i didn’t place my bid.
artillery in:
szechwan
kweichow
buryatia
sakha
amur
Fighter:
shensi
sz98
@VictoryFirst Hey keep forgetting :) Thanks for turning on the Neutrals. It looks so much cooler to me :)
I like the new neutrals too. These armies look more realistic than just infantry lol
Two Italian infantry + SBR vs Russian Para in W. Ukr:
[dice 2d6] at 1
[dice 1d6] at 4
[dice 1d6] at 3
2d6: 2, 1
1d6: 4
1d6: 3
Game History
Round: 4
Purchase Units - Italians
Turning on Edit Mode
EDIT: Adding units owned by Germans to Morocco: 1 tactical_bomber
EDIT: Removing units owned by Germans from Morocco: 1 fighter
EDIT: Turning off Edit Mode
Italians buy 1 Italian_LCV, 7 infantry and 1 italian_para; Remaining resources: 0 PUs;
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
Turning on Edit Mode
Combat Move - Italians
EDIT: Trigger RailMovementAutoPlaceItalians: Italians has 1 Rail placed in Southern Italy
EDIT: Resetting and Giving Bonus Movement to Units
EDIT: Cleaning up during movement phase
EDIT: 2 infantry moved from Romania to Slovakia Hungary
EDIT: 1 bomber moved from Greece to Slovakia Hungary
EDIT: 2 armour, 1 artillery and 1 infantry moved from Romania to Eastern Poland
EDIT: Italians undo move 3.
Combat - Italians
EDIT: Battle in Slovakia Hungary
EDIT: Italians attack with 1 bomber and 2 infantry
EDIT: Russians defend with 1 russian_para
EDIT: 0/1 hits, 0,17 expected hits
EDIT: 1 infantry owned by the Italians lost in Slovakia Hungary
EDIT: 0/2 hits, 0,83 expected hits
EDIT: 1/1 hits, 0,33 expected hits
EDIT: 1 russian_para owned by the Russians lost in Slovakia Hungary
EDIT: Germans takes Slovakia Hungary from Russians
EDIT: Italians win
EDIT: Battle casualty summary: Battle score (TUV change) for attacker is 1
EDIT: Recording Battle Statistics
Non Combat Move - Italians
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Rail owned by Italians in Eastern Poland
EDIT: 1 bomber moved from Slovakia Hungary to Greece
EDIT: 2 italian_paras moved from Southern Italy to Greece
EDIT: 1 Rail and 1 infantry moved from Southern Italy to Eastern Poland
EDIT: 2 german_paras moved from Romania to Eastern Poland
EDIT: Italians undo move 4.
EDIT: 2 armour, 1 artillery and 1 infantry moved from Romania to Eastern Poland
1 armour, 1 artillery and 1 infantry moved from Tobruk to Libya
1 cruiser, 1 destroyer and 1 transport moved from 94 Sea Zone to 97 Sea Zone
2 infantry moved from Northern Italy to Yugoslavia
Place Units - Italians
1 Italian_LCV, 1 infantry and 1 italian_para placed in Southern Italy
6 infantry placed in Northern Italy
Turn Complete - Italians
Italians collect 14 PUs; end with 14 PUs
Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 17 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 22 PUs
Combat Hit Differential Summary :
EDIT: : -0,33
Hey, I have something interesting to tell you - during the Para combat in W Ukr, I accidentally had edit mode still on, and I was able to manually select casualties. I could choose any number of casualties I liked regardless of the roll I had.
I was thinking, and I think this way, we do not need to use the dicebot anymore. We can just ignore the first strike roll the para makes and choose no casualties. Then you can select the casualties the Para’s inflict while keeping in mind their first round roll at three.
Same thing for the Wolfpacks - ignore their first roll at 1, and then count the amount of dice that hit ‘3’. And you also get the dice emails for these rolls.
Might this be an idea?
Forgot this lol :)
And yeah, I did choose to save a Taccy instead of a Fighter. Still wondering if that move was good or not. I killed a lot of your stuff but the Luftwaffe needs to be rebuilt now lol. And a new American navy is on the horizon.
Uncle Sam was still asleep? I thought I’ve already awaken the sleeping giant with Japan… :)
@victoryfirst wow i never encountered that. I’ll explore it. Sounds cool if so, although i really don’t mind dicebot. he’s kinda grown on me lol
But yea that would speed things up if so. One caution is that triplea does weird stuff sometimes when edit on. I don’t understand it all but errors pop up sometimes.
Anyway. I will check that out :+
@VictoryFirst the dice rolls also show up in history. I have to dbl check, but i think it’s the same order as in th battle window. Start lowest to highest bu t i can’t remember.
Yea that would be way cool. Those huge naval battles kind of a pita to hand roll. Paras only matter when by themselves, so not that big a deal. but yea I will check out after i finish Late 1942 off :)
Game History
Round: 4
Purchase Units - ANZAC
ANZAC buy 1 Escort, 1 fighter and 1 transport; Remaining resources: 1 PUs;
Combat Move - ANZAC
Non Combat Move - ANZAC
2 armour moved from New South Wales to Queensland
Place Units - ANZAC
1 Escort and 1 transport placed in 62 Sea Zone
1 fighter placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 11 PUs
Trigger ANZAC Liberates DNG Turn4: ANZAC met a national objective for an additional 2 PUs; end with 13 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 18 PUs
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from 62 Sea Zone: 1 Escort
EDIT: Adding units owned by ANZAC to 62 Sea Zone: 1 Escort_Convoy
EDIT: Turning off Edit Mode
Combat Move - French
Non Combat Move - French
1 infantry moved from Anglo Egyptian Sudan to Egypt
Turn Complete - French
Combat Hit Differential Summary :
@VictoryFirst I just tried the edit thing in combat. F yea ! Good find ! Gotta use your brain a little bit, but way faster than dicebot.
i think the only thing we need dicebot for is LMs now. We’ll see how it goes. Feel free to play that way the rest of the game. If no bugs, I’ll add it to Notes in next update. Probably do a notification at Game Start too
@VictoryFirst here’s a new place
it’ll fix the bessarabia Flow. i’ve gotta tweak the xml so factories don’t move in there place but that won’t work till an update.
@VictoryFirst another connection error. Marianas and Paulau. I notified Elk.
Nice work! Just sent ya a new one with those corrections. Tried to use the lip trick so it wouldn’t jack up the place too hard. Hopefully got it dialed this time. But let me know if you find any others

@black_elk F yea that looks good. We even got a little extra room for carolines. maybe I can squeeze another dude or two in.
@VictoryFirst I should have it dialed sometime AM for you.
@VictoryFirst Back in Action :) Same link https://github.com/beelee1/global_40_expansion_uhd
Just slam the whole thing in. The xml changes won’t show in our game. I’ll do the bigger update after our game.
I did tweak a few placements. Mainly UKR and Rostov so Bessarabia Flow won’t hit early placements by them.
@VictoryFirst F heres a new place if u want. S Italy spills into Albania instead of Greece now. Probably won’t be too many dudes in Albania :)
One note, just to let you know - Russia can destroy its facilities (including Air and Naval bases) for free, as per rule 9.3, Demolition of Air and Naval bases.
I believe in your Russian turn, you paid 8 PUs for this demolition. This means you would have had extra money to spend that turn. If you wanted to buy something from that 8 PUs (you had also 12 PUs saved, so you have 20 PUs in total to spend), that must be done now before I start my German turn. If you decide to purchase something, you can say to me, and I’ll edit than in prior to the German combat moves :)
Thanks for the new place. The clearer, the better! That’s why I bought a new table top map for G40. Same size, but the most important territories are made larger. Things were getting so crowded on my previous map!
@victoryfirst Good catch I been playing that wrong too lol
Note: USSR can destroy their Air & Naval bases
at no cost – same demolition rules as for their
factories.
I will make them so they auto destroy same as Fctrys.
I guess just add the 8 bucks to the bank