Just to add to Panzer’s above, Elites also can’t be part of a Corps. They can be part of a Army Group.
Have Fun
Prosit
@Panzerstahl-Helm heh heh ivan got the bit between his teeth :)
@Panzerstahl-Helm Remembered UK :)
Game History
Round: 10
Research Technology - Americans
Turning on Edit Mode
EDIT: Changing PUs for Japanese from 78 to 77
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from 62 Sea Zone: 1 Escort
EDIT: Adding units owned by ANZAC to 62 Sea Zone: 1 Escort_Convoy
EDIT: Turning off Edit Mode
Purchase Units - Americans
Note to players Russians: <body><b>Japanese Sneak Attack! Russia May Immediately Place the Amount of PUs it Cost Japan to Declare War in Units in any Non Combat Russian Territory Or Add to their Treasury.</b></body>
Americans buy 1 ArmoredInfantry, 1 Escort, 1 Heavy_BB, 1 Heavy_Transport, 2 artilleries, 1 carrier, 1 destroyer, 2 infantry and 2 submarines; Remaining resources: 0 PUs;
Combat Move - Americans
Trigger RailMovementAutoPlaceAmericans: Americans has 2 Europe_Rails and 6 Rails placed in Eastern United States
Turning on Edit Mode
EDIT: Removing units owned by Americans from 10 Sea Zone: 1 Escort_Convoy
EDIT: Adding units owned by Americans to 10 Sea Zone: 1 Escort
EDIT: Turning off Edit Mode
1 submarine moved from 101 Sea Zone to 102 Sea Zone
1 submarine moved from 101 Sea Zone to 89 Sea Zone
2 usa_fighters moved from 101 Sea Zone to 102 Sea Zone
2 usa_fighters moved from 101 Sea Zone to 89 Sea Zone
1 usa_fighter moved from Eastern United States to 102 Sea Zone
1 usa_fighter moved from Eastern United States to 89 Sea Zone
1 Escort and 1 submarine moved from 10 Sea Zone to 25 Sea Zone
8 NavyFighters moved from 26 Sea Zone to 25 Sea Zone
1 submarine moved from 26 Sea Zone to 30 Sea Zone
3 usa_fighters moved from Hawaiian Islands to 30 Sea Zone
4 usa_fighters moved from 26 Sea Zone to 30 Sea Zone
Combat - Americans
Battle in 30 Sea Zone
Americans attack with 1 submarine and 7 usa_fighters
Japanese defend with 1 Japan_destroyer
Americans roll dice for 1 submarine in 30 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Americans roll dice for 7 usa_fighters in 30 Sea Zone, round 2 : 6/7 hits, 3.50 expected hits
Japanese roll dice for 1 Japan_destroyer in 30 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
1 Japan_destroyer owned by the Japanese lost in 30 Sea Zone
Americans win with 1 submarine and 7 usa_fighters remaining. Battle score for attacker is 7
Casualties for Japanese: 1 Japan_destroyer
Battle in 25 Sea Zone
Americans attack with 1 Escort, 8 NavyFighters and 1 submarine
Japanese defend with 1 JPN_Pacific_DD
Americans roll dice for 1 submarine in 25 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
Japanese roll dice for 1 JPN_Pacific_DD in 25 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
1 submarine owned by the Americans lost in 25 Sea Zone
1 JPN_Pacific_DD owned by the Japanese lost in 25 Sea Zone
Americans win with 1 Escort and 8 NavyFighters remaining. Battle score for attacker is 1
Casualties for Americans: 1 submarine
Casualties for Japanese: 1 JPN_Pacific_DD
Battle in 102 Sea Zone
Americans attack with 1 submarine and 3 usa_fighters
Germans defend with 1 destroyer
Americans roll dice for 1 submarine in 102 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Americans roll dice for 3 usa_fighters in 102 Sea Zone, round 2 : 1/3 hits, 1.50 expected hits
Germans roll dice for 1 destroyer in 102 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
1 destroyer owned by the Germans lost in 102 Sea Zone
Americans win with 1 submarine and 3 usa_fighters remaining. Battle score for attacker is 7
Casualties for Germans: 1 destroyer
Battle in 89 Sea Zone
Americans attack with 1 submarine and 3 usa_fighters
Germans defend with 1 cruiser
Americans roll dice for 1 submarine in 89 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Americans roll dice for 3 usa_fighters in 89 Sea Zone, round 2 : 2/3 hits, 1.50 expected hits
Germans roll dice for 1 cruiser in 89 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
1 cruiser owned by the Germans lost in 89 Sea Zone
Americans win, taking 89 Sea Zone from Neutral with 1 submarine and 3 usa_fighters remaining. Battle score for attacker is 9
Casualties for Germans: 1 cruiser
Non Combat Move - Americans
Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Europe_Rails and 6 Rails owned by Americans in Eastern United States
1 ArmoredInfantry, 1 artillery and 1 infantry moved from Central United States to 101 Sea Zone
1 artillery, 1 elite and 1 infantry moved from Eastern United States to 101 Sea Zone
1 ArmoredInfantry, 3 Escorts, 2 Escort_Convoys, 2 artilleries, 3 carriers, 3 destroyers, 1 elite, 2 infantry, 2 submarines and 3 transports moved from 101 Sea Zone to 106 Sea Zone
1 Escort moved from 101 Sea Zone to 106 Sea Zone
1 ArmoredInfantry, 2 artilleries and 1 elite moved from 106 Sea Zone to New Brunswick Nova Scotia
2 infantry moved from 106 Sea Zone to New Brunswick Nova Scotia
3 usa_fighters moved from 102 Sea Zone to 106 Sea Zone
3 usa_fighters moved from 89 Sea Zone to 106 Sea Zone
1 aaGun and 1 infantry moved from Western United States to 10 Sea Zone
1 aaGun, 1 infantry and 1 pacific_transport moved from 10 Sea Zone to 26 Sea Zone
1 aaGun moved from 26 Sea Zone to Hawaiian Islands
1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 transport moved from 26 Sea Zone to 10 Sea Zone
8 NavyFighters moved from 25 Sea Zone to 26 Sea Zone
7 usa_fighters moved from 30 Sea Zone to 26 Sea Zone
1 usa_fighter moved from Alaska to Soviet Far East
1 usa_fighter moved from New Guinea to Queensland
3 usa_fighters moved from 26 Sea Zone to Hawaiian Islands
Place Units - Americans
1 Escort, 1 carrier, 1 destroyer and 1 submarine placed in 10 Sea Zone
1 Heavy_BB, 1 Heavy_Transport and 1 submarine placed in 101 Sea Zone
1 ArmoredInfantry, 2 artilleries and 2 infantry placed in Central United States
Turn Complete - Americans
Americans collect 51 PUs; end with 51 PUs
Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 65 PUs
Trigger Americans Loses WakeIsland Turn10: Americans met a national objective for an additional -2 PUs; end with 63 PUs
Trigger Americans Loses Philippines Turn10: Americans met a national objective for an additional -3 PUs; end with 60 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 75 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 80 PUs
Turning on Edit Mode
EDIT: Removing units owned by Americans from 101 Sea Zone: 1 Escort
EDIT: Adding units owned by Americans to 101 Sea Zone: 1 Escort_Convoy
EDIT: Removing units owned by Americans from 10 Sea Zone: 1 Escort
EDIT: Adding units owned by Americans to 10 Sea Zone: 1 Escort_Convoy
EDIT: Turning off Edit Mode
COMMENT: Fckd Up Wanted one Inf in W USA Place will Edit
Turning on Edit Mode
EDIT: Removing units owned by Americans from Central United States: 1 infantry
EDIT: Adding units owned by Americans to Western United States: 1 infantry
EDIT: Turning off Edit Mode
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 1 artillery and 4 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu
1 infantry moved from Tsinghai to Kansu
Chinese take Kansu from Japanese
1 infantry moved from Tsinghai to Shensi
Chinese take Shensi from Japanese
1 infantry moved from Kweichow to Hopei
Chinese take Hopei from Japanese
3 infantry moved from Kweichow to Anhwe
1 fighter moved from Yunnan to Anhwe
1 artillery moved from Yunnan to Kwangsi
1 infantry moved from Hunan to Kwangsi
1 infantry moved from Yunnan to Kwangsi
Combat - Chinese
Battle in Anhwe
Chinese attack with 1 fighter and 3 infantry
Japanese defend with 1 infantry
Chinese roll dice for 1 fighter and 3 infantry in Anhwe, round 2 : 2/4 hits, 1.00 expected hits
Japanese roll dice for 1 infantry in Anhwe, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Anhwe
1 infantry owned by the Japanese lost in Anhwe
Chinese win, taking Anhwe from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 0
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 infantry
Battle in Kwangsi
Chinese attack with 1 artillery and 2 infantry
Japanese defend with 1 infantry
Chinese roll dice for 1 artillery and 2 infantry in Kwangsi, round 2 : 0/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Kwangsi, round 2 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 artillery and 2 infantry in Kwangsi, round 3 : 2/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Kwangsi, round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Kwangsi
Chinese win, taking Kwangsi from Japanese with 1 artillery and 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - Chinese
Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu
1 fighter moved from Anhwe to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Kweichow to Anhwe
1 artillery moved from Tsinghai to Shensi
1 infantry moved from Sikang to Shensi
Place Units - Chinese
1 infantry placed in Hunan
1 artillery and 1 infantry placed in Anhwe
2 infantry placed in Yunnan
Turn Complete - Chinese
Chinese collect 11 PUs; end with 11 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 17 PUs
Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 20 PUs
Purchase Units - British
British buy 1 Escort, 1 UK_LCV, 1 artillery, 5 infantry, 3 uk_armours and 2 uk_paras; Remaining resources: 1 PUs;
Combat Move - British
Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
1 infantry moved from Shan State to Siam
British take Siam from Japanese
1 infantry moved from Shan State to Malaya
British take Malaya from Japanese
2 uk_fighters moved from United Kingdom to Holland Belgium
EDIT: 3 uk_paras moved from United Kingdom to Holland Belgium
2 uk_armours moved from Tobruk to Tunisia
British take Tunisia from Germans
Combat - British
EDIT: Battle in Holland Belgium
EDIT: British attack with 2 uk_fighters and 3 uk_paras
EDIT: Germans defend with 1 german_para
EDIT: 0/0 hits, 0.00 expected hits
EDIT: 0/1 hits, 0.17 expected hits
EDIT: 1/5 hits, 1.50 expected hits
EDIT: 0/1 hits, 0.33 expected hits
EDIT: 1 uk_para owned by the British lost in Holland Belgium
EDIT: 1 german_para owned by the Germans lost in Holland Belgium
EDIT: British takes Holland Belgium from Germans
EDIT: British win
EDIT: Battle casualty summary: Battle score (TUV change) for attacker is 0
EDIT: Recording Battle Statistics
Non Combat Move - British
EDIT: Turning off Edit Mode
Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Yunnan
2 uk_fighters moved from Holland Belgium to United Kingdom
1 infantry moved from Tobruk to Libya
1 transport moved from 81 Sea Zone to 71 Sea Zone
2 Rails and 2 uk_armours moved from Union of South Africa to Yunnan
3 infantry moved from Shan State to Yunnan
1 artillery and 5 infantry moved from Burma to Yunnan
5 infantry moved from India to Burma
1 uk_armour moved from India to Yunnan
4 uk_armours moved from West India to Burma
2 uk_armours moved from Eastern Persia to India
2 infantry moved from Rhodesia to Tanganyika Territory
Place Units - British
5 infantry and 1 uk_armour placed in India
2 uk_armours placed in Union of South Africa
1 Escort placed in 71 Sea Zone
1 UK_LCV, 1 artillery and 2 uk_paras placed in United Kingdom
Turn Complete - British
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 70 Sea Zone. Rolls: 6,6
Rolling for Convoy Blockade Damage in 85 Sea Zone. Rolls: 6,2
Rolling for Convoy Blockade Damage in 82 Sea Zone. Rolls: 4,2
British collect 47 PUs (4 lost to blockades); end with 48 PUs
Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 54 PUs
Trigger British Liberates Fiji Turn10: British met a national objective for an additional 1 PUs; end with 55 PUs
Combat Hit Differential Summary :
Chinese regular : 1.33
Americans regular : 2.17
Japanese regular : 0.33
Germans regular : -0.83
EDIT: : -1.00
Game History
Round: 10
Purchase Units - ANZAC
ANZAC buy 1 artillery, 1 destroyer and 1 transport; Remaining resources: 0 PUs;
Combat Move - ANZAC
Non Combat Move - ANZAC
1 transport moved from 62 Sea Zone to 54 Sea Zone
1 artillery moved from New South Wales to Queensland
1 Escort moved from 49 Sea Zone to 55 Sea Zone
1 Escort_Convoy moved from 62 Sea Zone to 54 Sea Zone
Place Units - ANZAC
1 destroyer and 1 transport placed in 62 Sea Zone
1 artillery placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs
Trigger ANZAC Liberates DNG Turn10: ANZAC met a national objective for an additional 2 PUs; end with 17 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs
Combat Move - French
Non Combat Move - French
1 destroyer moved from 81 Sea Zone to 71 Sea Zone
Turn Complete - French
Combat Hit Differential Summary :
Subtracted that buck for fiji again. Thought there was something else but I got a buzz on already and cant remember lol
oh yea, the Yanks sent the last LL to the commies. Ftr
I shoulda documented them in comment log. Easier to see than History.
LL symbol disappeared though. Gonna have to look at that :)
Actually just forgot to edit it in. The LL. Hee hee :)
Forgot to give russia 1 PU for the JPN Attack. You can do it if you want or i will start of russia turn
@Panzerstahl-Helm I fixed the Take Over Italy prompt continuing to show up after being accepted for the next update.
Had to struggle for some reason. Probably due to my uneducated throw sphaggheti at wall until it sticks approach. lol
Howdy,
you can leave the LL out if you want :-)
The Take over Italy promt still appears, but no problem. this is not bothering me.
What currently bothers is that the game crashes almost during every battle. I sometimes have to start the game all over. :S maybe to much going on…
Anyway, I added 1 IPC to the Russian and cross my fingers, that Berlin will hold…
BR
Game History
Round: 11
Research Technology - Germans
Purchase Units - Germans
triggerAttachmenLate1944: has removed 1 Late1944_red owned by Changer in Late 1944
triggerAttachmenLate1944: Changer has 1 Late1944 placed in Late 1944
Germans buy 4 TotalWarTacBmbrs, 11 TotalWar_Infs, 2 transports and 1 waffen_infantry; Remaining resources: 0 PUs;
Place Units - Germans
Units in Germany being upgraded or consumed: 1 infantry
1 waffen_infantry placed in Germany
Combat Move - Germans
Trigger RailMovementAutoPlaceGermans: Germans has 2 Rails placed in Germany
Trigger RailMovementAutoPlaceGermansItalyTakeover: Germans has 1 Europe_Rail placed in Germany
Turning on Edit Mode
EDIT: Germans takes Karelia from Russians
EDIT: Turning off Edit Mode
1 artillery, 4 infantry and 3 mech_infantrys moved from Greater Southern Germany to Yugoslavia
1 German_Hvy_Bmbr, 1 fighter and 1 tactical_bomber moved from Southern Italy to Yugoslavia
2 fighters moved from Southern Italy to Holland Belgium
2 infantry moved from France to Holland Belgium
1 infantry moved from Normandy Bordeaux to Holland Belgium
3 bombers moved from Southern Italy to Norway
2 transports moved from 112 Sea Zone to 113 Sea Zone
1 infantry moved from Denmark to 113 Sea Zone
3 infantry moved from Germany to 113 Sea Zone
4 infantry and 2 transports moved from 113 Sea Zone to 112 Sea Zone
4 infantry moved from 112 Sea Zone to Norway
EDIT: 2 German_LCVs, 3 infantry and 1 waffen_infantry moved from Western Germany to Norway
1 Panzer_Grndrs moved from Southern France to Yugoslavia
Combat - Germans
Germans creates battle in territory 125 Sea Zone
Battle in Yugoslavia
Germans attack with 1 German_Hvy_Bmbr, 1 Panzer_Grndrs, 1 artillery, 1 fighter, 4 infantry, 3 mech_infantrys and 1 tactical_bomber
Russians defend with 1 aaGun, 3 armour, 1 artillery and 5 infantry
Germans win, taking Yugoslavia from Russians with 1 German_Hvy_Bmbr, 1 Panzer_Grndrs, 1 artillery, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 15
Casualties for Germans: 4 infantry and 3 mech_infantrys
Casualties for Russians: 1 aaGun, 3 armour, 1 artillery and 5 infantry
Battle in Norway
Germans attack with 2 German_LCVs, 3 bombers, 7 infantry and 1 waffen_infantry
Russians defend with 1 aaGun, 1 armour, 1 elite and 7 infantry
Germans win, taking Norway from Russians with 3 bombers, 6 infantry and 1 waffen_infantry remaining. Battle score for attacker is 25
Casualties for Germans: 2 German_LCVs and 1 infantry
Casualties for Russians: 1 aaGun, 1 armour, 1 elite and 7 infantry
Turning on Edit Mode
EDIT: Battle in Holland Belgium
EDIT: Germans attack with 2 fighters and 3 infantry
EDIT: British defend with 2 uk_paras
EDIT: 1 infantry owned by the Germans lost in Holland Belgium
EDIT: 1 uk_para owned by the British lost in Holland Belgium
EDIT: 1 uk_para owned by the British lost in Holland Belgium
EDIT: Germans takes Holland Belgium from British
EDIT: Germans win
EDIT: Battle casualty summary: Battle score (TUV change) for attacker is 5
EDIT: Recording Battle Statistics
Non Combat Move - Germans
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
Trigger RailMovementAutoPlaceRemoveGermansItalyTakeover: has removed 1 Europe_Rail owned by Germans in Southern France
Trigger RailMovementAutoPlaceRemoveGermansItalyTakeover: has removed 2 Rails owned by Germans in Germany
Trigger Urals Tank Unit: Russians has 1 armour placed in Urals
1 carrier moved from 92 Sea Zone to 95 Sea Zone
2 GermanUBoats moved from 91 Sea Zone to 92 Sea Zone
3 air_transports moved from Gibraltar to Germany
3 infantry and 1 waffen_infantry moved from Germany to Greater Southern Germany
3 aaGuns moved from Greater Southern Germany to Germany
2 fighters moved from Holland Belgium to Germany
4 fighters moved from Western Germany to Germany
1 ArmyGroupSouth moved from Northern Italy to Germany
2 aaGuns and 1 infantry moved from Southern Italy to Northern Italy
1 infantry moved from Normandy Bordeaux to Southern France
1 elite moved from Southern France to Northern Italy
1 fighter and 1 tactical_bomber moved from Yugoslavia to Southern France
2 aaGuns moved from Western Germany to Germany
3 bombers moved from Norway to Western Germany
1 German_Hvy_Bmbr moved from Yugoslavia to Germany
1 aaGun moved from Normandy Bordeaux to Southern France
1 bomber moved from Western Germany to Northern Italy
1 bomber moved from Western Germany to Northern Italy
1 bomber moved from Western Germany to Northern Italy
1 infantry moved from Southern France to Normandy Bordeaux
1 GermanUBoat moved from 85 Sea Zone to 83 Sea Zone
1 Panzer_Grndrs moved from Western Germany to Germany
2 infantry moved from Germany to Western Germany
1 waffen_infantry moved from Western Germany to Germany
1 German_Engineer moved from Western Germany to Germany
1 Europe_Rail and 1 infantry moved from Germany to Southern France
Place Units - Germans
11 TotalWar_Infs placed in Germany
4 TotalWarTacBmbrs placed in Western Germany
2 transports placed in 95 Sea Zone
Trigger GermansTotalWarTacBmbrPlaceWesternGermany4: has removed 4 TotalWarTacBmbrs owned by Germans in Western Germany
Trigger GermansTotalWarInfPlaceGermany: has removed 11 TotalWar_Infs owned by Germans in Germany
Trigger GermansTotalWarTacBmbrPlaceWesternGermany4: Germans has 4 tactical_bombers placed in Western Germany
Trigger GermansTotalWarInfPlaceGermany: Germans has 11 infantry placed in Germany
Turn Complete - Germans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 4,2
Germans collect 41 PUs (2 lost to blockades); end with 41 PUs
Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 PUs; end with 53 PUs
Trigger Germans ReceiveItaliansNoShipsMedObjective: Germans met a national objective for an additional 5 PUs; end with 58 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs
Trigger Germans ReceiveItaliansAdvancedProduction: Germans met a national objective for an additional 3 PUs; end with 66 PUs
Darn. 2 bombers were supposed to land in Berlin and 1 in Southern France… I will edit that in my J11, unless you are eager to do it already in R11… instead of attacking Berlin. :-)
Me again. I received a few dice role emails today, but from a complete different game which I am not playing.
The game name is “EXP Game 4:British roll dice for 1 Heavy_BB, 1 battleship, 1 destroyer and 2 transports in 97 Sea Zone, round 2”
Not sure what’s going on. I have not received 1 dice mail from our game in the past couple days…
Br
… and an Atlantic Wall needs to be removed from Normandy/Bordeaux, as far as I remember. I moved an infantry out of there.
So, that’s it for tonight. I am almost asleep.
BR
@Panzerstahl-Helm right arm Yea the dice mails been dicked up ever since the nodeBB update. When I first setup the game I had Called it “EXP Game 4” then changed it.
Anyway, I’ll have something for you in the morning.
@Panzerstahl-Helm yea, so the Move 1 Units in AG South can still only M1. You have enough Dudes in Berlin to reform it if you want.
I guess the M1 Guys to W GER ?
Since you’re in Berlin, you can have Both Armies in a AG be active. So you probably want to reform one of the AGs with Both Panzer Armies and the two Waffens in the other.
Also, for Atlantic Wall, if you leave at any time the Fortification gets removed. So you can’t Attack and then reinforce at Place and keep them.
You moved a Inf to S FRA and then one from S FRA to Normandy instead of undoing the move, so basically a wash. No biggie on that at all.
Just a heads up on how they work. Too bad triplea can’t do it better :) At least you do have to have a INF present to place :)
Also, Waffen Units can’t be transported by sea.
He didn’t score any hits in the Battle and the commies got there ass kicked anyway :) so I’ll swap him for a INF in Berlin
I ran a couple test Battles. For some reason, the first time i wasn’t able to Kill the German AG Flag. So I just took the tokens as hits for the ones it scored.
I ran two more tests after and they worked correctly.
Just a reminder, the Air Trprts don’t have a HP, so you might want to fly them to W GER instead.
Something else, you probably want to load the active AG with SS units as you don’t want to kill them till you have too. Keep that 2 at 5 for the AG as long as you can.
Those 4 Hitters are pretty Badass lol
I changed the russian TGs
Thinking about the King Tiger
to this
Waffen Hvy
to this
Need to flip them. The current King Tiger is kinda beat but I like the current Waffen Hvy. New one looks good too. I’m probably just gonna do it but wanted to know if you have a preference.
This would be better for the Waffen but I don’t have a Hit image for it. I hate to bug Elk. He’s taking a break doing some other stuff.
I guess I could try and hack something together for it :) Do you have any experience with Gimp ?
LOL
Good morning.
I mussed the fact that SS-troops can’t be transported by sea, but now I know. I will update my quick notes accordingly.
Regsrding the M1 in an army group - I can’t find the info that M1 can only move 1 space, although they are in an AG. I will go through them after my first coffee… maybe thst helos. I considered that as one advantage of an AG. In WW2 infantries were sitting outsite of tanks for traveling and artilleries were hooked to tanks for transport. Anyway, I will also update this on my quick notes.
In this case 7 inf + 1art will move from northern italy to western Germany. The 2 inf in Western Germany move back to Berlin.
The 2 AGs will regroup as you suggested (the AG composition and how the mechanics work is still something I need to figure out to get a full understanding. So far no experience with AGs in an actual battle)
Regarding the AG and army symbols - do they work with the battle calculator? I see that they have no attack nor defense value and I always took them out while calculating/simulating battles, since the game often crashes while having them in the.
I will be in the office today and will not be able to edit my moves as mentioned above. Either you do them and proceed with your R11 or we wait until this evening (respectively early afternoon your time) 💪
Br