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    • ubernautU

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

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      @ubernaut said: @Nothingtoseehere btw just the dice stats r fine wen u paste the entire history in here it does something weird to the emails that makes them look blank I prefer having the history in the thread so I can look things up without going into the client for every little thing. But if posting the history causes issues for you, I'll do it in separate posts in the future.
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      Qualifier for Wiking-Con 2027 - Game No. 1

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      @Trout Game History Round: 9 Purchase Units - Russians Russians buy 3 Mass_Tankss, 2 SP_ArtilleryUSSRs, 3 TotalWar_Tank_2s, 1 aaGun, 1 elite, 3 mine_unarmeds and 1 russian_para; Remaining resources: 0 PUs; 0 AirLendLease; 0 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Trigger ItalyUser: Changer has 1 ItalyUser placed in Southern Italy Turning on Edit Mode EDIT: Turning off Edit Mode Note to players Japanese: The Godless Communists Attack Japan! After Russian Combat Move Japan May Immediately Place the Amount of PUs it Cost Russia to Declare War in Units in any Non Combat Japanese Controlled Terr.... 1 fighter and 1 tactical_bomber moved from Bryansk to Western Ukraine 1 fighter and 1 tactical_bomber moved from Bryansk to Ukraine 1 AirCommander moved from Russia to Baltic States 1 fighter moved from Bryansk to Baltic States 4 infantry moved from Bryansk to Western Ukraine 3 infantry moved from Bryansk to Ukraine 1 guard_infantry moved from Belarus to Baltic States EDIT: 1 1stSovietAG moved from Bryansk to 1st Army Group EDIT: 1 1stTankArmy, 1 2ndCorps, 2 Russian_Engineers, 4 armour, 1 elite and 3 guard_infantrys moved from 1st Army Group to Bryansk EDIT: 1 2ndTankArmy moved from Bryansk to 2nd Corps EDIT: 1 Soviet_Commisar, 2 armour and 1 mech_infantry moved from 2nd Corps to Bryansk EDIT: 1 mech_infantry moved from Bryansk to Baltic States EDIT: 1 Soviet_Commisar and 3 armour moved from Bryansk to 2nd Corps EDIT: 1 2ndTankArmy moved from 2nd Corps to Bryansk Combat - Russians Battle in Baltic States Russians attack with 1 AirCommander, 1 fighter, 1 guard_infantry and 1 mech_infantry Germans defend with 1 infantry Russians roll dice for 1 AirCommander, 1 fighter, 1 guard_infantry and 1 mech_infantry in Baltic States, round 2 : 1/4 hits, 1.50 expected hits Germans roll dice for 1 infantry in Baltic States, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Baltic States Russians win, taking Baltic States from Germans with 1 AirCommander, 1 fighter, 1 guard_infantry and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in Western Ukraine Russians attack with 1 fighter, 4 infantry and 1 tactical_bomber Germans defend with 1 elite Russians roll dice for 1 fighter, 4 infantry and 1 tactical_bomber in Western Ukraine, round 2 : 1/6 hits, 1.83 expected hits Germans roll dice for 1 elite in Western Ukraine, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Russians lost in Western Ukraine 1 elite owned by the Germans lost in Western Ukraine Russians win, taking Western Ukraine from Germans with 1 fighter, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Russians: 1 infantry Casualties for Germans: 1 elite Battle in Ukraine Russians attack with 1 fighter, 3 infantry and 1 tactical_bomber Germans defend with 1 infantry Russians roll dice for 1 fighter, 3 infantry and 1 tactical_bomber in Ukraine, round 2 : 2/5 hits, 1.67 expected hits Germans roll dice for 1 infantry in Ukraine, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Ukraine 1 infantry owned by the Germans lost in Ukraine Russians win, taking Ukraine from Germans with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Russians: 1 infantry Casualties for Germans: 1 infantry Trigger Remove All ParaBoost: has removed 1 german_paraBoost owned by Germans in Greece Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Russians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger ParaBoost atGreece: Germans has 1 german_paraBoost placed in Greece Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Changing ownership of Ethiopia from Germans to Russians EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 2 Russian_Rails owned by Russians in Belarus 1 fighter and 1 tactical_bomber moved from Ukraine to Caucasus 1 fighter and 1 tactical_bomber moved from Western Ukraine to Bryansk 1 AirCommander and 1 fighter moved from Baltic States to Bryansk EDIT: 1 AirCommander, 2 fighters and 1 tactical_bomber moved from Bryansk to 1st AirFleet EDIT: 1 1stAirFleet moved from 1st AirFleet to Bryansk EDIT: 1 elite moved from Bryansk to Belarus 1 infantry moved from Yenisey to Yakut S.S.R. 1 infantry moved from Caucasus to Rostov 1 mech_infantry moved from Egypt to Ethiopia 1 armour moved from Urals to Smolensk 1 armour moved from Russia to Smolensk EDIT: 2 armour moved from Smolensk to 3rd Corps EDIT: 1 artillery and 1 infantry moved from 3rd Corps to Smolensk 1 infantry moved from Smolensk to Bryansk 1 artillery moved from Smolensk to Bryansk 1 infantry moved from Smolensk to Bryansk 1 elite moved from Russia to Bryansk 1 R_Europe_Rail, 2 Russian_Rails and 3 mine_unarmeds moved from Russia to Belarus 1 mine_unarmed moved from Russia to Bryansk 1 Elitearmour and 5 armour moved from Russia to Bryansk 2 infantry moved from Caucasus to Volgograd EDIT: 1 2ndTankArmy moved from Bryansk to Smolensk EDIT: 1 2ndTankArmy, 1 3rdCorps, 1 artillery and 9 infantry moved from Smolensk to 2nd Army Group EDIT: 1 2ndSovietAG moved from 2nd Army Group to Smolensk EDIT: 1 1stTankArmy, 1 2ndCorps, 1 Elitearmour, 8 armour and 1 guard_infantry moved from Bryansk to 1st Army Group EDIT: 1 1stSovietAG moved from 1st Army Group to Bryansk EDIT: 2 Russian_Engineers moved from Bryansk to Russia 1 infantry moved from Urals to Novosibirsk Place Units - Russians Turning on Edit Mode EDIT: Removing units owned by Russians from Belarus: 3 mine_unarmeds EDIT: Adding units owned by Changer to Belarus: 3 R_mine_Belarus_NOVGOs EDIT: Turning off Edit Mode 2 SP_ArtilleryUSSRs and 1 aaGun placed in Caucasus 3 Mass_Tankss, 3 TotalWar_Tank_2s, 1 elite, 3 mine_unarmeds and 1 russian_para placed in Russia Trigger MassTanksPlace3: has removed 3 Mass_Tankss owned by Russians in Russia Trigger RussiansTotalWarTankPlaceRussia6: has removed 3 TotalWar_Tank_2s owned by Russians in Russia Trigger MassTanksPlace3: Russians has 3 armour placed in Russia Trigger RussiansTotalWarTankPlaceRussia6: Russians has 3 armour placed in Russia Turn Complete - Russians Russians collect 35 PUs; end with 35 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 41 PUs Combat Hit Differential Summary : Germans regular : 0.67 Russians regular : -1.00 Trout Tourney Game 1 R 9 .tsvg Edit The Yank European Rail shows up lol [image: Screenshot from 2026-09-20 12-01-40.png]
    • R

      Question about trenches domination 1914 no mans land

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

      Paratroops not working need help with XML

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      @craigviau Nice you got it working xml work can be frustrating, unless you were born with a large amount of patience I try to look at it as a puzzle anymore, as opposed to wanting to throw my computer down the driveway lol PactofSteel2 xml is still the best information source, next to wc
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Panzerstahl-Helm-0 said: The Tirpitz is on the board and searching for trouble in the Med! yea those Big Battleships are about the most powerful piece on the board. Idky it took me so long to buy one lol
    • B

      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]
    • R

      War Plan Red-Orange

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      @TheDog thanks
    • 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]
    • Panzerstahl-Helm 0P

      Qualifier for Wiking-Con 2027 - Game No. 4

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

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

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

      TripleA Server Costs

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      @lafayette Bot_302_Toronto was in progress with only 1 (unresponsive) player inside. Maybe the guy fell asleep or something. Anyway, I did a shutdown (restarted) the bot. [image: 20260920_1.png] And, yeah, all servers except California were down to 2 bots only (instead of the 3 each they should have). Unfortunately, after I clicked on "Shutdown" on Bot_302_Toronto, it never came back, so now the Toronto server is down to 1 bot. [image: 20260920_2.png] I remember that, if you clicked "Shutdown" on a bot, the bot would restart and return available in lobby after a few seconds. Did it not come back because the bot was broken or did I fuck up because now shutting down a bot just kills it and does not come back, and I didn't know? Should any moderator shutdown apparently broken bots or not?
    • B

      EXP Game 1 barnee vs Crockett

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      @crockett36 said: Not exactly like riding a bike. No it is not
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      HOWTO: Change Cost of Unit with Trigger

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      @GREGOREK said: Is a Frontier change the only way to change the cost of a unit? Define the unit multiple times with different names per cost, then use trigger to change the frontier or productionRule. Yes. Cheers...
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      EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

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      @trout Good afternoon Mr. Trout, I apologize for the delay. I had a lots of things going on i nthe past couple of days, but all good. These bloody Japanese put a foot on Australian soil! Seems they didn“t get a long with the local flora and fauna. BR Game History Round: 9 Purchase Units - Americans Trigger DDayTokenEXP: buyDDayEurope added to productionAmericans Americans buy 1 ArmoredInfantry, 1 Escort, 1 Heavy_Transport, 1 SP_ArtilleryUSA, 2 USA_Hvy_Bombers, 1 carrier, 1 destroyer, 2 infantry, 1 marine and 1 submarine; Remaining resources: 0 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 2 artilleries, 1 elite, 4 infantry and 1 marine moved from Eastern United States to 101 Sea Zone 1 USANC, 1 battleship and 1 carrier moved from 101 Sea Zone to 91 Sea Zone 1 Heavy_Transport, 2 artilleries, 1 elite, 4 infantry, 1 marine and 2 transports moved from 101 Sea Zone to 91 Sea Zone 1 FighterAceUSA and 2 usa_fighters moved from Eastern United States to 91 Sea Zone 2 artilleries, 1 elite, 4 infantry and 1 marine moved from 91 Sea Zone to Morocco 1 Heavy_BB and 1 battleship moved from 41 Sea Zone to 44 Sea Zone 1 ArmoredInfantry, 1 artillery and 5 infantry moved from Sumatra to 41 Sea Zone 1 ArmoredInfantry, 1 artillery, 5 infantry and 4 transports moved from 41 Sea Zone to 44 Sea Zone 1 ArmoredInfantry, 1 artillery and 5 infantry moved from 44 Sea Zone to Celebes 3 usa_fighters and 1 usa_tactical_bomber moved from 41 Sea Zone to 45 Sea Zone 1 submarine moved from 41 Sea Zone to 45 Sea Zone 1 USAbomber moved from United Kingdom to 91 Sea Zone Combat - Americans Battle in 91 Sea Zone Americans attack with 1 FighterAceUSA, 1 Heavy_Transport, 1 USANC, 1 USAbomber, 1 battleship, 1 carrier, 2 transports and 2 usa_fighters Germans defend with 1 Escort Americans roll dice for 1 FighterAceUSA, 1 Heavy_Transport, 1 USANC, 1 USAbomber, 1 battleship, 1 carrier, 2 transports and 2 usa_fighters in 91 Sea Zone, round 2 : 3/7 hits, 4,00 expected hits Germans roll dice for 1 Escort in 91 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits Units damaged: 1 battleship owned by the Americans 1 Escort owned by the Germans lost in 91 Sea Zone Americans win with 1 FighterAceUSA, 1 Heavy_Transport, 1 USANC, 1 USAbomber, 1 battleship, 1 carrier, 2 transports and 2 usa_fighters remaining. Battle score for attacker is 6 Casualties for Germans: 1 Escort Battle in Morocco Battle in 44 Sea Zone Americans attack with 1 Heavy_BB, 1 battleship and 4 transports Japanese defend with 1 Japan_destroyer Americans roll dice for 1 Heavy_BB, 1 battleship and 4 transports in 44 Sea Zone, round 2 : 2/3 hits, 2,33 expected hits Japanese roll dice for 1 Japan_destroyer in 44 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits Units damaged: 1 battleship owned by the Americans 1 Japan_destroyer owned by the Japanese lost in 44 Sea Zone Americans win, taking Morocco from Germans, taking 44 Sea Zone from Japanese with 1 Heavy_BB, 1 battleship and 4 transports remaining. Battle score for attacker is 7 Casualties for Japanese: 1 Japan_destroyer Battle in Celebes Changer loiter and taunt; Americans attack with 1 ArmoredInfantry, 1 artillery and 5 infantry Changer defend; Japanese defend with 1 infantry Americans roll dice for 1 ArmoredInfantry, 1 artillery and 5 infantry in Celebes, round 2 : 2/7 hits, 1,67 expected hits Japanese roll dice for 1 infantry in Celebes, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Celebes Americans win, taking Celebes from Japanese with 1 ArmoredInfantry, 1 artillery and 5 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Battle in 45 Sea Zone Americans attack with 1 submarine, 3 usa_fighters and 1 usa_tactical_bomber Japanese defend with 1 Japan_destroyer and 1 submarine Japanese roll dice for 1 submarine in 45 Sea Zone, round 2 : 1/1 hits, 0,17 expected hits 1 submarine owned by the Americans lost in 45 Sea Zone Americans roll dice for 3 usa_fighters and 1 usa_tactical_bomber in 45 Sea Zone, round 2 : 2/4 hits, 2,17 expected hits Japanese roll dice for 1 Japan_destroyer in 45 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 Japan_destroyer owned by the Japanese lost in 45 Sea Zone Japanese and Americans reach a stalemate . Battle score for attacker is 1 Casualties for Americans: 1 submarine Casualties for Japanese: 1 Japan_destroyer Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - Americans Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Americans from Hawaiian Islands: 3 mine_unarmeds EDIT: Adding units owned by Changer to Hawaiian Islands: 3 usa_mine_Yellows EDIT: Turning off Edit Mode COMMENT: 3 LM in Hawaii defend against SZ26 Trigger RailMovementAutoPlaceRemoveAmericans: has removed 6 Rails owned by Americans in Eastern United States 3 usa_fighters and 1 usa_tactical_bomber moved from 45 Sea Zone to 44 Sea Zone 1 destroyer moved from 41 Sea Zone to 42 Sea Zone 1 destroyer moved from 41 Sea Zone to 45 Sea Zone 3 carriers and 2 cruisers moved from 41 Sea Zone to 44 Sea Zone 1 Escort_Convoy moved from 101 Sea Zone to 104 Sea Zone 2 carriers and 1 destroyer moved from 101 Sea Zone to 91 Sea Zone 1 USAbomber moved from 91 Sea Zone to United Kingdom 3 infantry moved from Aleutian Islands to 8 Sea Zone 1 Escort_Convoy, 1 Heavy_BB, 1 Hvycarrier, 4 NavyFighters, 1 USANC, 1 battleship, 2 carriers, 3 infantry, 1 pacific_transport, 1 submarine, 1 transport and 4 usa_fighters moved from 8 Sea Zone to 7 Sea Zone 1 transport moved from 10 Sea Zone to 1 Sea Zone 1 USATankDestroyerFS and 1 mech_infantry moved from Alaska to 1 Sea Zone 1 USATankDestroyerFS, 1 mech_infantry and 1 transport moved from 1 Sea Zone to 7 Sea Zone 1 Escort moved from 10 Sea Zone to 25 Sea Zone 1 Escort_Convoy, 1 Hvycarrier, 1 pacific_BB, 2 pacific_destroyers and 1 submarine moved from 10 Sea Zone to 7 Sea Zone 1 pacific_cruiser moved from 11 Sea Zone to 10 Sea Zone Place Units - Americans 1 Escort, 1 Heavy_Transport and 1 destroyer placed in 101 Sea Zone 1 carrier and 1 submarine placed in 10 Sea Zone 1 ArmoredInfantry, 1 SP_ArtilleryUSA, 2 USA_Hvy_Bombers and 2 infantry placed in Eastern United States Turn Complete - Americans Trigger Americans RemoveUSAConvoySZ104: has removed 1 Escort_Convoy owned by Americans in 104 Sea Zone Trigger Americans RemoveUSAConvoySZ104: Americans has 1 Escort placed in 104 Sea Zone Americans collect 54 PUs; end with 54 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 Optional[PUs]; end with 68 Optional[PUs] Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 Optional[PUs]; end with 65 Optional[PUs] Trigger Americans Liberates Celebes: Americans met a national objective for an additional 1 Optional[PUs]; end with 66 Optional[PUs] Trigger Americans Loses Guam: Americans met a national objective for an additional -1 Optional[PUs]; end with 65 Optional[PUs] Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 80 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 85 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: 13 PUs; Combat Move - Chinese Combat - Chinese Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Turn Complete - Chinese Chinese collect 0 PUs; end with 13 PUs Purchase Units - British British buy 2 Fortifications, 2 artilleries, 10 infantry and 2 mech_infantrys; Remaining resources: 0 PUs; 3 AirLendLease; 3 NavyLendLease; Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Turning on Edit Mode EDIT: British takes Normandy Bordeaux from Germans EDIT: Turning off Edit Mode 1 bomber and 3 infantry moved from India to Burma EDIT: 1 uk_para moved from United Kingdom to Normandy Bordeaux Combat - British Battle in Burma British attack with 1 bomber and 3 infantry Japanese defend with 1 infantry British roll dice for 1 bomber and 3 infantry in Burma, round 2 : 2/4 hits, 1,17 expected hits Japanese roll dice for 1 infantry in Burma, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Burma British win, taking Burma from Japanese with 1 bomber and 3 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Union of South Africa 1 bomber moved from Burma to India 1 infantry moved from Syria to Iraq 3 infantry moved from Persia to Iraq 1 battleship, 1 carrier, 2 cruisers and 3 transports moved from 81 Sea Zone to 80 Sea Zone Place Units - British Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone 2 Fortifications placed in Sumatra 6 infantry placed in India 3 infantry placed in Persia 2 artilleries and 1 infantry placed in Iraq 2 mech_infantrys placed in Union of South Africa Turn Complete - British Trigger BritishParaBoost atNormandy Bordeaux: British has 1 uk_paraBoost placed in Normandy Bordeaux Total Cost from Convoy Blockades: 12 Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 4,2,2,3,4,2 Rolling for Convoy Blockade Damage in 82 Sea Zone. Rolls: 4,5 Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6,1,6,2 Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 2,1,5 British collect 35 PUs (12 lost to blockades); end with 35 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 Optional[PUs]; end with 41 Optional[PUs] Combat Hit Differential Summary : Americans regular : -1,17 Japanese regular : 0,50 Germans regular : 0,67 British regular : 0,83 Game History Round: 9 Purchase Units - ANZAC ANZAC buy 1 Hvy_Ind_1, 1 armour, 1 fighter, 2 infantry and 3 mine_unarmeds; Remaining resources: 0 PUs; Place Units - ANZAC Units in New South Wales being upgraded or consumed: 1 factory_minor 1 Hvy_Ind_1 placed in New South Wales Combat Move - ANZAC 1 artillery and 5 infantry moved from New South Wales to Queensland 1 fighter moved from New Guinea to Queensland Combat - ANZAC Battle in Queensland ANZAC attack with 1 artillery, 1 fighter and 5 infantry Japanese defend with 1 airfield, 1 artillery, 1 elite, 1 factory_minor, 1 harbour and 4 infantry ANZAC roll dice for 1 artillery, 1 fighter and 5 infantry in Queensland, round 2 : 3/7 hits, 1,83 expected hits Japanese roll dice for 1 artillery, 1 elite and 4 infantry in Queensland, round 2 : 1/7 hits, 2,33 expected hits 1 infantry owned by the ANZAC lost in Queensland 3 infantry owned by the Japanese lost in Queensland ANZAC roll dice for 1 artillery, 1 fighter and 4 infantry in Queensland, round 3 : 2/6 hits, 1,67 expected hits Japanese roll dice for 1 artillery, 1 elite and 1 infantry in Queensland, round 3 : 2/4 hits, 1,33 expected hits 2 infantry owned by the ANZAC lost in Queensland 1 infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Queensland ANZAC roll dice for 1 artillery, 1 fighter and 2 infantry in Queensland, round 4 : 1/4 hits, 1,33 expected hits Japanese roll dice for 1 elite in Queensland, round 4 : 0/2 hits, 0,67 expected hits 1 elite owned by the Japanese lost in Queensland ANZAC win, taking Queensland from Japanese with 1 artillery, 1 fighter and 2 infantry remaining. Battle score for attacker is 10 Casualties for ANZAC: 3 infantry Casualties for Japanese: 1 artillery, 1 elite and 4 infantry Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Normandy Bordeaux Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - ANZAC Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger BritishParaBoost atNormandy Bordeaux: British has 1 uk_paraBoost placed in Normandy Bordeaux Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone 1 fighter moved from Queensland to New South Wales 1 battleship, 3 carriers, 1 cruiser, 4 fighters and 1 tactical_bomber moved from 41 Sea Zone to 44 Sea Zone 1 transport moved from 62 Sea Zone to 51 Sea Zone 1 air_transport moved from New South Wales to Java Place Units - ANZAC 1 armour, 1 fighter, 2 infantry and 3 mine_unarmeds placed in New South Wales Turn Complete - ANZAC Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 54 Sea Zone. Rolls: 4,6,3,5,5,4,4,5,1,3,1,6,1,1,2,5,3 ANZAC collect 12 PUs (2 lost to blockades); end with 12 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 Optional[PUs]; end with 14 Optional[PUs] Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs Combat Move - French Combat - French Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Normandy Bordeaux Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - French Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger BritishParaBoost atNormandy Bordeaux: British has 1 uk_paraBoost placed in Normandy Bordeaux Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone 1 destroyer moved from 81 Sea Zone to 80 Sea Zone Turn Complete - French Combat Hit Differential Summary : Japanese regular : -1,33 ANZAC regular : 1,17 1789159644668-560f282a-3abd-404c-b094-a0a73d1dee5e-exp-game-4-trout-vs.panzer-Allied9.tsvg
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