EXP crockett Victory Panzer beelee
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@panzerstahl-helm-0
a few days -
@crockett36 tomorrow
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@panzerstahl-helm-0 taking a look rn!
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@crockett36 I'm very pressed for time. What do paratroopers do? I detest the fact that they do not need other units to attack in tandem. Any historical precedent for that? I can't think of any.
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TripleA Manual Gamesave Post: Russians round 16
TripleA Manual Gamesave Post for game: Global 40 Expansion UHD Boxes
Game History
Round: 16 Purchase Units - Russians Russians buy 3 Mass_Tankss, 3 TotalWar_Tank_2s, 1 elite and 1 russian_para; Remaining resources: 0 PUs; 3 AirLendLease; 0 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia 1 artillery moved from Shensi to Szechwan 1 infantry moved from Yakut S.S.R. to Dzavhan Russians take Dzavhan from Japanese 1 Russian_Engineer moved from Timguska to Urals 1 armour moved from Novosibirsk to Urals 1 russian_para moved from Russia to Urals 1 armour moved from Shensi to Kazakhstan 1 elite moved from Russia to Bryansk 1 armour moved from Smolensk to Bryansk 1 Tank_General3 and 5 armour moved from Rostov to Russia 1 infantry moved from Yenisey to Timguska 1 infantry moved from Kazakhstan to Samara 1 armour moved from Kazakhstan to Caucasus 1 armour moved from Kazakhstan to Russia Combat - Russians
Combat Hit Differential Summary :
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@crockett36 Okay. Beelee, can you advise me in any way, being ignorant of the rules despite having listened to them 3x?
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Paratroopers are explained on page 18 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view?pli=1
Basically, If attacking or defending by themselves, They hit at 3 for first rd of combat. You may need to add a "Para Boost". This gives them +1 on defense and +2 on offense for first rd. Triplea will spawn it if they are by themselves and it auto dies after first combat rd.
They can't be used to attack Capitals unless they move only 1 space and attack like regular Infantry.They move 2 +1 from AB. The Waffen Paras are badass so you need to keep an eye on them. They move 3 +1 from AB. They are A3 D4 and there values don't change.
So you might want to send a little more firepower into the Caucasus.
Here's from Game Notes
You need to switch your Engnr to "Russian_EngineerAttack" for offensive combat.
Also, a reminder for Victory Conditions, if Moscow falls, it's game over. So different than oob.
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TripleA Manual Gamesave Post: Russians round 16
TripleA Manual Gamesave Post for game: Global 40 Expansion UHD Boxes
Game History
Round: 16 Purchase Units - Russians Russians buy 3 guard_infantrys, 5 infantry and 1 russian_para; Remaining resources: 0 PUs; 3 AirLendLease; 0 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia 1 Russian_Engineer moved from Timguska to Urals 1 Russian_EngineerAttack moved from Timguska to Urals 1 russian_paraBoost moved from Russia to Urals 1 russian_para moved from Russia to Urals 1 armour moved from Novosibirsk to Russia 1 infantry moved from Kazakhstan to Caucasus 1 infantry moved from Smolensk to Russia 1 armour moved from Smolensk to Urals 1 Tank_General3 and 5 armour moved from Rostov to Russia 2 armour moved from Kazakhstan to Caucasus 1 armour moved from Shensi to Chahar Chinese take Chahar from Japanese 1 artillery moved from Shensi to Kansu Chinese take Kansu from Japanese 1 infantry moved from Yenisey to Timguska 1 infantry moved from Yakut S.S.R. to Dzavhan Russians take Dzavhan from Japanese Combat - Russians Battle in Urals Russians attack with 1 Russian_Engineer, 1 Russian_EngineerAttack, 1 armour, 1 russian_para and 1 russian_paraBoost Germans defend with 1 Waffen_Para Russians roll dice for 1 Russian_Engineer, 1 Russian_EngineerAttack, 1 armour, 1 russian_para and 1 russian_paraBoost in Urals, round 2 : 0/3 hits, 1.17 expected hits Germans roll dice for 1 Waffen_Para in Urals, round 2 : 1/1 hits, 0.67 expected hits 1 Russian_Engineer owned by the Russians lost in Urals 1 russian_paraBoost owned by the Russians lost in Urals
Combat Hit Differential Summary :
Germans regular : 0.33 Russians regular : -1.17
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TripleA Turn Summary: Russians round 16
TripleA Turn Summary for game: Global 40 Expansion UHD Boxes
Game History
Round: 16 Purchase Units - Russians Russians buy 3 guard_infantrys, 5 infantry and 1 russian_para; Remaining resources: 0 PUs; 3 AirLendLease; 0 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia 1 Russian_Engineer moved from Timguska to Urals 1 Russian_EngineerAttack moved from Timguska to Urals 1 russian_paraBoost moved from Russia to Urals 1 russian_para moved from Russia to Urals 1 armour moved from Novosibirsk to Russia 1 infantry moved from Kazakhstan to Caucasus 1 infantry moved from Smolensk to Russia 1 armour moved from Smolensk to Urals 1 Tank_General3 and 5 armour moved from Rostov to Russia 2 armour moved from Kazakhstan to Caucasus 1 armour moved from Shensi to Chahar Chinese take Chahar from Japanese 1 artillery moved from Shensi to Kansu Chinese take Kansu from Japanese 1 infantry moved from Yenisey to Timguska 1 infantry moved from Yakut S.S.R. to Dzavhan Russians take Dzavhan from Japanese Combat - Russians Battle in Urals Russians attack with 1 Russian_Engineer, 1 Russian_EngineerAttack, 1 armour, 1 russian_para and 1 russian_paraBoost Germans defend with 1 Waffen_Para Russians roll dice for 1 Russian_Engineer, 1 Russian_EngineerAttack, 1 armour, 1 russian_para and 1 russian_paraBoost in Urals, round 2 : 0/3 hits, 1.17 expected hits Germans roll dice for 1 Waffen_Para in Urals, round 2 : 1/1 hits, 0.67 expected hits 1 Russian_Engineer owned by the Russians lost in Urals 1 russian_paraBoost owned by the Russians lost in Urals Russians roll dice for 1 Russian_EngineerAttack, 1 armour and 1 russian_para in Urals, round 3 : 2/3 hits, 0.83 expected hits Germans roll dice for 1 Waffen_Para in Urals, round 3 : 1/1 hits, 0.67 expected hits 1 Russian_EngineerAttack owned by the Russians lost in Urals 1 Waffen_Para owned by the Germans lost in Urals Russians win, taking Urals from Germans with 1 armour and 1 russian_para remaining. Battle score for attacker is 1 Casualties for Russians: 1 Russian_Engineer, 1 Russian_EngineerAttack and 1 russian_paraBoost Casualties for Germans: 1 Waffen_Para Battle in Caucasus Russians attack with 2 armour and 1 infantry Germans defend with 1 Waffen_Para Russians roll dice for 2 armour and 1 infantry in Caucasus, round 2 : 1/3 hits, 1.17 expected hits Germans roll dice for 1 Waffen_Para in Caucasus, round 2 : 1/1 hits, 0.67 expected hits 1 infantry owned by the Russians lost in Caucasus 1 Waffen_Para owned by the Germans lost in Caucasus Russians win, taking Caucasus from Germans with 2 armour remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Casualties for Germans: 1 Waffen_Para Non Combat Move - Russians Turning on Edit Mode EDIT: Removing units owned by Russians from Urals: 1 russian_para EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 2 Russian_Rails owned by Russians in Russia Place Units - Russians 3 guard_infantrys, 5 infantry and 1 russian_para placed in Russia Turn Complete - Russians Russians collect 27 PUs; end with 27 PUs
Combat Hit Differential Summary :
Germans regular : 1.00 Russians regular : -0.17
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@crockett36 I propose that one of you switches sides. playing a game for the first time against two veterans is daunting. I think i would have more fun with a guide.
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Yea we had setup that way but sadly lost Victory. If I knew he wasn't coming back, that would have been a good suggestion then but I feel it's too late in the Game to be switching it up now.
You have played well since gamely taking command of all Allied Forces. I can continue to advise you somewhat.
Obviously, you must hold Moscow. I would get your 2nd TG next turn. You can have both Tank Armies active in defense of your Capital.
I would also buy a FlakTower. It has massive AA abilities and can soak 5 hits.
You also have 3 LL Air that UK or USA can send you. They convert on any SSR original TTy that SSR controls. They cost 1 PU to convert. If UK or USA sends LL Air, they cannot conduct combat that turn with the LL units. Can only move them in ncm.
Lastly, it's good to keep an eye on the "Economic Victory" totals. You have to add and subtract for the Pacific Islands manually but triplea will show you the rest under "Players" next to the Action tab.
So it's showing 169 for Allies. You then add the Islands JPN controls that were originally Allied and the difference from the starting PU, which is already counted and the new Green total.
So
1 Iwo Jima
1 Celebes
2 DNGis 173
minus-1 Guam
-3 PHIPuts you back at 169.
Allies need 189 at end of French turn.
Axis need 148.I guess we could ask @Trout if he's interested in joining the Allies. He is experienced. As The Captain says, beginners and Veterans alike have a good chance to win
As long as you hang on to Moscow and keep the Reich from breaking out, you still in a good position. You have Nippon under immense pressure
Hang in there
Edit
Also any original soviet TTy that has been conquered but is unoccupied, you can place Partisans. They can be annoying. Only land units can kill them, No Air or Rockets.Edit 2
UK Rail can go anywhere that has a continous Ground Line of Communication at the start of their turn. You can use them as blockers if needed in SSR. -
@beelee Okay. That is what I mean when I post and ask for rules advice.
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Nippon hanging on by it's fingernails lol
Game History
Round: 16 Purchase Units - Japanese Japanese buy 1 Fortification, 1 Heavy_BB, 1 Japan_destroyer, 1 NavyFighter, 1 carrier, 1 elite and 5 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger Kamikaze: Japanese has 1 Kamikaze placed in Japan Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 5 NavyFighters moved from 6 Sea Zone to 5 Sea Zone 8 fighters moved from 6 Sea Zone to Amur 1 elite moved from French Indo China to 36 Sea Zone 1 Japan_destroyer and 1 elite moved from 36 Sea Zone to 43 Sea Zone 1 elite moved from 43 Sea Zone to Borneo 1 bomber moved from Philippines to 44 Sea Zone 1 tactical_bomber moved from Malaya to Siam 1 tactical_bomber moved from Malaya to Burma 1 infantry moved from Shan State to Siam 1 armour moved from Yunnan to Siam 1 armour and 1 infantry moved from Yunnan to Burma 1 fighter and 1 tactical_bomber moved from Kwangsi to Kwangtung 2 armour and 1 mech_infantry moved from Yunnan to Kwangtung 1 tactical_bomber moved from Kwangsi to 20 Sea Zone 1 fighter moved from 6 Sea Zone to 20 Sea Zone 1 fighter moved from Kwangsi to Hopei 1 fighter moved from Kweichow to Chahar 1 fighter moved from Kweichow to Hopei 1 infantry moved from Jehol to Chahar 2 infantry moved from Anhwe to Chahar 1 infantry moved from Kweichow to Shensi Japanese take Shensi from Chinese 1 infantry moved from Szechwan to Sikang Japanese take Sikang from Chinese 2 infantry moved from Kweichow to Hopei Combat - Japanese Battle in Borneo Battle in Burma Japanese attack with 1 armour, 1 infantry and 1 tactical_bomber British defend with 1 mech_infantry Japanese roll dice for 1 armour, 1 infantry and 1 tactical_bomber in Burma, round 2 : 1/3 hits, 1.33 expected hits British roll dice for 1 mech_infantry in Burma, round 2 : 0/1 hits, 0.33 expected hits 1 mech_infantry owned by the British lost in Burma Japanese win, taking Borneo from British, taking Burma from British with 1 armour, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4 Casualties for British: 1 mech_infantry Battle in 44 Sea Zone Japanese attack with 1 bomber Americans defend with 1 transport Japanese roll dice for 1 bomber in 44 Sea Zone, round 2 : 0/1 hits, 0.67 expected hits Americans roll dice for 1 transport in 44 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 bomber in 44 Sea Zone, round 3 : 1/1 hits, 0.67 expected hits Americans roll dice for 1 transport in 44 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits 1 transport owned by the Americans lost in 44 Sea Zone Japanese win with 1 bomber remaining. Battle score for attacker is 6 Casualties for Americans: 1 transport Battle in Hopei Japanese attack with 2 fighters and 2 infantry British defend with 1 uk_armour Japanese roll dice for 2 fighters and 2 infantry in Hopei, round 2 : 2/4 hits, 1.33 expected hits Chinese roll dice for 1 uk_armour in Hopei, round 2 : 0/1 hits, 0.50 expected hits 1 uk_armour owned by the British lost in Hopei Japanese win, taking Hopei from Chinese with 2 fighters and 2 infantry remaining. Battle score for attacker is 5 Casualties for British: 1 uk_armour Battle in 20 Sea Zone Japanese attack with 1 fighter and 1 tactical_bomber ANZAC defend with 1 transport Japanese roll dice for 1 fighter and 1 tactical_bomber in 20 Sea Zone, round 2 : 1/2 hits, 1.17 expected hits ANZAC roll dice for 1 transport in 20 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 transport owned by the ANZAC lost in 20 Sea Zone Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for ANZAC: 1 transport Battle in Chahar Japanese attack with 1 fighter and 3 infantry Russians defend with 1 armour Japanese roll dice for 1 fighter and 3 infantry in Chahar, round 2 : 1/4 hits, 1.00 expected hits Chinese roll dice for 1 armour in Chahar, round 2 : 0/1 hits, 0.50 expected hits 1 armour owned by the Russians lost in Chahar Japanese win, taking Chahar from Chinese with 1 fighter and 3 infantry remaining. Battle score for attacker is 5 Casualties for Russians: 1 armour Battle in Amur Japanese attack with 8 fighters Americans defend with 1 artillery and 1 marine Japanese roll dice for 8 fighters in Amur, round 2 : 4/8 hits, 4.00 expected hits Russians roll dice for 1 artillery and 1 marine in Amur, round 2 : 1/2 hits, 0.67 expected hits 1 fighter owned by the Japanese lost in Amur 1 marine owned by the Americans and 1 artillery owned by the Americans lost in Amur Japanese win with 7 fighters remaining. Battle score for attacker is -1 Casualties for Japanese: 1 fighter Casualties for Americans: 1 artillery and 1 marine Battle in 5 Sea Zone Japanese attack with 5 NavyFighters Americans defend with 1 transport Japanese roll dice for 5 NavyFighters in 5 Sea Zone, round 2 : 1/5 hits, 2.50 expected hits Americans roll dice for 1 transport in 5 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 transport owned by the Americans lost in 5 Sea Zone Japanese win with 5 NavyFighters remaining. Battle score for attacker is 6 Casualties for Americans: 1 transport Battle in Siam Japanese attack with 1 armour, 1 infantry and 1 tactical_bomber British defend with 1 bomber Japanese roll dice for 1 armour, 1 infantry and 1 tactical_bomber in Siam, round 2 : 1/3 hits, 1.33 expected hits British roll dice for 1 bomber in Siam, round 2 : 1/1 hits, 0.17 expected hits 1 infantry owned by the Japanese lost in Siam 1 bomber owned by the British lost in Siam Japanese win, taking Siam from British with 1 armour and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Japanese: 1 infantry Casualties for British: 1 bomber Battle in Kwangtung Japanese attack with 2 armour, 1 fighter, 1 mech_infantry and 1 tactical_bomber British defend with 1 harbour; ANZAC defend with 2 infantry Japanese roll dice for 2 armour, 1 fighter, 1 mech_infantry and 1 tactical_bomber in Kwangtung, round 2 : 1/5 hits, 2.33 expected hits British roll dice for 2 infantry in Kwangtung, round 2 : 1/2 hits, 0.67 expected hits 1 mech_infantry owned by the Japanese lost in Kwangtung 1 infantry owned by the ANZAC lost in Kwangtung Japanese roll dice for 2 armour, 1 fighter and 1 tactical_bomber in Kwangtung, round 3 : 4/4 hits, 2.17 expected hits British roll dice for 1 infantry in Kwangtung, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the ANZAC lost in Kwangtung Japanese win, taking Kwangtung from British with 2 armour, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 2 Casualties for Japanese: 1 mech_infantry Casualties for ANZAC: 2 infantry Non Combat Move - Japanese Trigger RemoveKamikaze: has removed 1 Kamikaze owned by Japanese in Japan Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Kiangsu 1 fighter and 1 tactical_bomber moved from 20 Sea Zone to 6 Sea Zone 5 NavyFighters moved from 5 Sea Zone to 6 Sea Zone 7 fighters moved from Amur to 6 Sea Zone 1 fighter moved from Kwangtung to 6 Sea Zone 1 tactical_bomber moved from Burma to Malaya 1 tactical_bomber moved from Siam to Yunnan 1 bomber moved from 44 Sea Zone to Yunnan 1 air_transport and 1 elite moved from Philippines to Malaya 1 air_transport and 1 elite moved from Japan to Philippines 1 air_transport and 1 infantry moved from Japan to Philippines 1 Escort moved from 6 Sea Zone to 33 Sea Zone 2 fighters moved from Hopei to Kweichow 1 tactical_bomber moved from Kwangtung to Kweichow 1 fighter moved from Chahar to Kweichow 2 air_transports and 2 infantry moved from Japan to Kweichow Place Units - Japanese 1 Heavy_BB, 1 Japan_destroyer, 1 NavyFighter and 1 carrier placed in 6 Sea Zone 1 elite and 2 infantry placed in Japan 1 Fortification placed in Philippines 1 infantry placed in Shantung 1 infantry placed in Kiangsu 1 infantry placed in Kweichow Turn Complete - Japanese Japanese collect 50 PUs; end with 50 PUs Trigger Japan Loses IwoJima: Japanese met a national objective for an additional -1 PUs; end with 49 PUs Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 PUs; end with 52 PUs Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 53 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 61 PUs
Combat Hit Differential Summary :
Chinese regular : -1.00 Americans regular : -0.50 Japanese regular : -1.50 ANZAC regular : -0.17 Russians regular : 0.33 British regular : 0.50
Edit
@crockett36Just heard from Trout. He said he'd be willing to take over ANZAC and collaborate with you going forward if you want.
@Trout
This the map version if you want to check it out. https://github.com/triplea-maps/global_40_expansion_uhd_boxes/tree/58f489c85681be63568f4c38e7f81e11e03464b1In case you forgot here's how to change https://forums.triplea-game.org/topic/4025/how-to-dl-old-map-versions-in-git