EXP Game 2 Panzer vs. Trout
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@panzerstahl-helm-0 Sorry about that, try this one
3c5e2546-b632-4299-b198-a6c4e501c60f-exp-game-2-trout-vs.panzer-j5.tsvg
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Ahoi,
you must be mistaken about Belarus. My Russian boys are just dig up the field and plant a few potatoes or something. Your troops are very welcome to join
In secret I am trying to guide your troops around to show them the beautiful landscape everywhere except Moscow.
Meanwhile your boys are exploring Iceland and the 1st US Air Fleet Commander has landed in Gibraltar.
Italy is bringing Pizza and Pasta to the Middle East. Time will tell if they like it or not....BR
Game History
Round: 5 Purchase Units - Americans Note to players Americans: <body><b>It is Early 1942 and the United States has begun Forming Tank Armies.<br><br><img src="1stUSTank.png"/><br><br>You may have a total of 2 Tank Armies at any one time.<b></body> Note to players Americans: It is Early 1942 and the United States General Staff have Agreed to the Formation of a Army Group. They may only have 1 Army Group at a time. Trigger USATankGeneral: buyUSA_TankGeneral added to productionAmericans Trigger Army GroupUSA: buyArmy_Group added to productionAmericans Americans buy 1 AirCommander, 2 Escorts, 2 Fortifications, 1 USA_TankGeneral, 1 carrier, 1 destroyer, 1 elite, 2 submarines and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 1 submarine moved from 26 Sea Zone to 16 Sea Zone 1 usa_fighter and 1 usa_tactical_bomber moved from Midway to 16 Sea Zone 1 bomber moved from Eastern United States to 123 Sea Zone 1 elite moved from Eastern United States to 101 Sea Zone 1 artillery, 1 marine and 1 mech_infantry moved from Central United States to 101 Sea Zone 1 artillery, 1 elite, 1 marine, 1 mech_infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone 1 artillery, 1 elite, 1 marine and 1 mech_infantry moved from 91 Sea Zone to Morocco Combat - Americans Americans creates battle in territory 106 Sea Zone Battle in Morocco Battle in 16 Sea Zone Americans attack with 1 submarine, 1 usa_fighter and 1 usa_tactical_bomber Japanese defend with 1 Japan_destroyer Americans roll dice for 1 submarine in 16 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Americans roll dice for 1 usa_fighter and 1 usa_tactical_bomber in 16 Sea Zone, round 2 : 0/2 hits, 1,17 expected hits Japanese roll dice for 1 Japan_destroyer in 16 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Americans roll dice for 1 submarine in 16 Sea Zone, round 3 : 1/1 hits, 0,33 expected hits Japanese roll dice for 1 Japan_destroyer in 16 Sea Zone, round 3 : 0/1 hits, 0,33 expected hits 1 Japan_destroyer owned by the Japanese lost in 16 Sea Zone Americans win, taking 106 Sea Zone from Germans, taking Morocco from Italians with 1 submarine, 1 usa_fighter and 1 usa_tactical_bomber remaining. Battle score for attacker is 7 Casualties for Japanese: 1 Japan_destroyer Battle in 123 Sea Zone Americans attack with 1 bomber Germans defend with 1 transport Americans roll dice for 1 bomber in 123 Sea Zone, round 2 : 1/1 hits, 0,67 expected hits Germans roll dice for 1 transport in 123 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits 1 transport owned by the Germans lost in 123 Sea Zone Americans win with 1 bomber remaining. Battle score for attacker is 6 Casualties for Germans: 1 transport Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 95 Sea Zone Non Combat Move - Americans Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveAmericans: has removed 6 Rails owned by Americans in Eastern United States 1 bomber moved from 123 Sea Zone to United Kingdom 1 destroyer moved from 106 Sea Zone to 104 Sea Zone 3 usa_fighters moved from Eastern United States to Gibraltar 1 Escort_Convoy, 1 Heavy_BB, 1 carrier and 2 destroyers moved from 101 Sea Zone to 91 Sea Zone EDIT: 1 AirCommander and 3 usa_fighters moved from Gibraltar to 1st USA AirFleet EDIT: 1 USA1stAirFleet moved from 1st USA AirFleet to Gibraltar 1 usa_fighter and 1 usa_tactical_bomber moved from 16 Sea Zone to Midway Place Units - Americans 1 Fortification placed in Wake Island 1 Fortification placed in Guam 1 AirCommander, 1 USA_TankGeneral and 1 elite placed in Eastern United States 1 Escort, 1 submarine and 1 transport placed in 101 Sea Zone 1 Escort, 1 carrier, 1 destroyer, 1 submarine and 1 transport placed in 10 Sea Zone Turn Complete - Americans Note to players Americans: It is Early 1942 and Our Shipyards are Hard at Work. 1 Cruiser and 1 Submarine are placed off the West Coast. They may only Operate in the Pacific and Indian Oceans. Trigger Americans RemoveUSAConvoySZ101Invert: has removed 1 Escort owned by Americans in 101 Sea Zone Trigger Americans RemoveUSAConvoySZ10Invert: has removed 1 Escort owned by Americans in 10 Sea Zone Trigger PacificFleetJPNRD5: Japanese has 1 pacific_cruiser and 1 pacific_submarine placed in 6 Sea Zone Trigger Americans RemoveUSAConvoySZ101Invert: Americans has 1 Escort_Convoy placed in 101 Sea Zone Trigger PacificFleetRD5: Americans has 1 pacific_cruiser and 1 pacific_submarine placed in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ10Invert: Americans has 1 Escort_Convoy placed in 10 Sea Zone Americans collect 51 PUs; end with 51 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 65 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 62 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 77 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 82 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: 4 PUs; Combat Move - Chinese Combat - Chinese Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 95 Sea Zone Non Combat Move - Chinese Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Turn Complete - Chinese Chinese collect 0 PUs; end with 4 PUs Purchase Units - British Trigger FrenchUK: buyFrenchUK added to productionBritish British buy 2 UK_LCVs, 1 artillery, 3 infantry, 2 mech_infantrys, 4 mine_unarmeds, 1 uk_armour and 3 uk_paras; 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: British takes Holland Belgium from Germans EDIT: British takes Denmark from Germans EDIT: Turning off Edit Mode 1 infantry moved from Northwest Persia to Iraq 1 infantry moved from Persia to Iraq 1 mech_infantry moved from Egypt to Iraq 1 uk_fighter and 1 uk_tactical_bomber moved from India to Iraq 3 infantry and 1 uk_fighter moved from India to Burma 2 infantry moved from Egypt to 98 Sea Zone 2 uk_fighters moved from 98 Sea Zone to Algeria 1 Escort_Convoy, 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 2 infantry and 1 transport moved from 98 Sea Zone to 92 Sea Zone 2 infantry moved from 92 Sea Zone to Algeria EDIT: 1 uk_para moved from United Kingdom to Normandy Bordeaux EDIT: 1 uk_para moved from United Kingdom to Holland Belgium EDIT: 1 uk_para moved from United Kingdom to Denmark Combat - British Battle in Algeria British attack with 2 infantry and 2 uk_fighters Italians defend with 1 artillery and 1 infantry British roll dice for 1 battleship and 1 cruiser in Algeria, round 2 : 1/2 hits, 1,17 expected hits British roll dice for 2 infantry and 2 uk_fighters in Algeria, round 2 : 1/4 hits, 1,33 expected hits Italians roll dice for 1 artillery and 1 infantry in Algeria, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the British lost in Algeria 1 artillery owned by the Italians and 1 infantry owned by the Italians lost in Algeria British win, taking Algeria from Italians with 1 infantry and 2 uk_fighters remaining. Battle score for attacker is 4 Casualties for British: 1 infantry Casualties for Italians: 1 artillery and 1 infantry Battle in Iraq British attack with 2 infantry, 1 mech_infantry, 1 uk_fighter and 1 uk_tactical_bomber Neutral_Axis defend with 3 infantry British roll dice for 2 infantry, 1 mech_infantry, 1 uk_fighter and 1 uk_tactical_bomber in Iraq, round 2 : 3/5 hits, 1,67 expected hits Neutral_Axis roll dice for 3 infantry in Iraq, round 2 : 2/3 hits, 1,00 expected hits 2 infantry owned by the British lost in Iraq 3 infantry owned by the Neutral_Axis lost in Iraq British win, taking Iraq from Neutral_Axis with 1 mech_infantry, 1 uk_fighter and 1 uk_tactical_bomber remaining. Battle score for attacker is 3 Casualties for British: 2 infantry Casualties for Neutral_Axis: 3 infantry Battle in Burma British attack with 3 infantry and 1 uk_fighter Japanese defend with 1 infantry British roll dice for 3 infantry and 1 uk_fighter in Burma, round 2 : 1/4 hits, 1,00 expected hits Japanese roll dice for 1 infantry in Burma, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the British lost in Burma 1 infantry owned by the Japanese lost in Burma British win, taking Burma from Japanese with 2 infantry and 1 uk_fighter remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Japanese: 1 infantry Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 95 Sea Zone Non Combat Move - British Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Persia 1 uk_fighter moved from Burma to India 1 uk_fighter and 1 uk_tactical_bomber moved from Iraq to Persia 1 artillery, 1 commando and 4 infantry moved from Alexandria to Egypt 1 uk_armour moved from Anglo Egyptian Sudan to Egypt 2 uk_fighters moved from Algeria to 92 Sea Zone EDIT: 2 Rails moved from Union of South Africa to India 2 Rails and 2 infantry moved from India to Persia Place Units - British Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 2 UK_LCVs and 3 uk_paras placed in United Kingdom 2 mech_infantrys and 1 uk_armour placed in Egypt 1 artillery, 3 infantry and 4 mine_unarmeds placed in India Turn Complete - British Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Trigger BritishParaBoost atNormandy Bordeaux: British has 1 uk_paraBoost placed in Normandy Bordeaux Trigger BritishParaBoost atDenmark: British has 1 uk_paraBoost placed in Denmark Total Cost from Convoy Blockades: 4 Rolling for Convoy Blockade Damage in 119 Sea Zone. Rolls: 2,4 Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 2,6 British collect 47 PUs (4 lost to blockades); end with 47 PUs Trigger British Loses Celebes Pacific Expanded: British met a national objective for an additional -1 PUs; end with 46 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 52 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 : -0,50 Italians regular : 0,33 Japanese regular : 0,00 Germans regular : -0,17 Neutral_Axis regular : 1,00 British regular : 0,83
3c5e2546-b632-4299-b198-a6c4e501c60f-exp-game-2-trout-vs.panzer-US UK5.tsvg
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@panzerstahl-helm-0 Oh great! Thanks for clarifying that. It must be potato season there because that's an awful lot of digging going on. Yes, we thought Iraq and NW Persia would like some pizza and gelato also. So we decided to visit them too. Allied navies in the Mediterranean look a little less peaceful though. I don't think they are just there for fishing. I guess I will take up your brilliant advice and go visit Baltic States and Ukraine instead of Belarus next. Wouldn't want to interrupt the potato harvest there
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@panzerstahl-helm-0 Game History
Round: 5 Purchase Units - Italians Italians buy 1 Italian_LCV, 1 fighter and 1 infantry; Remaining resources: 0 PUs; Place Units - Italians Politics - Italians Italians takes Political Action: Political Action Axis To War With Russians Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Rail placed in Southern Italy Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Italians takes Northwest Persia from British EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode EDIT: 1 italian_para moved from Syria to Northwest Persia 1 infantry moved from Syria to Iraq 1 artillery moved from Syria to Iraq EDIT: 1 Italian_LCV moved from Syria to Cyprus EDIT: 1 Italian_LCV moved from Cyprus to Greece 1 italian_para moved from Syria to Iraq 1 bomber moved from Southern Italy to Iraq 1 battleship moved from 95 Sea Zone to 98 Sea Zone 1 submarine moved from 95 Sea Zone to 98 Sea Zone 1 cruiser moved from 95 Sea Zone to 98 Sea Zone 1 battleship moved from 95 Sea Zone to 98 Sea Zone Combat - Italians Battle in Iraq Italians attack with 1 artillery, 1 bomber, 1 infantry and 1 italian_para British defend with 1 mech_infantry Italians win, taking Iraq from British with 1 artillery, 1 bomber and 1 italian_para remaining. Battle score for attacker is 1 Casualties for Italians: 1 infantry Casualties for British: 1 mech_infantry Battle in 98 Sea Zone Italians attack with 2 battleships, 1 cruiser and 1 submarine French defend with 1 destroyer Italians win, taking 98 Sea Zone from Neutral with 2 battleships, 1 cruiser and 1 submarine remaining. Battle score for attacker is 7 Casualties for French: 1 destroyer Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Normandy Bordeaux Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Denmark Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 95 Sea Zone Non Combat Move - Italians Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger BritishParaBoost atNormandy Bordeaux: British has 1 uk_paraBoost placed in Normandy Bordeaux Trigger BritishParaBoost atDenmark: British has 1 uk_paraBoost placed in Denmark Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Rail owned by Italians in Southern Italy 1 bomber moved from Iraq to Greece 1 mech_infantry moved from Tunisia to Libya 1 armour moved from Tunisia to Libya 1 transport moved from 95 Sea Zone to 96 Sea Zone 1 infantry moved from Malta to 96 Sea Zone 1 infantry and 1 transport moved from 96 Sea Zone to 97 Sea Zone 1 infantry moved from 97 Sea Zone to Greece 1 transport moved from 95 Sea Zone to 97 Sea Zone 1 infantry moved from Northern Italy to Southern France 1 aaGun moved from Northern Italy to Southern France 1 armour moved from Northern Italy to Southern Italy 1 infantry moved from Northern Italy to 95 Sea Zone 1 infantry and 1 transport moved from 95 Sea Zone to 97 Sea Zone 1 infantry moved from 97 Sea Zone to Greece 1 cruiser moved from 95 Sea Zone to 97 Sea Zone 1 destroyer moved from 95 Sea Zone to 97 Sea Zone 1 destroyer moved from 95 Sea Zone to 98 Sea Zone 1 Rail moved from Southern Italy to Slovakia Hungary 1 Rail and 1 infantry moved from Slovakia Hungary to Southern Italy Place Units - Italians 1 Italian_LCV, 1 fighter and 1 infantry placed in Southern Italy Turn Complete - Italians Trigger ItaliansParaBoost atNorthwest Persia: Italians has 1 italian_paraBoost placed in Northwest Persia Italians collect 13 PUs; end with 13 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 16 PUs Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 4 PUs; end with 20 PUs
7fee1e88-ab0b-45da-9638-1b9e8ad9852f-exp-game-2-trout-vs.panzer-it5.tsvg
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Game History
Round: 5 Purchase Units - ANZAC ANZAC buy 1 Escort, 1 carrier and 1 submarine; Remaining resources: 4 PUs; Combat Move - ANZAC Combat - ANZAC Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Normandy Bordeaux Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Denmark Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Northwest Persia Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 95 Sea Zone Non Combat Move - ANZAC Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Trigger ItaliansParaBoost atNorthwest Persia: Italians has 1 italian_paraBoost placed in Northwest Persia Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger BritishParaBoost atNormandy Bordeaux: British has 1 uk_paraBoost placed in Normandy Bordeaux Trigger BritishParaBoost atDenmark: British has 1 uk_paraBoost placed in Denmark Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 1 air_transport and 1 infantry moved from Queensland to Java 1 air_transport and 1 infantry moved from New South Wales to Queensland 3 fighters and 1 tactical_bomber moved from New South Wales to 62 Sea Zone 1 destroyer moved from 62 Sea Zone to 54 Sea Zone Place Units - ANZAC 1 Escort, 1 carrier and 1 submarine placed in 62 Sea Zone Turn Complete - ANZAC Trigger ANZAC RemoveANZACConvoySZ62Invert: has removed 1 Escort owned by ANZAC in 62 Sea Zone Trigger ANZAC RemoveANZACConvoySZ62Invert: ANZAC has 1 Escort_Convoy placed in 62 Sea Zone ANZAC collect 14 PUs; end with 18 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 20 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 25 PUs Combat Move - French Combat - French Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Normandy Bordeaux Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Denmark Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Northwest Persia Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 95 Sea Zone Non Combat Move - French Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Trigger ItaliansParaBoost atNorthwest Persia: Italians has 1 italian_paraBoost placed in Northwest Persia Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger BritishParaBoost atNormandy Bordeaux: British has 1 uk_paraBoost placed in Normandy Bordeaux Trigger BritishParaBoost atDenmark: British has 1 uk_paraBoost placed in Denmark Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 1 infantry moved from Anglo Egyptian Sudan to Egypt Turn Complete - French
Combat Hit Differential Summary :
7fee1e88-ab0b-45da-9638-1b9e8ad9852f-exp-game-2-trout-vs.panzer-ANZ5.tsvg
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@panzerstahl-helm-0 Scramble instructions needed for SZ 92. The file is the finish of Combat Movement because if you scramble the Air Commander on Gibraltar, I will need to do it in Edit Mode I believe. First time doing this, so may need to do it a few times before I get it right. Also feel free to check and see if I did my Air Commander correctly. The Luftflotte has one fighter (with the double AC bonus) and two Tac B's.
83f07d07-902e-48d2-a52b-ae23c33b6300-exp-game-2-trout-vs.panzer-g6.tsvg -
Hi Guys
Been going through latest and I'll clarify how Air Commanders work and there's also a couple other things
It's not real clear but my interpretation of Heavy Airfields is that you can't build or upgrade in GIB since it didn't exist at Game Start. I'll fix it for update so you can't do it.
Back in a bit. I decided to cook tonight and supper is done
Edit
So at start of G6, 1st Panzer and 1st Luftfloffen (sp) should be active in their Boxes.
Also, it'd probably be better to activate the Tac instead of the Ftr since it is attacking. Get 2 at 4 that way. You can reconfigure during ncm for defense.
oops I might have messed up
If you want the Tac to get the bonus rolls you need to activate one of the Ftrs too. Actually should just activate everything in the Air fleet, except the Tac if you want the Ftr to get the extra roll.
Hmm ... I need to look at that again myself.
brb
yea I think I made it so all units in the Air Fleet should be active so they won't interact with outside units. However, how to have the AC choose between a Tac and a Ftr, I don't think I did.
This would require a separate AC for each. Well, for now, we won't worry about it
Getting back to your game, if Panzer scrambles, he can't scramble the Air Fleet as the AB can't be Heavy Boosted. So you'd just use normal Air Units or don't use the AC himself, as none of the other Units will activate without him.
So use edit to move the dudes out of 1st USA Air Fleet but don't move the AC if they scramble.
If there was a Tac in the Air Fleet, you'd have to edit out the AC and add a regular Ftr.Confused yet ? I am lol
I will test this again, but I think I need a separate AC for Tac and Ftr
So before CM the Boxes should look like this
Then move them in edit as needed. I can't remember but I think triplea will auto select the Tac for attack as it's more powerful.
And Ftr for Defense for same reason. We won't need a separate AC if that's the case. I kinda remeber that's how it worked during testing but not certain.
I'll test now
Edit
Oh yea while I'm thinking about it@Trout you only need to move one Para boost and all the Paras will get the bonus. Same with the wolfpack thingy.
Wolfpack overproduces but I haven't tried to fix it as it has no impact other than maybe visual. That and it would blow what's left of my brain to pieces trying to solve lol
OK I'm in the middle of testing your turn right now
Edit
@Trout also I don't think you can directly edit the Para Boost into the attack and have it work. It'll show up but not fire or boost in this case.So edit in a boost to ROM before moving anything and then move normally. You won't need to be in edit to move it.
Edit
OK so this replicates your CM Trout or close to it. It's a little sloppy but yea w/e lol
Anyway, I moved all the dudes from AG North Box too. otherwise you can't use the Flag.Trout Panzer Air Commander CM G 6.tsvg
Now I will test the combat and see if the Air Fleet works correctly. Gonna max scramble for first one.
Edit Combat
Yay so far so goodAs you can see triplea selected the Tac for 2 rolls at 4 along with the Bmbrs making for 4 at 4 total.
U-boats already fired so we get 8 at 3 with none of the Tacs being boosted by the Air Fleet Ftrs and the AC getting 2 rolls.Works correctly
The Yank AF Ftrs roll correctly with no bonus. So far so good, except the Allies took a major beating
I will test a defense scenario next with a mixed Air Fleet but I think we're good. I kinda remember it now.
Sorry to spam out on your game
Last Edit
Feel like I'm overachieving but here's ncm. Trout Panzer Air Commander NCM G 6.tsvg
Note I changed Yank AC in GIB to inactive and had to use edit to move 1st Luftflotten as it had been moved in edit in CM.I think that's why anyway. They act a litle funky for move when you move other planes too.
Moved the dudes back to AG North.
Anyway, I'll quit buggin
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Sadly triplea defaults to the Tac on Defense as well. Maybe because it's more expensive ?
At any rate, this will require separate air Commanders for Tacs and Fts making the game yet more complex.
Well that's how the commisars and Oberst work too. Disappointing. I guess just roll the battles in edit for now and adjust as needed.
This will take a while. I'm wondering about a easier solution. Idk if it'd be better to just swap a Ftr in for D and swap back ? Idk that's pretty hack.
Maybe make a Tac D4 ? swap it out. That'd take almost as much work. I guess a separate AC. GD it
Actually something messed up. I'm only getting 5 rolls on D no matter the combination. Maybe I just screwed up the Yanks and there is still hope
Edit
ok it's doing the same thing for Germany on Defense. You'll have to fight the battles or the defensive ones in edit.Edit Again
The Sun is coming up but there is Good NewsI had the German supportAttachment only supporting German Tacs and not German Ftrs. They were supporting non German Ftrs and that is something they can't do anyways
I just tested and preliminary results were a success
I still need to go through SSR and USA but I think we can keep it to a Single Active Air Commander for both Ftrs and Tacs. -
@beelee said in EXP Game 2 Panzer vs. Trout:
Hiho,
many thanks for your explanation.
Very appreciated!Honestly I am reading the rules a bit different, and only IC that existed from game start can be upgraded, hence no new build IC can be upgraded.
On the other hand, I read that there is no such restriction for ABs, but that all ABs are allowed to be upgraded (regardless if they existed right from the beginning or were build during the game).
Perhaps The Captain can clarify this.Hi Guys
It's not real clear but my interpretation of Heavy Airfields is that you can't build or upgrade in GIB since it didn't exist at Game Start. I'll fix it for update so you can't do it.
BR
EDIT 1: I asked The Captain in the Axis and allies forum.
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yea i had the initial thought as you as well but then started second guessing myself
Either way it'd be good for the Captain to clarify.
Well this has turned into a going on 8 hour fiasco but I think I got it on the run. Thought that before too though lol
Sadly, we'll need two Air Commanders. One for Tacs and one for Ftrs. Just tested G and got the desired results so ... here's hoping
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OK G is done
Yanks and commies will go faster but sadly won't work for your game
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@trout said in EXP Game 2 Panzer vs. Trout:
@panzerstahl-helm-0 Scramble instructions needed for SZ 92. The file is the finish of Combat Movement because if you scramble the Air Commander on Gibraltar, I will need to do it in Edit Mode I believe. First time doing this, so may need to do it a few times before I get it right. Also feel free to check and see if I did my Air Commander correctly. The Luftflotte has one fighter (with the double AC bonus) and two Tac B's.
83f07d07-902e-48d2-a52b-ae23c33b6300-exp-game-2-trout-vs.panzer-g6.tsvgNo scramble.
It doesnt matter if AC can be activated or not
...although I am tempted to scramble. -
@beelee said in EXP Game 2 Panzer vs. Trout:
OK G is done
Yanks and commies will go faster but sadly won't work for your game
looks awesome! good idea with the marked parts.
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heh heh thought the bomb looked pretty cool
Frostion is a professional computer artist. He Totally Rocks
We are so lucky to have his dudes to draw from.
@Black_Elk got his permission too so we're all dialed in there. Of course we credit him as hard as we can
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@beelee Wow! You've been active all night on this! Yes, I can see the complications in getting Air Commander rules into Triple A format. My reasoning on having the fighter get the AC bonus is because I only have two fighters who can reach the SZ. So having the fighter with the bonus allowed me to pair it with the two TB's in the Luftflotte and have a fighter who can die (instead of a bomber) and still have the Luftflotte be intact. What I was unclear on is does he pair with Tac B for the bonus also?? If so, then probably should always have two TB's/one fighter in the Luftflotte with TB getting the bonus which would allow you to attack with 6 drolls @4. I saw where no scramble so that takes care of that.
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Hi Trout
I got called into an appliance issue and had to pull off for a bit. My solutution is to call somebody and have them fix it before I really screw stuff up lol
Yea so, Air Fleet has to be together at start of ncm. I think your comment implied that. I better read it again lol
So you have to have all 4 of the planes intact for the Air Commander to give his bonus. If you take a hit on the Air Fleet you have to take the AC as a hit or he'll keep giving the bonus.
You can then replace him in ncm by offing a Ftr or Tac if needed. Same as Oberst, Commiesars and PGs.
Anyway, G was a success. i'm gonna try and finish before I lose my stamina lol
Still have some other stuff to fix too and hockey tonightSo probably won't be getting the update done today
Edit
So you have to have all 4 of the planes intact for the Air Commander to give his bonus.At the start of CM
Heh heh in the same territory lol. Maybe I should take a nap
Edit
last tryAt the start of CM all the planes in the Air Fleet have to be in the same TTy
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uggh I'm failing lol
so the ideal composition is 2 Ftrs 1 Tac. The AC always gets 2 rolls and he can pick one other so, Tac would get 2 rolls supported by a Ftr gives it 2 at 4. For offense.
I guess 2 Tacs and a Ftr would give you the same
The AC only boosts rolls not the Tac/Ftr interaction unless it's not in a Air Fleet then it does.
lol
For max defense 2 Ftr Aces and a Ftr would be a 8 hitter at 4
heh heh can only have one active though
unless in your Capital
How cool is that ! I mean no way ! How do you do that lol
Frostion RocksYou know who else Rocks @Black_Elk