Game History
Round: 3 Purchase Units - Americans Americans buy 1 armour, 1 bomber, 1 fighter, 1 infantry and 3 transports; Remaining resources: 0 PUs; Politics - Americans Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States Combat Move - Americans Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans 2 infantry and 1 transport moved from 16 Sea Zone to 17 Sea Zone 2 infantry moved from 17 Sea Zone to Iwo Jima Combat - Americans Battle in Iwo Jima Non Combat Move - Americans 1 artillery, 1 battleship, 1 carrier, 2 cruisers, 3 destroyers, 1 fighter, 1 infantry, 2 submarines, 1 tactical_bomber and 1 transport moved from 16 Sea Zone to 17 Sea Zone 1 artillery and 1 infantry moved from 17 Sea Zone to Iwo Jima 2 carriers and 4 fighters moved from 7 Sea Zone to 17 Sea Zone 1 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone 1 battleship, 1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands 1 fighter moved from Aleutian Islands to Siberia 2 bombers moved from Alaska to Siberia 1 bomber moved from Western United States to Siberia 1 armour moved from Eastern United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 1 armour, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 armour and 1 infantry moved from 91 Sea Zone to Gibraltar 1 infantry and 1 mech_infantry moved from Eastern United States to 101 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 101 Sea Zone to 86 Sea Zone 1 infantry and 1 mech_infantry moved from 86 Sea Zone to Brazil Americans take Brazil from Neutral_Allies 1 cruiser and 1 destroyer moved from 101 Sea Zone to 91 Sea Zone Place Units - Americans 2 transports placed in 101 Sea Zone 1 transport placed in 10 Sea Zone 1 armour, 1 bomber, 1 fighter and 1 infantry placed in Western United States Turn Complete - Americans Americans collect 53 PUs; end with 53 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 63 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 73 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 2 infantry; Remaining resources: 2 PUs; Combat Move - Chinese 1 fighter and 11 infantry moved from Suiyuyan to Chahar Chinese take Chahar from Japanese 1 infantry moved from Suiyuyan to Chahar 1 fighter moved from Chahar to Suiyuyan Combat - Chinese Non Combat Move - Chinese Place Units - Chinese 2 infantry placed in Suiyuyan Turn Complete - Chinese Chinese collect 8 PUs; end with 10 PUs Purchase Units - British British buy 1 carrier, 1 destroyer and 3 infantry; Remaining resources: 0 PUs; Combat Move - British 1 carrier, 3 cruisers, 3 destroyers and 2 fighters moved from 98 Sea Zone to 97 Sea Zone 1 bomber, 1 fighter and 1 tactical_bomber moved from Egypt to 97 Sea Zone 2 destroyers moved from 81 Sea Zone to 97 Sea Zone 1 infantry moved from Tobruk to Libya British take Libya from Italians 1 artillery and 2 infantry moved from Egypt to 98 Sea Zone 1 artillery moved from Trans-Jordan to 98 Sea Zone 2 artilleries, 2 infantry and 2 transports moved from 98 Sea Zone to 76 Sea Zone 2 artilleries and 2 infantry moved from 76 Sea Zone to Ethiopia 1 battleship moved from 76 Sea Zone to 80 Sea Zone 1 armour moved from Egypt to Ethiopia Combat - British Battle in 97 Sea Zone British attack with 1 bomber, 1 carrier, 3 cruisers, 5 destroyers, 3 fighters and 1 tactical_bomber Italians defend with 1 battleship, 2 cruisers, 1 destroyer and 2 transports British win, taking 97 Sea Zone from Neutral with 1 bomber, 1 carrier, 3 cruisers, 5 destroyers and 3 fighters remaining. Battle score for attacker is 55 Casualties for British: 1 tactical_bomber Casualties for Italians: 1 battleship, 2 cruisers, 1 destroyer and 2 transports Battle in Ethiopia British attack with 1 armour, 2 artilleries and 2 infantry Italians defend with 1 artillery and 3 infantry 1 armour owned by the British retreated to Anglo Egyptian Sudan Italians win with 1 artillery and 1 infantry remaining. Battle score for attacker is -8 Casualties for British: 2 artilleries and 2 infantry Casualties for Italians: 2 infantry Non Combat Move - British 1 infantry moved from Belgian Congo to Anglo Egyptian Sudan 1 infantry moved from Belgian Congo to Anglo Egyptian Sudan 2 fighters moved from West India to 80 Sea Zone 1 bomber moved from 97 Sea Zone to Egypt 1 fighter moved from 97 Sea Zone to Malta 1 fighter moved from Gibraltar to Egypt 1 fighter moved from Gibraltar to United Kingdom 1 artillery and 4 infantry moved from Iraq to Persia 1 aaGun and 2 infantry moved from Trans-Jordan to Iraq 3 aaGuns, 1 armour, 1 artillery, 9 infantry, 1 mech_infantry and 1 tactical_bomber moved from West India to Eastern Persia Place Units - British 1 carrier and 1 destroyer placed in 80 Sea Zone 1 infantry placed in Persia 2 infantry placed in Egypt Turn Complete - British British collect 33 PUs; end with 33 PUs Turn Complete - UK_PacificLeague General Discussion Thread
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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.
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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.





