Game History
Round: 8 Purchase Units - Japanese Japanese buy 2 artilleries, 1 destroyer, 1 fighter and 9 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 infantry moved from Shantung to 20 Sea Zone 1 infantry moved from Jehol to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Java to 43 Sea Zone 1 battleship, 2 carriers, 2 destroyers, 2 fighters, 1 infantry, 1 submarine, 2 tactical_bombers and 1 transport moved from 43 Sea Zone to 36 Sea Zone 2 fighters, 3 infantry and 2 tactical_bombers moved from 36 Sea Zone to Paulau 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to 22 Sea Zone 1 submarine moved from 6 Sea Zone to 22 Sea Zone 1 armour moved from Shantung to Kiangsi 1 artillery and 5 infantry moved from Anhwe to Kiangsi 3 artilleries, 1 fighter, 4 infantry and 1 tactical_bomber moved from Kwangtung to Kiangsi 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to Kiangsi 1 marine moved from Kwangtung to 21 Sea Zone 2 carriers, 1 cruiser, 1 destroyer, 1 marine and 5 transports moved from 21 Sea Zone to 6 Sea Zone 1 artillery and 8 infantry moved from Japan to 6 Sea Zone 1 artillery, 8 infantry and 1 marine moved from 6 Sea Zone to Korea 1 armour, 2 artilleries and 5 infantry moved from Southern Manchuria to Korea 1 fighter moved from Japan to 22 Sea Zone 1 bomber moved from Japan to 36 Sea Zone Combat - Japanese Battle in 22 Sea Zone Japanese attack with 2 fighters, 1 submarine and 1 tactical_bomber Americans defend with 1 destroyer and 1 transport Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 submarine Casualties for Americans: 1 destroyer and 1 transport Battle in Kiangsi Japanese attack with 1 armour, 4 artilleries, 2 fighters, 9 infantry and 2 tactical_bombers Chinese defend with 4 artilleries and 9 infantry Japanese win, taking Kiangsi from Chinese with 1 armour, 4 artilleries, 2 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 25 Casualties for Japanese: 6 infantry Casualties for Chinese: 4 artilleries and 9 infantry Battle in 36 Sea Zone Japanese attack with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports Americans defend with 1 destroyer Japanese win with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in Paulau Japanese attack with 2 fighters, 3 infantry and 2 tactical_bombers Americans defend with 1 artillery and 1 infantry Japanese win, taking Paulau from Americans with 2 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 4 Casualties for Japanese: 1 infantry Casualties for Americans: 1 artillery and 1 infantry Battle in Korea Japanese attack with 1 armour, 3 artilleries, 13 infantry and 1 marine Russians defend with 1 infantry Japanese win, taking Korea from Russians with 1 armour, 3 artilleries, 13 infantry and 1 marine remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Japanese 1 aaGun moved from Southern Manchuria to Korea 1 aaGun moved from Anhwe to Shantung 1 infantry moved from Shantung to Anhwe 1 artillery, 1 infantry and 1 marine moved from Java to 43 Sea Zone 1 artillery, 1 cruiser, 1 infantry, 1 marine and 1 transport moved from 43 Sea Zone to 36 Sea Zone 1 artillery, 1 bomber, 1 infantry and 1 marine moved from 36 Sea Zone to Davao 2 fighters and 2 tactical_bombers moved from Paulau to 36 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to 6 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to Kwangtung 2 fighters and 1 tactical_bomber moved from 22 Sea Zone to Davao Place Units - Japanese 3 infantry placed in Shantung 2 artilleries, 1 fighter and 6 infantry placed in Japan 1 destroyer placed in 6 Sea Zone Turn Complete - Japanese Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 1 Japanese collect 44 PUs (1 lost to blockades); end with 44 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 47 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 52 PUsLeague General Discussion Thread
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@barnee I really appreciate the new information
So I tried running a battle while in edit mode, and I noticed two things.
#1 It doesn’t auto-pick casualties for you and it also does not put a cap on (I could select 10 losses when there were only 9 hits) so that is perilous
#2 Triple A calls it “hits from first strike units” and that is the whole problem. Destroyers negate first strike capabilities of submarines.Casualties are still demanded by Triple A prematurely, in edit mode also.
Again, thank you for the new information and new thing to try out, but we do still have the same problem.

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Right on. Wasn’t sure if it would or not. Triplea will give you the dice rolls and hits but you have to select the hits manually. You can select as many as there are units. All or none.
So, Idk if you can ignore early hits and add them at a later stage, if that would work or not for the issue.
At any rate, it requires one to be deliberate while using it :)
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@barnee @gamerman01
I have used edit mode during a battle with subs before in a league game, if you are methodical, you select 0 casualties with the subs and then post the game save after the next dice rolls -Then your opponent can see the dice in the game summary (and/or their MARTI email if they are so inclined), give OOL, and then you boot up the save and select the casualties and continue the battle.
If there’s a mistake at some point with casualty selection, if you’re posting the save file multiple times it should be “not-too-difficult”—albeit possibly annoying & frustrating—to go back to a specific round and redo the battle from there.
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@barnee said in League General Discussion Thread:
Right on. Wasn’t sure if it would or not. Triplea will give you the dice rolls and hits but you have to select the hits manually. You can select as many as there are units. All or none.
So, Idk if you can ignore early hits and add them at a later stage, if that would work or not for the issue.
At any rate, it requires one to be deliberate while using it :)
Yeah, I didn’t really get my thought through on that post - it is indeed nice to know the edit mode will not auto pick and that you select them from zero (casualties)
To answer your question, the screen shot was in edit mode so you can’t ignore them. I failed to clearly communicate that shot was from edit mode
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Thanks for posting Stu, that is amazing
If I had my way I’d roll all battles that require more than one line (1’s, 2’s etc) on the forum because it’s how you play face to face. You see how many you hit from your 1s, then your 2s… and if you roll 50 then you see like 10 at a time…
Seeing all 25 of my fleet attack roll pop up in red and black all at once is pretty stressful
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So pay attention guys, Stucifers method may be one you prefer.
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@gamerman01 said in League General Discussion Thread:
the screen shot was in edit mode so you can’t ignore them. I failed to clearly communicate that shot was from edit mode
Well not following here but that’s ok :) If you hit “OK” in the screenshot, it will select zero casualties and move to the next step. Then you would essentially have 1 hit in the bank for future use that you would need to remember.
Anyway, sounds as if Stucifer has a good work around :)
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@barnee said in League General Discussion Thread:
If you hit “OK” in the screenshot, it will select zero casualties and move to the next step. Then you would essentially have 1 hit in the bank for future use that you would need to remember.
Exactly what I was trying to say, but with more clarity. Thanks! Posting the turn summary & save also means it is easy to track in case your opponent cannot give OOL immediately, which is usually the case.
I’ve seen most people do this already for big battles, so the only “extra” step is putting edit mode on first! 🤓
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OK, that’s big. Thanks for patiently working it through with me.
After I get a chance to try this method a time or two and assuming I love it, I’ll be spreading the word
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@gamerman01 if you want we can run a mock battle here
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That’s cool, and I want YOU to set it up LOOOOL
I have a lot going on!!
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TripleA Manual Gamesave Post: Germans round 1
TripleA Manual Gamesave Post for game: WW2 Path to Victory
Game History
Round: 1 Purchase Units - Germans Germans buy nothing; Remaining resources: 30 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans Turning on Edit Mode EDIT: Game Loaded 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone Airborne Attack Move - Germans EDIT: Preparing Airbases for Possible Scrambling EDIT: Battle in 114 Sea Zone EDIT: Germans attack with 1 battleship, 1 fighter, 2 submarines and 1 tactical_bomber EDIT: British defend with 1 battleship, 1 cruiser and 1 destroyer EDIT: 1/2 hits, 0.67 expected hits EDIT: 2/3 hits, 1.83 expected hitsCombat Hit Differential Summary :
EDIT: : 0.50 -
@gamerman01 said in League General Discussion Thread:
That’s cool, and I want YOU to set it up LOOOOL
I have a lot going on!!
Fair, posting it here so everyone can see how it works!
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So subs got 1 hit, then other units got 2 hits, so UK would have 3 hits to assign as casualties here.
I get an OOL from my opponent, put those in, then keep rolling. Perhaps he chooses to keep the destroyer since I have the 2 subs, so let’s assume that.
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TripleA Manual Gamesave Post: Germans round 1
TripleA Manual Gamesave Post for game: WW2 Path to Victory
Game History
Round: 1 Purchase Units - Germans Germans buy nothing; Remaining resources: 30 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans Turning on Edit Mode EDIT: Game Loaded 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone Airborne Attack Move - Germans EDIT: Preparing Airbases for Possible Scrambling EDIT: Battle in 114 Sea Zone EDIT: Germans attack with 1 battleship, 1 fighter, 2 submarines and 1 tactical_bomber EDIT: British defend with 1 battleship, 1 cruiser and 1 destroyer EDIT: 1/2 hits, 0.67 expected hits EDIT: 2/3 hits, 1.83 expected hits EDIT: Units damaged: 1 battleship owned by the British EDIT: 2/3 hits, 1.50 expected hits EDIT: Units damaged: 1 battleship owned by the Germans EDIT: 1 submarine owned by the Germans lost in 114 Sea Zone EDIT: 1 cruiser owned by the British and 1 battleship owned by the British lost in 114 Sea ZoneCombat Hit Differential Summary :
EDIT: : 1.00 -
I tested it too, big combo battle with subs on both sides, air on both sides, destroyers only on one side. It was a pretty complicated affair.
But it is a lot more like playing the game on a board. You count up hits and assign casualties at the time they’re supposed to be assigned.
Too bad Triple A isn’t set up this way automatically, and too bad it doesn’t conveniently keep the tally of hits that must be assigned to ships, or must not be assigned to subs, BUTIn many scenarios this will be the best way to go.
Summary:
Roll mixed fleet battles in Edit mode.
Click through (don’t assign any hits) premature casualty choice prompts (subs hit and don’t have surprise strike because of enemy destroyers, or planes hit without accompanying destroyers)
until you’re at the place where casualties need to be assigned.
You need to count up the hits and assign them legally. Since you’re in edit mode you don’t have to, as you don’t have a computerized check on you here.
Assign sub hits to ships only. Assign plane hits to non-subs only, when there is no friendly destroyer to the planes present.This is the way to keep all dice and everything inside Triple A without editing units off the board. It keeps the battle in the history.
But you ARE in edit mode, so human error can happen. -
Thanks @barnee @gamerman01 and @Stucifer. Following along with your discussion and testing out that save in TripleA I see now how this works and feel confident enough to do this now in an actual game.
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@gamerman01 Guess that’s an option. I just think you are making it more difficult than it needs to be in >90% of cases. Just use the assumption rules which are already there in the league rules. In most cases it is obvious anyway.
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I don’t play many games a year, and it happens to me rather frequently. It was a significant annoyance, but the edit mode solution takes care of it entirely
Thanks for your ideas, Simon, always appreciated
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I mean, sure, many times it’s a hit to a battleship anyway. I do understand what you mean about it often not being an issue.
But I’ve found that it too often is an issue. It’s nowhere near 90% in my experience.
Regardless,
- league rules have been amended a bit,
- the edit mode solution is starting to be spread, and most importantly,
- various players discovered they had assumed Triple A was following the rules and consequently learned how the game is supposed to be played. And it is a significant difference to game play and strategy, to be sure.





