German subs missed. 3 hits - OOL please
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.7
Game History
Round :1
Purchase Units - Japanese
Japanese buy 3 transports; Remaining resources: 5 PUs;
Combat Move - Japanese
Giving bonus movement to units
2 infantry moved from Jehol to Chahar
Japanese take Chahar from Chinese
1 artillery moved from Jehol to Chahar
3 infantry moved from Shantung to Anhwe
Japanese take Anhwe from Chinese
1 artillery moved from Shantung to Anhwe
3 infantry moved from Kwangsi to Yunnan
1 artillery moved from Kwangsi to Yunnan
3 infantry moved from Kiangsi to Hunan
1 artillery moved from Kiangsi to Hunan
1 tactical_bomber moved from Kiangsu to Yunnan
1 fighter moved from Kiangsu to Yunnan
2 bombers moved from Japan to 19 Sea Zone
2 bombers moved from 19 Sea Zone to 20 Sea Zone
2 bombers moved from 20 Sea Zone to Yunnan
1 fighter moved from Formosa to Hunan
2 tactical_bombers moved from Manchuria to Anhwe
2 fighters moved from Manchuria to Anhwe
2 tactical_bombers moved from Anhwe to Hunan
2 fighters moved from Anhwe to Hunan
Combat - Japanese
Battle in Hunan
Japanese attack with 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers
Chinese defend with 2 infantry
Japanese win, taking Hunan from Chinese with 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Chinese: 2 infantry
Japanese win with 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Chinese: 2 infantry
Battle in Yunnan
Japanese attack with 1 artillery, 2 bombers, 1 fighter, 3 infantry and 1 tactical_bomber
Chinese defend with 4 infantry
Japanese win, taking Yunnan from Chinese with 1 artillery, 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9
Casualties for Japanese: 1 infantry
Casualties for Chinese: 4 infantry
Japanese win with 1 artillery, 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9
Casualties for Japanese: 1 infantry
Casualties for Chinese: 4 infantry
Recording Battle Statistics
Non Combat Move - Japanese
3 fighters moved from Hunan to Kwangsi
2 tactical_bombers moved from Hunan to Kwangsi
1 tactical_bomber moved from Yunnan to Kwangsi
1 fighter moved from Yunnan to Kwangsi
1 infantry moved from Japan to 6 Sea Zone
1 armour moved from Japan to 6 Sea Zone
1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 20 Sea Zone
1 transport moved from 20 Sea Zone to 6 Sea Zone
1 armour, 1 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone
1 infantry moved from 36 Sea Zone to Kwangsi
1 armour moved from 36 Sea Zone to Kwangsi
1 infantry moved from Kiangsu to 19 Sea Zone
1 artillery moved from Kiangsu to 19 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 36 Sea Zone
1 artillery moved from 36 Sea Zone to Kwangsi
1 infantry moved from 36 Sea Zone to Kwangsi
2 infantry moved from Kiangsu to Anhwe
1 mech_infantry moved from Manchuria to Chahar
6 infantry moved from Manchuria to Jehol
1 artillery moved from Manchuria to Jehol
1 aaGun moved from Manchuria to Jehol
4 infantry moved from Korea to Manchuria
1 fighter moved from Korea to Anhwe
1 carrier, 1 destroyer, 1 fighter and 1 tactical_bomber moved from 33 Sea Zone to 36 Sea Zone
1 cruiser moved from 20 Sea Zone to 36 Sea Zone
1 battleship, 1 destroyer and 1 submarine moved from 19 Sea Zone to 20 Sea Zone
1 battleship, 1 destroyer and 1 submarine moved from 20 Sea Zone to 36 Sea Zone
1 fighter moved from Okinawa to Kwangsi
1 destroyer moved from 6 Sea Zone to 16 Sea Zone
1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 2 fighters, 1 submarine and 2 tactical_bombers moved from 6 Sea Zone to 20 Sea Zone
1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 2 fighters, 1 submarine and 2 tactical_bombers moved from 20 Sea Zone to 36 Sea Zone
Turning on Edit Mode
EDIT: Turning off Edit Mode
2 bombers could not land in Yunnan and were removed
1 fighter could not land in Anhwe and was removed
Place Units - Japanese
Turning on Edit Mode
EDIT: Japanese player Adding units owned by PlayerID named:Japanese to Kwangsi: 2 bombers
EDIT: Turning off Edit Mode
3 transports placed in 6 Sea Zone
Turn Complete - Japanese
Japanese collect 30 PUs; end with 35 PUs total
Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 45 PUs
Used EDIT mode for the non-combat on the bombers. Sometimes TripleA won’t always choose the best path in one straight shot so you have to edit- that’s rare. You can fix this by doing one step moves at a time, but just to let you know the bmrs can make it to Yunnan and NCM on Kwangsi- you can check the map if you like.
Always inform your opponent if you use EDIT mode for something. :-)
getting an error message when i try to pull up the game:
“could not find file folder or zip for map WORLD WAR II GLOBAL.
PLEASE DOWNLOAD THIS MAP if you do not have it.
If you are making a map or mod, make sure the mapName property within the xml game file exactly matches the map zip or folder name”
:? :?
Uh…don’t know about this one…I would ask Veqryn or P@nther.
getting an error message when i try to pull up the game:
“could not find file folder or zip for map WORLD WAR II GLOBAL.
PLEASE DOWNLOAD THIS MAP if you do not have it.
If you are making a map or mod, make sure the mapName property within the xml game file exactly matches the map zip or folder name”:? :?
That’s a bit of a head-scratcher, since you apparently successfully loaded Questioneer’s file for your Russian turn. So it doesn’t make sense that you’d have problems now.
Some possibilities
you’re not using the same version of the global map. The current version (available via “Download Maps” and “List Games” is 2.8)…if one of you are playing with 2.6 or 2.7 that could be the source of your problems.
Do you have more than 1 version of TripleA installed? Make sure you’re using 1.521…I’d uninstall the other versions to avoid confusion.
hmm now it’s working… and i did nothing. weird.
sure seems to be a lot of aa guns many times multiples in territories? - i guess i need to do some review of the aa gun rules.
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.7
Game History
Round :1
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: games.strategy.engine.data.ProductionFrontier called productionChinese_Burma_Road_Closed
Chinese buy 4 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
4 infantry moved from Szechwan to Yunnan
1 fighter moved from Szechwan to Yunnan
Combat - Chinese
Battle in Yunnan
Chinese attack with 1 fighter and 4 infantry
Japanese defend with 1 artillery and 2 infantry
Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 4
Casualties for Japanese: 1 artillery and 2 infantry
Casualties for Chinese: 2 infantry
Chinese win with 1 fighter and 2 infantry remaining. Battle score for attacker is 4
Casualties for Japanese: 1 artillery and 2 infantry
Casualties for Chinese: 2 infantry
Recording Battle Statistics
Non Combat Move - Chinese
1 infantry moved from Kweichow to Szechwan
1 infantry moved from Kweichow to Szechwan
1 infantry moved from Shensi to Szechwan
2 infantry moved from Suiyuyan to Kansu
1 fighter moved from Yunnan to Szechwan
Place Units - Chinese
4 infantry placed in Szechwan
Turn Complete - Chinese
Chinese collect 9 PUs; end with 9 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs
I downloaded version 2.8 recently- did you??? Shouldn’t be a problem though. I’ve played with mixed versions before.
i am so clueless as to what is happening in this game… :lol:
so apparently you can run an entire turn and all the battles but then close tripleA before posting and everything gets erased and you can start your turn again? how can that be possible?
i am so clueless as to what is happening in this game… :lol:
so apparently you can run an entire turn and all the battles but then close tripleA before posting and everything gets erased and you can start your turn again? how can that be possible?
It’s not possible if the dicey is working right. Your opponent ought to receive the dice emails from your combats. If your opponent is receiving emails for the same battle twice then something is obviously not right.
Just like Battlemap, if you value your time you should save the file often.
bump - UK turn. Did you get things worked out???
yeah i think so just really busy right now, will try to move soon
is there two french inf and a ftr in the united kingdom to start??
so there are 4 aa guns to start on the UK? i assume when they are attacked by air, only one gets to shoot still right? but i think i read they can be taken as casualties but have no defensive value after the opening fire? please confirm these - i wish i had the time to read the rules right now but if you could just give me info that is relevant to the UK turn right now, would be appreciated. you can have the win in this game if it is a league game, in return for giving me some lessons… :-)
why do i have two different looking infantry in egypt?
well i did my turn but didn’t hit post turn summary. apparently if you do not post, it goes on to the italian turn and all you can do then is just post the file? clueless….
If you didn’t hit post summary you can just save the game as is and then attach it- the history option allows me to look at what you did anyway but you should always post summary.
Yes, I like cheap wins- that’s fair in exchange for lessons. :-)
Ok, yes there are French units that start in England.
The different colored infantry are the ANZAC infantry that start in Cairo.
AA gun rules- each AA gun can only fire at 3 aircraft- thats why you have several. Also, they can be used as fodder when defending. So on England, you start off with 4 AA, if for some crazy reason German amphibed you right away you could used the AA guns to fire at any aircraft then soak up the hits from the attacker during the first round of fire if you want. Pretty cool huh??? For SBRs, IC/bases have there own assumed AA “built in” to them, so there is no need to place an AA gun with a IC/base unless you want to protect the territory from unit attacks.
Convoy in TripleA is the same as Alpha 2 which is -2 per sub and -1 per ship. This will be changed in the next version of TripleA to what the update for the 2nd edition G40 is now (Alpha 3 or Final Alpha). Which is each ship (not TT) and planes on ACs in the convoy will roll a die (SS roll 2 dice).
If the roll is 4 or above there is NO convoy damage for that ship/plane. If the roll is 3 or less (50% shot) then there IS convoy damage and that damage is all the dice that rolled 3 or less now added together. Very risk/reward type of system. The Alpha 2 version coincidentally is really an average of the Alpha 3 version so there isn’t much difference at all.
I still like the new version of convoy though.
SBRs- steps
1. Interceptors, escorts AND all bombers (tacs too) fire at 1 then all causualties removed and interceptors and fighters leave the scene.
2. Bombers and tacs are submitted to AA fire.
3. Bombers and tacs choose what bases/ICs to bomb
4. Roll 1 die for each bombers/tac. Each bomber/tac damage on base IC is d6+2
Max on damage: Bases 6, Major 20, Minor 6.
Any other questions???
Did i post the right file? So italy is up right?
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.7
Game History
Round :1
Purchase Units - Italians
Italians buy 1 infantry and 1 transport; Remaining resources: 0 PUs;
Game Loaded
Japanese are now being played by: Human
Germans are now being played by: Human
French is now being played by: Human
British are now being played by: Human
Chinese are now being played by: Human
Dutch is now being played by: Human
Neutral_Axis are now being played by: Human
Neutral_Allies are now being played by: Human
ANZAC is now being played by: Human
Russians are now being played by: Human
Mongolians are now being played by: Human
UK_Pacific is now being played by: Human
Neutral_True is now being played by: Human
Italians are now being played by: Human
Americans are now being played by: Human
Combat Move - Italians
Giving bonus movement to units
1 infantry moved from Southern Italy to 95 Sea Zone
1 infantry moved from Southern Italy to 95 Sea Zone
2 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
2 infantry moved from 92 Sea Zone to Gibraltar
Italians take Gibraltar from British
1 bomber moved from Northern Italy to 93 Sea Zone
1 submarine moved from 95 Sea Zone to 93 Sea Zone
1 destroyer moved from 95 Sea Zone to 93 Sea Zone
1 cruiser moved from 95 Sea Zone to 93 Sea Zone
2 infantry moved from Northern Italy to Southern France
2 artilleries moved from Northern Italy to Southern France
1 armour moved from Northern Italy to Southern France
2 infantry moved from Albania to Greece
1 armour moved from Albania to Greece
1 infantry moved from Southern Italy to 97 Sea Zone
1 infantry moved from Southern Italy to 97 Sea Zone
1 infantry moved from 97 Sea Zone to Greece
1 infantry moved from 97 Sea Zone to Greece
1 fighter moved from Southern Italy to Greece
1 fighter moved from Southern Italy to Greece
1 infantry moved from Libya to Tunisia
1 artillery moved from Libya to Tunisia
1 infantry moved from Italian Somaliland to Kenya
Italians take Kenya from British
1 infantry moved from Ethiopia to Anglo Egyptian Sudan
Italians take Anglo Egyptian Sudan from British
1 infantry moved from Ethiopia to Kenya
1 artillery moved from Ethiopia to Kenya
Combat - Italians
Battle in 93 Sea Zone
Italians attack with 1 bomber, 1 cruiser, 1 destroyer and 1 submarine
French defend with 1 cruiser and 1 destroyer
Italians win, taking 93 Sea Zone from Neutral with 1 bomber, 1 cruiser, 1 destroyer and 1 submarine remaining. Battle score for attacker is 20
Casualties for French: 1 cruiser and 1 destroyer
Italians win with 1 bomber, 1 cruiser, 1 destroyer and 1 submarine remaining. Battle score for attacker is 20
Casualties for French: 1 cruiser and 1 destroyer
Battle in Greece
Italians attack with 1 armour, 2 fighters and 4 infantry
Neutral_Allies defend with 4 infantry
Italians win, taking Greece from Neutral_Allies with 1 armour, 2 fighters and 2 infantry remaining. Battle score for attacker is 6
Casualties for Neutral_Allies: 4 infantry
Casualties for Italians: 2 infantry
Italians win with 1 armour, 2 fighters and 2 infantry remaining. Battle score for attacker is 6
Casualties for Neutral_Allies: 4 infantry
Casualties for Italians: 2 infantry
Battle in Tunisia
Italians attack with 1 artillery and 1 infantry
French defend with 1 infantry
French win with no units remaining. Battle score for attacker is -4
Casualties for French: 1 infantry
Casualties for Italians: 1 artillery and 1 infantry
Italians win with no units remaining. Battle score for attacker is -4
Casualties for French: 1 infantry
Casualties for Italians: 1 artillery and 1 infantry
Battle in Southern France
Italians attack with 1 armour, 2 artilleries and 2 infantry
French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
Italians win, taking Southern France from French with 1 armour, 2 artilleries and 1 infantry remaining. Battle score for attacker is 4
Casualties for French: 1 artillery and 1 infantry
Casualties for Italians: 1 infantry
Italians win with 1 armour, 2 artilleries and 1 infantry remaining. Battle score for attacker is 4
Casualties for French: 1 artillery and 1 infantry
Casualties for Italians: 1 infantry
Recording Battle Statistics
Trigger Italians Conquer France: Setting turns to 1-+ for conditionAttachment_French_1_Liberation attached to French
Trigger Japanese Conquer France: Setting turns to 1-+ for conditionAttachment_French_1_Liberation attached to French
Setting uses for triggers used this phase.
Non Combat Move - Italians
2 fighters moved from Greece to Southern Italy
1 bomber moved from 93 Sea Zone to Northern Italy
Place Units - Italians
1 infantry placed in Southern Italy
1 transport placed in 97 Sea Zone
Turn Complete - Italians
Italians collect 16 PUs (1 lost to blockades); end with 16 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 21 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 26 PUs