EXP Game 1 barnee vs Crockett
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yes
Edit
They're basically a Plane and the Paratrooper combined. Had to make them land units for triplea, so if crossing water, you need to use edit, otherwise they will move correctly.Edit 2
Can move 3 in CM in that situation as well. -
@beelee working on it. Still not satisfied.
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@crockett36 clever solution, using the auto repairs and the heavy cvs and the increased scramble to make a raid more costly to me than to you. So I have to figure out how to keep you desperately trying to keep up with a naval arms race and still take back Gib. Do I have to take back Gib? Couldn't I just prepare for D-Day. Sure would be nice to have a 100 percent build in the Atlantic. Then the Japanese would wipe out the Russian army. Could I split the cell and then rejoin it next turn?
Can the entire Russian corps travel as one unit on the trans Siberian rail? Just cogitating. No response needed, except to the question about the rail.
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Good Morning
Yea you can Rail any of the Soviet units. But only 3, so moving the Commisar to hook up with other units, preferably Armor, is usually all that's required. Sometimes you will need to Rail 1 or 2 more depending on where you are going.
Remember, it only works in Original Soviet TTys and 1 Europe. So Can't go to China or ME.
GIB can be an interesting problem. It's gonna be difficult to take and it along with the NMs now off Egypt pretty much guarrantee the Axis bonus.
We see a lot of fighting over it in most Games.
However, it costs alot to do that and those are all PUs not going towards SSR. Can also entice the Allies into the Med, which isn't necessarily a bad thing, but is a longer supply line until the Axis can get Fctrys built in the ME.
Usually takes pressure of W EUR as well. But you know that from OOB

Another thing to be aware of, is a potential breakout from GIB if the conditions are favorable to them.
Yes the Hvy ABs are quite helpful and CVs, even empty ones are nice 3 dollar hit soakers.
Edit
Any AB can be upgraded to Hvy, so that differs from the Fctrys that have to be from Game Start and original owned.I will improve the image to make them more visible for next update.
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@beelee I love those to know the reason behind the no factories rule. It seems unrealistic and lacking any historical data. Silly.
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I have never asked but my guess is it is for Game balance.
Edit
Also I think it's reasonable to think an existing Fctry could be upgraded as opposed to a brand new one.You should ask him

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So if that meant that the axis one 100% of the time or does it mean we are allies we have a better chance these are questions through my mind. Do you have any information on the win loss ratio?
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Zombies has army bases that produce infantry. That would be an interesting inclusion, favoring the power that is in the periphery.
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Well my guess is it is similar to the way you can't build Majors OOB on non original but as stated above, Idk.
I don't have win/losses for the Danish guys, I'm pretty sure he does.
For triplea it is currently 19-15 Axis
Probably need to move to the right to see it
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@crockett36 said in EXP Game 1 barnee vs Crockett:
Zombies has army bases that produce infantry. That would be an interesting inclusion, favoring the power that is in the periphery.
Yea I liked the old "World at War" that allowed 1 Inf for TTy but I could see how that could get out of hand. Especially on Islands.
BlackElk made a "Barracks" type thing that could place anywhere and Inf only. I think Hepps did as well and a few others
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How many of the Chick-fil-A players are play testing? In other words the system see whether or not balanced. As opposed to those in the league and axis.org who just want a W
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@crockett36 said in EXP Game 1 barnee vs Crockett:
How many of the Chick-fil-A players are play testing? In other words the system see whether or not balanced. As opposed to those in the league and axis.org who just want a W
Not sure I understand the question.
We here at triplea are playing the Rules that the Captain, along with others, have created over 25 years, using a variety of A&A iterations, with over 100 people participating and well over a thousand games in this current mod.
It would be best to ask him directly.
https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion
Edit
As opposed to those in the league and axis.org who just want a W
If you are implying that players want to win at any cost to increase their win total, you would be incorrect.
The Spreadsheet is new and most weren't even aware of it until I updated @VictoryFirst 's original work.
I know what the league is and have looked at a few of their games but have never played in it.
At triplea, we are forgiving of mistakes and forgotten moves. Minor miscues are usually chalked up to the "Fog of War" or simply "Local Commander Incompetence" as happened in the real War.
So if you think some games were played by people who want to win at any cost, you would be incorrect.
If not, please clarify your question.
The above spreadsheet are the results of the games played at triplea with how the Players here play the game.
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@beelee you answered my question. Seems like people who play for the love of the game. When I approach a new game I want to punk the system, kick the tires. So, for instance, if I was the German player I would look at sea lion. Gotta go.
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@crockett36 I might overbuy a unit to see if itβs balanced. I would try a basic Russia crush. And I would keep track of the score to try for balance or adjustment.
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Exactly
The spreadsheet shows just that. So far a SSR crush hasn't happened immediately although Moscow has fallen a couple times later game.
when it says London that means Sea Lion.
Moscow is well self explanatory


Edit
The outlier so far in the triplea games, are the number of Military Victories. The captain says most of their games are decided Economically.We are all basically new to the mod, compared to the Danish A&A Association, so that may be why.
Keeping these records will help to see if that is the case.
Edit 2
Once again, I suggest you contact the Captain directly about playtesting. We are not playtesters. We are playing the mod as is.It doesn't mean we don't try different things

30 U-boats in the Atlantic could be quite uncomfortable for the Allies

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TripleA Manual Gamesave Post: Americans round 7
TripleA Manual Gamesave Post for game: Global 40 Expansion UHD Boxes
Game History
Round: 7 Purchase Units - Americans Trigger AmericansTotalWarMechInf: buyTotalWarMechInf added to productionAmericans Trigger AmericansTotalWarTank: buyTotalWar_Tank added to productionAmericans Trigger AmericansTotalWarAirTrprt: buyTotalWarAirTrprt added to productionAmericans Trigger AmericansTotalWarArty: buyTotalWar_Arty added to productionAmericans Trigger AmericansTotalWarFighter: buyTotalWarFighter added to productionAmericans Trigger AmericansTotalWar Bomber: buyTotalWar_Bomber added to productionAmericans Trigger AmericansTotalWarTacBmbr: buyTotalWarTacBmbr added to productionAmericans Trigger AmericansTotalWarNavyFtr: buyTotalWarNavyFtr added to productionAmericans Trigger AmericansTotalWarInf: buyTotalWar_Inf added to productionAmericans Americans buy 4 TotalWar_Bombers, 1 artillery, 1 destroyer, 5 submarines and 1 transport; Remaining resources: 0 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 1 battleship, 3 carriers, 3 cruisers, 2 destroyers, 1 pacific_cruiser, 1 submarine and 6 usa_fighters moved from 7 Sea Zone to 6 Sea Zone 2 USAbombers, 3 usa_fighters and 1 usa_tactical_bomber moved from Yakut S.S.R. to 6 Sea Zone 1 artillery moved from Siberia to Sakha Russians take Sakha from Japanese 5 artilleries moved from Eastern United States to 101 Sea Zone 1 artillery moved from Central United States to 101 Sea Zone 1 usa_armour moved from Eastern United States to 101 Sea Zone 5 marines moved from Eastern United States to 101 Sea Zone 1 elite moved from Eastern United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 1 infantry moved from Central United States to 101 Sea Zone 1 mech_infantry moved from Eastern United States to 101 Sea Zone 1 Heavy_Transport, 6 artilleries, 5 cruisers, 1 elite, 2 infantry, 6 marines, 1 mech_infantry, 1 submarine, 6 transports and 1 usa_armour moved from 101 Sea Zone to 91 Sea Zone 2 carriers, 1 cruiser, 1 destroyer and 3 usa_fighters moved from 89 Sea Zone to 91 Sea Zone 6 artilleries, 1 elite, 2 infantry, 6 marines, 1 mech_infantry, 1 usa_armour and 3 usa_fighters moved from 91 Sea Zone to Gibraltar Combat - AmericansCombat Hit Differential Summary :
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As I understand it, you can scramble 4. Would you like to scramble?
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@beelee be a while. I was on break now Iβm not
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I should point out USA can build Hvy CVs for 16 bucks. 3 HPs and can carry 4 Ftrs/Tacs combo or 1 SBR 2 Ftrs or 2 SBRs. Can also place in the Atlantic.
Edit
Remember don't take the LCV as a casualty in GIB
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