@crockett36 Thanks!
barnee vs VictoryFirst EXP Boxes Game 3
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Forgot to add Para defense to Rostov. Not gonna spam another save so you can do that :)
I can’t really make them rock like Wolfpacks but one of the triplea code Wizards might make it possible :)
here’s hoping :)
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sob forgot to do some western europe defense lol
That’s ok, we’re gonna send that idiot to the Eastern Front lol
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another mistake. Sahouldn’t be 4 Para in Greece. 2 should be in Romania.
Did half the turn in edit lol. If you click on History when it’ll show the edit moves.
You probably all ready know that :)
Anyway, sorry for the messy turn :)
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V VictoryFirst referenced this topic on
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No worries :)
Just thinking about the Italian turn. You attacked Egypt with forces from Alexandria, Trans-Jordan, and Syria. After one round you retreated. All your forces retreated to Alexandria, except for one tank that had to stay because it was offloading from a transport. Now, with the forces in Trans-Jordan and Alexandria, you have the option to attack with the land units and the LCVs separately. The land units move by land and the (empty) LCVs move through sz 98 and attack Egypt. But the artillery in Syria has to move with the LCV to reach Egypt, so therefore it is a seaborne unit and can’t retreat.
No biggie, I mean it would not have that big of an effect on the game, but just pointing out that TripleA apparently doesn’t do that correctly.
Might actually ask that to The Captain to be completely sure that’s how it works. And with the bombards too.
@The-Captain We have a couple of questions again, it would be great if you could help us out. It is about Landing Crafts.
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When amphibiously assaulting with Landing Crafts loaded with units, does the attacker get shore bombardments from Battleships and Cruisers that are in the sea zone for each unloading unit? Or is that only the case when the units unload from a transport?
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When attacking a territory via an amphibious assault with landing crafts and an attack by land, are the units unloading from landing crafts considered as ‘seaborne’ units, and therefore cannot retreat as with the OOB G40 rulebook?
For example, 1 inf from Alexandria attacks Egypt, as well as a landing craft loaded with 1 inf from Syria. No hits were scored by either side, and the attacker decides to retreat. Are both infantry able to retreat to Alexandria, or is the infantry from Syria forced to stay because it is amphibiously assaulting? In other words, does the Landing Craft make a difference in this case? Because if this same move was done with a transport, the inf from Syria was forced to stay.
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1. Battleship units can support amphibious landings from Land Craft units - same rules apply as for an amphibious landing with Transport units.
Note:
The Landing Craft units do NOT count towards the number of Land Units that can be supported by Battleship support shots (why: a Landing Craft unit has no attack value - even if it can be chosen as cannon fodder).2. Land units that attack from a Sea Zone cannot retreat. Since a Landing Craft unit attacks from a Sea Zone (but begins movement from land) this attack operates under OOB rules as with any other amphibious assault.
In other words: all rules concerning this matter are OOB.
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@The-Captain Thanks, Captain 😀
@barnee So yeah you would have indeed gotten an extra bombard in that battle. Let’s just keep things as they are now, that’ll be the easiest solution. But in future games, we might need to roll those battles manually because TripleA doesn’t register stuff correctly when it comes to Landing Crafts.
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Just realized I made a mistake too. The mines in Moscow should have moved to Vologda. You can see in the game report that I did that move on my board lol. Apparently I forgot to do that in TripleA. My intention was to go to Archangel. Am I allowed to fix that, or would that have affected your German turn?
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Game History
Round: 5 Purchase Units - Russians Note to players Russians: <body><b>It is Early 1942 and Comrade Stalin has Ordered Mass Conscription for the Red Army !<br><br>Up to 26 Army Conscripts are Available This Turn Only.<b></body> Trigger Army Conscript: buyArmy_Conscript added to productionRussians Russians buy 25 Army_Conscripts and 1 Soviet_Partisan; Remaining resources: 0 PUs; 3 AirLendLease; 3 TankLendLease; Place Units - Russians 1 Soviet_Partisan placed in Caucasus Russians undo move 1. 1 Soviet_Partisan placed in Kazakhstan Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 Europe_Rail and 2 Rails placed in Russia 3 Russian_Rocketss moved from Russia to Western Ukraine 1 infantry moved from Bryansk to Western Ukraine 2 guard_infantrys moved from Russia to Western Ukraine 1 fighter and 1 tactical_bomber moved from Russia to Western Ukraine 3 infantry moved from Tambov to Rostov 1 fighter moved from Russia to Rostov Combat - Russians Battle in Western Ukraine Russians attack with 3 Russian_Rocketss, 1 fighter, 2 guard_infantrys, 1 infantry and 1 tactical_bomber Italians defend with 2 armour Russians roll dice for 3 Russian_Rocketss in Western Ukraine, round 2 : 2/3 hits, 1.00 expected hits 2 armour owned by the Italians lost in Western Ukraine 3 Russian_Rocketss owned by the Russians lost in Western Ukraine Russians win, taking Western Ukraine from Italians with 1 fighter, 2 guard_infantrys, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 7 Casualties for Italians: 2 armour Casualties for Russians: 3 Russian_Rocketss Battle in Rostov Russians attack with 1 fighter and 3 infantry Germans defend with 1 german_para and 1 german_paraBoost Russians roll dice for 1 fighter and 3 infantry in Rostov, round 2 : 1/4 hits, 1.00 expected hits Germans roll dice for 1 german_para and 1 german_paraBoost in Rostov, round 2 : 0/1 hits, 0.50 expected hits 1 german_para owned by the Germans lost in Rostov 1 german_paraBoost owned by the Germans lost in Rostov Russians win, taking Rostov from Germans with 1 fighter and 3 infantry remaining. Battle score for attacker is 4 Casualties for Germans: 1 german_para and 1 german_paraBoost Non Combat Move - Russians Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Russians from Kazakhstan: 1 Soviet_Partisan EDIT: Adding units owned by Russians to Bessarabia: 1 Soviet_Partisan EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 2 Rails owned by Russians in Russia Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Europe_Rail owned by Russians in Caucasus 1 fighter moved from Rostov to Russia 1 fighter and 1 tactical_bomber moved from Western Ukraine to Russia 1 infantry moved from Russia to Bryansk 1 infantry moved from Volgograd to Caucasus 1 2ndCorps moved from Volgograd to Samara 1 1stTankArmy moved from Russia to Samara 1 1stCorps moved from Archangel to Samara 1 armour moved from Urals to Samara 2 armour moved from Vologda to Samara 2 aaGuns, 1 artillery and 7 infantry moved from Archangel to Vologda 2 infantry moved from Russia to Tambov 1 guard_infantry moved from Russia to Samara 1 Europe_Rail moved from Russia to Tambov 1 Europe_Rail and 1 aaGun moved from Tambov to Caucasus 2 aaGuns and 12 infantry moved from Yakut S.S.R. to Yenisey 1 submarine moved from 125 Sea Zone to 123 Sea Zone EDIT: 3 mine_unarmeds moved from Russia to Archangel Place Units - Russians 19 Army_Conscripts placed in Russia 6 Army_Conscripts placed in Volgograd Turn Complete - Russians Russians collect 24 PUs; end with 24 PUs Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 29 PUs
Combat Hit Differential Summary :
Germans regular : -0.50 Russians regular : 1.00
Couldn’t find an Archangel-Novgorod mine so I just went with a nice orange color Russian mine :) Should I put that in comment log?
Also not sure how those partisans work actually. It seems you can’t place them in enemy territory, and you also can’t move them. I just placed one in my territory, then removed it and edited in your territory.
By the way, that was the first partisan I ever produced in this game! How awesome! Lol that one buck I had left over was still useful xD
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yea that’s cool. I just did a few mines for high use areas so we don’t spam Changer’s window too bad.
We can add others if they seem needed. Yea I document in log if it doesn’t have a name.I think I have it in Notes about the bombard for LCV. I didn’t realize I had a second CA lol. It’s usually sunk :)
Probably easiest way is to edit in a trprt, load the LCV dudes on it for the Bombard. Then remove in NCM
Oh yea, Partisans I just place in moscow and then edit. One thing that’s easy to miss is after the 2nd one places, it doesn’t change into a Inf until CM of next turn.
It then conquers the TTy it’s in and can’t do anything else that turn.You will need to edit control back to the Enemy until you conquer it.
They can’t be attacked by Air or Rockets either -
ahh yea the Arty from syria shouldn’t have been able to retreat. My bad :)
Should I roll a die for him and then kill him ? He woulda died along with the Tank
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1d6<=2: 4; Hits: 0
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Sure, that sounds good to me. You can roll for your Cruiser bombard too if you want.
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@Well he missed :( I will kill him now :)
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1d6<=3: 5; Hits: 0
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hmm … were gonna have to reprimand that CA Captain lol
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Well, at least he tried xD
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@VictoryFirst said in barnee vs VictoryFirst EXP Boxes Game 4:
Couldn’t find an Archangel-Novgorod mine so I just went with a nice orange color Russian mine :) Should I put that in comment log?
yea so I would use the no color for Arch as it’s directly west. Orange I wdould use for Belarus.
No biggie and it doesn’t really matter, just easier to tell from a glance. The colors take a bit to get used too.
I’ll make some Archangel ones for next update