TripleA version 2.7.14934
1940 2nd edition OOB - with technology
Elche v Gamerman01 (x) Classic no tech Russia restricted
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We are playing with the following rules:
- Planes can’t retreat from amphibious assault.
- No tech.
- Bombardment casualties can return fire
- You canNOT build ships into hostile zone
- You canNOT submerge subs (stay in same zone)
- AA always on (fires at combat movement over territory)
- Can’t put any planes on newly built carrier
- Can take a neutral by paying 3 IPCs in the combat move phase
- Tanks can blitz through AA. Tanks canNOT blitz through industrial complexes unless another ground unit takes the IC and does not blitz
- Only 1 AA gun per territory
- Limits on number of different territories/zones to the number of units provided in the out of box board game.
That is, not more than 3 bombers, 10 fighters, 10 armor, 2 battleships, 2 carriers, etc. on the board at the same time.
If accidental (since we are not playing with the physical board and Triple A does not track), extra units will be refunded in the place units phase. If it is found that a movement is illegal, player will be allowed to correct without penalty.
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These rules have been changed or added from our first game:
#9 we previously played that tanks could blitz AA and IC
#11 added (kind of. We did start playing with this in game 1 when kwas pointed it out)Please let me know if you aren’t sure about any of these -
I made up the custom rule for #9You can’t blitz an IC with tank(s) without anything stopping to secure the IC.
So you can combat move into an IC with 1 infantry or 1 tank and the rest of the tanks may blitz through. -
I think we maybe should have been bidding, but you took Axis with no bid so I must take Axis with no bid.
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hello gamerman01,
is the E-Mail correct: gamerman004@yahoo.com
Is there a Classic Version where the Tech option is disabeld ? -
@elche Yes and yes
Let me know if you have any trouble and I could look into itHave another great day in May
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You disable tech in the game options at start up - it’s not like it’s a separate version.
If you’re not familiar with the setup options, you may be pleasantly surprised -
Thanks for your help.
I started with no tech and Always on AAgun.Good luck and have fun.
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Game History
Round: 1 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat - Russians Trigger Russians Can Move: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians Non Combat Move - Russians 1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone 4 infantry moved from Caucasus to Karelia S.S.R. 1 fighter moved from Russia to Karelia S.S.R. 2 infantry moved from Russia to Karelia S.S.R. 1 infantry moved from Russia to Karelia S.S.R. 1 infantry moved from Russia to Karelia S.S.R. 1 armour moved from Russia to Karelia S.S.R. 1 armour moved from Russia to Karelia S.S.R. 2 infantry moved from Soviet Far East to Yakut S.S.R. 1 armour moved from Soviet Far East to Yakut S.S.R. 1 armour moved from Yakut S.S.R. to Novosibirsk 2 infantry moved from Evenki National Okrug to Yakut S.S.R. Place Units - Russians 8 infantry placed in Karelia S.S.R. Turn Complete - Russians Russians collect 24 PUs; end with 24 PUs -
I can tell you already, there will be a delay.
I have a lot of real life stuff going on, and then
Adam is highest priority A&A game, is playoff and he plays fast
2nd is Oysteilo in OOB league game
3rd is you, but since Classic moves are relatively easy I should be able to keep things moving like last gameLooking forward to being on the old classic board again! The TripleA map for it is so good!!
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No problem. I am full of work too and didnt start BM or PtV at the moment. All my playoff games are still running and 3 other games too.
Only classic is short time for one turn.
So we will play if time allows.
Have a great weekend





