Game History
Round: 8 Purchase Units - Germans Germans buy 2 artilleries and 21 infantry; Remaining resources: 0 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 1 mech_infantry moved from Ukraine to Northern Caucasus 1 bomber moved from Smolensk to Northern Caucasus 2 infantry moved from Western Germany to Holland Belgium 2 fighters and 1 tactical_bomber moved from Western Germany to Holland Belgium 1 fighter and 2 tactical_bombers moved from France to Holland Belgium 1 fighter moved from Southern France to Holland Belgium 1 mech_infantry moved from Southern Caucasus to Southern Persia Germans take Southern Persia from British Combat - Germans Battle in Holland Belgium Germans attack with 4 fighters, 2 infantry and 3 tactical_bombers British defend with 1 artillery and 1 infantry Germans win, taking Holland Belgium from British with 4 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 4 Casualties for Germans: 1 infantry Casualties for British: 1 artillery and 1 infantry Battle in Northern Caucasus Germans attack with 1 bomber and 1 mech_infantry Russians defend with 1 infantry Germans win, taking Northern Caucasus from Russians with 1 bomber and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Germans Turning on Edit Mode EDIT: Removing units owned by Russians from Yaroslavl: 1 infantry EDIT: Changing ownership of Yaroslavl from Russians to Germans EDIT: Turning off Edit Mode 4 armour and 3 mech_infantrys moved from Southern Caucasus to Iraq 1 artillery moved from Yugoslavia to 99 Sea Zone 1 artillery, 1 destroyer and 1 transport moved from 99 Sea Zone to 100 Sea Zone 1 artillery moved from 100 Sea Zone to Syria 1 bomber moved from Northern Caucasus to Ukraine 1 aaGun moved from Southern France to France 1 aaGun moved from France to Western Germany 1 aaGun moved from Western Germany to Germany 1 artillery moved from Vyborg to Finland 2 destroyers and 2 transports moved from 116 Sea Zone to 118 Sea Zone 3 infantry moved from Leningrad to 118 Sea Zone 3 infantry moved from 118 Sea Zone to Finland 2 armour and 2 mech_infantrys moved from Leningrad to Vyborg 1 fighter moved from Leningrad to Germany 1 battleship, 1 cruiser and 1 destroyer moved from 100 Sea Zone to 97 Sea Zone 1 carrier moved from 99 Sea Zone to 97 Sea Zone 1 fighter moved from 99 Sea Zone to Southern Italy 1 submarine moved from 85 Sea Zone to 87 Sea Zone 1 infantry moved from Novgorod to Yaroslavl 1 fighter moved from Smolensk to Leningrad 1 armour and 1 mech_infantry moved from Northern Italy to Germany 3 infantry moved from Romania to Bessarabia 1 fighter moved from Southern Italy to France 4 fighters moved from Holland Belgium to Western Germany 2 tactical_bombers moved from Holland Belgium to France 1 tactical_bomber moved from Holland Belgium to Germany 1 infantry moved from Western Germany to France Place Units - Germans 2 artilleries and 1 infantry placed in France 3 infantry placed in Romania 3 infantry placed in Leningrad 5 infantry placed in Germany 9 infantry placed in Western Germany Turning on Edit Mode EDIT: Removing units owned by Germans from 114 Sea Zone: 1 submarine EDIT: Adding units owned by Germans to 116 Sea Zone: 1 submarine EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Germans from Western Germany: 1 infantry EDIT: Adding units owned by Germans to Germany: 1 infantry EDIT: Turning off Edit Mode Turn Complete - Germans Germans collect 51 PUs; end with 51 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 56 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 3 PUs; end with 59 PUs Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 2 PUs; end with 61 PUs Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 66 PUs Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 5 PUs; end with 71 PUsLeague General Discussion Thread
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@hengst I don’t understand why you would want #3. Like going back to when you didn’t need as many offloading units as bombardment shots.
For #1 that means you can have a factory which is limited in how many units it can produce and is also limited by the territory value? If I am guessing right. Could be nice, but surely you can live without it.
#4, I think that can be tracked by the players.
#5. interesting idea, moves you way up the complexity chain.
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@martin I am not aware of any solution. I believe it is to do with adding units via edit mode. Or at least that is my working theory. Maybe download intermediate save games to view them.
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Illegal State Exception (attempting merging values British and British)Sounds like it is caused by Brexit, probably best to just blame Liz Truss.
Seriously though, I think I have had this when looking back at games which have had units added with the edit function, maybe maybe some unique value constraint is broken by the edit. I’m sure I recall that the edit function is still in beta but is included in the production release of TripleA due to it’s extreme usefulness (expecially by people like me who forget to make key moves :drooling_face:).
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Yeah, I was sure it was due to Brexit!
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Guys, I recommended our leagues in a larger Axis & Allies Facebook Group. The feedback I get is that people are annoyed by the fact that play by forum does not work, and they prefer using the Table Top Simulator on Steam instead of TripleA.
Maybe you also want to put some supportive comments, in case you are on Facebook:
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Pausing league and Playoffs in order to do the real thing! :-)
Greetings from Martin and Harry (elche)

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@martin Reminds me of the old days! Spending hours and hours away from the kids :upside_down_face:
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Wow. Fun that you shared - fancy set up!
Question! Do you use calculators or do you go old school?? It’s hard to play on a board when you’re used to Triple A!
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@gamerman01 thank you. We play old school without calculator, and that’s quite a challenge 😅 I did an educated guess of a 55% chance of taking Moscow and failed badly…
I am counting the number of units on each side and in parallel I sum up the “hit values” of the units like a 3 for an attacking fighter or a 4 for a defending one. But after too much beer it proved to be difficult, LOL
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I just play the little A&A&Zombies game with my son and quickly realize that without the calculator I am quite vulnerable.
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Then I give him so much advice that I lose, but I really just beat myself :rolling_on_the_floor_laughing:
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Can you please advice if Venezuela is adjacent to the Central America in the BM4 map?
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@me1945 gamerman can confirm, but I’m fairly sure they are not.
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I assume the board mapping for BM is the same as it is in the G40 2nd edition map. Not having the board game handy, I googled the map and failed to see where the line goes between the countries.
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@me1945 it should be the same. When I look at the map it looks a bit indeterminate but I’m fairly sure I tried this years ago and learned that they were not connected.
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No change there with BM
Couldn’t remember from the last time geography has been clarified, so I got out my E40 board.
There is no shared border between Venezuela and Central America - they definitely are not adjacent for the game. -
Thanks you both guys for the quick turnaround.
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I was wondering if you can help me. i’m playing a ptv game with max and i had a scramble off a carrier to a sz with transports he said its not a legal move. he said he needs to be attacking with a defensive ship for me to do it. is this true?
https://www.axisandallies.org/forums/topic/39602/l23-max-x-vs-dawgoneit-ptv/77?_=1675547977751
j7.1.tsvg scramble? this spot here
heres the dialog on that
Carrier Scramble: A carrier may scramble one plane to battles in adjacent sea zones where there are defending surface warships or to battles in adjacent territories where there are defending units. No more than three planes may be scrambled from a particular sea zone in this manner. The number of planes that may be scrambled from a sea zone (up to the three-plane maximum) is determined by the number of undamaged carriers in that sea zone (one per carrier). This is true irrespective of how the planes may be allocated among the carriers. For example, if a sea zone contains an American carrier with two planes and a British carrier with no planes, the total number of planes that may be scrambled from that sea zone is two. Damaged carriers are disregarded for purpose of determining the scramble capacity of a sea zone (player enforced).
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A transport is not a surface warship so the scramble is not allowed, player enforced.





