Game History
Round: 3 Purchase Units - Americans Americans buy 1 fighter, 4 infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans Turning on Edit Mode EDIT: Turning off Edit Mode 1 destroyer and 1 submarine moved from British Convoy 2 Sea Zone to Strait of Gibraltar Sea Zone 1 destroyer moved from Denmark Strait Sea Zone to Soviet Convoy Sea Zone 1 bomber moved from United Kingdom to Soviet Convoy Sea Zone 1 fighter moved from Finland to Soviet Convoy Sea Zone 1 artillery and 1 infantry moved from United States to U.S. Eastern Coast Sea Zone 1 artillery, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 artillery and 1 infantry moved from South Atlantic Sea Zone to Morocco Americans take Morocco from Germans Combat - Americans Turning on Edit Mode EDIT: Removing units owned by Germans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Americans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Germans from Soviet Convoy Sea Zone: 2 submarines EDIT: Removing units owned by Russians from Soviet Convoy Sea Zone: 1 submarine EDIT: Changing ownership of Soviet Convoy Sea Zone from Germans to Russians EDIT: Turning off Edit Mode Battle in Soviet Convoy Sea Zone Americans attack with 1 bomber, 1 destroyer and 1 fighter Battle in Strait of Gibraltar Sea Zone Americans attack with 1 destroyer Non Combat Move - Americans 1 aaGun and 5 infantry moved from United States to U.S. Eastern Coast Sea Zone 4 infantry and 2 transports moved from U.S. Eastern Coast Sea Zone to Atlantic Sea Zone 4 infantry moved from Atlantic Sea Zone to United Kingdom 1 aaGun, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 aaGun and 1 infantry moved from South Atlantic Sea Zone to Morocco 1 fighter moved from United Kingdom to Norway 1 bomber moved from Soviet Convoy Sea Zone to United Kingdom 1 fighter moved from Soviet Convoy Sea Zone to Norway Place Units - Americans 1 fighter and 4 infantry placed in United States 2 transports placed in U.S. Eastern Coast Sea Zone Turn Complete - Americans Americans collect 41 PUs; end with 41 PUsTGC (CP) vs Yamato (Entente), 1914, oob, with RR rule, Game 3
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Game History
Round: 31 Puchase Units - Germans Germans buy 5 battleships; Remaining resources: 4 PUs; Combat Move - Germans 27 units repaired. British roll mine dice in SZ 9 : 7/37 hits, 6.17 expected hits Units damaged: 6 battleships owned by the Germans 1 battleship lost in SZ 9 34 battleships, 1 cruiser, 1 submarine and 1 transport moved from SZ 10 to SZ 9 Combat - Germans Germans creates battle in territory Paris Battle in SZ 9 Germans attack with 33 battleships, 1 cruiser, 1 submarine and 1 transport British defend with 19 battleships, 1 cruiser, 1 mines and 3 submarines; French defend with 2 transports; Americans defend with 8 battleships, 4 cruisers and 6 transports Germans roll dice for 33 battleships, 1 cruiser, 1 submarine and 1 transport in SZ 9, round 2 : 21/35 hits, 22.83 expected hits Units damaged: 13 battleships owned by the British and 8 battleships owned by the Americans British roll dice for 27 battleships, 5 cruisers, 3 submarines and 8 transports in SZ 9, round 2 : 21/35 hits, 21.50 expected hits Units damaged: 21 battleships owned by the Germans Germans roll dice for 33 battleships, 1 cruiser, 1 submarine and 1 transport in SZ 9, round 3 : 26/35 hits, 22.83 expected hits British roll dice for 27 battleships, 5 cruisers, 3 submarines and 8 transports in SZ 9, round 3 : 24/35 hits, 21.50 expected hits 15 battleships owned by the Germans, 4 cruisers owned by the Americans, 1 submarine owned by the Germans, 1 cruiser owned by the British, 10 battleships owned by the British, 3 submarines owned by the British, 1 cruiser owned by the Germans and 2 battleships owned by the Americans lost in SZ 9 Germans roll dice for 18 battleships and 1 transport in SZ 9, round 4 : 11/18 hits, 12.00 expected hits British roll dice for 15 battleships and 8 transports in SZ 9, round 4 : 9/15 hits, 10.00 expected hits 9 battleships owned by the Germans, 7 battleships owned by the British and 4 battleships owned by the Americans lost in SZ 9 Germans roll dice for 9 battleships and 1 transport in SZ 9, round 5 : 6/9 hits, 6.00 expected hits British roll dice for 4 battleships and 8 transports in SZ 9, round 5 : 3/4 hits, 2.67 expected hits 3 battleships owned by the Germans, 1 transport owned by the French, 1 transport owned by the Americans, 2 battleships owned by the British and 2 battleships owned by the Americans lost in SZ 9 1 transport owned by the French and 5 transports owned by the Americans lost in SZ 9 Germans win with 6 battleships and 1 transport remaining. Battle score for attacker is 96 Casualties for Germans: 27 battleships, 1 cruiser and 1 submarine Casualties for Americans: 8 battleships, 4 cruisers and 6 transports Casualties for British: 19 battleships, 1 cruiser and 3 submarines Casualties for French: 2 transports Battle in Paris Germans attack with 23 artilleries, 8 fighters, 56 infantry and 27 tanks French defend with 13 artilleries, 1 factory and 1 infantry Germans roll dice for 23 artilleries, 8 fighters, 56 infantry and 27 tanks in Paris, round 2 : 53/114 hits, 49.50 expected hits French roll dice for 13 artilleries and 1 infantry in Paris, round 2 : 6/14 hits, 7.00 expected hits Units damaged: 6 tanks owned by the Germans 1 infantry owned by the French and 13 artilleries owned by the French lost in Paris Germans captures 1PU while taking French capital Germans win, taking Paris from French with 23 artilleries, 8 fighters, 56 infantry and 27 tanks remaining. Battle score for attacker is 55 Casualties for French: 13 artilleries and 1 infantry Combat Move - Germans Turning on Edit Mode EDIT: Changing ownership of London from British to Germans EDIT: Removing units owned by Germans from Holland: 1 infantry EDIT: Adding units owned by Germans to London: 1 infantry EDIT: Changing PUs for British from 27 to 0 EDIT: Changing PUs for Germans from 5 to 32 EDIT: Turning off Edit Mode Place Units - Germans 5 battleships placed in SZ 10 Turn Complete - Germans Germans collect 75 PUs; end with 107 PUsCombat Hit Differential Summary :
French regular : -1.00 Germans regular : 3.83 British mine : 0.83 British regular : 1.33G31.tsvg I forgot to load the transport but shrug didn’t matter. GG. Well played. I have never taken a game this far. Not even close.
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Yeah, it’s been a crazy time. Good game indeed. :+1:
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Close naval battle off the coast of Britain, I see.
Am surprised you did the battle. Using Low Luck British mines there would’ve been 6 hits drawing the battle to an 88% chance.
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Do the British get to keep Nigeria?
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Game History
Round: 31 Combat Move - British Turning on Edit Mode EDIT: Removing units owned by British from Nigeria: 1 infantry EDIT: Turning off Edit Mode Turn Complete - BritishCombat Hit Differential Summary :
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I assume given your conversation with Tamer of Beasts that you’ll be unavailable to start a new game until after you post you final 1914 video. Let me know if that isn’t the case, I’m open to a new game of any edition released after 2015 anytime (hopefully “after 2015” means 1941, 1942 Second Edition, Global 1940 Second Edition, Europe and Pacific 1940 Second Edition and Zombies, since that’s what I meant but “after 2015” seemed more concise but I guess it isn’t if I have to write all of this anyway).
I can’t wait!
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Actually, the British people would like to trade Nigeria for getting London back.
All hail the Kaiser!
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@SuperbattleshipYamato said in TGC (CP) vs Yamato (Entente), 1914, oob, with RR rule, Game 3:
US Turn 16 Complete Game 3.tsvg
By the way I have the pre-release of 2.6, so if you want to play with that version later in this game or in the next game, let me know.
Can you link me to this? What are the benefits?
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hey buddy - so we screwed up a rule and I’m going around straightening this up with everyone Im playing or have played,
here is the rule from the ORIGINAL rule book:
“Land units that begin the turn in contested territories can only be moved to territories that are controlled by your power, or to territories that are also contested and already contain units belonging to your power. If they are moved by transport, they may also remain at sea.”
Here it is from the updated rulebook with errata added in:
“Land units that being your turn in contested territories can only be moved to territories that at the beginning of your turn were either controlled by your power OR CONTAINED UNITS BELONGING TO YOUR POWER…”
sorry about that. we will play it correctly going forward
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Wait a minute, so it’s not as restrictive as we thought. Great! I always thought that rule was quite odd anyway. Glad to hear it being “fixed”. :+1: :+1:
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Apparently the post to forum and post to email buttons work, although I haven’t tested that yet.
What I do know is that Zombies, World War 2 V7 (Zombies without the zombies), Chess, and Oztea 1941 all work, so I’ve been testing some of those out.
You can now also add or take away suicide tokens, and on edit mode “change technology” and “change PUs” (or something like that, I’m sure you understand) have been merged alongside the suicide token edits to be a “change resources” button.
These are all just the ones I know, there are probably many changes I missed.
https://triplea-game.org/download/
It’s at the bottom which says “download pre-release”.
You might have two TripleAs, like I do, and you can use them for playing wit different people.
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I meant “with”, not “wit”, sorry about that.
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