Game History
Round: 6 Research Technology - Germans Purchase Units - Germans Germans buy 1 artillery, 2 destroyers, 3 fighters and 8 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 armour and 1 mech_infantry moved from Leningrad to Archangel Germans take Archangel from Russians 1 armour and 1 mech_infantry moved from Archangel to Karelia Germans take Karelia from Russians 1 armour moved from Leningrad to Vologda Germans take Vologda from Russians 1 armour moved from Vologda to Leningrad 1 armour moved from Leningrad to Novgorod Germans take Novgorod from Russians 1 armour moved from Novgorod to Leningrad 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys moved from Leningrad to Vyborg 1 transport moved from 116 Sea Zone to 117 Sea Zone 1 artillery and 1 infantry moved from Poland to 117 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 117 Sea Zone to 116 Sea Zone 1 armour, 2 artilleries and 2 infantry moved from Germany to 116 Sea Zone 1 artillery and 2 infantry moved from Western Germany to 116 Sea Zone 1 armour, 4 artilleries and 5 infantry moved from 116 Sea Zone to Norway 1 fighter and 2 tactical_bombers moved from France to Norway 1 bomber, 2 fighters and 1 tactical_bomber moved from Western Germany to Norway 1 fighter and 2 tactical_bombers moved from Germany to Norway 1 armour moved from Eastern Poland to Southern Belarus Germans take Southern Belarus from Russians 1 armour moved from Southern Belarus to Eastern Poland Combat - Germans Russians scrambles 2 units out of 128 Sea Zone to defend against the attack in Norway Battle in Norway Germans attack with 1 armour, 4 artilleries, 1 bomber, 4 fighters, 5 infantry and 5 tactical_bombers British defend with 1 armour, 1 artillery and 2 infantry; Americans defend with 1 armour, 1 artillery, 1 bomber, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber; Russians defend with 1 aaGun, 3 armour and 1 mech_infantry Germans win, taking Norway from Russians with 1 armour, 3 fighters and 5 tactical_bombers remaining. Battle score for attacker is 57 Casualties for Germans: 4 artilleries, 1 bomber, 1 fighter and 5 infantry Casualties for Americans: 1 armour, 1 artillery, 1 bomber, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber Casualties for British: 1 armour, 1 artillery and 2 infantry Casualties for Russians: 1 aaGun, 3 armour and 1 mech_infantry Battle in Vyborg Germans attack with 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys Russians defend with 1 infantry Germans win, taking Vyborg from Russians with 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Germans 1 aaGun, 2 armour, 2 artilleries, 11 infantry and 2 mech_infantrys moved from Bessarabia to Eastern Poland 1 destroyer moved from 118 Sea Zone to 116 Sea Zone 1 transport moved from 94 Sea Zone to 95 Sea Zone 1 artillery and 1 infantry moved from Southern France to 95 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 95 Sea Zone to 93 Sea Zone 1 artillery and 1 infantry moved from 93 Sea Zone to Morocco 1 carrier, 1 cruiser, 1 destroyer, 1 submarine and 1 transport moved from 94 Sea Zone to 93 Sea Zone 1 submarine moved from 116 Sea Zone to 108 Sea Zone 2 fighters and 1 tactical_bomber moved from Norway to Leningrad 1 fighter and 4 tactical_bombers moved from Norway to Western Germany Place Units - Germans 1 artillery, 3 fighters and 1 infantry placed in Western Germany 5 infantry placed in Germany 2 infantry placed in Western Germany Germans undo move 1. 3 fighters placed in France 1 artillery and 1 infantry placed in Western Germany Germans undo move 3. 2 fighters placed in France 1 fighter placed in Western Germany 2 destroyers placed in 116 Sea Zone Turn Complete - Germans Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 128 Sea Zone. Rolls: 4,3,1,6,5,2,3,6,4,3,4,5,4,1,4 Germans collect 54 PUs (3 lost to blockades); end with 54 PUs Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 57 PUs Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 62 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 67 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 3 PUs; end with 70 PUs Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 5 PUs; end with 75 PUs2015 League General Discussion Thread
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The league is for individual 1v1 play
Feel free to play any kind of game you want, including teams, in the play boardgames section -
i recommend keeping v1.8.0.5 of triplea around and using it for a turn that you know you’re going to do a significant naval battle that you think there’s a chance you’d retreat. that’s what i am going to do, at least until this is patched up.
OK, it’s happened to me now.
I attacked a battleship/transport with destroyer/cruiser and after I whiffed in the first round and got hit back (I’m getting used to this…. :p) I probably would have retreated, but it never gave me a chance. My cruiser hit then, so I’m just like, screw it. But I will be prepared for this possibility in the future…Everyone, be warned! New version of Triple A might take away your chance to retreat in a naval battle!
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Interesting…. the rankings have auto-balanced now and doesn’t look top-heavy
There are more in tier 4 than tier E. 1 is about the same as 3. -
At this stage, I bet any active player changing tiers just throws the entire thing outta whack.
And getting back to the idea of France going first, I am very much behind this. And I also am a fan of Gamerman’s house rules (I was one of the two playtesters).
But letting France go first, with no other changes, might be enough to bring real balance to the force. Uh, I mean game.
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I don’t know about throwing it out of whack - more often it throws it IN to whack…
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@Shin:
And I also am a fan of Gamerman’s house rules (I was one of the two playtesters).
I’m glad for the support - maybe when interest begins to drop off for 2nd edition I’ll be there to provide a fresh alternative
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Thinking about the France first idea -
I think you need to prohibit any movement of any units. So it’s just a purchase of 19 to Paris. If you allow the French to move, they can move 4 more units into Paris, the boats in 93 can get away or ram into an Italian fleet to soften it for the UK, the infantry in Syria gets a 1 turn head start, and the destroyer in 70…. Also the player has the option to evacuate the cruiser from 110, and the French fighter on London could bolster Paris also.I think that’s really bad, right? That would unbalance the game in the other direction. But if you just say that France can’t move anything, then you basically have a 19 bid to Paris.
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The best move would probably be to attack 96 with the French destroyer and cruiser.
This isn’t a 19 bid, it’s like a 50 bid, if you allow the French to non-com stuff. 11 more units to Paris?!
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Yay, the naval retreat bug is fixed already! New version of Triple A!
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The best move would probably be to attack 96 with the French destroyer and cruiser.
This isn’t a 19 bid, it’s like a 50 bid, if you allow the French to non-com stuff. 11 more units to Paris?!
You could let France have a combat and NCM, but not build anything new. Let France go first but with $0 at the start of their turn.
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If France can do combat, it can try for a 60% shot on Holland or just take North Italy and kill the Italian bomber (as well as the stuff in 96).
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If France can do combat, it can try for a 60% shot on Holland or just take North Italy and kill the Italian bomber (as well as the stuff in 96).
True, but then Germany gets to take Paris so easily that they could seriously invade Russia G1 and roll into Moscow G5ish.
There are some nice aspects to letting France go first but not building anything:
- French cruiser going from z110 to z112 will mean Germany can’t sink both z110 and z111 without big air losses
- Sinking z96 makes Taranto possible without a bid sub in z98
- If Paris fighter goes to Scotland or Egypt, then Germany can take Paris with land units only and have just tanks/mechs left -
Sorry, one more:
- Paris fighter and cruiser sink z96, and the z93 destroyer goes to z104 to block subs. That way a German attack on z110 would have to be all air. -
Right - so if you let France move stuff before G1, people will make all kinds of terrible moves :-P :-D
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Freedom to choose I guess :-)
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Given that we already know a 19 bid isn’t enough, why not let France go hog wild? Give them a full turn. See if that does anything to balance.
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Yeah, that’s what I’m saying. If you do that, you will find the Axis need a bid. You heard it here first :-)
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Hey, to each his own and the name of the game is fun and you can do whatever your opponent agrees with,
it’s just me personally, one of the great things about this game is how Germany pounds Paris at the beginning of the game and gets 66-70 IPC’s to spend on G2. Enough players have already been burned and had their game wrecked on G1 by a dicing in Paris, I think that will get a lot worse if you’re adding ELEVEN more units to Paris before G1. Actually, I KNOW it will be a lot worse.
It’s not a 19 bid. Not even close
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Hey, has anyone figured out how to edit bombing damage with TripleA? When I go to edit the “change bombing dmg” tab isn’t accessible.
For some reason the program isn’t/wasn’t adding +2 to the dmg in PBEM mode and now I have to go back and edit it.
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Never mind, I figured it out. Just have to click on the factory and then click “change unit bombing damage”.