Game History
Round: 2 Research Technology - Germans Purchase Units - Germans Germans buy 1 carrier, 1 fighter and 6 transports; Remaining resources: 0 PUs; Combat Move - Germans 1 unit repaired. 2 bombers moved from Western Germany to United Kingdom 1 tactical_bomber moved from Western Germany to 104 Sea Zone 1 submarine moved from 110 Sea Zone to 104 Sea Zone 1 fighter moved from 112 Sea Zone to 104 Sea Zone 1 tactical_bomber moved from Western Germany to 118 Sea Zone 1 fighter moved from 112 Sea Zone to 118 Sea Zone 3 submarines moved from 112 Sea Zone to 118 Sea Zone 1 infantry moved from Holland Belgium to Normandy Bordeaux 2 mech_infantrys moved from France to Normandy Bordeaux 2 armour moved from France to Normandy Bordeaux 1 armour moved from France to Normandy Bordeaux 1 armour moved from France to Normandy Bordeaux 2 infantry moved from Norway to 112 Sea Zone 2 infantry and 1 transport moved from 112 Sea Zone to 119 Sea Zone 2 infantry moved from 119 Sea Zone to Scotland Combat - Germans Air Battle in United Kingdom Germans attacks with 2 units heading to United Kingdom Air Battle is over, the remaining bombers go on to their targets Strategic bombing raid in United Kingdom Bombing raid in United Kingdom rolls: 3,8 and causes: 11 damage to unit: factory_major Bombing raid in United Kingdom causes 11 damage total. Battle in Scotland Battle in Normandy Bordeaux Germans attack with 4 armour, 1 infantry and 2 mech_infantrys French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Scotland from British, taking Normandy Bordeaux from French with 4 armour and 2 mech_infantrys remaining. Battle score for attacker is 4 Casualties for Germans: 1 infantry Casualties for French: 1 artillery and 1 infantry Battle in 118 Sea Zone Germans attack with 1 fighter, 3 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Germans win with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 28 Casualties for Germans: 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 104 Sea Zone Germans attack with 1 fighter, 1 submarine and 1 tactical_bomber British defend with 1 destroyer Germans win with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for British: 1 destroyer Cleaning up after air battles Non Combat Move - Germans 1 fighter and 1 tactical_bomber moved from 104 Sea Zone to 112 Sea Zone 1 cruiser moved from 112 Sea Zone to 119 Sea Zone 1 carrier moved from 112 Sea Zone to 119 Sea Zone 1 battleship moved from 112 Sea Zone to 119 Sea Zone 1 destroyer moved from 112 Sea Zone to 119 Sea Zone 1 fighter and 1 tactical_bomber moved from 118 Sea Zone to 119 Sea Zone 1 fighter moved from Southern Italy to Western Germany 1 infantry moved from Western Germany to Holland Belgium 2 armour moved from France to Holland Belgium 1 aaGun moved from Western Germany to Holland Belgium 1 aaGun moved from Germany to Western Germany 1 aaGun moved from Poland to Germany 2 infantry moved from Slovakia Hungary to Germany 3 artilleries and 11 infantry moved from Germany to Western Germany 1 infantry moved from Romania to Slovakia Hungary 5 infantry moved from Bulgaria to Romania 2 infantry moved from Yugoslavia to Slovakia Hungary 3 armour moved from Yugoslavia to Western Germany 1 artillery moved from France to Western Germany 3 infantry moved from Finland to Norway 2 bombers moved from United Kingdom to Western Germany 1 infantry moved from Western Germany to Holland Belgium 1 infantry moved from Poland to Germany 1 infantry moved from Finland to Norway 1 infantry moved from Poland to Germany Place Units - Germans 1 carrier and 6 transports placed in 112 Sea Zone 1 fighter placed in Western Germany Turn Complete - Germans Germans collect 43 PUs; end with 43 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 48 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 53 PUs2016 League General Discussion Thread
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They mean that new posts work, so if you already posted the map while it wasn’t working you need to post again.
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They mean that new posts work, so if you already posted the map while it wasn’t working you need to post again.
THIS!
Just repost your last map.
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Just noticed that Triple-A selects all units in a territory if you hold down shift when clicking on it. I didn’t know about that! Could be useful.
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When all else fails, read the instructions
You do know about control clicking?
And that clicking in a territory without clicking on any units brings up a dialog box for selecting numbers of individual units?
And what else might you be missing? -
I know about all of those but what instructions are you referring to that include that info?
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Oh. It’s under Help!
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The “download-savegame-issue” appears to be back.
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I was just about to post it.
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Forum issue has been solved by djensen.
http://www.axisandallies.org/forums/index.php?topic=38442.msg1575705#msg1575705
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Triple-A 1.9 now released.
Has the Strategic Bombing bug fix but not the sub combat roll/casualty selection bug fixes. As noted previously, also incorporates Balance Mod as standard.
Let’s make it the default for new games. Also a big improvement for online games that you don’t need to press space to cycle through combats when someone is AFK.
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DO you have a link for the download? THe sourceforge page just has the older version.
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Found the link
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Can’t figure out which map to download to get the new BM 2.0 one, tho. Anyone know?
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I merged it to be downloaded when you download global.
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If there are unloaded US tps in sz 6 and Japan buys a dd there every round, are the US tps forced to stay in 6 because they can’t move on the combat phase without conducting an amphibious assault?
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No, you can always move away in the combat movement phase in order to avoid combat (unless there is no other non-hostile zone available)
It’s just that the only thing they could do that turn (in moving to avoid combat) is to conduct an amphibious assault elsewhere because they can’t do anything in the non-com phase -
Alright thanks, that makes more sense.
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What doesn’t make sense is you can’t load units in another SZ without unloading and conducting an amphibious assault.
I guess there’s a few things in the rules which are a bit unexpected.
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Axis-Dominion and I are having a rules dispute. Here’s the situation.
Russia has owned Korea for a while now, and built a factory there a few rounds ago. Japan has a huge fleet including 7 empty transports parked in SZ 6.
Russia just built a Dst in SZ 6 with that factory.
Now, I agree that of course this prevents me from loading the transports in combat movement, or from moving them in noncombat movement, since they’d have to stay in SZ 6 during combat.
Our disagreement hinges on this - I believe that I should be able to load (but not move) the transports during my NCM. Axis-Dominion disagrees. He says it is only because of a TripleA bug that the software allows this.
As support for my argument, I point to the fact that you can load units on transports even when it is not the country that owns the transport’s turn. Such as an Anzac Inf stepping onto a USA transport.
What do y’all think? Is there a specific ruling on this? I’m headed to sift through the FAQ, but someone else might have it handy.
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@Shin:
Axis-Dominion and I are having a rules dispute. Here’s the situation.
Russia has owned Korea for a while now, and built a factory there a few rounds ago. Japan has a huge fleet including 7 empty transports parked in SZ 6.
Russia just built a Dst in SZ 6 with that factory.
Now, I agree that of course this prevents me from loading the transports in combat movement, or from moving them in noncombat movement, since they’d have to stay in SZ 6 during combat.
Our disagreement hinges on this - I believe that I should be able to load (but not move) the transports during my NCM. Axis-Dominion disagrees. He says it is only because of a TripleA bug that the software allows this.
As support for my argument, I point to the fact that you can load units on transports even when it is not the country that owns the transport’s turn. Such as an Anzac Inf stepping onto a USA transport.
What do y’all think? Is there a specific ruling on this? I’m headed to sift through the FAQ, but someone else might have it handy.
If the transports have done anything during the combat phase, they cannot do anything in NCM.