Game 1 - Global 40 EXP - Alexander (Allies) vs. Panzer (Axis)
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@Panzerstahl-Helm @barnee Alright, I got 3 questions before I slam the USSR into the German Southern Army:
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I acidentally built 2 of the figther aces (max build of 1). Can I swap it for a tact bomber (same IPCs) or what do I do in this case?
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Laying it all out in the battle calculator, I noticed that you @Panzerstahl-Helm have 2 Elite Infantry in West Ukraine (max 1 per state), where would you like this 2nd one edited to?
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For rail movements, can I cross friendly boarders? Like can I send (Russian) units from China back to the western USSR? Similarly, can I send UK units from Africa/India to the USSR (Moscow) with their rail capacity too?

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I lied, I have one more:
How do I best manage army/corps synergies and take casualties in this larger and more complicated combat?
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hmm … I din’t think triplea would let you build more than 1 Ftr Ace for SSR. Would you post a save of your test ?
The Rail movement should be enforced correctly. Soviet Rail can only move in original Soviet TTys or the 1 Europe one can move into also.
UK can basically Rail anywhere. Have to have an unbroken line of communication at the start of your turn. Triplea will allow illegal moves after combat and you may occasionally need to use edit if Rail is blocked from a different part of the map where you could make a legal move.



Yea I’m not sure how you were able to build another Ftr Ace

Did you edit one in previously for another unit ?
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During placement, place the Ftr Ace and then turn on edit and remove it. Then place whatever combination of units or unit you want. Adjust PUs also if necessary.
Post a save at end of CombatMove and Panzer and or I can look it over. Here is a link to a big battle trout and I just had
https://forums.triplea-game.org/topic/4234/exp-game-9-barnee-vs-trout?page=4
might have to scroll a little if it doesn’t take you right to it. The biggest thing is to move all Defenders from their Boxes to the TTy being attacked before any attackers enter it.
Otherwise the units will show up but not take part in the battle for the Defender.
Also make sure only 1 active Army/Corps per side. So you would reconfigure 1st AG to have 1st Tank and use a “Tank_General3” which you can move from the Overflow Box and G would use it’s “SS Panzer General”
Note
Currently the SS PG in the Box is the inactive one. Edit in the red dot active one to the Box before moving anything from the box or it won’t let you.Big battles are complicated and should be fought in edit.
The link above should explain it pretty well.
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there is another post on the previous page in case you missed it
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@Alexander said in Game 1 - Global 40 EXP - Alexander (Allies) vs. Panzer (Axis):
- Laying it all out in the battle calculator, I noticed that you @Panzerstahl-Helm have 2 Elite Infantry in West Ukraine (max 1 per state), where would you like this 2nd one edited to?
Thanks for noticing! Move 1 Elite to Ukraine please. thanks
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@barnee Ok, so for the UK rail movement, since the whole Middle East is friendly, I could move by rail units from India/South Africa to Moscow directly?
I don’t believe I editted in that fighter ace (though that was a bit ago) - I did see a similar message pop up when I tried to buy a second Elite Tank
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@barnee Thanks, that sounds good. I’ll make those edits and post it prior to rolling for combat
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@Alexander
yep if UK has an unbroken Ground Line of Communication at start of it’s turn, it can Rail anywhere in the Eastern Hemisphere -
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@barnee Ah, this definition is what I needed to see. Thanks again!
Finally home so I’ll have the updated game soon
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@barnee Ok, false alarm - there may be no issue (just me) as the ‘2’ is for the mines not the Fighter Ace. My bad
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I split my turn into multiple saves in case I need to fix/change anything. Bit worse that I expected for the USSR - didn’t account for the first strike of the tank hunters and I think the ‘extra tact’ would have helped the odds a bit. I think with the hits, we both lost our bonuses at the same time/with lossing the generals on the last round so I feel like I got it this time round…now I need to figure out how to last a few turns more!
Full turn
game-1-alex-vs-panzer-rus11.tsvgStart - still in edit
game-1-alex-vs-panzer-rus11-buy.tsvg -
Guten Abend!
Oh boy, that was a fine battle in Western Ukraine! A complete wipe out on both sites. Western Ukraine became very lonely!
You did pretty much everything correct and I couldn´t find any error or else!
Except that you missed to place the army flag on both sides, which gives the army bonus. But that’s only a minor impact and is fairly distributed between both sides. So no biggie at all!Good idea to save after each round and also I recommend to do such big battles in EDIT mode and save after each round.
Besides that, the Russian Partizanes are placed only in the 2nd placement phase. You need to change the ownershipe of Eatsern Poland back to Germany, but occupied by a Russian Partizan. I can do that on my J-turn.
BR
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@Panzerstahl-Helm Thanks for checking!
Ok good to know for next time - I though it was just those tank/panzer generals as the only active bonuses so I ommited the army modifiers.
I’m not quite sure why/how to roll in edit mode - can I stop the combat to remove/swap units that loose their bonus between rounds of dice rolls?
Haha, I saw that and edited on my side, but I think I had already attached the file to the forum. I can also knock down the USSR’s IPCs during the USA too.
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Hi Alex
Yea when you roll in edit it’s like playing a FaceToFace game. You have to select the casualties yourself.
It’s important with triplea, because the ArmyGroup Flags are considered as a HitPoint when they shouldn’t be.
So in edit, you can assign an extra hit to the Flags when the AG is disbanded.
It doesn’t seem like much but can make a difference in a close battle :)
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Also when a Corps or Army is disbanded due to casualties, you need to take the Commander as a casualty first, otherwise he will keep giving his bonus.
You can then use edit in NCM to swap him out with any surviving unit that was under his command if needed.
You don’t need to fight the battle in edit usually in that case. Mostly it’s for big battles or Paratrooper combined with Air attacks as it won’t let you retreat the Air until all the Paras are dead.
LM attacks as well. That way you don’t have to undo the move and redo if any hits. You can just kill them in the first rd and not count any hits the dead guys get
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Howdy,
your Russian turn is not yet completed. Once finished, Japan will continue. :-)
BR
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@Panzerstahl-Helm Sorry, I thought I had already posted it with the last one - thanks for the reminder:
game-1-alex-vs-panzer-rus11.tsvg
Not looking great for the allies comrads…







