Good luck, and have fun! And as you said a few years back: May the best German win ;-)
The best of luck to you too, may the best Anglo-Saxon win ;-)
@VictoryFirst said in The_Good_Captain (Axis) vs. VictoryFirst (Allies) | North Africa, Rommel's Last Push:
Also, I noticed you used edit to move five infantry to Benghazi. Did you forget to move them with the truck or did it not work and you had to use edit?
That was me noticing I had a better move and fixing it after the fact. Not the fault of TripleA. That was the fault of the good captain, hah!
@VictoryFirst wait, actually that’s not right. I assumed that infantry cannot be loaded onto trucks and that EDIT is a must. my bad. I will try to load it like a transport and see how it works on this turn!
@The_Good_Captain Thanks for clarifying! No need to use edit, just select the truck and the units and then move them together.
If the units are in a different territory than the truck, you can move the truck to the territory with the units, then click on the truck and the units again to move everything.
You only need to use edit if you pick up multiple land units from different territories. Let’s say there is one truck and one infantry in Tripoli. You can click on both of these to move them. Let’s say there is an infantry in Sirte you wish to pick up as well. You first have to move the truck and the infantry to Sirte. Then you’d have to enter edit mode and click on “Perform Move and Other Actions”. Then you can select the truck and the (now) two infantry and move them to somewhere else.
That is because the moment you stop a truck that is carrying a land unit, the game thinks you end the movement for that truck and prevents you from continuing to move the land unit. If you didn’t enter edit mode in the previous example, the infantry that came from Tripoli will stay in Sirte and not move along with the truck.
It might be worth to put this stuff in the game notes. Will do that along with the next update :)
@VictoryFirst NICE. And I’ll make sure to demonstrate this in the video.
@The_Good_Captain Also, I take back my words about Africa not being fun. I think it is a pretty cool game. It just takes some time getting used to it! And also, with the improved module, the gameplay becomes MUCH better. I am a lot less scared of making mistakes now because the module really helps you to avoid them. I’d be happy to play as many Africa games as you like!
New update, version 1.4 :)
Here is an overview, copied directly from the modules main thread: https://forums.triplea-game.org/topic/4074/north-africa-triplea-module/2
You can download it here (link is always the same): https://github.com/VictoryFirst2/north_africa
WARNING: this new version WILL break our game unfortunately. So you can download it but you have to put it somewhere else than downloadedMaps.
@VictoryFirst I think you are going to save this game for axis and allies. with all these added tools and features, the game will basically “teach” new players how to play by not letting them make mistakes. just like you said, its more fun when there are guard rails to help keep you from doing something wrong
@The_Good_Captain Agreed. Still it would be nice to have everything automated. There are still a couple of important things player-enforced, like not moving other land units in the Advance Convoys and Assign Convoy Escorts phases and rolling for combat. I am going to see if I can learn JAVA coding and help the TripleA developers. I would love to see some new features added.
It’s your turn by the way, in case you missed: https://www.axisandallies.org/forums/topic/42444/the_good_captain-axis-vs-victoryfirst-allies-north-africa-rommel-s-last-push/43?page=2
@VictoryFirst yeah - you’re UK strategy is forcing me to pip count everything. I have a wild pair of turns coming… I like your UK strategy overall. Smells “right”.
@The_Good_Captain That sounds exciting! I am curious to see what you will do.
I appreciate that you say you like my UK strategy. I remember you saying in the gamerman interview video that you had a talent of recognizing ideas that work out… so that probably means it is a good strategy!
I am a little bit scared about the situation in the mainland though. You have a lot of units and it feels like Italy and Germany can work together very well, by making can-openers or moving supply to the front for the other. And I don’t have a lot of reinforcements coming because I invested in naval units. So I hope Cairo holds!
@VictoryFirst I’m trying to build two Italian fighters and I get this error message. I understand the build cap is 3 total fighters but I can’t find anything that says I cannot build more than one in a turn. Did I miss something?

@The_Good_Captain I believe the module is correct here. There are already two Italian fighters on the board, and you can only have three in total. That’s why you can only buy one right now.
@VictoryFirst ignore my dumb comment. there is a fighter on Sicily. omg lolol
@The_Good_Captain Lol we posted at the same time. No problem! 😂
Well, goes to show how good the module works now! It prevents you from making these kind of mistakes!
@VictoryFirst mines? AA (i believe they fire without supply before you decide?). and defend the territory? I2 CM.tsvg

@VictoryFirst the italian armor are “flanking” from Benghazi, everyone else is coming from Mersa Brega
@The_Good_Captain Yeah place detonate every mine you crossed, so three mines in total.
I believe you are correct about the AAA firing before I decide to fight or retreat:

Found on page 20.