@GeneralDisarray Game History
Round: 1 Bid Purchase - Germans Germans buy 1 artillery and 1 submarine; 0 PU unused Bid Placement - Germans 1 submarine placed in 120 Sea Zone 1 artillery placed in Holland Belgium Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 transport; 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 2 submarines moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone 1 bomber moved from Germany to 114 Sea Zone 1 fighter moved from Norway to 114 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters moved from Western Germany to 113 Sea Zone 3 tactical_bombers moved from Western Germany to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 tactical_bomber moved from Western Germany to Normandy Bordeaux 1 armour moved from Holland Belgium to Normandy Bordeaux 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 artillery, 3 infantry and 2 mech_infantrys moved from Western Germany to France 3 armour and 3 mech_infantrys moved from Austria to France 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 fighter moved from Poland to Yugoslavia 1 artillery moved from Holland Belgium to Normandy Bordeaux 2 armour, 2 artilleries and 3 infantry moved from Holland Belgium to France Combat - Germans Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport British win with 1 transport remaining. Battle score for attacker is -4 Casualties for Germans: 2 submarines Casualties for British: 1 destroyer Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 3 fighters, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 34 Casualties for French: 1 cruiser Casualties for Germans: 1 submarine Casualties for British: 1 battleship and 1 cruiser Battle in 114 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber remaining. Battle score for attacker is 37 Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter and 9 infantry Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter and 8 infantry remaining. Battle score for attacker is 12 Casualties for Germans: 1 infantry Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 tactical_bomber French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 armour, 1 artillery, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in France Germans attack with 5 armour, 3 artilleries, 6 infantry and 5 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 5 armour, 2 artilleries and 5 mech_infantrys remaining. Battle score for attacker is 31 Casualties for Germans: 1 artillery and 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 fighter moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 tactical_bomber moved from Normandy Bordeaux to Western Germany 1 aaGun moved from Western Germany to France 1 aaGun moved from Holland Belgium to Normandy Bordeaux 2 aaGuns, 3 artilleries and 11 infantry moved from Germany to Poland 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 2 infantry moved from Norway to Finland 1 aaGun moved from Western Germany to 115 Sea Zone 1 infantry moved from Denmark to 115 Sea Zone 1 aaGun and 1 infantry moved from 115 Sea Zone to Norway 1 infantry moved from Denmark to Western Germany Place Units - Germans 1 carrier, 1 destroyer and 1 transport placed in 115 Sea Zone Turn Complete - Germans Germans collect 41 PUs; end with 60 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUsLeague General Discussion Thread
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@simon33 can you do anything about the triple a programming for casualty choices? It would be a big improvement if the engine would, when enemy destroyers are present, roll the subs separately but NOT require a casualty choice before rolling all else.
Then let player choose the appropriate casualties, that is, a ship hit or sunk for each sub hitIt’s a problem
It seems like, with the other capabilities of tripleA, it’s probably not even difficult
What do you think? Thanks!!!
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@gamerman01 That is beyond my ability. Or at least not at all easy, and even if I could do it, there is no guarantee they would adopt it. A few years back there was a poll for what priorities there should be for engine changes and this was one of the options and I’m pretty sure I was the only one who voted for this change. Really annoyed me.
Gamerman01 - Edited out last sentence per Simon’s request
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Just so long as no one attacking asks for casualty selection when the subs have shot but the defender has a DD, it’s not too much of a problem. If the assumption is wrong, just use forum dice. I suppose if you’re attacking subs in a mixed fleet and as the attacker you have a DD can be an issue but usually not.
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Thanks!!!
Now kindly remind me in the future when I forget this helpful answer please
I have old dad brain -
Remind me in a kind way, when I forget and bring it up again, I mean
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@simon33 you’re right, I know
It’s a bit inconvenient but we have workarounds when necessary -
Maybe a note in the league rules for how to deal with this limitation, then I don’t think I would have to remind you.
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@gamerman01 let me guess… you got badly diced again by a destroyer in your playoff game?
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@Arthur-Bomber-Harris said in League General Discussion Thread:
@gamerman01 let me guess… you got badly diced again by a destroyer in your playoff game?
No but I am getting diced so hard there
It hasn’t stopped. But Midway could make it all moot. Or make me give up A&A for a year. Both are possible -
P Panther forked this topic on
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Update
Reverse Midway happened, so won’t be giving up A&A for a year at this time.
Lot of fighting to go, @pacifiersboard playing very tough, and a peek at his other first round game says he’s playing great there too
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@gamerman01 said in League General Discussion Thread:
…
Reverse Midway happened, so won’t be giving up A&A for a year at this time.
…🎉
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@gamerman01 said in League General Discussion Thread:
t would be a big improvement if the engine would, when enemy destroyers are present, roll the subs separately but NOT require a casualty choice before rolling all else.
Then let player choose the appropriate casualties, that is, a ship hit or sunk for each sub hitIn case you’re not aware of it, you can fight battles in edit and pick casualties the way you would in person. Dice rolls still show up in History.
Idk if it’d help in this case or not but it’s a nice option to know about.
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@gamerman01 When you edit the League Rules post can you maybe point out what you edited. I realize it may just be grammar or something, but I can’t tell what changes are made and it would be nice to know :)
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@Stucifer great idea, I’ll try to remember
It was the addition of naval combat in triplea that I will probably be editing again after checking barnee s point
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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.





