• Qualifier for Wiking-Con 2027 - Game No. 1

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    @beelee Edits at the end were moving an escort to SZ 6 to SZ 35 and the other from SZ 35 to SZ 42. I put 3 rubles in the Russkie bank from the DOW. Allies up Game History Round: 8 Purchase Units - Japanese Japanese buy 1 Escort, 1 Repair_BB, 6 TotalWarMechInfs, 6 TotalWar_Tanks, 1 elite, 3 infantry, 1 mech_infantry and 1 transport; Remaining resources: 4 PUs; 6 SuicideAttackTokens; Place Units - Japanese 1 Repair_BB placed in 42 Sea Zone Politics - Japanese Japanese spend 3 PUs on Political Action: Political Action Japanese To War With RussiansTurn8 Japanese succeeds on action: Political Action Japanese To War With RussiansTurn8: Changing Relationship for Japanese and Russians from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With RussiansTurn8: Changing Relationship for Russians and Chinese from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With RussiansTurn8: Changing Relationship for Russians and Dutch from Neutrality to Friendly Combat Move - Japanese Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 unit repaired. Note to players Russians: Japanese Sneak Attack! After Japanese Combat Move Russia May Immediately Place the Amount of PUs it Cost Japan to Declare War in Units in any Non Combat Russian Territory Or Add to their Tre.... Trigger Japanese RemoveRepair BB: has removed 1 Repair_BB owned by Japanese in 42 Sea Zone 3 infantry moved from Korea to Amur 2 infantry moved from Manchuria to Amur 1 fighter moved from Japan to Amur 1 tactical_bomber moved from 6 Sea Zone to 25 Sea Zone 1 fighter moved from 6 Sea Zone to 25 Sea Zone 1 JPNbomber moved from Japan to 25 Sea Zone 1 submarine moved from 35 Sea Zone to 46 Sea Zone 1 submarine moved from 35 Sea Zone to 55 Sea Zone 1 tactical_bomber moved from Caroline Islands to 46 Sea Zone 1 fighter moved from 45 Sea Zone to 46 Sea Zone 1 Heavy_BB moved from 42 Sea Zone to 41 Sea Zone 2 fighters moved from 42 Sea Zone to Sumatra 1 artillery moved from Borneo to 43 Sea Zone 1 infantry moved from Borneo to 43 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 43 Sea Zone to 41 Sea Zone 1 elite moved from Philippines to 35 Sea Zone 1 infantry moved from Philippines to 35 Sea Zone 1 elite, 1 infantry and 1 transport moved from 35 Sea Zone to 41 Sea Zone 1 infantry moved from Philippines to 35 Sea Zone 1 infantry and 1 transport moved from 35 Sea Zone to 41 Sea Zone 1 artillery, 1 elite and 3 infantry moved from 41 Sea Zone to Sumatra 1 tactical_bomber moved from 45 Sea Zone to 55 Sea Zone 1 fighter moved from 35 Sea Zone to 55 Sea Zone 1 tactical_bomber moved from 35 Sea Zone to 55 Sea Zone 1 infantry moved from Shan State to Burma 1 fighter and 1 tactical_bomber moved from Yunnan to Burma 1 fighter moved from Kweichow to Burma 1 tactical_bomber moved from Kweichow to Burma 1 japanese_para moved from Jehol to Amur 1 infantry moved from Tsinghai to Novosibirsk 1 JPNbomber moved from Kweichow to Novosibirsk Combat - Japanese Turning on Edit Mode EDIT: Changing PUs for Russians from 45 to 48 EDIT: Turning off Edit Mode Battle in 46 Sea Zone Japanese attack with 1 fighter, 1 submarine and 1 tactical_bomber Americans defend with 1 Escort Japanese roll dice for 1 submarine in 46 Sea Zone, round 2 : 3 Japanese roll dice for 1 fighter and 1 tactical_bomber in 46 Sea Zone, round 2 : 1,1 Americans roll dice for 1 Escort in 46 Sea Zone, round 2 : 3 Japanese win with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Americans: 1 Escort Battle in Amur Japanese attack with 1 fighter, 5 infantry and 1 japanese_para Russians defend with 1 infantry Japanese roll dice for 1 fighter, 5 infantry and 1 japanese_para in Amur, round 2 : 2,2,5,5,3,2,4 Russians roll dice for 1 infantry in Amur, round 2 : 4 Japanese win, taking Amur from Russians with 1 fighter, 5 infantry and 1 japanese_para remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Sumatra Changer loiter and taunt; Japanese attack with 1 artillery, 1 elite, 2 fighters and 3 infantry Changer defend; British defend with 1 aaGun and 2 infantry British roll AA dice in Sumatra : 3,2 Japanese roll dice for 1 Heavy_BB in Sumatra, round 2 : 6,1 Japanese roll dice for 1 artillery, 1 elite, 2 fighters and 3 infantry in Sumatra, round 2 : 4,2,1,1,5,2,5,1 British roll dice for 1 aaGun and 2 infantry in Sumatra, round 2 : 4,4 Japanese win, taking Sumatra from British with 1 artillery, 1 elite, 2 fighters and 3 infantry remaining. Battle score for attacker is 11 Casualties for British: 1 aaGun and 2 infantry Battle in Novosibirsk Japanese attack with 1 JPNbomber and 1 infantry Russians defend with 1 infantry Japanese roll dice for 1 JPNbomber and 1 infantry in Novosibirsk, round 2 : 6,1 Russians roll dice for 1 infantry in Novosibirsk, round 2 : 2 Japanese win with 1 JPNbomber remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Russians: 1 infantry Battle in 55 Sea Zone Japanese attack with 1 fighter, 1 submarine and 2 tactical_bombers ANZAC defend with 1 destroyer Japanese roll dice for 1 submarine in 55 Sea Zone, round 2 : 2 ANZAC roll dice for 1 destroyer in 55 Sea Zone, round 2 : 2 Japanese win with 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 1 Casualties for Japanese: 1 submarine Casualties for ANZAC: 1 destroyer Battle in Burma Changer loiter and taunt; Japanese attack with 2 fighters, 1 infantry and 2 tactical_bombers Changer defend; British defend with 1 infantry Japanese roll dice for 2 fighters, 1 infantry and 2 tactical_bombers in Burma, round 2 : 2,2,5,4,5 British roll dice for 1 infantry in Burma, round 2 : 6 Japanese win, taking Burma from British with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in 25 Sea Zone Japanese attack with 1 JPNbomber, 1 fighter and 1 tactical_bomber Americans defend with 1 Escort Japanese roll dice for 1 JPNbomber, 1 fighter and 1 tactical_bomber in 25 Sea Zone, round 2 : 1,2,3 Americans roll dice for 1 Escort in 25 Sea Zone, round 2 : 1 Japanese win with 1 JPNbomber and 1 tactical_bomber remaining. Battle score for attacker is -3 Casualties for Japanese: 1 fighter Casualties for Americans: 1 Escort Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Japanese Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Japanese from Philippines: 1 infantry EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Shan State 1 Japan_destroyer moved from 16 Sea Zone to 6 Sea Zone 2 carriers moved from 6 Sea Zone to 35 Sea Zone 4 NavyFighters moved from 6 Sea Zone to 35 Sea Zone 1 transport moved from 45 Sea Zone to 20 Sea Zone 1 transport moved from 43 Sea Zone to 20 Sea Zone 1 battleship and 1 cruiser moved from 43 Sea Zone to 35 Sea Zone 1 Heavy_BB and 1 carrier moved from 45 Sea Zone to 35 Sea Zone 1 carrier moved from 42 Sea Zone to 37 Sea Zone 1 Japan_destroyer moved from 42 Sea Zone to 35 Sea Zone 1 fighter and 2 tactical_bombers moved from 55 Sea Zone to 35 Sea Zone 1 fighter moved from 46 Sea Zone to Caroline Islands 1 tactical_bomber moved from 46 Sea Zone to 35 Sea Zone 1 fighter moved from Sumatra to 37 Sea Zone 1 submarine moved from 6 Sea Zone to 35 Sea Zone 1 JPNbomber moved from 25 Sea Zone to Japan 1 tactical_bomber moved from 25 Sea Zone to 6 Sea Zone 1 fighter moved from Amur to 6 Sea Zone 1 fighter moved from Sumatra to 37 Sea Zone 2 fighters and 2 tactical_bombers moved from Burma to Kweichow 1 JPNbomber moved from Novosibirsk to Kweichow 3 artilleries moved from Tsinghai to Shensi 1 mech_infantry moved from Kiangsu to Kweichow 1 infantry moved from Yunnan to Shan State 2 infantry moved from Kweichow to Yunnan 1 J_Rail and 1 infantry moved from Kiangsu to Shan State 1 J_Rail moved from Kiangsu to Shantung 1 J_Rail and 1 infantry moved from Shantung to Shan State 2 armour moved from Kweichow to Yunnan 2 armour moved from Tsinghai to Shensi 4 infantry moved from Tsinghai to Shensi 1 fighter moved from Kweichow to Shensi 1 tactical_bomber moved from Malaya to Shensi 2 Japan_Engineers moved from Jehol to Kiangsu 1 infantry moved from Tsinghai to Shensi 1 elite moved from Japan to 6 Sea Zone 1 infantry moved from Japan to 6 Sea Zone 1 elite, 1 infantry and 1 transport moved from 6 Sea Zone to 35 Sea Zone 1 infantry moved from 35 Sea Zone to Philippines 1 elite moved from 35 Sea Zone to Philippines 1 air_transport moved from Kweichow to Japan 1 air_transport moved from Kweichow to Japan 1 air_transport moved from Java to Kiangsu 1 air_transport and 1 infantry moved from Japan to Kweichow Place Units - Japanese 6 TotalWar_Tanks placed in Korea 6 TotalWarMechInfs placed in Japan 1 mech_infantry placed in Shantung 2 infantry placed in Kiangsu 1 infantry placed in Kiangsu 1 elite placed in Japan 1 Escort and 1 transport placed in 6 Sea Zone Turning on Edit Mode EDIT: Adding units owned by Japanese to 42 Sea Zone: 1 Escort EDIT: Removing units owned by Japanese from 35 Sea Zone: 1 Escort_Convoy EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Japanese from 6 Sea Zone: 1 Escort EDIT: Adding units owned by Japanese to 35 Sea Zone: 1 Escort_Convoy EDIT: Turning off Edit Mode Trigger JapaneseTotalWarMechInfPlaceJapan6: has removed 6 TotalWarMechInfs owned by Japanese in Japan Trigger JapaneseTotalWarTankPlace6Korea: has removed 6 TotalWar_Tanks owned by Japanese in Korea Trigger JapaneseTotalWarMechInfPlaceJapan6: Japanese has 6 mech_infantrys placed in Japan Trigger JapaneseTotalWarTankPlace6Korea: Japanese has 6 armour placed in Korea Turn Complete - Japanese Japanese collect 66 PUs; end with 67 PUs Trigger Japanese Controls DNG Pacific Expanded: Japanese met a national objective for an additional 2 Optional[PUs]; end with 69 Optional[PUs] Trigger Japan Loses Marianas: Japanese met a national objective for an additional -1 Optional[PUs]; end with 68 Optional[PUs] Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 69 Optional[PUs] Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 Optional[PUs]; end with 72 Optional[PUs] Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 73 Optional[PUs] Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 81 Optional[PUs] Objective Japanese 5 Control China: Japanese met a national objective for an additional 5 PUs; end with 86 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 91 PUs tourney--trout-vs-beelee-j8.tsvg
  • 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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    Panzerstahl-Helm 0P
    @beelee Game History Round: 5 Research Technology - Germans Purchase Units - Germans Note to players Germans: It is Early 1942 and Our Waffen Infantry Divisions are Reforming as Panzer Grenadiers. 4 Divisions are Now Available in Berlin. Note to players Germans: <body><b>It is Early 1942 and Self Propelled Artillery are Now Available for Germany, the Soviet Union and United States.<br><br><img src="SP_Artillery.png"/><b></body> Trigger WaffenPnzrGrndr: buyWaffenPnzrGrndr added to productionGermans Trigger SP Artillery: buySP_Artillery added to productionGermans Trigger SP Artillery: buySP_ArtilleryUSSR added to productionRussians Trigger SP Artillery: buySP_ArtilleryUSA added to productionAmericans Trigger Panzer Grndrs4: buyPanzer_Grndrs4 added to productionGermans triggerAttachmenEarly1942Red: has removed 1 Early1942 owned by Changer in Early 1942 triggerAttachmenLate1941: has removed 1 Late1941_red owned by Changer in Late 1941 triggerAttachmenEarly1942Red: Changer has 1 Early1942_red placed in Early 1942 Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone triggerAttachmenLate1941: Changer has 1 Late1941 placed in Late 1941 Germans buy 1 ElitePanzer, 3 GermanUBoats, 1 German_LCV, 2 Panzer_Grndrss, 3 SP_Artillerys, 1 Waffen_Oberst, 1 elite, 1 german_para and 6 infantry; Remaining resources: 0 PUs; Place Units - Germans Units in Germany being upgraded or consumed: 1 waffen_infantry 1 Waffen_Oberst placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany 1 infantry moved from Romania to Bessarabia 1 artillery and 1 infantry moved from Romania to Bulgaria 1 infantry moved from Romania to Bessarabia 1 fighter and 1 tactical_bomber moved from 99 Sea Zone to Bessarabia 2 bombers moved from Southern Italy to Bulgaria 2 infantry moved from Poland to Baltic States 2 bombers moved from Western Germany to Baltic States 2 infantry moved from Poland to Eastern Poland 1 elite moved from Poland to Eastern Poland 8 infantry moved from Slovakia Hungary to Eastern Poland 2 artilleries moved from Slovakia Hungary to Eastern Poland 4 armour moved from Slovakia Hungary to Eastern Poland 2 armour moved from Romania to Eastern Poland 1 ElitePanzer moved from Germany to Eastern Poland 1 GermanUBoat moved from 110 Sea Zone to 104 Sea Zone 1 tactical_bomber moved from Western Germany to 104 Sea Zone 1 GermanUBoat moved from 117 Sea Zone to 106 Sea Zone Combat - Germans Battle in Bessarabia Germans attack with 1 fighter, 2 infantry and 1 tactical_bomber Russians defend with 1 infantry Germans roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Bessarabia, round 2 : 1/4 hits, 1,50 expected hits Russians roll dice for 1 infantry in Bessarabia, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Bessarabia Germans win, taking Bessarabia from Russians with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Baltic States Germans attack with 2 bombers and 2 infantry Russians defend with 1 infantry Germans roll dice for 2 bombers and 2 infantry in Baltic States, round 2 : 2/4 hits, 1,67 expected hits Russians roll dice for 1 infantry in Baltic States, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Baltic States Germans win, taking Baltic States from Russians with 2 bombers and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Bulgaria Germans attack with 1 artillery, 2 bombers and 1 infantry Russians defend with 1 russian_para and 1 russian_paraBoost Germans roll dice for 1 artillery, 2 bombers and 1 infantry in Bulgaria, round 2 : 2/4 hits, 2,00 expected hits Russians roll dice for 1 russian_para and 1 russian_paraBoost in Bulgaria, round 2 : 1/1 hits, 0,50 expected hits 1 infantry owned by the Germans lost in Bulgaria 1 russian_para owned by the Russians lost in Bulgaria 1 russian_paraBoost owned by the Russians lost in Bulgaria Germans win, taking Bulgaria from Russians with 1 artillery and 2 bombers remaining. Battle score for attacker is 1 Casualties for Germans: 1 infantry Casualties for Russians: 1 russian_para and 1 russian_paraBoost Battle in 104 Sea Zone Germans attack with 1 GermanUBoat and 1 tactical_bomber Americans defend with 1 destroyer and 1 submarine Americans roll dice for 1 submarine in 104 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits Germans roll dice for 1 GermanUBoat in 104 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Germans roll dice for 1 tactical_bomber in 104 Sea Zone, round 2 : 1/1 hits, 0,50 expected hits Americans roll dice for 1 destroyer in 104 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits 1 GermanUBoat owned by the Germans lost in 104 Sea Zone 1 destroyer owned by the Americans lost in 104 Sea Zone Americans and Germans reach a stalemate . Battle score for attacker is 3 Casualties for Germans: 1 GermanUBoat Casualties for Americans: 1 destroyer Battle in 106 Sea Zone Germans attack with 1 GermanUBoat British defend with 1 destroyer Germans roll dice for 1 GermanUBoat in 106 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits British roll dice for 1 destroyer in 106 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits 1 GermanUBoat owned by the Germans lost in 106 Sea Zone British win with 1 destroyer remaining. Battle score for attacker is -4 Casualties for Germans: 1 GermanUBoat Battle in Eastern Poland Germans attack with 1 ElitePanzer, 6 armour, 2 artilleries, 1 elite and 10 infantry Russians defend with 1 infantry Germans roll dice for 1 ElitePanzer, 6 armour, 2 artilleries, 1 elite and 10 infantry in Eastern Poland, round 2 : 7/22 hits, 7,17 expected hits Russians roll dice for 1 infantry in Eastern Poland, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Eastern Poland Germans win, taking Eastern Poland from Russians with 1 ElitePanzer, 6 armour, 2 artilleries, 1 elite and 10 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Novgorod Non Combat Move - Germans Trigger RussiansParaBoost atNovgorod: Russians has 1 russian_paraBoost placed in Novgorod Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveGermans: has removed 1 G_Rail owned by Germans in Romania Trigger RailMovementAutoPlaceRemoveGermans: has removed 1 G_Rail owned by Germans in Germany Trigger Remove All Wolfpack: has removed 2 Wolfpacks owned by Germans in 112 Sea Zone Trigger Urals Tank Unit: Russians has 1 armour placed in Urals 2 bombers moved from Baltic States to Western Germany 2 Panzer_Grndrss moved from Western Germany to Slovakia Hungary 2 Panzer_Grndrss moved from Western Germany to Germany 1 Waffen_Oberst moved from Germany to Eastern Poland 1 Waffen_Oberst moved from Slovakia Hungary to Eastern Poland 1 fighter and 1 tactical_bomber moved from Bessarabia to Slovakia Hungary 3 aaGuns moved from Slovakia Hungary to Eastern Poland 1 german_para moved from Romania to Eastern Poland 1 german_para moved from Western Germany to Eastern Poland 1 tactical_bomber moved from Denmark to Norway EDIT: 1 German_LCV, 1 artillery and 1 elite moved from Germany to Norway EDIT: Germans undo move 10. EDIT: 1 german_para moved from Germany to Norway EDIT: 1 german_para moved from Western Germany to Norway 1 GermanUBoat moved from 110 Sea Zone to 125 Sea Zone 1 fighter moved from Southern Italy to Norway 1 tactical_bomber moved from Northern Italy to Southern Italy 1 Waffen_Arty moved from Germany to Eastern Poland 1 GermanUBoat, 1 German_Heavy_BB, 2 Wolfpacks, 1 battleship and 1 transport moved from 110 Sea Zone to 112 Sea Zone 2 bombers moved from Bulgaria to Western Germany 1 Panzer_General moved from Germany to Eastern Poland 5 mine_unarmeds moved from Poland to Eastern Poland 5 mine_unarmeds moved from Germany to Poland 6 mine_unarmeds moved from Slovakia Hungary to Eastern Poland 1 armour moved from Greece to Romania 2 fighters moved from Southern Italy to Western Germany 1 tactical_bomber moved from Southern Italy to Western Germany 1 tactical_bomber moved from 104 Sea Zone to Holland Belgium 1 tactical_bomber moved from Denmark to Southern Italy 1 armour moved from France to Germany 1 G_Rail moved from Germany to France 1 G_Rail and 1 artillery moved from France to Romania Place Units - Germans 3 GermanUBoats placed in 112 Sea Zone 1 ElitePanzer, 1 German_LCV, 2 Panzer_Grndrss, 1 elite, 1 german_para and 1 infantry placed in Germany 3 SP_Artillerys placed in Germany Germans undo move 3. 2 infantry placed in Germany 3 infantry placed in Romania 1 SP_Artillery placed in Germany 2 SP_Artillerys placed in Western Germany Turn Complete - Germans Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 6,3 Germans collect 43 PUs (3 lost to blockades); end with 43 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 Optional[PUs]; end with 55 Optional[PUs] Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 Optional[PUs]; end with 60 Optional[PUs] Combat Hit Differential Summary : Americans regular : 0,50 Russians regular : -0,50 Germans regular : -0,50 British regular : 0,67 1789225826344-game-11-strangelove-Ger5.tsvg
  • Qualifier for Wiking-Con 2027 - Game No. 4

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    @Panzerstahl-Helm-0 France actually contributed to the Allied war effort this turn! Game History Round: 1 Purchase Units - ANZAC ANZAC buy 1 infantry and 1 transport; Remaining resources: 1 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 infantry moved from New Guinea to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 2 infantry moved from 42 Sea Zone to Java ANZAC take Java from Dutch 2 infantry moved from Queensland to New South Wales 1 fighter moved from Queensland to New South Wales 1 artillery moved from Queensland to New South Wales 1 cruiser moved from 63 Sea Zone to 62 Sea Zone 1 infantry moved from Egypt to Alexandria Place Units - ANZAC 1 transport placed in 62 Sea Zone 1 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 14 PUs; end with 15 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 Optional[PUs]; end with 17 Optional[PUs] Combat Move - French 1 fighter moved from United Kingdom to 92 Sea Zone 1 infantry moved from Algeria to Morocco 1 infantry moved from French West Africa to French Central Africa 1 destroyer moved from 72 Sea Zone to 81 Sea Zone 1 infantry moved from Syria to Trans-Jordan Combat - French Battle in 92 Sea Zone French attack with 1 fighter Italians defend with 1 transport French roll dice for 1 fighter in 92 Sea Zone, round 2 : 1/1 hits, 0.50 expected hits Italians roll dice for 1 transport in 92 Sea Zone, round 2 : 0/0 hits, 0.00 expected hits 1 transport owned by the Italians lost in 92 Sea Zone French win with 1 fighter remaining. Battle score for attacker is 6 Casualties for Italians: 1 transport Non Combat Move - French 1 fighter moved from 92 Sea Zone to Morocco Turn Complete - French Combat Hit Differential Summary : Italians regular : 0.00 French regular : 0.50 tourney--panzer-vs-pizza-f1.tsvg
  • Multi Game 2 barnee Trout vs Alex Panzer

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    @alexander-the-great @beelee @trout Apolgozies gentlemen. It has been a busy week... I removed the US Hvy Bomber after my UK turn. I accidentaly added him back after the battle in SZ110. I didn´t noticed the sneaky German Escort got a hit too..... BR Game History Round: 24 Purchase Units - Americans Americans buy 3 ArmoredInfantrys, 3 Escorts, 1 SP_ArtilleryUSA, 1 aaGun, 1 carrier, 1 elite, 4 infantry, 1 marine and 1 submarine; Remaining resources: 5 PUs; Place Units - Americans Units in Eastern United States being upgraded or consumed: 1 infantry 1 marine placed in Eastern United States Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Turning on Edit Mode EDIT: Americans takes Poland from Germans EDIT: Changing ownership of Poland from Americans to Germans EDIT: Turning off Edit Mode 1 infantry moved from Morocco to Algeria 1 usa_fighter moved from 91 Sea Zone to Algeria 1 usa_fighter moved from Morocco to Algeria 1 elite and 1 infantry moved from Morocco to 91 Sea Zone 1 elite and 1 infantry moved from 91 Sea Zone to Gibraltar 1 USA_Hvy_Bomber moved from Morocco to Gibraltar 1 Escort moved from 91 Sea Zone to 110 Sea Zone 1 USA_Hvy_Bomber moved from Russia to 110 Sea Zone EDIT: 2 infantry moved from USA Army Group to Siberia 5 usa_fighters moved from 3 Sea Zone to Siberia 1 submarine moved from 54 Sea Zone to 44 Sea Zone 1 infantry moved from Morocco to Algeria Combat - Americans Battle in Gibraltar Americans attack with 1 USA_Hvy_Bomber, 1 elite and 1 infantry Germans defend with 1 Panzer_Grndrs, 1 airfield and 1 harbour Americans roll dice for 1 USA_Hvy_Bomber, 1 elite and 1 infantry in Gibraltar, round 2 : 2/5 hits, 1,83 expected hits Germans roll dice for 1 Panzer_Grndrs in Gibraltar, round 2 : 0/1 hits, 0,50 expected hits 1 Panzer_Grndrs owned by the Germans lost in Gibraltar Americans win, taking Gibraltar from Germans with 1 USA_Hvy_Bomber, 1 elite and 1 infantry remaining. Battle score for attacker is 4 Casualties for Germans: 1 Panzer_Grndrs Battle in Siberia Americans attack with 2 infantry and 5 usa_fighters Japanese defend with 1 infantry Americans roll dice for 2 infantry and 5 usa_fighters in Siberia, round 2 : 2/7 hits, 2,83 expected hits Japanese roll dice for 1 infantry in Siberia, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Siberia Americans win, taking Siberia from Japanese with 2 infantry and 5 usa_fighters remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Battle in 110 Sea Zone Americans attack with 1 Escort and 1 USA_Hvy_Bomber Germans defend with 1 Escort, 3 GermanUBoats and 1 Wolfpack Americans roll dice for 1 Escort and 1 USA_Hvy_Bomber in 110 Sea Zone, round 2 : 2/3 hits, 1,50 expected hits Germans roll dice for 3 GermanUBoats in 110 Sea Zone, round 2 : 2/3 hits, 1,50 expected hits Germans roll dice for 1 Escort and 1 Wolfpack in 110 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits 1 USA_Hvy_Bomber owned by the Americans and 1 Escort owned by the Americans lost in 110 Sea Zone 1 GermanUBoat owned by the Germans and 1 Escort owned by the Germans lost in 110 Sea Zone 1 Wolfpack owned by the Germans lost in 110 Sea Zone Germans win with 2 GermanUBoats remaining. Battle score for attacker is -11 Casualties for Americans: 1 Escort and 1 USA_Hvy_Bomber Casualties for Germans: 1 Escort, 1 GermanUBoat and 1 Wolfpack Battle in Algeria Americans attack with 2 infantry and 2 usa_fighters Germans defend with 1 bomber and 1 infantry Americans roll dice for 2 infantry and 2 usa_fighters in Algeria, round 2 : 3/4 hits, 1,33 expected hits Germans roll dice for 1 bomber and 1 infantry in Algeria, round 2 : 0/2 hits, 0,50 expected hits 1 infantry owned by the Germans and 1 bomber owned by the Germans lost in Algeria Americans win, taking Algeria from Germans with 2 infantry and 2 usa_fighters remaining. Battle score for attacker is 15 Casualties for Germans: 1 bomber and 1 infantry Battle in 44 Sea Zone Americans attack with 1 submarine Japanese defend with 1 transport Americans roll dice for 1 submarine in 44 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits 1 transport owned by the Japanese lost in 44 Sea Zone Americans win with 1 submarine remaining. Battle score for attacker is 6 Casualties for Japanese: 1 transport Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - Americans Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Turning on Edit Mode EDIT: Adding units owned by Germans to 110 Sea Zone: 1 GermanUBoat EDIT: Adding units owned by Americans to United Kingdom: 1 USA_Hvy_Bomber EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveAmericans: has removed 4 Rails owned by Americans in Eastern United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Rails owned by Americans in Southeast Mexico 2 usa_fighters moved from Algeria to 91 Sea Zone 2 usa_fighters moved from Central United States to 91 Sea Zone 1 USA_Hvy_Bomber moved from Gibraltar to Iraq 4 air_transports moved from Morocco to Eastern United States 2 air_transports, 1 artillery and 1 marine moved from Eastern United States to Morocco 6 mech_infantrys moved from Western United States to Alaska 2 Heavy_Transports and 1 transport moved from 3 Sea Zone to 2 Sea Zone 2 USATankDestroyerFSs and 3 aaGuns moved from Alaska to 2 Sea Zone 2 infantry moved from Alaska to 2 Sea Zone 2 Heavy_Transports, 2 USATankDestroyerFSs, 3 aaGuns, 2 infantry and 1 transport moved from 2 Sea Zone to 3 Sea Zone 2 USATankDestroyerFSs, 3 aaGuns and 2 infantry moved from 3 Sea Zone to Soviet Far East 5 usa_fighters moved from Siberia to Soviet Far East 1 Escort moved from 10 Sea Zone to 4 Sea Zone 1 Escort_Convoy moved from 10 Sea Zone to 8 Sea Zone 1 usa_fighter moved from 91 Sea Zone to Morocco 1 Heavy_BB and 1 carrier moved from 26 Sea Zone to 54 Sea Zone 1 usa_fighter moved from 26 Sea Zone to Hawaiian Islands 1 carrier moved from 26 Sea Zone to 10 Sea Zone 1 transport moved from 3 Sea Zone to 1 Sea Zone 1 Heavy_Transport moved from 91 Sea Zone to 89 Sea Zone 1 usa_fighter moved from 54 Sea Zone to Hawaiian Islands 2 usa_fighters moved from Central United States to 10 Sea Zone 1 usa_fighter moved from Soviet Far East to 3 Sea Zone 1 air_transport moved from Soviet Far East to Western United States 2 infantry moved from Central United States to Southeast Mexico 2 Rails and 2 infantry moved from Eastern United States to Southeast Mexico Place Units - Americans 3 ArmoredInfantrys, 1 SP_ArtilleryUSA and 1 aaGun placed in Western United States Americans undo move 1. 3 ArmoredInfantrys and 1 aaGun placed in Western United States 1 SP_ArtilleryUSA, 1 elite and 2 infantry placed in Eastern United States 3 Escorts, 1 carrier and 1 submarine placed in 10 Sea Zone 1 infantry placed in Western United States 1 infantry placed in Central United States Turn Complete - Americans Trigger Americans RemoveUSAConvoySZ10Invert: has removed 1 Escort owned by Americans in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ8: has removed 1 Escort_Convoy owned by Americans in 8 Sea Zone Trigger Americans RemoveUSAConvoySZ10Invert: Americans has 1 Escort_Convoy placed in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ8: Americans has 1 Escort placed in 8 Sea Zone Americans collect 52 PUs; end with 57 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 Optional[PUs]; end with 71 Optional[PUs] Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 Optional[PUs]; end with 68 Optional[PUs] Trigger Americans Loses Guam: Americans met a national objective for an additional -1 Optional[PUs]; end with 67 Optional[PUs] Trigger Americans Loses Midway: Americans met a national objective for an additional -3 Optional[PUs]; end with 64 Optional[PUs] Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 74 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 79 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 84 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy nothing; Remaining resources: 10 PUs; Combat Move - Chinese Combat - Chinese Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Turn Complete - Chinese Chinese collect 0 PUs; end with 10 PUs Purchase Units - British British buy 1 Escort, 1 UK_LCV, 1 UndergroundMinr, 1 elite, 6 infantry and 3 mech_infantrys; Remaining resources: 6 PUs; 0 AirLendLease; 2 NavyLendLease; Place Units - British Units in West India being upgraded or consumed: 1 factory_minor 1 UndergroundMinr placed in West India Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Turning on Edit Mode EDIT: Turning off Edit Mode 6 infantry moved from West India to India 1 infantry moved from West India to India 3 uk_fighters and 1 uk_tactical_bomber moved from West India to India 2 mech_infantrys moved from Caucasus to Ukraine 1 UK_Hvy_Bomber moved from Persia to Ukraine 2 uk_fighters moved from United Kingdom to 92 Sea Zone 1 UK_Hvy_Bomber moved from Persia to India EDIT: 2 UK_LCVs, 1 elite and 3 infantry moved from United Kingdom to Holland Belgium 1 UK_Hvy_Bomber moved from United Kingdom to Holland Belgium Combat - British Battle in Holland Belgium British attack with 1 UK_Hvy_Bomber, 2 UK_LCVs, 1 elite and 3 infantry Germans defend with 1 armour, 1 infantry and 2 mech_infantrys British roll dice for 1 UK_Hvy_Bomber, 2 UK_LCVs, 1 elite and 3 infantry in Holland Belgium, round 2 : 3/7 hits, 2,17 expected hits Germans roll dice for 1 armour, 1 infantry and 2 mech_infantrys in Holland Belgium, round 2 : 0/4 hits, 1,50 expected hits 1 infantry owned by the Germans and 2 mech_infantrys owned by the Germans lost in Holland Belgium British roll dice for 1 UK_Hvy_Bomber, 2 UK_LCVs, 1 elite and 3 infantry in Holland Belgium, round 3 : 2/7 hits, 2,17 expected hits Germans roll dice for 1 armour in Holland Belgium, round 3 : 1/1 hits, 0,50 expected hits 1 UK_LCV owned by the British lost in Holland Belgium 1 armour owned by the Germans lost in Holland Belgium British win, taking Holland Belgium from Germans with 1 UK_Hvy_Bomber, 1 UK_LCV, 1 elite and 3 infantry remaining. Battle score for attacker is 13 Casualties for Germans: 1 armour, 1 infantry and 2 mech_infantrys Casualties for British: 1 UK_LCV Battle in Ukraine British attack with 1 UK_Hvy_Bomber and 2 mech_infantrys Germans defend with 1 infantry British roll dice for 1 UK_Hvy_Bomber and 2 mech_infantrys in Ukraine, round 2 : 2/4 hits, 1,67 expected hits Germans roll dice for 1 infantry in Ukraine, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Ukraine British win, taking Ukraine from Germans with 1 UK_Hvy_Bomber and 2 mech_infantrys remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in 92 Sea Zone British attack with 2 uk_fighters Germans defend with 6 GermanUBoats, 1 Wolfpack and 1 transport 6 GermanUBoats owned by the Germans submerged British roll dice for 2 uk_fighters in 92 Sea Zone, round 2 : 1/2 hits, 1,00 expected hits Germans roll dice for 1 Wolfpack and 1 transport in 92 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits 1 transport owned by the Germans lost in 92 Sea Zone 1 Wolfpack owned by the Germans lost in 92 Sea Zone British win with 2 uk_fighters remaining. Battle score for attacker is 6 Casualties for Germans: 1 Wolfpack and 1 transport Battle in India Changer loiter and taunt; British attack with 1 UK_Hvy_Bomber, 7 infantry, 3 uk_fighters and 1 uk_tactical_bomber Changer defend; Japanese defend with 1 UndergroundMinr, 1 airfield, 1 harbour and 5 infantry British roll dice for 1 UK_Hvy_Bomber, 7 infantry, 3 uk_fighters and 1 uk_tactical_bomber in India, round 2 : 5/13 hits, 4,67 expected hits Japanese roll dice for 5 infantry in India, round 2 : 1/5 hits, 1,67 expected hits 1 infantry owned by the British lost in India 5 infantry owned by the Japanese lost in India British win, taking India from Japanese with 1 UK_Hvy_Bomber, 6 infantry, 3 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 12 Casualties for British: 1 infantry Casualties for Japanese: 5 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Union of South Africa 3 uk_fighters and 1 uk_tactical_bomber moved from India to West India 3 mech_infantrys moved from Persia to Caucasus 1 mech_infantry moved from Northwest Persia to Volgograd 2 uk_fighters moved from 92 Sea Zone to Gibraltar 1 destroyer moved from 91 Sea Zone to 92 Sea Zone 1 UK_Hvy_Bomber moved from Holland Belgium to United Kingdom 1 UK_Hvy_Bomber moved from Ukraine to Persia 1 UK_Hvy_Bomber moved from India to Caucasus Place Units - British Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone 1 Escort placed in 110 Sea Zone 1 UK_LCV, 1 elite and 1 infantry placed in United Kingdom 2 infantry placed in United Kingdom 3 infantry placed in West India 3 mech_infantrys placed in Persia Turning on Edit Mode EDIT: Adding units owned by British to United Kingdom: 1 HomeDefense EDIT: Turning off Edit Mode British undo move 4. 3 infantry placed in West India British undo move 5. British undo move 4. 2 mech_infantrys placed in Persia 2 infantry and 1 mech_infantry placed in West India 1 infantry placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6,1,5,5 British collect 40 PUs (1 lost to blockades); end with 46 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 Optional[PUs]; end with 52 Optional[PUs] Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 57 PUs Combat Hit Differential Summary : Americans regular : 2,17 Japanese regular : -1,00 Germans regular : -1,33 British regular : 1,33 1789413111619-3ed1ed68-7f95-4a5a-b4da-7fde41972c92-exp-game-2-multi-apbt-US UK24.tsvg
  • 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]
  • Question about trenches domination 1914 no mans land

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    wc_sumptonW
    @Ramon said: -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock) <property name="Low Luck for Technology" value="true" editable="true"> <boolean/> </property> Give the player the number of dice equal to "diceSides". @Ramon said: <option name="isMarine" value="true"/> "isMarine" takes a number value. "isMarine"=true is converter to "isMarine"=1. "isMarine" can also be set to negative values. @Ramon said: If i understand correctly you can basically give conscripts 1 attack, and make every unit (except trenches) debuff them with 1? Yea.. but upon further testing, because both units are 0, the buff was not applied, so I'm still working on this. wc_sumpton said: It can get slightly complicated. Cheers...
  • 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]
  • TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

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    ubernautU
    @Cernel roger that
  • War Plan Red-Orange

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    @TheDog thanks
  • 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
  • HOWTO: Change Cost of Unit with Trigger

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    wc_sumptonW
    @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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    TheDogT
    @RogerCooper Not for me, refresh your browser, but probably clear your cookies and it should work.
  • MARTI dice service website issues?

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    @Petiantone the server has already been switched. your link goes to a page that says it can't be reached [image: Screenshot from 2026-09-13 11-17-44.png] Are you AI
  • Random WW2 Generation

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    RogerCooperR
    Step 8 Balancing the Game Balancing Axis & Allies style games is a difficult task. For example in V3-1941 the Allies are ahead in every measure, but the game is reasonably balanced. Production 120 to 58 Starting PU 113 to 58 Units 124 to 105 TPV 696 to 645 Objectives 12 to 6 This is typical of A&A games, that units and TPV are close between the sides. However income obviously matters in the long run. Furthermore, vulnerable territories of the Status Quo players may actually work to the benefit of the Aggressor. As a starting formula I have: Production x 3+ Starting PU's + Units + TPV - vulnerability penalty - delayed entry penalty The vulnerability penalty is x3 the income of vulnerable territories + factories in vulnerable territories. A territory is vulnerable if they are owned by Status Quo country that is active at the game start and that is adjacent to an Aggressor country that is active the game start. The delayed entry penalty is 10% of the TPV for each turn past 1 of delay. To balance the game additional units (and starting PU's) are added to the aggressors if they are behind and additional income to the lead status quo power if they are behind. Units will be randomly added to territories with a weighting equal to value+1. The chance of a specific unit will be proportional to the inverse of its cost. In either case units will have the build caps equal to 120/cost to prevent ridiculous builds by the AI.
  • Curated Best/Top Maps & TripleA Guides

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    Thanks! Tidied up that first section to make it current.
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    @panzerstahl-helm-0 @trout @alexander-the-great at Pizza Turns out Minors can be bombed unlimited as well. Guess we all better start digging lol [image: Screenshot from 2026-09-11 20-17-44.png]
  • Bugs in World War I

    Bug Reports
    22
    1 Votes
    22 Posts
    3k Views
    wc_sumptonW
    @TheDog said: Would your super-dupa placementAnyTerritory fix Thanks for the thought. This hack helps with the placement of factory/construction type units which were not placed by the AI's normal purchase-placement routine. Here the problem is with purchasing, which the AI is not doing because the AI does not find when to start a simulated purchase. Without creating a purchase, there is nothing to place. For my testing, replacing "placeNoAirCheck" with "place" does allow the AI to make purchases but this does not seem to work for @rogercooper. I'm not replacing the delegate "NoAirCheckPlaceDelegate" with the "PlaceDelegate" as there would be no change in my testing. So maybe @rogercooper could test if changing both the name and delegate makes any difference. Cheers...
  • Olympic Skiiers

    Play By Forum
    3
    1 Votes
    3 Posts
    75 Views
    Q
    @beelee Thank you so much!
  • Crosstown Connect - Test

    Play By Forum
    2
    1 Votes
    2 Posts
    67 Views
    B
    @Pieta_Panettone Hi Pieta Welcome to the site The current pbf is broken so we do it like this. here's a link that is slightly dated. There is no Game topic anymore and a different dice server, which sadly isn't as good as the old one, but it still basically explains it. https://forums.triplea-game.org/topic/4151/johnny-cat-tutorial and Victory's link is here https://forums.triplea-game.org/topic/4076/1-trout-axis-vs-victoryfirst-allies-g40-house-rules-expansion-by-the-captain?page=1 anyway once the emails are registered it basically works like this start a game in pbem do turn copy turn summary make a save and then post the summary and the save to the game thread which is in pbf then opponent DLs save and repeats the process Let us know if you have any trouble and we'll get it sorted. Have Fun Gaming