Just trying to set up a new forum for a private game.
Koalabär vs. Ozymandiac
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I would like to roll this on the forum, simply to have better control over what happens.
I heard triplea is not so trustworthy concerning large naval battles :roll:
A bit of additional explanation:
For example in triplea submarines shoot first even though they have no surprise strike (because of defending detroyers). The result is, that the defender has to choose casualties from the attacking submarines before the rest of the attacking units shoot. This is a real disadvantage for the defender. Normally the defender knows how many hits the attacker scored before choosing anything.
And I’m sure there are more things not really with the rulebook in triplea.
regards :-)
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Hm din’t prepare properly for this battle.
I’m a bit unsure about the following situation. What happens if I theoretically sacrifice my ships (during the combat rounds 1-2), so that the battle is between:
Me: only transports + planes
You: 1 or more subs + cruiser + planesWill your subs fire at transports while there’s still a surface battle going on between our planes (and your cruiser)? And if I win this surface/air battle, would that mean I have won the entire battle forcing you to retreat (even though several subs survived)? Because I’m trying to figure out how to save my transports but this battle is giving me a headache :-D
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My guess is that transports can indeed keep dying because of your subs. Basically, when you’re attacking force is down to subs only and my defending force is reduced to planes only, your subs will sink my transports.
Rulebook: “(…) transports can be chosen as casualties only if there are no other eligible units.”
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My guess is that transports can indeed keep dying because of your subs. Basically, when you’re attacking force is down to subs only and my defending force is reduced to planes only, your subs will sink my transports.
Rulebook: “(…) transports can be chosen as casualties only if there are no other eligible units.”
Yes this should be correct. :-)
So in a way i have to keep one submarine alive (because if really want to kill the transports) and you one dd (because you want your planes to hit my submarines).
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My guess is that transports can indeed keep dying because of your subs. Basically, when you’re attacking force is down to subs only and my defending force is reduced to planes only, your subs will sink my transports.
Rulebook: “(…) transports can be chosen as casualties only if there are no other eligible units.”
Yes this should be correct. :-)
So in a way i have to keep one submarine alive (because if really want to kill the transports) and you one dd (because you want your planes to hit my submarines).
Okay withdraw what I said (kind of), it’s a bit more complicated, because you can’t chose your planes as casualties from submarines even with a destroyer present. So it might not be enough to keep one dd alive.
Everything highly depends on what happens during the battle.
It is really quite a situation for headaches :-D
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This is really complex. It seems whichever route I take, my transports die.
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You suggest keeping a destroyer of mine alive so I can hit your sub, but if I do that you will just finish of the fleet with your airforce - unless I’m really lucky.
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If I sacrifice my 3 carriers + 2 destroyers I will keep high-pip units, hopefully mutually kill your airforce, and your remaining sub finishes of the fleet.
Meh. Only option 1 provides the option of survival. Best take it.
Bottomline: sacrifice 3 carriers + destroyer + cruiser.
I’ll dream about this battle tonight you bastard
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This is really complex. It seems whichever route I take, my transports die.
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You suggest keeping a destroyer of mine alive so I can hit your sub, but if I do that you will just finish of the fleet with your airforce - unless I’m really lucky.
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If I sacrifice my 3 carriers + 2 destroyers I will keep high-pip units, hopefully mutually kill your airforce, and your remaining sub finishes of the fleet.
Meh. Only option 1 provides the option of survival. Best take it.
Bottomline: sacrifice 3 carriers + destroyer + cruiser.
I’ll dream about this battle tonight you b��t��d
okay we’ll see,
now the defender fires back:
3 US carrier + 2 UK destroyers (hit on 2; can hit everything):
Rolling 5:
(1, 3, 4, 4, 6)1 US cruiser (hit on 3; can hit everything):
Rolling 1:
(6)5 US fighters (hit on 4; can hit everything):
Rolling 5:
(1, 3, 3, 4, 6)good luck :-)
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Defender scored 5 hits.
5 submarines going down
remaining:
Germany
1 submarines
1 cruiser
3 fighers
1 tac bomber
2 strat bomberUS and UK
5 US fighters
1 UK destroyer7 US transports
3 UK transports -
[…]
Germany
1 submarines
1 cruiser
3 fighers
1 tac bomber
2 strat bomber[…]
2nd round:
attacker rolls
1 sub (hit on 2; only on ships):
Rolling 1:
(2)1 cruiser, 3 fighters (hit on 3; on everything):
Rolling 4:
(2, 5, 5, 6)1 tac, 2 strat (hit on 4; on everything):
Rolling 3:
(1, 6, 6) -
2nd round:
attacker rolls
1 sub (hit on 2; only on ships):
Rolling 1:
(2)1 cruiser, 3 fighters (hit on 3; on everything):
Rolling 4:
(2, 5, 5, 6)1 tac, 2 strat (hit on 4; on everything):
Rolling 3:
(1, 6, 6)3 hits this round, one on ships, rest wherever you want.
So this has to be the dd and 2 fighters I think -
[…]
So this has to be the dd and 2 fighters I thinkdefender rolls second combat round:
1 UK destroyer:
Rolling 1:
(5)5 US fighters:
Rolling 5:
(1, 2, 5, 5, 5) -
[…]
defender rolls second combat round:1 UK destroyer:
Rolling 1:
(5)5 US fighters:
Rolling 5:
(1, 2, 5, 5, 5)It seems, the dice are on the my side in this battle.
2 hits.
cruiser and 1 fighter go downremaining:
Germany
1 submarines
2 fighers
1 tac bomber
2 strat bomberUS and UK
3 US fighters
7 US transports
3 UK transportsattacker round3:
1x submarine (hits on 2; has to go on a transport)
Rolling 1:
(2)2x fighter (on 3; everywhere):
Rolling 2:
(2, 4)1 tac, 2 strat (on 4; everywhere):
Rolling 3:
(2, 3, 4)PS: If you have any doubts about something, feel free to express them and we find a way with rerolling or so. I’m doing this for the first time :-)
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okay, my luck continues (big time)
1 hit on a transport, 4 on the rest. So all your fighters and one transport is dead.
defender combat round 3:
3 US fighters on 4 (hit only my aircraft):
Rolling 3:
(2, 5, 6) -
okay, my luck continues (big time)
1 hit on a transport, 4 on the rest. So all your fighters and one transport is dead.
defender combat round 3:
3 US fighters on 4 (hit only my aircraft):
Rolling 3:
(2, 5, 6)1 hit for you (oh man)
goes to one stratremaining:
Germany
1 submarines
2 fighers
1 tac bomber
1 strat bomberUS and UK
7 US transports
3 UK transports
-1 transport from round 3
which means all transports are dead, too.
one submarine, 2 fig, 1 tac and 1 strat remaining
This was really above average for me!
In sum:
round1: pips: 36:33 | hits: 8:5 | expected hits: 6 : 5,5
round2: pips: 26:22 | hits: 3:2 | expected hits: 4,33 : 3,66
round3: pips: 20:12 | hits: 5:1 | expected hits: 3,33 : 2
round4: pips: 16:0TUV:
germany start: 113 end: 49
UK+US start: 196 end: 0TUV swing in the end: +132
Again: I hope everything was correctly resolved, if you have any doubts, tell me.
The dice gods were with me :roll:
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Combat resolution was perfect, thanks. Not really the result I wanted but the odds weren’t in my favour anyway.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Research Technology - Germans
Purchase Units - Germans
Germans buy 2 fighters and 8 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 cruiser and 6 submarines moved from 110 Sea Zone to 105 Sea Zone
3 fighters moved from Holland Belgium to 105 Sea Zone
2 bombers moved from Western Germany to 105 Sea Zone
1 tactical_bomber moved from Holland Belgium to 105 Sea Zone
1 artillery moved from Slovakia Hungary to Poland
1 infantry moved from Slovakia Hungary to PolandCombat - Germans
Battle in Poland
Germans attack with 1 artillery and 1 infantry
Russians defend with 1 infantry
Germans win, taking Poland from Russians with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Turning on Edit Mode
EDIT: Removing units owned by Germans from 105 Sea Zone: 1 bomber, 1 cruiser, 1 fighter and 5 submarines
EDIT: Removing units owned by British from 105 Sea Zone: 2 destroyers and 3 transports
EDIT: Removing units owned by Americans from 105 Sea Zone: 3 carriers, 1 cruiser, 5 fighters and 7 transports
EDIT: Turning off Edit Mode
Battle in 105 Sea Zone
Germans attack with 1 bomber, 2 fighters, 1 submarine and 1 tactical_bomberNon Combat Move - Germans
2 fighters moved from 105 Sea Zone to Holland Belgium
1 tactical_bomber moved from 105 Sea Zone to Holland Belgium
1 bomber moved from 105 Sea Zone to Western Germany
5 artilleries moved from Slovakia Hungary to Germany
1 infantry moved from Germany to Slovakia Hungary
1 infantry moved from Slovakia Hungary to Yugoslavia
3 artilleries moved from Western Germany to Northern Italy
1 aaGun and 3 infantry moved from Western Germany to Germany
1 mech_infantry moved from Greater Southern Germany to Holland Belgium
1 mech_infantry moved from Greater Southern Germany to Holland Belgium
5 armour and 9 mech_infantrys moved from Greater Southern Germany to Northern Italy
3 infantry moved from Western Germany to Germany
1 infantry moved from Western Germany to Holland BelgiumPlace Units - Germans
3 infantry placed in Germany
2 fighters and 5 infantry placed in Western GermanyTurn Complete - Germans
Germans collect 33 PUs; end with 33 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 38 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - Russians
Russians buy 3 armour, 2 artilleries, 5 mech_infantrys and 1 tactical_bomber; Remaining resources: 0 PUs;Combat Move - Russians
1 mech_infantry moved from Hopei to Jehol
Chinese take Jehol from Japanese
1 mech_infantry moved from Hopei to Kiangsi
Chinese take Kiangsi from Japanese
1 infantry moved from Buryatia to Amur
Russians take Amur from Japanese
3 infantry moved from Romania to Yugoslavia
2 mech_infantrys moved from Eastern Poland to Yugoslavia
2 infantry moved from Eastern Poland to Poland
1 infantry moved from Eastern Poland to Slovakia Hungary
3 infantry moved from Karelia to Finland
Russians take Finland from Germans
1 infantry moved from Vyborg to Finland
1 mech_infantry moved from Karelia to Finland
1 artillery moved from Eastern Poland to Poland
1 artillery moved from Eastern Poland to Slovakia Hungary
1 mech_infantry moved from Eastern Poland to Yugoslavia
3 fighters moved from Eastern Poland to Yugoslavia
1 fighter moved from Eastern Poland to Slovakia HungaryCombat - Russians
Battle in Yugoslavia
Russians attack with 3 fighters, 3 infantry and 3 mech_infantrys
Germans defend with 1 infantry; Italians defend with 1 armour and 3 mech_infantrys
Russians win, taking Yugoslavia from Italians with 3 fighters and 1 mech_infantry remaining. Battle score for attacker is 4
Casualties for Germans: 1 infantry
Casualties for Italians: 1 armour and 3 mech_infantrys
Casualties for Russians: 3 infantry and 2 mech_infantrys
Battle in Poland
Russians attack with 1 artillery and 2 infantry
Germans defend with 1 artillery and 1 infantry
Russians win, taking Poland from Germans with 1 artillery remaining. Battle score for attacker is 1
Casualties for Germans: 1 artillery and 1 infantry
Casualties for Russians: 2 infantry
Battle in Slovakia Hungary
Russians attack with 1 artillery, 1 fighter and 1 infantry
Germans defend with 1 infantry
Russians win, taking Slovakia Hungary from Germans with 1 artillery and 1 fighter remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantryNon Combat Move - Russians
3 fighters moved from Yugoslavia to Eastern Poland
1 fighter moved from Slovakia Hungary to Eastern Poland
1 mech_infantry moved from Sikang to Kweichow
1 mech_infantry moved from Novosibirsk to Yenisey
1 mech_infantry moved from Volgograd to Novosibirsk
1 fighter moved from Russia to Yakut S.S.R.
1 mech_infantry moved from Yenisey to Yakut S.S.R.
1 mech_infantry moved from Yakut S.S.R. to Buryatia
1 mech_infantry moved from Volgograd to Tsinghai
1 mech_infantry moved from Northwest Persia to Trans-Jordan
1 mech_infantry moved from Volgograd to Tsinghai
1 mech_infantry moved from Ukraine to Romania
1 mech_infantry moved from Karelia to Baltic States
2 mech_infantrys moved from Novgorod to Eastern Poland
1 armour and 1 mech_infantry moved from Belarus to Eastern Poland
1 aaGun and 3 artilleries moved from Western Ukraine to Eastern Poland
1 infantry moved from Bryansk to Western Ukraine
2 armour moved from Ukraine to Eastern Poland
1 mech_infantry moved from Eastern Poland to Bulgaria
2 infantry moved from Novgorod to Baltic States
1 armour moved from Novgorod to KareliaPlace Units - Russians
1 tactical_bomber placed in Novgorod
1 armour and 1 mech_infantry placed in Volgograd
1 armour, 1 artillery and 1 mech_infantry placed in Ukraine
1 artillery and 1 mech_infantry placed in Novgorod
Russians undo move 4.
1 armour and 1 artillery placed in Novgorod
3 mech_infantrys placed in RussiaTurn Complete - Russians
Russians collect 49 PUs; end with 49 PUs total
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 54 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 15 PUs; end with 69 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - Japanese
Japanese buy 1 armour, 7 infantry and 3 mech_infantrys; Remaining resources: 6 SuicideAttackTokens; 1 PUs;Combat Move - Japanese
1 infantry moved from India to 39 Sea Zone
1 armour moved from India to 39 Sea Zone
1 mech_infantry moved from India to West India
1 mech_infantry moved from India to West India
1 mech_infantry moved from Hunan to Kiangsi
1 mech_infantry moved from Yunnan to Szechwan
Japanese take Szechwan from Chinese
1 mech_infantry moved from Yunnan to Anhwe
Japanese take Anhwe from Chinese
1 submarine moved from 36 Sea Zone to 39 Sea Zone
1 armour, 1 infantry and 1 transport moved from 39 Sea Zone to 76 Sea Zone
1 armour and 1 infantry moved from 76 Sea Zone to Ethiopia
1 bomber moved from French Indo China to Kiangsi
1 bomber moved from French Indo China to Kiangsi
1 tactical_bomber moved from Yunnan to West India
3 tactical_bombers moved from India to West India
1 fighter moved from India to West India
1 armour and 2 mech_infantrys moved from Manchuria to Amur
1 armour moved from Sakha to AmurCombat - Japanese
Battle in West India
Japanese attack with 1 fighter, 2 mech_infantrys and 4 tactical_bombers
British defend with 1 mech_infantry
Japanese win, taking West India from UK_Pacific with 1 fighter, 2 mech_infantrys and 4 tactical_bombers remaining. Battle score for attacker is 4
Casualties for British: 1 mech_infantry
Battle in Ethiopia
Battle in Kiangsi
Japanese attack with 2 bombers and 1 mech_infantry
Russians defend with 1 mech_infantry
Japanese win, taking Ethiopia from British, taking Kiangsi from Chinese with 2 bombers and 1 mech_infantry remaining. Battle score for attacker is 4
Casualties for Russians: 1 mech_infantry
Battle in Amur
Japanese attack with 2 armour and 2 mech_infantrys
Russians defend with 1 infantry
Japanese win, taking Amur from Russians with 2 armour and 1 mech_infantry remaining. Battle score for attacker is -1
Casualties for Japanese: 1 mech_infantry
Casualties for Russians: 1 infantryNon Combat Move - Japanese
1 fighter moved from Caroline Islands to Japan
1 fighter moved from West India to India
2 fighters moved from India to French Indo China
2 bombers moved from Kiangsi to French Indo China
1 mech_infantry moved from Malaya to French Indo China
3 tactical_bombers moved from West India to French Indo China
1 tactical_bomber moved from West India to IndiaPlace Units - Japanese
7 infantry placed in Japan
1 mech_infantry placed in French Indo China
1 armour and 2 mech_infantrys placed in IndiaTurn Complete - Japanese
Total Cost from Convoy Blockades: 23
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 4,1
Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 6,3,4,4,3,6,1,1,6,5,4,5
Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 5,4,2,3,6,4,5,4,1,3,4,1,4,1,2,4,5,5,2
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 1,1,4,5,3,6,1,1,3,1,2,4
Japanese collect 25 PUs (23 lost to blockades); end with 26 PUs total
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 31 PUs -
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - Americans
Americans buy 1 armour, 2 artilleries, 1 carrier, 3 destroyers, 1 fighter, 2 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
4 infantry moved from Normandy Bordeaux to Southern France
3 fighters moved from Normandy Bordeaux to Southern France
1 destroyer moved from 104 Sea Zone to 105 Sea Zone
1 destroyer moved from 109 Sea Zone to 119 Sea Zone
1 submarine moved from 91 Sea Zone to 119 Sea Zone
1 artillery and 1 infantry moved from Alberta Saskatchewan Manitoba to British Columbia
British take British Columbia from Japanese
1 artillery and 1 infantry moved from Kiangsu to 19 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 5 Sea Zone
1 artillery and 1 infantry moved from 5 Sea Zone to Amur
3 fighters and 1 tactical_bomber moved from 19 Sea Zone to 6 Sea Zone
1 tactical_bomber moved from 19 Sea Zone to 6 Sea Zone
1 fighter moved from 19 Sea Zone to Amur
2 submarines moved from 20 Sea Zone to 37 Sea Zone
2 submarines moved from 20 Sea Zone to 44 Sea Zone
2 submarines moved from 20 Sea Zone to 36 Sea Zone
3 submarines moved from 19 Sea Zone to 20 Sea Zone
2 artilleries and 2 infantry moved from Hawaiian Islands to 26 Sea Zone
2 artilleries, 2 infantry and 2 transports moved from 26 Sea Zone to 6 Sea Zone
2 artilleries and 2 infantry moved from 6 Sea Zone to Korea
2 submarines moved from 6 Sea Zone to 19 Sea Zone
1 submarine moved from 6 Sea Zone to 5 Sea Zone
1 submarine moved from 22 Sea Zone to 20 Sea Zone
1 bomber moved from Eastern United States to 105 Sea Zone -
You may scramble around Nippon (no Kamikaze).
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The rules still mystify me sometimes. I wanted to unload in both Korea and Manchuria. But I realised that if you sent a single Kamikaze against my Carrier Task Force in SZ19, I couldn’t move them where I wanted because they would have gotten in combat. So I would have to move them out as a combat move to avoid combat. But if I moved the fleet to some neutral seazone I couldn’t move them again in non-combat right? For example if I move from SZ19 to SZ18 to avoid combat they can’t go to SZ6 in noncombat right?? And does kamikaze even count as combat??
I had to do something similar to my subs around Japan in case you decide to scramble. Even though they couldn’t possibly enter combat with your planes, they would’ve been stuck in SZ6 - but only if you scramble.





