HRE Practice Game for malmessi
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Game: Global 40 Expansion UHD Boxes
Starting Date: September 17th 2026Axis: barnee
Allies: malmessiGame version 2.61
Triplea version 15774Game Options
Off German Type XXI U-boats
Off Air Fleet Commander
Off Naval Commander
Off Kamikaze
Off Self Propelled Artillery AA
Off Atomic Bomb
Off Total VictoryGame History
Round: 1 Activate Technology - Changer Note to players Changer: Welcome to Global 40 Expansion UHD Boxes This is Version 2.61 It was Uploaded on 8/30/2026. Make sure All Players have the Same Version. NOTE Version 2.4 Saves Will Not Work with 2.5 .... Purchase Units - Changer Note to players Changer: Links Can be Copied at Beginning of Game Notes FREE Hand Painted Game Pieces for Games Played ! More Information here: https://www.axisandallies.org/forums/topic/40751/g40-award-winning-.... Note to players Changer: NOTE It is Suggested to set "Map Zoom" to 60-80 and Unit Size to 1.25. It can be adjusted under "View" top left of screen or by Holding Control and Scrolling. Control and + - will also .... Note to players Changer: NOTE If Using The Basic Rules, Turn Off "Expanded Pacific Ocean" "National Guard" and "Total War" in Map Options Before Game Start. Triplea Will Ask if you want to Continue with Purcha.... Combat Move - Changer triggerAttachmenLate1940RedFlakTowerTT: Changer has 1 FlakTowerTT placed in Late 1940 triggerAttachmenEarly1942RedJapanDD: Changer has 1 DestroyerTransport placed in Early 1942 triggerAttachmenEarly1944RedMe 262: Changer has 1 Me262 placed in Early 1944 triggerAttachmenLate1942RedLuftwaffeAndFtrAce: Changer has 1 LuftwaffeAce placed in Late 1942 triggerAttachmenLate1943RedUSAHeavyTransport: Changer has 1 USAHeavyTransport placed in Late 1943 triggerAttachmenEarly1940RedEngineer: Changer has 1 USA_Engineer placed in Early 1940 triggerAttachmenLate1941RedElitePanzers: Changer has 1 Elitearmour and 1 Elitewaffen_panzer placed in Early 1943 triggerAttachmenLate1941RedElitePanzers: Changer has 1 ElitePanzer placed in Late 1941 triggerAttachmenLate1941RedElitePanzers: Changer has 1 Eliteusa_armour placed in Late 1944 triggerAttachmenLate1942RedAtlanticWall: Changer has 1 Atlantic_Wall placed in Late 1942 triggerAttachmenEarly1940RedNavalMines: Changer has 1 NavalMine placed in Early 1940 triggerAttachmenEarly1942RedWaffenPnzrGrndr: Changer has 1 WaffenPnzrGrndr placed in Early 1942 triggerAttachmenEarly1943RedHeavyCV: Changer has 1 Hvycarrier placed in Early 1943 triggerAttachmenLate1942RedWaffenPG: Changer has 1 waffen_PG placed in Late 1942 triggerAttachmenLate1941RedRockets: Changer has 1 German_Rockets placed in Early 1943 triggerAttachmenLate1941RedRockets: Changer has 1 Russian_Rockets placed in Late 1941 triggerAttachmenLate1941RedUSA LendLeaseUK: Changer has 1 USA_LendLeaseUK placed in Late 1941 triggerAttachmenEarly1942RedFrenchInUK: Changer has 1 FrenchUK placed in Early 1942 triggerAttachmenEarly1940Red: Changer has 1 DevelopWeapons, 1 Early1943, 1 TotalWar and 1 Waffen_Para placed in Early 1943 triggerAttachmenEarly1940Red: Changer has 1 DDayEurope and 1 Early1944 placed in Early 1944 triggerAttachmenEarly1940Red: Changer has 1 Early1940_red, 1 Soviet_Commisar, 1 WaffenArty, 1 commando, 1 marine and 1 waffen_infantry placed in Early 1940 triggerAttachmenEarly1940Red: Changer has 1 Early1941, 1 Tank_General, 1 Tankograd and 1 USADOW placed in Early 1941 triggerAttachmenEarly1940Red: Changer has 1 EuropeDOW, 1 Late1941, 1 MayAttack and 1 guard_infantry placed in Late 1941 triggerAttachmenEarly1940Red: Changer has 1 Late1940, 1 Panzer_General, 1 UK_TankGeneral and 1 Waffen_Oberst placed in Late 1940 triggerAttachmenEarly1940Red: Changer has 1 Early1942 and 1 USA_TankGeneral placed in Early 1942 triggerAttachmenEarly1940Red: Changer has 1 Late1943 and 1 TakeOverItalyTT placed in Late 1943 triggerAttachmenEarly1940Red: Changer has 1 Late1942, 1 Mass_Tanks and 1 waffen_panzer placed in Late 1942 triggerAttachmenEarly1940Red: Changer has 1 Late1944 placed in Late 1944 triggerAttachmenEarly1942RedSP Artillery: Changer has 1 SP_Artillery placed in Early 1942 triggerAttachmenLate1942RedTankDestroyers: Changer has 1 WaffenPnzrJagerFS placed in Early 1944 triggerAttachmenLate1942RedTankDestroyers: Changer has 1 PanzerJagerFS and 1 TankDestroyerFS placed in Late 1943 triggerAttachmenLate1942RedTankDestroyers: Changer has 1 USATankDestroyerFS placed in Late 1942 triggerAttachmenLate1941RedEscortAndConvoy: Changer has 1 EscortAndConvoy placed in Late 1941 triggerAttachmenEarly1944RedKing Tiger: Changer has 1 King_Tiger placed in Early 1944 triggerAttachmenEarly1944RedKing Tiger: Changer has 1 Waffen_Hvy_Tank placed in Late 1944 triggerAttachmenLate1940RedWaffenPioneer: Changer has 1 WaffenPioneer placed in Late 1940 triggerAttachmenEarly1940RedSubPen: Changer has 1 SubPen placed in Early 1940 triggerAttachmenLate1943RedUSAHeavyBombers: Changer has 1 HeavyBombers placed in Late 1943 triggerAttachmenLate1942RedBanzai: Changer has 1 Banzai placed in Late 1942 triggerAttachmenEarly1942RedRedArmyConscript: Changer has 1 RedArmyConscript placed in Early 1942 triggerAttachmenEarly1942RedIncreasedShip: Changer has 1 BBandTransport placed in Early 1943 triggerAttachmenEarly1942RedIncreasedShip: Changer has 1 CruiserAndSub placed in Early 1942 triggerAttachmenEarly1942RedIncreasedShip: Changer has 1 2Destroyers placed in Late 1943 triggerAttachmenEarly1942RedIncreasedShip: Changer has 1 Carrier2FTRS placed in Late 1942 triggerAttachmenLate1941RedSoviet Partisan: Changer has 1 Soviet_Partisan placed in Late 1941 Combat - Changer Non Combat Move - Changer Turn Complete - ChangerEXP Practice Game 1 malmessi Changer 1.tsvg
I will go over some helpful stuff and then do G 1. The in Game Notes under "Help" top bar have extensive explanations on how triplea works with the mod.
Edit
I recommend having "Show Map Blends" on
It's not quit as neon
when off
obviously just a preference thing

Depending on monitor size, I think I'm hooked up to a 24", I roll with 50-60% zoom and will hit 40 sometimes to checkout the Pacific.
Units should be at 125% and are by default. For font I'm rolling with 28 but my eyes ain't what they used to be lol Another preference thing.
Unless you're like Herr Panzer that has the Curved Big Screen that shows the entire map
The triplea in Game Notes you'll want to read the introduction. Most of it is up to date. The Units basically are in the order the rulebook has them. Anyway, it'll be a good reference tool to use but basically ask and I will explain it.
But if you're not sure how Landmines or Paratroopers work, you can look them up in the Game Notes and get a pretty good idea and as stated above, they're in the order the Captain's rulebook has them. Still kind of a pita to find them sometimes

Edit 2
Here's some basic strategies or things to be aware of anyway
Paratroopers and Landing Craft, LCVs, are two of the biggest impact units. You probably aware as I'm pretty sure TWW uses them too but the Soviets need to defend Caucasus heavily. LandMines, LM, are good against LCV attacks and AA guns against Paras.
Your Rail movement is also key, which TWW also has but the Captain does it a little different. Basically can go anywhere it's allowed as long as it had an uninterrupted GroundLineOfCommunication, GLOC, at turn start. Triplea will let you move through newly conquered TTys, so you have to PlayerEnforce, PE, not too.
Boosting Minor Fctrys to 4 builds, Heavy Industry, are nice for ANZC and S Africa.
The 20 PU only build in India is PE, so you gotta pay attention to that. I usually start my build in India and work my way back to London. Same with placement just to keep track of it better

Anyway best way to learn is to just play and I will point out things to do or consider anyway until you get up to speed on stuff.
G 1 coming up
Oh yea Air Trprts can be pretty badass too, as well as Engineers moving Fctrys, although that's just for the Axis. Yanks will use A Trprts too though and ANZC.
Here's G 1 build

The SS lads, called Waffen, will place in the 1st Place Phase and be able to attack this turn. Everything else will be normal OOB place at End Turn.
Scramble 110 or 111 ?
I like to post a screenshot and a save so you can see all my attacks and build

EXP Practice Game 1 malmessi G1 Scramble.tsvg
Also, one of the big things you'll see, is that Trprts can be taken as casualties. You have to take them only after everything else is dead. Starting in Rd 4, Late 1941, they will defend at 1 but you still have to take them as hits only after everything else has been destroyed. That's a PE.
Edit
Oh yea this a Big difference from OOB. The UK Objective for original TTys is only for those that have a PU value
so it takes some stuff out of play like Crete but it was for balance the Captain said and I can see why, it just wasn't hilighted so we didn't realize it was different until 3 or 4 games in lol
Victory spotted it

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@beelee ok, let's start with questions
LCV = transport ?
Yes paratroop are present in TWW and they can be very nasty, maybe here some minor rules change but I know them
TripleA question. I always play locally and send map by mail, what should I enter here ? Is it right ?

Basically can go anywhere it's allowed as long as it had an uninterrupted GroundLineOfCommunication
In TWW you need rail in each territory you want to move with your train and each train has a limit of 5/6 mov.points plus a transporting capacity, rail can be damaged etc...I think here is very different
When you say un interrupted GLOC you mean I just have adjacent territories or units like RAIL are involved like in TWW ? No rail and no train units in this game, I just can magically move units with only the following limit:
Strategic Rail Movement Capacity:- Germany: 2 in Europe and Asia.
- Russia: 3 in Soviet Union β one of these
can also be used in Europe. - Japan: 2 in Asia.
- USA: 6 in North & South America and 2 in
Europe. - China: 2 only in Chinese areas.
- United Kingdom: 2 in Europe, Africa and
Asia (India can use United Kingdomβs rail
capacity) - Italy: 1 in Europe. Germany can use
Italyβs rail capacity in Europe if Germany
takes over Italy. - ANZAC: can use United Kingdomβs rail
capacity - France: can use United Kingdomβs rail
capacity
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Also, one of the big things you'll see, is that Trprts can be taken as casualties. You have to take them only after everything else is dead. Starting in Rd 4, Late 1941, they will defend at 1 but you still have to take them as hits only after everything else has been destroyed. That's a PE.
Second part then I will stop with questions for a bit:
Transport can be selected as casualties if I am defending and can be chosen as last ones only if I am attcking, right ?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 ? -
malmessi said:
TripleA question. I always play locally and send map by mail, what should I enter here ? Is it right ?

If I do so, I get this error
An unexpected error occurred! IllegalStateException: Error, bad server response: HTTP/1.1 404 Not Found; JSON: {"path":"/v2/users/3321/tokens","title":"[[global:404.title]]","bodyClass":"page-v2 page-v2-users page-v2-3321 page-status-404 theme-persona user-guest"}
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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 lolLCV = "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

then hit Play and it'll fire up with Dice Server On in bottom right.

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.

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

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.

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@beelee
Hi, I do not play in the wqeekend, so I'm back now.
I am a bit scared of the amount of editing required but I will try.
So if I understood is your turn with Ger1 ?
Thanks for hints and suggetsions on how to play Rus1 but I think this will be a game where I will learn rules and how/when to edit, absolutely no look at complex strategies or so.... -
Hi malmessi
Yea it's not for everyone but for those of us who do play it, we found it takes about 2-3 games and then the edits start to become 2nd nature. Just makes it a bit more like a tabletop game

Yea best way to learn is just play

Anyway, here's the German scramble save again. Might have got lost in all the info I posted lol
So scramble 110 or 111 ?

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@beelee
Hi, full scramble in sz110I have seen I can scramble 3 fig.
I am not used to play Global so I have to ask because G40 House Rules pdf does not mention it.Fig can scramble just because I have an airfiled, right ?
In TWW each airport allows 2 planes to scramble and you can build a second one if you wanna scramble more that 2 planes.
How does it work here ?Can you please link me a manual to Global40 pdf manual including all the basic rules not mentioned in the G40 House Rules pdf that I already heve ?
Thanks again
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Hi
Oh I didn't realize you weren't familiar with OOB G 40. That will make things much more difficult for you and you may want to reconsider if you want to tackle the mod until you get familiar with the Out Of Box game.
Here's Pacific https://renegadegamestudios.com/content/File Storage for site/Rulebooks/Axis Allies/A%26A_Pacific1940_2ndEd_Rulebook_P2_WEB.pdf
Here's Europe
https://renegadegamestudios.com/content/File Storage for site/Rulebooks/Axis Allies/A%26A_Europe1940_2ndEd_Rulebook_P3_WEB.pdfThere's some special Global rules towards the end. Page 34
Yea the OOB Air Bases, AB, you can scramble up to 3 Ftrs and or Tac Bmbrs. With HRE, you also have the option to upgrade your AB to a Heavy Industry AB and can then scramble 4. This upgrade takes place during the 1st Place phase.
Page 27 https://drive.google.com/file/d/1SRDOsOwlO4Aa13cULwkWrorrXEmCmiN-/view?pli=1
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@beelee
Ah ah so the House Rules add new feature to G40 but there is no G40 rulebook, I have to keep 3 different manuals ah ah -
And no comprehensive list of units is aveilable in one single manual, like this

?
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The Help tab has some of the units listed and page 73 has some but not all, just the ones in the rulebook itself. https://drive.google.com/file/d/1SRDOsOwlO4Aa13cULwkWrorrXEmCmiN-/view?pli=1


Edit
The Out Of Box G 40 Rulebook are the 2 links I posted earlier from Renegade Games. The Captain's Rulebook has some but not all of the new rules for the mod. The other new rules are listed separately.The in Game triplea Game Notes has all of the Captain's new rules but not all are in detail. It provides a link to the rulebook or the individual rule document
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@beelee
Ok, I am leaving, you can go on with your GER1 and I will be able to play RUS tomorrow morning or the day after it -
Game History
Round: 1 Purchase Units - Germans Note to players Germans: <body><br /><font size="5"><b> 2.6 </b><br /></font><font size="3"><br /></font><font size="5"><b>Game Notes are now Listed under the Help Tab.</b></body> Note to players Germans: IMPORTANT Sometimes triplea will not allow you to make a legal landing on a Carrier. Use edit to replace Units as needed. Do Not Land or Fly Over Friendly Neutral Territories Activated t.... Note to players Germans: Mid Battle Game Save The Hot Key "Ctrl S" will Not Work. You will need to use the Mouse. Trigger BuyLMs: buyMine_Unarmed added to productionGermans Trigger BuyLMs: buyMine_Unarmed added to productionRussians Trigger BuyLMs: buyMine_Unarmed added to productionJapanese Trigger BuyLMs: buyMine_Unarmed added to productionAmericans Trigger BuyLMs: buyMine_Unarmed added to productionBritish Trigger BuyLMs: buyMine_Unarmed added to productionItalians Trigger BuyLMs: buyMine_Unarmed added to productionANZAC Trigger BuyLMs: buyMine_Unarmed added to productionFrench Trigger SubPen: buySubPen added to productionGermans Trigger BuyFortifications: buyFortification added to productionJapanese Trigger BuyFortifications: buyFortification added to productionAmericans Trigger BuyFortifications: buyFortification added to productionBritish Trigger BuyFortifications: buyFortification added to productionANZAC Trigger GermansNavalMines: buyNavalMine added to productionGermans Trigger GermansNavalMines: buyNavalMine added to productionJapanese Trigger GermansNavalMines: buyNavalMine added to productionAmericans Trigger GermansNavalMines: buyNavalMine added to productionBritish Trigger GermansNavalMines: buyNavalMine added to productionANZAC Trigger GermansNavalMines: buyNavalMine added to productionItalians Trigger GermansNavalMines: buyNavalMine2 added to productionGermans Trigger GermansNavalMines: buyNavalMine2 added to productionJapanese Trigger GermansNavalMines: buyNavalMine2 added to productionAmericans Trigger GermansNavalMines: buyNavalMine2 added to productionBritish Trigger GermansNavalMines: buyNavalMine2 added to productionANZAC Trigger GermansNavalMines: buyNavalMine2 added to productionItalians Trigger GermansNavalMines: buyNavalMine3 added to productionGermans Trigger GermansNavalMines: buyNavalMine3 added to productionJapanese Trigger GermansNavalMines: buyNavalMine3 added to productionAmericans Trigger GermansNavalMines: buyNavalMine3 added to productionBritish Trigger GermansNavalMines: buyNavalMine3 added to productionANZAC Trigger GermansNavalMines: buyNavalMine3 added to productionItalians Trigger Me 109T: buyMe_109T added to productionGermans Trigger BuyNavyFtrs: buyNavyFighter added to productionJapanese Trigger BuyNavyFtrs: buyNavyFighter added to productionAmericans Trigger BuyAirTrprt: buyG_Air_Transport added to productionGermans Trigger BuyAirTrprt: buyAir_Transport added to productionJapanese Trigger BuyAirTrprt: buyAir_Transport added to productionAmericans Trigger BuyAirTrprt: buyAir_Transport added to productionRussians Trigger BuyAirTrprt: buyAir_Transport added to productionBritish Trigger BuyAirTrprt: buyAir_Transport added to productionItalians Trigger BuyAirTrprt: buyAir_Transport added to productionANZAC Trigger BuyAirTrprt: buyAir_Transport added to productionFrench Trigger BuyEngnrs: buyGerman_Engineer added to productionGermans Trigger BuyEngnrs: buyJapan_Engineer added to productionJapanese Trigger BuyEngnrs: buyUSA_Engineer added to productionAmericans Trigger BuyEngnrs: buyRussian_Engineer added to productionRussians Trigger 1stWaffenPnzrArmy: Germans has 1 1stWaffenPnzrArmy placed in 1st Waffen Panzer Trigger PacificEXP PUsSamoa: Changer has 1 1_PU placed in Samoa triggerAttachmen2ndSovietAGFctry: Russians has 1 BoxFctry placed in 2nd Army Group Trigger PacificEXPUSA Wake: Americans has 1 infantry placed in Wake Island Trigger PacificEXPUSA HI: Americans has 1 aaGun, 2 infantry and 2 usa_fighters placed in Hawaiian Islands triggerAttachmen2ndPanzerArmy: Germans has 1 2ndPanzerArmy placed in 2nd Panzer Trigger PacificEXPJPNFormosa: Japanese has 2 infantry placed in Formosa triggerAttachmenArmyGroupCentreFctry: Germans has 1 BoxFctry placed in Army Group Centre Trigger PacificEXP PUsNG: Changer has 1 2_PU placed in New Guinea triggerAttachmen1stUSTankFctry: Americans has 1 BoxFctry placed in 1st USA Tank triggerAttachmen1stUSTank: Americans has 1 1stUSTank placed in 1st USA Tank Trigger PacificEXP PUsMarianas: Changer has 1 1_PU placed in Marianas Trigger SpainSNN: Neutral_True has 1 armour, 1 artillery and 1 fighter placed in Spain triggerAttachmenArmyGroupNorth: Germans has 1 ArmyGroupActive, 1 ArmyGroupNorth and 1 Army_Group placed in Army Group North Trigger PacificEXPUSA AK: Americans has 1 aaGun and 3 infantry placed in Alaska triggerAttachmenArmyGroupSouthFctry: Germans has 1 BoxFctry placed in Army Group South Trigger PacificEXPJPNIwo: Japanese has 1 aaGun and 1 infantry placed in Iwo Jima Trigger PacificEXP PUsFiji: Changer has 1 1_PU placed in Fiji Trigger 4thWaffenArmy: Germans has 1 4thWaffenArmy placed in 4th Waffen triggerAttachmen2ndTankArmyFctry: Russians has 1 BoxFctry placed in 2nd Tank triggerAttachmen1stPanzerArmy: Germans has 1 1stPanzerArmy placed in 1st Panzer triggerAttachmen1stWaffenArmy: Germans has 1 1stWaffenArmy placed in 1st Waffen Trigger PacificEXP PUsMex: Changer has 1 4_PU placed in Mexico triggerAttachmen2ndPanzerArmyFctry: Germans has 1 BoxFctry placed in 2nd Panzer triggerAttachmen1stCorps: Russians has 1 1stCorps placed in 1st Corps Trigger PacificEXP PUsPhil: Changer has 1 5_PU placed in Philippines triggerAttachmen3rdPanzerArmy: Germans has 1 3rdPanzerArmy placed in 3rd Panzer triggerAttachmen2ndSovietAG: Russians has 1 2ndSovietAG, 1 ArmyGroupActive and 1 Army_Group placed in 2nd Army Group Trigger PacificEXP PUsCelebes: Changer has 1 4_PU placed in Celebes Trigger PacificEXP PUsIwo: Changer has 1 2_PU placed in Iwo Jima triggerAttachmenUSADesertArmy: Americans has 1 1stDesertUS placed in USA Desert Trigger PacificEXP PUsOkinawa: Changer has 1 2_PU placed in Okinawa Trigger PacificEXPOkinawaJPN: Japanese has 1 infantry placed in Okinawa triggerAttachmen1stUSAG: Americans has 1 1stUSAG, 1 ArmyGroupActive and 1 Army_Group placed in USA Army Group triggerAttachmen1stCorpsFctry: Russians has 1 BoxFctry placed in 1st Corps triggerAttachmen1stTankArmyFctry: Russians has 1 BoxFctry placed in 1st Tank Trigger PacificEXP PUsCaroline: Changer has 1 3_PU placed in Caroline Islands Trigger ArgentinaSNN: Neutral_True has 1 armour placed in Argentina Trigger PacificEXP PUsAleutians: Changer has 1 1_PU placed in Aleutian Islands triggerAttachmenUKDesertArmy: British has 1 1stDesertUK placed in UK Desert Trigger PacificEXPJPNCaroline: Japanese has 1 aaGun, 2 fighters and 2 infantry placed in Caroline Islands Trigger PacificEXP PUsDNG: Changer has 1 2_PU placed in Dutch New Guinea Trigger PacificEXPUSA Guam: Americans has 1 infantry placed in Guam Trigger PacificEXP PUsSolomon: Changer has 1 2_PU placed in Solomon Islands triggerAttachmen3rdCorps: Russians has 1 3rdCorps placed in 3rd Corps triggerAttachmenUKDesertArmyFctry: British has 1 BoxFctry placed in UK Desert triggerAttachmenCredits: Changer has 1 TheCaptain placed in Credits Trigger PacificEXP PUsHainan: Changer has 1 1_PU placed in Hainan Trigger PacificEXPUK Borneo: British has 1 infantry placed in Borneo Trigger PacificEXPJPNMarianas: Japanese has 1 infantry placed in Marianas Trigger SwedenSNN: Neutral_True has 1 armour, 2 artilleries and 2 fighters placed in Sweden triggerAttachmen3rdCorpsFctry: Russians has 1 BoxFctry placed in 3rd Corps Trigger PacificEXP PUsAK: Changer has 1 5_PU placed in Alaska Trigger PacificEXPUSA Midway: Americans has 1 aaGun and 2 infantry placed in Midway triggerAttachmen2ndTankArmy: Russians has 1 2ndTankArmy placed in 2nd Tank Trigger PacificEXP PUsLine: Changer has 1 1_PU placed in Line Islands Trigger PacificEXP PUsMidway: Changer has 1 3_PU placed in Midway triggerAttachmenArmyGroupSouth: Germans has 1 ArmyGroupActive, 1 ArmyGroupSouth and 1 Army_Group placed in Army Group South triggerAttachmen1stUSAGFctry: Americans has 1 BoxFctry placed in USA Army Group Trigger PacificEXPUK NG: ANZAC has 2 infantry placed in New Guinea triggerAttachmen3rdPanzerArmyFctry: Germans has 1 BoxFctry placed in 3rd Panzer Trigger PacificEXPJPNPaulau: Japanese has 1 infantry placed in Paulau Island Trigger 2ndWaffenArmy: Germans has 1 2ndWaffenArmy placed in 2nd Waffen Trigger ChileSNN: Neutral_True has 1 fighter placed in Chile triggerAttachmen1stDesertArmy: Germans has 1 DAK placed in 1st Desert Trigger PacificEXP PUsGilbert: Changer has 1 2_PU placed in Gilbert Islands triggerAttachmen1stDesertArmyFctry: Germans has 1 BoxFctry placed in 1st Desert triggerAttachmenArmyGroupCentre: Germans has 1 ArmyGroupActive, 1 ArmyGroupCentre and 1 Army_Group placed in Army Group Centre triggerAttachmenOverflow: Russians has 3 Soviet_Commisar_3s and 2 Tank_General3s placed in Overflow triggerAttachmenGermanFlow: Germans has 3 Panzer_General3s and 3 Waffen_Oberst_3s placed in GermanFlow Trigger PacificEXP PUsGuam: Changer has 1 1_PU placed in Guam Trigger 3rdWaffenArmyFctry: Germans has 1 BoxFctry placed in 3rd Waffen Trigger PacificEXP PUsWake: Changer has 1 2_PU placed in Wake Island Trigger PacificEXPUK Gilbert: British has 2 infantry placed in Gilbert Islands triggerAttachmen1stPanzerArmyFctry: Germans has 1 BoxFctry placed in 1st Panzer Trigger 3rdWaffenArmy: Germans has 1 3rdWaffenArmy placed in 3rd Waffen triggerAttachmenArmyGroupNorthFctry: Germans has 1 BoxFctry placed in Army Group North triggerAttachmen2ndCorpsFctry: Russians has 1 BoxFctry placed in 2nd Corps triggerAttachmen1stSovietAG: Russians has 1 1stSovietAG, 1 ArmyGroupActive and 1 Army_Group placed in 1st Army Group triggerAttachmen1stWaffenArmyFctry: Germans has 1 BoxFctry placed in 1st Waffen triggerAttachmenUSADesertArmyFctry: Americans has 1 BoxFctry placed in USA Desert triggerAttachmen2ndCorps: Russians has 1 2ndCorps placed in 2nd Corps Trigger PacificEXP PUsPaula: Changer has 1 1_PU placed in Paulau Island Trigger 2ndWaffenArmyFctry: Germans has 1 BoxFctry placed in 2nd Waffen Trigger PortugalSNN: Neutral_True has 1 artillery placed in Portugal Trigger PacificEXP PUsCeylon: Changer has 1 1_PU placed in Ceylon Trigger PacificEXPUK Solomon: ANZAC has 1 aaGun and 2 infantry placed in Solomon Islands triggerAttachmen1stTankArmy: Russians has 1 1stTankArmy placed in 1st Tank Trigger TurkeySNN: Neutral_True has 1 armour and 2 fighters placed in Turkey Trigger PacificEXP PUsHI: Changer has 1 4_PU placed in Hawaiian Islands triggerAttachmen1stUKTankFctry: British has 1 BoxFctry placed in 1st UK Tank Trigger PacificEXPUSA Mexico: Americans has 2 infantry placed in Mexico Trigger PacificEXP PUsFormosa: Changer has 1 2_PU placed in Formosa Trigger SwitzerlandSNN: Neutral_True has 1 artillery and 1 fighter placed in Switzerland triggerAttachmen1stUKTank: British has 1 1stUKTank placed in 1st UK Tank triggerAttachmen2ndUSTankFctry: Americans has 1 BoxFctry placed in 2nd USA Tank triggerAttachmen2ndUSTank: Americans has 1 2ndUSTank placed in 2nd USA Tank Trigger PacificEXPUSA Phil: Americans has 1 aaGun, 2 infantry and 1 usa_fighter placed in Philippines Trigger VenezuelaSNN: Neutral_True has 1 fighter placed in Venezuela triggerAttachmen1stSovietAGFctry: Russians has 1 BoxFctry placed in 1st Army Group Trigger 4thWaffenArmyFctry: Germans has 1 BoxFctry placed in 4th Waffen Germans buy 3 GermanUBoats, 1 German_Engineer, 2 Waffen_Artys, 3 mine_unarmeds and 6 waffen_infantrys; Remaining resources: 0 PUs; Place Units - Germans Units in Germany being upgraded or consumed: 2 artilleries and 6 infantry 2 Waffen_Artys and 6 waffen_infantrys placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany 1 GermanUBoat moved from 124 Sea Zone to 111 Sea Zone 1 GermanUBoat moved from 117 Sea Zone to 106 Sea Zone 1 GermanUBoat moved from 118 Sea Zone to 106 Sea Zone 1 GermanUBoat moved from 108 Sea Zone to 110 Sea Zone 1 GermanUBoat moved from 103 Sea Zone to 110 Sea Zone 1 battleship moved from 113 Sea Zone to 111 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 bomber and 1 tactical_bomber moved from Germany to 110 Sea Zone 2 fighters and 2 tactical_bombers moved from Western Germany to 110 Sea Zone 1 fighter moved from Holland Belgium to 110 Sea Zone 1 armour, 1 artillery and 2 infantry moved from Holland Belgium to Normandy Bordeaux 2 armour, 1 artillery and 2 infantry moved from Holland Belgium to France 1 fighter moved from Slovakia Hungary to Southern France 2 mech_infantrys moved from Western Germany to Southern France 1 armour moved from Greater Southern Germany to Southern France 1 mech_infantry moved from Western Germany to Southern France 1 artillery, 3 infantry and 1 mech_infantry moved from Western Germany to France 2 Waffen_Artys and 5 waffen_infantrys moved from Germany to France 1 tactical_bomber moved from Poland to Yugoslavia 1 infantry moved from Romania to Yugoslavia 2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Greater Southern Germany to Yugoslavia Combat - Germans British scrambles 3 units out of United Kingdom to defend against the attack in 110 Sea Zone Battle in 110 Sea Zone Germans attack with 2 GermanUBoats, 1 bomber, 3 fighters and 3 tactical_bombers British defend with 1 battleship, 1 cruiser and 2 uk_fighters; French defend with 1 cruiser and 1 fighter Germans roll dice for 2 GermanUBoats in 110 Sea Zone, round 2 : 4,4 Germans roll dice for 1 bomber, 3 fighters and 3 tactical_bombers in 110 Sea Zone, round 2 : 3,6,3,5,4,3,3 Units damaged: 1 battleship owned by the British British roll dice for 1 fighter and 2 uk_fighters in 110 Sea Zone, round 2 : 5,4,2 British roll dice for 1 battleship and 2 cruisers in 110 Sea Zone, round 2 : 5,1,6 Germans roll dice for 1 GermanUBoat in 110 Sea Zone, round 3 : 1 Germans roll dice for 1 bomber, 1 fighter and 3 tactical_bombers in 110 Sea Zone, round 3 : 4,5,3,3,1 British roll dice for 1 uk_fighter in 110 Sea Zone, round 3 : 6 Germans win with 1 GermanUBoat, 1 bomber, 1 fighter and 3 tactical_bombers remaining. Battle score for attacker is 38 Casualties for Germans: 1 GermanUBoat and 2 fighters Casualties for British: 1 battleship, 1 cruiser and 2 uk_fighters Casualties for French: 1 cruiser and 1 fighter Battle in 111 Sea Zone Germans attack with 1 GermanUBoat, 1 battleship, 1 bomber, 1 fighter and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Germans roll dice for 1 GermanUBoat in 111 Sea Zone, round 2 : 3 Germans roll dice for 1 battleship, 1 bomber, 1 fighter and 1 tactical_bomber in 111 Sea Zone, round 2 : 4,3,1,3 British roll dice for 1 battleship, 1 cruiser and 1 destroyer in 111 Sea Zone, round 2 : 6,5,1 Germans win with 1 GermanUBoat, 1 battleship, 1 bomber and 1 tactical_bomber remaining. Battle score for attacker is 22 Casualties for Germans: 1 fighter Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 106 Sea Zone Germans attack with 2 GermanUBoats British defend with 1 destroyer and 1 transport Germans roll dice for 2 GermanUBoats in 106 Sea Zone, round 2 : 2,6 British roll dice for 1 destroyer and 1 transport in 106 Sea Zone, round 2 : 3 Germans roll dice for 2 GermanUBoats in 106 Sea Zone, round 3 : 1,1 Germans win, taking 106 Sea Zone from Neutral with 2 GermanUBoats remaining. Battle score for attacker is 13 Casualties for British: 1 destroyer and 1 transport Battle in Southern France Germans attack with 1 armour, 1 fighter and 3 mech_infantrys French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans roll dice for 1 armour, 1 fighter and 3 mech_infantrys in Southern France, round 2 : 4,6,6,1,3 French roll dice for 1 artillery and 1 infantry in Southern France, round 2 : 3,3 Germans roll dice for 1 armour, 1 fighter and 3 mech_infantrys in Southern France, round 3 : 1,2,1,4,4 French roll dice for 1 artillery in Southern France, round 3 : 1 Germans win, taking Southern France from French with 1 armour, 1 fighter and 2 mech_infantrys remaining. Battle score for attacker is 3 Casualties for French: 1 artillery and 1 infantry Casualties for Germans: 1 mech_infantry Battle in France Germans attack with 2 Waffen_Artys, 2 armour, 2 artilleries, 5 infantry, 1 mech_infantry and 5 waffen_infantrys British defend with 1 artillery and 1 uk_armour; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans roll dice for 2 Waffen_Artys, 2 armour, 2 artilleries, 5 infantry, 1 mech_infantry and 5 waffen_infantrys in France, round 2 : 6,6,2,5,1,2,3,3,5,4,1,6,2,2,1,5,3 French roll dice for 1 aaGun, 1 armour, 2 artilleries, 1 fighter, 6 infantry and 1 uk_armour in France, round 2 : 2,6,4,4,1,6,6,2,6,5,2 Germans roll dice for 2 Waffen_Artys, 2 armour, 2 artilleries, 1 infantry, 1 mech_infantry and 5 waffen_infantrys in France, round 3 : 3,1,2,1,3,3,6,5,3,1,5,6,6 French roll dice for 1 armour, 1 artillery, 1 fighter and 1 uk_armour in France, round 3 : 2,2,5,4 Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 2 Waffen_Artys, 2 armour, 1 artillery, 1 mech_infantry and 5 waffen_infantrys remaining. Battle score for attacker is 31 Casualties for Germans: 1 artillery and 5 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 artillery and 1 uk_armour Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery and 2 infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans roll dice for 1 armour, 1 artillery and 2 infantry in Normandy Bordeaux, round 2 : 3,3,1,3 French roll dice for 1 artillery and 1 infantry in Normandy Bordeaux, round 2 : 3,5 Germans win, taking Normandy Bordeaux from French with 1 armour, 1 artillery and 2 infantry remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in Yugoslavia Germans attack with 1 armour, 2 artilleries, 7 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans roll dice for 1 armour, 2 artilleries, 7 infantry and 1 tactical_bomber in Yugoslavia, round 2 : 6,4,1,5,1,2,4,3,2,2,3 Neutral_Allies roll dice for 5 infantry in Yugoslavia, round 2 : 3,1,4,6,5 1 tactical_bomber owned by the Germans retreated 2 artilleries owned by the Germans, 6 infantry owned by the Germans and 1 armour owned by the Germans retreated to Romania Neutral_Allies win with 1 infantry remaining. Battle score for attacker is 9 Casualties for Germans: 1 infantry Casualties for Neutral_Allies: 4 infantry Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French Non Combat Move - Germans Trigger RailMovementAutoPlaceRemoveGermans: has removed 1 G_Rail owned by Germans in Western Germany Trigger RailMovementAutoPlaceRemoveGermans: has removed 1 G_Rail owned by Germans in Holland Belgium 1 armour moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 tactical_bomber moved from Yugoslavia to Southern Italy 1 fighter moved from Southern France to Northern Italy 1 armour moved from Greater Southern Germany to Slovakia Hungary 2 infantry moved from Slovakia Hungary to Romania 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 aaGun and 1 infantry moved from Germany to 114 Sea Zone 1 aaGun, 1 cruiser, 1 infantry and 1 transport moved from 114 Sea Zone to 112 Sea Zone 1 aaGun and 1 infantry moved from 112 Sea Zone to Norway 1 bomber and 1 tactical_bomber moved from 111 Sea Zone to Western Germany 1 fighter and 2 tactical_bombers moved from 110 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 1 tactical_bomber moved from 110 Sea Zone to Holland Belgium 1 aaGun moved from Western Germany to Holland Belgium 1 G_Rail and 1 infantry moved from Germany to Holland Belgium 1 G_Rail and 1 infantry moved from Germany to Western Germany 1 aaGun, 1 artillery and 2 infantry moved from Germany to Poland 1 armour moved from Poland to Slovakia Hungary 1 aaGun moved from Germany to Slovakia Hungary Place Units - Germans 1 German_Engineer and 3 mine_unarmeds placed in Germany 3 GermanUBoats placed in 112 Sea Zone Turn Complete - Germans Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 6,1 Germans collect 41 PUs (1 lost to blockades); end with 60 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 Optional[PUs]; end with 72 Optional[PUs] Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 Optional[PUs]; end with 77 Optional[PUs] Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 82 PUs
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