@Ragnell804 gg, I concede
barnee Axis vs VictoryFirst Allies G 40 Expansion
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Actually this is a pretty significant distinction
Note 3:
If the attacker conducts bombing raids against an
Industrial Complex and an Air Base (and/or Naval
Base) in the same territory at the same time, the
attacker must announce which air units attack
which Target – and hereafter the defender must
announce which fighters are defending which
Target (if any).So I’m sending 4 Ftr Escorts and the Bmbr at the Factory and 4 Tacs at the AB
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@barnee said in barnee Axis vs VictoryFirst Allies G 40 Expansion:
So I’m sending 4 Ftr Escorts and the Bmbr at the Factory and 4 Tacs at the AB
@The-Captain is that the correct procedure ?
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@VictoryFirst if the above is correct and you want to play to the letter of the rule, I’m gonna cancel the SBR. If you wanna roll with how triplea does it, I’ll let it ride.
Your call :)
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I guess I’d say we should play it the way it’s written since it could have a big difference. I’m fine either way though.
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@VictoryFirst wish you could edit these lol
Yea I’m gonna cancel the SBR and redo CM. We should try and follow the rules as closely as we can.
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@VictoryFirst ok back on track. here’s G2
Game History
Round: 2 Purchase Units - Germans Note to players Germans: It is Late 1940 and Waffen SS Army Units have been Organized into Armies. They are Commanded by a Oberst Gruppenfuhrer. You may have up to 4 Waffen Armies at any one time. Note to players Germans: <body><b>It is Late 1940 and Wehrmacht and Waffen Armies have been Organized into Army Groups.<br />You may have up to 3 Army Groups. Only 1 may be active per Territory.<b></body> Note to players Germans: It is Late 1940 and Wehrmacht Panzer Units have been Organized into Armies. They are Commanded by a Panzer General. They may also be Formed into Desert Amies. You may only have up to 3 Panze.... Trigger PanzerGeneral: buyPanzer_General added to productionGermans Trigger Waffen SS Oberst: buyWaffen_Oberst added to productionGermans Trigger Army Group: buyArmy_Group added to productionGermans Germans buy 5 GermanUBoats, 1 Panzer_General, 3 Panzer_Grndrss, 1 Wolfpack, 1 elite, 4 german_paras and 7 infantry; Remaining resources: 0 PUs; Politics - Germans Germans takes Political Action: Political Action Germans To War With Americans Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for Germans and Americans from Neutrality to War Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for Chinese and Americans from Neutrality to Allied Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for British and Americans from Neutrality to Allied Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for ANZAC and Americans from Neutrality to Allied Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for Americans and French from Neutrality to Allied Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for Americans and Dutch from Neutrality to Friendly Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral Germans succeeds on action: Political Action Germans To War With Americans: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 Rails placed in Germany 1 artillery moved from France to Normandy Bordeaux Germans take Normandy Bordeaux from French 1 bomber moved from Holland Belgium to Scotland 1 tactical_bomber moved from Northern Italy to 96 Sea Zone 1 fighter moved from Southern Italy to 96 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 96 Sea Zone 3 GermanUBoats and 1 Wolfpack moved from 106 Sea Zone to 101 Sea Zone Combat - Germans Strategic bombing raid in Scotland British roll AA dice in Scotland : 0/1 hits, 0.17 expected hits Bombing raid in Scotland rolls: 4 and causes: 4 damage to unit: airfield Bombing raid in Scotland causes 4 damage total. Battle in 96 Sea Zone Germans attack with 2 fighters and 2 tactical_bombers British defend with 1 destroyer Germans roll dice for 2 fighters and 2 tactical_bombers in 96 Sea Zone, round 2 : 1/4 hits, 2.33 expected hits British roll dice for 1 destroyer in 96 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the British lost in 96 Sea Zone Germans win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 7 Casualties for British: 1 destroyer Non Combat Move - Germans Trigger RailMovementAutoPlaceRemoveGermansItalyTakeover: has removed 1 Rail owned by Germans in Slovakia Hungary Trigger RailMovementAutoPlaceRemoveGermansItalyTakeover: has removed 1 Rail owned by Germans in Germany 1 bomber moved from Scotland to Western Germany 2 fighters and 1 tactical_bomber moved from 96 Sea Zone to Alexandria 1 tactical_bomber moved from 96 Sea Zone to Southern Italy 1 mech_infantry moved from Southern France to Normandy Bordeaux 1 aaGun moved from Holland Belgium to Normandy Bordeaux 1 GermanUBoat moved from 111 Sea Zone to 109 Sea Zone 1 GermanUBoat moved from 112 Sea Zone to 119 Sea Zone 1 GermanUBoat moved from 112 Sea Zone to 109 Sea Zone 3 GermanUBoats and 1 Wolfpack moved from 112 Sea Zone to 110 Sea Zone 1 cruiser moved from 112 Sea Zone to 113 Sea Zone 1 fighter moved from Holland Belgium to Denmark 1 fighter moved from Holland Belgium to Western Germany 2 tactical_bombers moved from Holland Belgium to Western Germany 4 infantry moved from Bulgaria to Romania 1 armour moved from Bulgaria to Slovakia Hungary 2 artilleries and 4 infantry moved from Yugoslavia to Romania 1 Rail moved from Germany to France 1 Rail and 1 mech_infantry moved from France to Slovakia Hungary 1 aaGun and 1 infantry moved from Western Germany to Holland Belgium 2 Waffen_Artys, 5 armour and 6 waffen_infantrys moved from France to Germany Place Units - Germans 1 Wolfpack placed in 93 Sea Zone 3 GermanUBoats placed in 93 Sea Zone 2 GermanUBoats placed in 112 Sea Zone 1 Panzer_General, 2 Panzer_Grndrss, 1 elite, 4 german_paras and 2 infantry placed in Germany 2 infantry placed in France 1 Panzer_Grndrs and 3 infantry placed in Western Germany Turn Complete - Germans Germans collect 44 PUs; end with 44 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 PUs; end with 56 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 61 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 66 PUs
Combat Hit Differential Summary :
British AA : -0.17 Germans regular : -1.33 British regular : -0.33
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True:+1: The defender can now choose Air Units to defend the Targets - if any.
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Do you know what the prodecure is for creating a Soviet army corps? I have a commissar unit and three tanks sitting in Moscow, and I wish to create an army corps with it. Which units should I edit in?
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@victoryfirst Use commisar 3 as long as you have at least 1 tank. It’ll boost the tank and itself with an extra A/D shot. You have to pay attention during battle that if your corps loses it’s full complement of units, that you have to take the commisar as a casualty or it will continue to give it’s booster shots.
After battle, you can edit out a different casualty and replace the commisar.
A2 D3 commisar for Guards
commisar 2 for arty
commisar 1 for Inf
A1 D3 commisar for EngineerIf you have a mixed Corps, it’d be best to state it’s composition in the comment log. If it’s pretty obvious, like 3 Tanks are present, you can just place it.
I’ll probably go ahead and comment the formation of Armies more so early on. Especially since the Waffen formations are so mixed. I forgot to mention the formation of 1st Panzer in Germany the end of G2
Russia is a lot simpler because it’s almost always tanks.
Also Desert Armies follow the same naming as the commisars. Just pick out the correct A/D number
At end of turn I generally try and look for up or downgrades for all the badass units. Escorts will be another one that needs up or downgrading when they become available.
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@victoryfirst I figured out how to use dicebot. Example of 3 Uboats attacking rd1
3 Uboats attack rd1 at 3
[dice 3d6]then hit post
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3d6: 3, 6, 5
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@barnee well that didn’t work
[dice 3d6]
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3d6: 3, 2, 5
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@dicebot ok guess it just takes a minute to show up
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1d6: 3
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@VictoryFirst I think I figured out why you can’t post with UK. This xml was based on OOB game that has UK Pacific so posting with UK was disabled so UKP could do it all at once.
Can’t fix for this game as it’s already started, but I’ll update after this is over if not sooner. It does show in History, so not a huge deal. Just can’t see it without loading the save.
Also, You may be able to post ANZAC and France together in 1 save. You probably still need to do View Turn Summary separately though. Idk
I guess USA China UK should work the same. Of course might need to post CM when OOL is needed. Anyway, you’ve played more forum games than me. You know how it rolls :)
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@barnee
Game HistoryRound: 2 Purchase Units - Russians Note to players Russians: <body><b>It is Late 1940 and the Red Army has begun Organizing Army Groups.<br />You may have up to 2 Army Groups. Only 1 may be active per Territory.<b></body> Trigger Army GroupUSSR: buyArmy_Group added to productionRussians Russians buy 1 Soviet_Commisar, 2 armour, 1 elite, 3 infantry, 6 mine_unarmeds and 1 russian_para; Remaining resources: 7 PUs; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 Europe_Rail and 2 Rails placed in Russia Non Combat Move - Russians Turning on Edit Mode EDIT: Adding units owned by Russians to Russia: 1 Soviet_Commisar_3 EDIT: Removing units owned by Russians from Russia: 1 Soviet_Commisar EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Europe_Rail and 2 Rails owned by Russians in Western Ukraine 1 Soviet_Commisar_3 and 3 armour moved from Russia to Bryansk 1 infantry moved from Bryansk to Western Ukraine 1 armour moved from Bryansk to Russia 1 elite moved from Russia to Bryansk 3 infantry moved from Ukraine to Western Ukraine 2 infantry moved from Rostov to Ukraine 6 infantry moved from Novgorod to Belarus 1 Europe_Rail and 2 Rails moved from Russia to Sakha 1 Europe_Rail, 2 Rails and 3 infantry moved from Sakha to Western Ukraine 6 mine_unarmeds moved from Russia to Bryansk Place Units - Russians 1 Soviet_Commisar, 2 armour, 1 elite, 6 mine_unarmeds and 1 russian_para placed in Russia 3 infantry placed in Novgorod Turning on Edit Mode EDIT: Adding units owned by Russians to Russia: 1 Soviet_Commisar_3 EDIT: Removing units owned by Russians from Russia: 1 Soviet_Commisar EDIT: Turning off Edit Mode Turn Complete - Russians Russians collect 37 PUs; end with 44 PUs
Combat Hit Differential Summary :
Soviets created Army Corps 1 and 2, containing three tanks each!
Thanks for the explanation about the armies by the way :)
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@barnee
If you allow it I will do that. Would you like to see the Turn Summary of each nation or only from one or two nations? -
@victoryfirst I think we should keep doing the turn summarys. It makes for a quick reference point. Also easier for anyone following along or wanting to look at in the future.