First Game Newenr
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TripleA Manual Gamesave Post: French round 2
TripleA Manual Gamesave Post for game: Global 40 Expansion UHD Boxes
Game History
Round: 2 Purchase Units - ANZAC ANZAC buy 1 fighter; Remaining resources: 1 PUs; Combat Move - ANZAC 1 infantry moved from New Guinea to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch 1 artillery, 1 infantry and 1 transport moved from 60 Sea Zone to 42 Sea Zone 1 destroyer moved from 60 Sea Zone to 41 Sea Zone 1 submarine moved from 60 Sea Zone to 41 Sea Zone 1 cruiser moved from 56 Sea Zone to 41 Sea Zone Combat - ANZAC Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - ANZAC Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 infantry moved from 42 Sea Zone to Java ANZAC take Java from Dutch 1 artillery moved from 42 Sea Zone to Java Place Units - ANZAC 1 fighter 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 PUs; end with 17 PUs Combat Move - French 1 destroyer moved from 78 Sea Zone to 41 Sea Zone 1 infantry moved from Tunisia to Libya French take Libya from Italians 1 infantry moved from French Central Africa to French Equatorial Africa 1 infantry moved from Tunisia to Libya 1 infantry moved from Algeria to Tunisia 1 fighter moved from United Kingdom to Algeria 1 infantry moved from United Kingdom to Scotland Combat - French Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - French Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Turn Complete - FrenchCombat Hit Differential Summary :
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Good Morning
Looks like another clean turn. :thumbs_up: Was odd that DNG was able to be activated during Combat Move as usually the Dutch and Pro Neutrals only activate in NCM but I'm not gonna worry about it

G after bit
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@beelee Good morning.
I am suing combat move and non combat move in same way regarding moving units (no-attack). So now i am trying to play like it should be played, combat move should be only when attack will happen (result of move is zone in conflict), all other moves are should be played in NCM.
i think developers should implement that constraint, its just order of play and it force player to respect order of play and give NCM more power
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Yea triplea can't do it. It's not a huge issue it's just easier to follow along.
Doing G now
Game History
Round: 3 Research Technology - Germans Purchase Units - Germans triggerAttachmenEarly1941Red: has removed 1 Early1941 owned by Changer in Early 1941 triggerAttachmenLate1940: has removed 1 Late1940_red owned by Changer in Late 1940 triggerAttachmenEarly1941Red: Changer has 1 Early1941_red placed in Early 1941 Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone triggerAttachmenLate1940: Changer has 1 Late1940 placed in Late 1940 Germans buy 1 G_air_transport, 1 German_LCV, 1 Panzer_General, 1 Panzer_Grndrs, 1 Waffen_Oberst, 1 airfield_Hvy, 2 armour, 1 destroyer, 1 elite, 6 infantry and 1 waffen_infantry; Remaining resources: 0 PUs; Place Units - Germans Units in Western Germany being upgraded or consumed: 1 airfield 1 airfield_Hvy placed in Western Germany Units in Germany being upgraded or consumed: 1 infantry and 1 waffen_infantry 1 Waffen_Oberst and 1 waffen_infantry placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany 2 GermanUBoats moved from 110 Sea Zone to 109 Sea Zone 1 GermanUBoat moved from 108 Sea Zone to 119 Sea Zone 2 GermanUBoats moved from 112 Sea Zone to 119 Sea Zone Combat - Germans Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at119 SeaZones: Germans has 1 Wolfpack placed in 119 Sea Zone Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria Non Combat Move - Germans Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveGermans: has removed 1 G_Rail owned by Germans in Poland Trigger RailMovementAutoPlaceRemoveGermans: has removed 1 G_Rail owned by Germans in Romania Trigger Remove All Wolfpack: has removed 3 Wolfpacks owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 119 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Trigger Urals Tank Unit: Russians has 1 armour placed in Urals EDIT: 1 Panzer_General and 5 armour moved from Germany to 1st Panzer EDIT: 1 Panzer_General3 moved from GermanFlow to 1st Panzer EDIT: 1 1stPanzerArmy moved from 1st Panzer to Germany EDIT: 1 Waffen_Arty, 1 Waffen_Oberst and 2 waffen_infantrys moved from Germany to 2nd Waffen EDIT: 1 2ndWaffenArmy moved from 2nd Waffen to Germany EDIT: 1 1stPanzerArmy and 1 2ndWaffenArmy moved from Germany to Slovakia Hungary 1 fighter moved from Northern Italy to Romania 2 german_paras moved from Germany to Romania 2 tactical_bombers moved from Western Germany to Romania 2 Panzer_Grndrss moved from Germany to Slovakia Hungary 1 infantry moved from Romania to Slovakia Hungary 1 G_Rail and 1 German_LCV moved from Germany to Romania 1 elite and 1 infantry moved from Norway to Finland 1 artillery and 1 elite moved from Germany to 113 Sea Zone 1 artillery and 1 elite moved from 113 Sea Zone to Norway 1 infantry moved from Germany to Poland 1 mech_infantry moved from Normandy Bordeaux to Western Germany 1 G_Rail moved from Germany to Bulgaria 1 G_Rail and 1 infantry moved from Bulgaria to Poland 3 infantry moved from Bulgaria to Romania 1 infantry moved from Slovakia Hungary to Poland 1 infantry moved from Slovakia Hungary to Poland 2 infantry moved from Romania to Slovakia Hungary 1 infantry moved from Western Germany to France 1 infantry moved from Western Germany to Germany Place Units - Germans 1 destroyer placed in 113 Sea Zone 1 German_LCV, 1 Panzer_General, 1 Panzer_Grndrs, 2 armour, 1 elite and 2 infantry placed in Germany 1 G_air_transport and 2 infantry placed in Western Germany 1 infantry placed in Western Germany 1 infantry placed in Germany Turn Complete - Germans Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at119 SeaZones: Germans has 1 Wolfpack placed in 119 Sea Zone Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Germans collect 42 PUs; end with 42 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 PUs; end with 54 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 59 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 64 PUsCombat Hit Differential Summary :
Not a whole lot happening. I did upgrade the AB in W GER so it can scramble 4 now. Note the Paras and the LCV can cross the Black Sea
Edit
lol I forgot to move the Panzers
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@beelee How do i activate mine?
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LMs require a lot of edit. Check the in Game Notes

basically you need to edit in a "Changer" LM and remove the Players unarmed LM. A lot of high use areas have specific LMs for where they defend.
For example say you have LMs in Belarus and want to defend against E POL go to Edit "Add Units" click on Belarus then click on Changer.

add the correct amount. Then when you hover on it you can see where it's defending

Edit
Changer is allied to everyone so if the TTy where the LMs are gets conquered, it won't cause a battle.Edit 2
So they can move 1 in NCM or use Rail. An Engnr can transport 3 LMs up to 2 spaces. The Engnr can also move into a newly conquered TTy and arm them immediately. Otherwise you can only Arm them in TTys you control at the start of your turn -
@beelee So, option only that are define by changer are available?
My Baltic mine and Caucasus is not? Right or?

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Not quite. I will post a save using our game.
Edit
LM Example.tsvgSo Balt STs didn't have a spefic one so I used a Generic LM and stated in the Comment Log where it defends.
Comment Log is under "View" top left. You can also make the map look a little lighter by turning on "Map Blends" which is also under View. In case you prefer a lighter look. Some units are easier to see that way Imo.
Edit 2
When going through History and Edit turns on, you need to click back on History top right to see the Edit move. -
@beelee Thanks got it, this is total manual work thanks.
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yea takes a bit to get used to them. And then in battle you have to handroll them and remove any hits before Combat starts. It's usually easier to fight the battle in edit then otherwise you have to undo your move remove the hits and redo the move.
If you have more than 1 battle, you can turn Edit remove the hits turn off edit and then fight the battle normal. If only 1 battle, you have to be in edit at the end of CM because triplea will immediately start the battle in Combat phase and you can't turn edit on then.
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@beelee one more question, i am doing my NCM, and i did put them where i wanted, now i want to arm them but i am getting this error

Should i finish my NCM then edit? -
Yea you have to wait and arm them during place. It won't let you edit anything if you moved into a TTy.
Edit
Here's a more detailed explanation but some of it is dated now. I need to do a new one but then I need to do a lot of things lolBe sure to read the in Game Notes and The Captain's Rulebook. I have a window with the rulebook up all the time. Actually two. One for Table of contents and one to scroll for the answer.

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TripleA Manual Gamesave Post: Russians round 3
TripleA Manual Gamesave Post for game: Global 40 Expansion UHD Boxes
Game History
Round: 3 Purchase Units - Russians Note to players Russians: <body><b>It is Early 1941 and The Soviet Union can Form up to 2 Tank Armies.<br><br><img src="Tank_General.png"/><br><br><br />You may purchase 1 Tank General per turn.<b></body> Note to players Russians: It is Early 1941 and The Soviet Union has Tankograd Up and Running ! Russia receives 1 Free Tank per turn as long as they control the Urals. Trigger TankGeneral: buyTank_General added to productionRussians Russians buy 1 Tank_General, 1 fighter, 4 infantry and 2 mech_infantrys; Remaining resources: 0 PUs; 3 AirLendLease; 3 TankLendLease; Place Units - Russians 1 Tank_General placed in Russia 1 fighter and 1 mech_infantry placed in Russia 1 mech_infantry placed in Ukraine 1 infantry placed in Novgorod 1 infantry placed in Ukraine 2 infantry placed in Volgograd Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Combat - Russians Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 119 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - Russians Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at119 SeaZones: Germans has 1 Wolfpack placed in 119 Sea Zone Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone 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 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 Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Urals Trigger RailMovementAutoPlaceRemoveRussians: has removed 2 Russian_Rails owned by Russians in Belarus 1 infantry moved from Novgorod to Baltic States 1 infantry moved from Volgograd to Caucasus 1 mech_infantry moved from Volgograd to Caucasus 1 artillery moved from Rostov to Caucasus 1 mech_infantry moved from Caucasus to Rostov 1 infantry moved from Volgograd to Caucasus 1 infantry moved from Volgograd to Rostov 1 mech_infantry moved from Russia to Volgograd 1 fighter moved from Russia to Volgograd 2 infantry moved from Russia to Smolensk 1 mech_infantry moved from Russia to Smolensk 1 Tank_General moved from Russia to Bryansk 1 armour moved from Ukraine to Bryansk 1 infantry moved from Karelia to Novgorod 2 infantry moved from Vyborg to Novgorod 1 mech_infantry moved from Russia to Smolensk 1 R_Europe_Rail moved from Russia to Urals 1 R_Europe_Rail moved from Urals to Amur 1 R_Europe_Rail and 1 infantry moved from Amur to Urals 1 armour moved from Urals to Smolensk 1 cruiser moved from 113 Sea Zone to 114 Sea Zone 1 submarine moved from 113 Sea Zone to 114 Sea Zone 1 cruiser and 1 submarine moved from 114 Sea Zone to 115 Sea Zone 1 submarine moved from 125 Sea Zone to 123 Sea Zone 2 infantry moved from Buryatia to Amur 1 infantry moved from Rostov to Caucasus 1 infantry moved from Ukraine to Rostov 1 infantry moved from Bryansk to Belarus EDIT: Russians undo move 31. 1 Russian_Rail and 2 mine_unarmeds moved from Russia to Belarus 2 Russian_Rails and 4 mine_unarmeds moved from Russia to Belarus 3 mine_unarmeds moved from Russia to Bryansk Turn Complete - Russians Russians collect 37 PUs; end with 37 PUsCombat Hit Differential Summary :
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@newenr85 fck... I dont know can you place paratroopers in capital now? And again i did wrong place move.... used first not second i know this will not have impact but i need to take more care about sequence of moves....
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heh heh don't sweat it. It's only RD 3 of your first game. You already doing better than a lot of first time players
After 2-3 games it'll start becoming 2nd Nature.Yea Paras only place in Capital and have a Max build limit. Triplea does that correctly
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Yea so 1 Rail can only move 1 Unit including LMs. Triplea doesn't Enforce that. I need to clarify that in the Notes for next update. So I'll move 2 LMs from Belarus to Bryansk.
Also, not sure how you do it but it's best to run a turn in Local Mode and get it how you like it and then do your real turn. Still have to change stuff sometimes but it should go a lot smoother for you that way.
It makes it easier to read in History as well
Normally I just check Purchase and Combat and End Turn. But with new players I go through the whole turn to make sure they're doing it correctly.No biggie just wanted to mention it

JPN here in a bit
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@beelee I was able two move 2 but not 3, so was thinking that was normal.
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no worries. I'll check the code on it. I mighta fckd up

Game History
Round: 3 Purchase Units - Japanese Japanese buy 1 air_transport, 2 armour, 1 carrier, 1 elite, 4 infantry, 1 mech_infantry and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 3 armour moved from Shantung to Hopei 1 artillery and 6 infantry moved from Chahar to Hopei 2 bombers moved from Kwangsi to Shensi 1 fighter and 1 tactical_bomber moved from Kwangsi to Hopei 1 armour, 3 artilleries, 9 infantry and 1 mech_infantry moved from Kweichow to Shensi 2 infantry moved from Yunnan to Szechwan 3 fighters and 3 tactical_bombers moved from Kwangsi to Szechwan 1 fighter and 1 tactical_bomber moved from Kwangsi to Shensi Combat - Japanese Battle in Shensi Japanese attack with 1 armour, 3 artilleries, 2 bombers, 1 fighter, 9 infantry, 1 mech_infantry and 1 tactical_bomber Chinese defend with 1 infantry Japanese roll dice for 1 armour, 3 artilleries, 2 bombers, 1 fighter, 9 infantry, 1 mech_infantry and 1 tactical_bomber in Shensi, round 2 : 7/18 hits, 6.17 expected hits Chinese roll dice for 1 infantry in Shensi, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Shensi 1 infantry owned by the Chinese lost in Shensi Japanese win, taking Shensi from Chinese with 1 armour, 3 artilleries, 2 bombers, 1 fighter, 8 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Chinese: 1 infantry Battle in Hopei Japanese attack with 3 armour, 1 artillery, 1 fighter, 6 infantry and 1 tactical_bomber Chinese defend with 1 infantry Japanese roll dice for 3 armour, 1 artillery, 1 fighter, 6 infantry and 1 tactical_bomber in Hopei, round 2 : 5/12 hits, 4.17 expected hits Chinese roll dice for 1 infantry in Hopei, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Hopei 1 infantry owned by the Chinese lost in Hopei Japanese win, taking Hopei from Chinese with 3 armour, 1 artillery, 1 fighter, 5 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Chinese: 1 infantry Battle in Szechwan Japanese attack with 3 fighters, 2 infantry and 3 tactical_bombers Chinese defend with 1 infantry Japanese roll dice for 3 fighters, 2 infantry and 3 tactical_bombers in Szechwan, round 2 : 4/8 hits, 3.83 expected hits Chinese roll dice for 1 infantry in Szechwan, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Szechwan 1 infantry owned by the Chinese lost in Szechwan Japanese win, taking Szechwan from Chinese with 3 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Chinese: 1 infantry Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 119 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - Japanese Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at119 SeaZones: Germans has 1 Wolfpack placed in 119 Sea Zone Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Chahar Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Kwangsi 2 fighters moved from Kwangsi to 36 Sea Zone 1 artillery moved from Yunnan to Kwangsi 3 fighters and 3 tactical_bombers moved from Szechwan to Kweichow 1 fighter and 1 tactical_bomber moved from Hopei to Kweichow 1 fighter and 1 tactical_bomber moved from Shensi to Kweichow 2 bombers moved from Shensi to Kwangsi 1 aaGun moved from Chahar to Hopei 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 elite moved from Korea to Chahar 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 Japanese_LCV moved from Korea to Kwangsi 1 infantry moved from Manchuria to Jehol 1 infantry moved from Korea to Manchuria 1 carrier moved from 6 Sea Zone to 36 Sea Zone 1 elite and 3 infantry moved from Japan to 6 Sea Zone 1 elite, 3 infantry and 2 transports moved from 6 Sea Zone to 33 Sea Zone 1 elite and 3 infantry moved from 33 Sea Zone to Caroline Islands 2 transports moved from 19 Sea Zone to 6 Sea Zone 1 artillery and 3 infantry moved from Japan to 6 Sea Zone 1 artillery and 3 infantry moved from 6 Sea Zone to Korea EDIT: 1 Japanese_LCV, 1 aaGun and 1 infantry moved from Japan to Korea Place Units - Japanese 1 carrier and 1 transport placed in 6 Sea Zone 2 armour and 1 mech_infantry placed in Shantung 1 air_transport, 1 elite and 4 infantry placed in Japan Turn Complete - Japanese Japanese collect 34 PUs; end with 34 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 42 PUs Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 52 PUsCombat Hit Differential Summary :
Chinese regular : 2.00 Japanese regular : 1.83I moved the TG back to Moscow too. Can't place and then move the dudes
We won't worry about the other guys. It's a test game 
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@beelee Yes, that was a problem man, i know that i had to have some unites in capital and i was confused how my capital was empty at the end turn.....
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No Sweat

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