,67 expected hits Americans roll dice for 1 armour, 1 artillery, 2 bombers and 1 infantry in France, round 2 : 2/5 hits, 2,50 expected hits Germans roll dice for 11 armour and 3 artilleries in France, round 2 : 11/14 hits, 6,50 expected hits 1 armour owned by the Americans, 1 infantry owned by the Americans, 2 bombers owned by the Americans, 1 artillery owned by the Americans and 3 artilleries owned by the Italians lost in France Germans win with 11 armour remaining. Battle score for attacker is -24 Casualties for Americans: 1 armour, 1 artillery, 2 bombers and 1 infantry Casualties for Italians: 3 artilleries Non Combat Move - Americans 1 bomber moved from 25 Sea Zone to Brazil 2 fighters moved from Alaska to Western United States Place Units - Americans 2 artilleries, 1 fighter and 7 infantry placed in Western United States 2 armour and 1 artillery placed in Eastern United States Turn Complete - Americans Americans collect 37 PUs; end with 37 PUs Objective 3: Americans met a national objective for an additional 5 PUs; end with 42 PUs

      Combat Hit Differential Summary :

      Germans : 4,50 Americans : 0,17 Japanese : 0,67

      Savegame

    • C

      Europe crazylynx round 3
      Play By Forum • • crazylynx

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      TripleA Turn Summary: Americans round 13

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

      Game History

      Round: 13 Purchase Units - Americans Americans buy 4 armour, 3 fighters and 2 infantry; Remaining resources: 2 PUs; Combat Move - Americans Place Units - Americans 4 armour, 3 fighters and 2 infantry placed in Eastern United States Turn Complete - Americans Total Cost from Convoy Blockades: 6 Rolling for Convoy Blockade Damage in 101 Sea Zone. Rolls: 2,1,1,1,1 Americans collect 19 PUs (6 lost to blockades); end with 21 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 26 PUs

      Combat Hit Differential Summary :

      Savegame

    • Hepps

      Unit Option Can Submerge/Hide for Land Units (Partisan/Guerrilla/Spy/Diplomat/Munition)
      Feature Requests & Ideas • • Hepps

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      Hepps

      @Cernel There are all kinds of issues one could argue are either right or wrong as they stand.

      I think I would prefer if the mechanics being established did not interfere with existing established rules, but rather worked consistently with them. Then, looking down the road as how to circumvent those (perceived) deficiencies as a matter of an addition to the code as a separate idea.

    • E

      Etienne+Jerem1
      Play By Forum • • EtienneGM01

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      TripleA Turn Summary: Japanese round 28

      TripleA Turn Summary for game: World War II v3 1942, version: 1.7

      Game History

      Round: 28 Purchase Units - Japanese Japanese buy 17 armour, 1 bomber, 1 fighter and 11 infantry; Remaining resources: 1 PUs; Combat Move - Japanese 4 infantry moved from Belorussia to Eastern Ukraine 1 artillery moved from Belorussia to Eastern Ukraine 5 fighters moved from East Poland to Eastern Ukraine 4 bombers moved from Poland to Eastern Ukraine 2 infantry moved from Persia to Caucasus 4 armour moved from Persia to Caucasus 1 armour moved from Chinghai to Caucasus Japanese take Kazakh S.S.R. from Russians 5 fighters moved from India to Caucasus 3 armour moved from Archangel to Eastern Ukraine 1 infantry moved from Evenki National Okrug to Novosibirsk 2 armour moved from Evenki National Okrug to Novosibirsk 3 armour moved from Ningxia to Novosibirsk 8 infantry moved from Urals to Russia 1 armour moved from Urals to Russia 4 artilleries moved from Urals to Russia Combat - Japanese Battle in Novosibirsk Japanese attack with 5 armour and 1 infantry British defend with 1 infantry Japanese roll dice for 5 armour and 1 infantry in Novosibirsk, round 2 : 2/6 hits, 2,67 expected hits Russians roll dice for 1 infantry in Novosibirsk, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the British lost in Novosibirsk Japanese win, taking Novosibirsk from Russians with 5 armour and 1 infantry remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in Eastern Ukraine Japanese attack with 3 armour, 1 artillery, 4 bombers, 5 fighters and 4 infantry Russians defend with 5 armour, 6 artilleries and 10 infantry Japanese roll dice for 3 armour, 1 artillery, 4 bombers, 5 fighters and 4 infantry in Eastern Ukraine, round 2 : 8/17 hits, 7,83 expected hits Russians roll dice for 5 armour, 6 artilleries and 10 infantry in Eastern Ukraine, round 2 : 4/21 hits, 7,83 expected hits 4 infantry owned by the Japanese and 8 infantry owned by the Russians lost in Eastern Ukraine Japanese roll dice for 3 armour, 1 artillery, 4 bombers and 5 fighters in Eastern Ukraine, round 3 : 7/13 hits, 7,00 expected hits Russians roll dice for 5 armour, 6 artilleries and 2 infantry in Eastern Ukraine, round 3 : 5/13 hits, 5,17 expected hits 1 fighter owned by the Japanese, 2 infantry owned by the Russians, 1 artillery owned by the Japanese, 5 artilleries owned by the Russians and 3 armour owned by the Japanese lost in Eastern Ukraine Japanese roll dice for 4 bombers and 4 fighters in Eastern Ukraine, round 4 : 7/8 hits, 4,67 expected hits Russians roll dice for 5 armour and 1 artillery in Eastern Ukraine, round 4 : 3/6 hits, 2,83 expected hits 3 fighters owned by the Japanese, 5 armour owned by the Russians and 1 artillery owned by the Russians lost in Eastern Ukraine Japanese win with 4 bombers and 1 fighter remaining. Battle score for attacker is 8 Casualties for Japanese: 3 armour, 1 artillery, 4 fighters and 4 infantry Casualties for Russians: 5 armour, 6 artilleries and 10 infantry Battle in Caucasus Japanese attack with 5 armour, 5 fighters and 2 infantry British defend with 1 artillery and 7 infantry; Russians defend with 1 aaGun and 1 factory AA fire in Caucasus : 0/5 hits, 0,83 expected hits Japanese roll dice for 5 armour, 5 fighters and 2 infantry in Caucasus, round 2 : 3/12 hits, 5,33 expected hits Russians roll dice for 1 artillery and 7 infantry in Caucasus, round 2 : 3/8 hits, 2,67 expected hits 2 infantry owned by the Japanese, 1 armour owned by the Japanese and 3 infantry owned by the British lost in Caucasus Japanese roll dice for 4 armour and 5 fighters in Caucasus, round 3 : 5/9 hits, 4,50 expected hits Russians roll dice for 1 artillery and 4 infantry in Caucasus, round 3 : 1/5 hits, 1,67 expected hits 1 armour owned by the Japanese, 1 artillery owned by the British and 4 infantry owned by the British lost in Caucasus Japanese win, taking Caucasus from Russians with 3 armour and 5 fighters remaining. Battle score for attacker is 9 Casualties for Japanese: 2 armour and 2 infantry Casualties for British: 1 artillery and 7 infantry Battle in Russia Japanese attack with 1 armour, 4 artilleries and 8 infantry Russians defend with 1 aaGun, 1 armour and 1 factory Japanese roll dice for 1 armour, 4 artilleries and 8 infantry in Russia, round 2 : 3/13 hits, 3,83 expected hits Russians roll dice for 1 armour in Russia, round 2 : 1/1 hits, 0,50 expected hits 1 infantry owned by the Japanese and 1 armour owned by the Russians lost in Russia Japanese captures 12PUs while taking Russians capital Japanese win, taking Russia from Russians with 1 armour, 4 artilleries and 7 infantry remaining. Battle score for attacker is 2 Casualties for Japanese: 1 infantry Casualties for Russians: 1 armour Non Combat Move - Japanese 1 fighter moved from Eastern Ukraine to Belorussia 4 bombers moved from Eastern Ukraine to Belorussia 5 fighters moved from Caucasus to Kazakh S.S.R. 5 fighters moved from Kazakh S.S.R. to Chinghai Turn Complete - Japanese Japanese collect 136 PUs; end with 149 PUs Objective 2: Japanese met a national objective for an additional 5 PUs; end with 154 PUs Objective 3: Japanese met a national objective for an additional 5 PUs; end with 159 PUs Objective 1: Japanese met a national objective for an additional 5 PUs; end with 164 PUs

      Combat Hit Differential Summary :

      Russians : -4,00 Japanese : -0,83 AA fire in Caucasus : : -0,83

      Savegame

    • redrum

      Dyeing/Colorizing Unit Images
      Feature Requests & Ideas • • redrum

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      @redrum I suggest the feature as default applying only to the units in main folder, not to any of the ones in the player's folder.

      For example, if a player would have some called units in its own folder and some in main folder and you set units.transform.flip or units.transform.color, only the units in main folder would be flipped or colourized, while no changes would be made on the ones in the player's folder. I think it would make the most sense, this way.

    • R

      Darrell vs. George Game 3
      Play By Forum • • redanto

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      @redanto Game 3 ends with Axis falling. Allies took 2 out of three.

    • Frostion

      Iron War: Europe - Official Thread
      Maps & Mods • • Frostion

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      Been playing Europe instead of the whole world. Couple of thoughts.

      I am playing all of one side against the AI.

      Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies.

      The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory.

      Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied.

      After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though.

      SS troops seem to need a higher TUV value. They are picked first for casualties.

    • redrum

      Improve Hotkeys
      Feature Requests & Ideas • • redrum

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      Captain Crunch

      @Hepps *high five good post

      https://www.brainpickings.org/2017/01/24/dylan-thomas-do-not-go-gentle-into-that-good-night/

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