TripleA Manual Gamesave Post for game: WAW 1940
Game History
Round: 1 Combat Move - GermansCombat Hit Differential Summary :
@victoryfirst it was a early Dieppe :)
@VictoryFirst machine been crashing a lot lately so heres USA just in case. EXP Game 2 USA 4.tsvg
I killed off your Tacs in Morocco. Let me know if you want one of the FTRs instead.
Game History
Round: 4
Purchase Units - Americans
Americans buy 2 Escorts, 1 Heavy_BB, 1 artillery, 1 carrier, 1 destroyer, 1 elite, 1 submarine, 2 transports and 1 usa_armour; Remaining resources: 0 PUs;
Combat Move - Americans
Trigger RailMovementAutoPlaceAmericans: Americans has 2 Europe_Rails and 6 Rails placed in Eastern United States
1 destroyer moved from 101 Sea Zone to 104 Sea Zone
2 usa_fighters moved from Scotland to 104 Sea Zone
1 bomber moved from United Kingdom to Morocco
1 artillery and 1 elite moved from Eastern United States to 101 Sea Zone
1 ArmoredInfantry moved from Central United States to 101 Sea Zone
1 infantry moved from Eastern United States to 101 Sea Zone
1 ArmoredInfantry, 1 Heavy_BB, 1 artillery, 1 elite, 1 infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
1 ArmoredInfantry, 1 artillery, 1 elite and 1 infantry moved from 91 Sea Zone to Morocco
1 submarine moved from 26 Sea Zone to 16 Sea Zone
2 usa_fighters moved from 26 Sea Zone to 16 Sea Zone
Combat - Americans
Battle in 104 Sea Zone
Americans attack with 1 destroyer and 2 usa_fighters
Germans defend with 1 GermanUBoat
Americans roll dice for 1 destroyer and 2 usa_fighters in 104 Sea Zone, round 2 : 2/3 hits, 1.33 expected hits
Germans roll dice for 1 GermanUBoat in 104 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 GermanUBoat owned by the Germans lost in 104 Sea Zone
Americans win with 1 destroyer and 2 usa_fighters remaining. Battle score for attacker is 4
Casualties for Germans: 1 GermanUBoat
Battle in 16 Sea Zone
Americans attack with 1 submarine and 2 usa_fighters
Japanese defend with 1 Japan_destroyer
Americans roll dice for 1 submarine in 16 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Americans roll dice for 2 usa_fighters in 16 Sea Zone, round 2 : 0/2 hits, 1.00 expected hits
Japanese roll dice for 1 Japan_destroyer in 16 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
1 submarine owned by the Americans lost in 16 Sea Zone
2 usa_fighters owned by the Americans retreated
Japanese win with 1 Japan_destroyer remaining. Battle score for attacker is -6
Casualties for Americans: 1 submarine
Battle in Morocco
Americans attack with 1 ArmoredInfantry, 1 artillery, 1 bomber, 1 elite and 1 infantry
Germans defend with 3 fighters and 3 tactical_bombers; Italians defend with 1 artillery and 1 mech_infantry
Americans roll dice for 1 Heavy_BB in Morocco, round 2 : 2/2 hits, 1.67 expected hits
Americans roll dice for 1 ArmoredInfantry, 1 artillery, 1 bomber, 1 elite and 1 infantry in Morocco, round 2 : 2/6 hits, 2.17 expected hits
Italians roll dice for 1 artillery, 3 fighters, 1 mech_infantry and 3 tactical_bombers in Morocco, round 2 : 3/8 hits, 4.17 expected hits
1 elite owned by the Americans, 1 mech_infantry owned by the Italians, 1 infantry owned by the Americans, 2 tactical_bombers owned by the Germans, 1 artillery owned by the Americans and 1 artillery owned by the Italians lost in Morocco
Americans roll dice for 1 ArmoredInfantry and 1 bomber in Morocco, round 3 : 1/2 hits, 1.00 expected hits
Italians roll dice for 3 fighters and 1 tactical_bomber in Morocco, round 3 : 3/4 hits, 2.50 expected hits
1 ArmoredInfantry owned by the Americans, 1 tactical_bomber owned by the Germans and 1 bomber owned by the Americans lost in Morocco
Italians win with 3 fighters remaining. Battle score for attacker is 12
Casualties for Americans: 1 ArmoredInfantry, 1 artillery, 1 bomber, 1 elite and 1 infantry
Casualties for Italians: 1 artillery and 1 mech_infantry
Casualties for Germans: 3 tactical_bombers
Non Combat Move - Americans
Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Europe_Rails and 4 Rails owned by Americans in Eastern United States
Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Rails owned by Americans in Alaska
2 usa_fighters moved from 104 Sea Zone to United Kingdom
2 usa_armours moved from Western United States to 10 Sea Zone
4 NavyFighters, 1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 1 submarine, 3 transports and 2 usa_armours moved from 10 Sea Zone to 2 Sea Zone
1 usa_armour moved from Alaska to 2 Sea Zone
4 NavyFighters, 1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 1 submarine, 3 transports and 3 usa_armours moved from 2 Sea Zone to 3 Sea Zone
3 usa_armours moved from 3 Sea Zone to Soviet Far East
2 usa_fighters moved from 16 Sea Zone to 26 Sea Zone
1 transport moved from 26 Sea Zone to 10 Sea Zone
1 usa_tactical_bomber moved from Eastern United States to Gibraltar
1 infantry moved from Western United States to Central United States
2 Rails moved from Eastern United States to Western United States
2 Rails and 2 infantry moved from Western United States to Alaska
1 mech_infantry moved from Western United States to Central United States
2 mech_infantrys moved from Western United States to Alaska
1 aaGun moved from Eastern United States to Central United States
Place Units - Americans
1 Heavy_BB placed in 10 Sea Zone
2 Escorts, 1 carrier, 1 destroyer, 1 submarine and 2 transports placed in 101 Sea Zone
1 elite placed in Eastern United States
1 artillery and 1 usa_armour placed in Central United States
Turn Complete - Americans
Americans collect 50 PUs; end with 50 PUs
Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 64 PUs
Trigger Americans Loses Guam Turn4: Americans met a national objective for an additional -1 PUs; end with 63 PUs
Trigger Americans Loses Philippines Turn4: 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
Combat Hit Differential Summary :
Americans regular : -0.50
Italians regular : -0.67
Japanese regular : 0.67
Germans regular : -0.17
@VictoryFirst
EXP Game 2 UK 4.tsvg
Game History
Round: 4
Purchase Units - Americans
Americans buy 2 Escorts, 1 Heavy_BB, 1 artillery, 1 carrier, 1 destroyer, 1 elite, 1 submarine, 2 transports and 1 usa_armour; Remaining resources: 0 PUs;
Combat Move - Americans
Trigger RailMovementAutoPlaceAmericans: Americans has 2 Europe_Rails and 6 Rails placed in Eastern United States
1 destroyer moved from 101 Sea Zone to 104 Sea Zone
2 usa_fighters moved from Scotland to 104 Sea Zone
1 bomber moved from United Kingdom to Morocco
1 artillery and 1 elite moved from Eastern United States to 101 Sea Zone
1 ArmoredInfantry moved from Central United States to 101 Sea Zone
1 infantry moved from Eastern United States to 101 Sea Zone
1 ArmoredInfantry, 1 Heavy_BB, 1 artillery, 1 elite, 1 infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
1 ArmoredInfantry, 1 artillery, 1 elite and 1 infantry moved from 91 Sea Zone to Morocco
1 submarine moved from 26 Sea Zone to 16 Sea Zone
2 usa_fighters moved from 26 Sea Zone to 16 Sea Zone
Combat - Americans
Battle in 104 Sea Zone
Americans attack with 1 destroyer and 2 usa_fighters
Germans defend with 1 GermanUBoat
Americans roll dice for 1 destroyer and 2 usa_fighters in 104 Sea Zone, round 2 : 2/3 hits, 1.33 expected hits
Germans roll dice for 1 GermanUBoat in 104 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 GermanUBoat owned by the Germans lost in 104 Sea Zone
Americans win with 1 destroyer and 2 usa_fighters remaining. Battle score for attacker is 4
Casualties for Germans: 1 GermanUBoat
Battle in 16 Sea Zone
Americans attack with 1 submarine and 2 usa_fighters
Japanese defend with 1 Japan_destroyer
Americans roll dice for 1 submarine in 16 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Americans roll dice for 2 usa_fighters in 16 Sea Zone, round 2 : 0/2 hits, 1.00 expected hits
Japanese roll dice for 1 Japan_destroyer in 16 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
1 submarine owned by the Americans lost in 16 Sea Zone
2 usa_fighters owned by the Americans retreated
Japanese win with 1 Japan_destroyer remaining. Battle score for attacker is -6
Casualties for Americans: 1 submarine
Battle in Morocco
Americans attack with 1 ArmoredInfantry, 1 artillery, 1 bomber, 1 elite and 1 infantry
Germans defend with 3 fighters and 3 tactical_bombers; Italians defend with 1 artillery and 1 mech_infantry
Americans roll dice for 1 Heavy_BB in Morocco, round 2 : 2/2 hits, 1.67 expected hits
Americans roll dice for 1 ArmoredInfantry, 1 artillery, 1 bomber, 1 elite and 1 infantry in Morocco, round 2 : 2/6 hits, 2.17 expected hits
Italians roll dice for 1 artillery, 3 fighters, 1 mech_infantry and 3 tactical_bombers in Morocco, round 2 : 3/8 hits, 4.17 expected hits
1 elite owned by the Americans, 1 mech_infantry owned by the Italians, 1 infantry owned by the Americans, 2 tactical_bombers owned by the Germans, 1 artillery owned by the Americans and 1 artillery owned by the Italians lost in Morocco
Americans roll dice for 1 ArmoredInfantry and 1 bomber in Morocco, round 3 : 1/2 hits, 1.00 expected hits
Italians roll dice for 3 fighters and 1 tactical_bomber in Morocco, round 3 : 3/4 hits, 2.50 expected hits
1 ArmoredInfantry owned by the Americans, 1 tactical_bomber owned by the Germans and 1 bomber owned by the Americans lost in Morocco
Italians win with 3 fighters remaining. Battle score for attacker is 12
Casualties for Americans: 1 ArmoredInfantry, 1 artillery, 1 bomber, 1 elite and 1 infantry
Casualties for Italians: 1 artillery and 1 mech_infantry
Casualties for Germans: 3 tactical_bombers
Non Combat Move - Americans
Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Europe_Rails and 4 Rails owned by Americans in Eastern United States
Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Rails owned by Americans in Alaska
2 usa_fighters moved from 104 Sea Zone to United Kingdom
2 usa_armours moved from Western United States to 10 Sea Zone
4 NavyFighters, 1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 1 submarine, 3 transports and 2 usa_armours moved from 10 Sea Zone to 2 Sea Zone
1 usa_armour moved from Alaska to 2 Sea Zone
4 NavyFighters, 1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 1 submarine, 3 transports and 3 usa_armours moved from 2 Sea Zone to 3 Sea Zone
3 usa_armours moved from 3 Sea Zone to Soviet Far East
2 usa_fighters moved from 16 Sea Zone to 26 Sea Zone
1 transport moved from 26 Sea Zone to 10 Sea Zone
1 usa_tactical_bomber moved from Eastern United States to Gibraltar
1 infantry moved from Western United States to Central United States
2 Rails moved from Eastern United States to Western United States
2 Rails and 2 infantry moved from Western United States to Alaska
1 mech_infantry moved from Western United States to Central United States
2 mech_infantrys moved from Western United States to Alaska
1 aaGun moved from Eastern United States to Central United States
Place Units - Americans
1 Heavy_BB placed in 10 Sea Zone
2 Escorts, 1 carrier, 1 destroyer, 1 submarine and 2 transports placed in 101 Sea Zone
1 elite placed in Eastern United States
1 artillery and 1 usa_armour placed in Central United States
Turn Complete - Americans
Americans collect 50 PUs; end with 50 PUs
Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 64 PUs
Trigger Americans Loses Guam Turn4: Americans met a national objective for an additional -1 PUs; end with 63 PUs
Trigger Americans Loses Philippines Turn4: 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: Turning off Edit Mode
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 1 PUs;
Combat Move - Chinese
Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu
1 infantry moved from Yunnan to Kweichow
Chinese take Kweichow from Japanese
1 fighter and 3 infantry moved from Yunnan to Szechwan
1 infantry moved from Sikang to Szechwan
Combat - Chinese
Battle in Szechwan
Chinese attack with 1 fighter and 4 infantry
Japanese defend with 1 infantry
Chinese roll dice for 1 fighter and 4 infantry in Szechwan, round 2 : 1/5 hits, 1.17 expected hits
Japanese roll dice for 1 infantry in Szechwan, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Szechwan
Chinese win, taking Szechwan from Japanese with 1 fighter and 4 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 Szechwan to Yunnan
1 infantry moved from Tsinghai to Sikang
Place Units - Chinese
5 infantry placed in Yunnan
Turn Complete - Chinese
Chinese collect 6 PUs; end with 7 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs
Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 16 PUs
Purchase Units - British
British buy 1 artillery, 1 destroyer, 1 factory_minor, 6 infantry and 2 uk_armours; Remaining resources: 0 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
1 uk_armour moved from Egypt to Alexandria
1 artillery and 1 infantry moved from Egypt to Alexandria
1 infantry and 1 uk_fighter moved from Yunnan to French Indo China
1 uk_fighter moved from India to French Indo China
1 bomber moved from Gibraltar to Normandy Bordeaux
1 uk_fighter moved from United Kingdom to Normandy Bordeaux
EDIT: 2 uk_paras moved from United Kingdom to Normandy Bordeaux
Combat - British
Battle in French Indo China
British attack with 1 infantry and 2 uk_fighters
Japanese defend with 1 infantry
British roll dice for 1 infantry and 2 uk_fighters in French Indo China, round 2 : 1/3 hits, 1.17 expected hits
Japanese roll dice for 1 infantry in French Indo China, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in French Indo China
British win, taking French Indo China from Japanese with 1 infantry and 2 uk_fighters remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Alexandria
British attack with 1 artillery, 1 infantry and 1 uk_armour
Italians defend with 2 infantry
British roll dice for 1 artillery, 1 infantry and 1 uk_armour in Alexandria, round 2 : 2/3 hits, 1.17 expected hits
Italians roll dice for 2 infantry in Alexandria, round 2 : 0/2 hits, 0.67 expected hits
2 infantry owned by the Italians lost in Alexandria
British win, taking Alexandria from Italians with 1 artillery, 1 infantry and 1 uk_armour remaining. Battle score for attacker is 6
Casualties for Italians: 2 infantry
Battle in Normandy Bordeaux
British attack with 1 bomber, 1 uk_fighter and 2 uk_paras
Germans defend with 1 artillery, 1 factory_minor, 1 harbour and 2 infantry
British roll dice for 1 bomber, 1 uk_fighter and 2 uk_paras in Normandy Bordeaux, round 2 : 2/4 hits, 1.50 expected hits
Germans roll dice for 1 artillery and 2 infantry in Normandy Bordeaux, round 2 : 2/3 hits, 1.00 expected hits
2 uk_paras owned by the British and 2 infantry owned by the Germans lost in Normandy Bordeaux
1 uk_fighter owned by the British and 1 bomber owned by the British retreated
Germans win with 1 artillery remaining. Battle score for attacker is -2
Casualties for British: 2 uk_paras
Casualties for Germans: 2 infantry
Non Combat Move - British
Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Yunnan
1 bomber and 1 uk_fighter moved from Normandy Bordeaux to United Kingdom
2 uk_fighters and 1 uk_tactical_bomber moved from Egypt to Caucasus
2 Rails, 1 artillery and 1 infantry moved from Union of South Africa to Yunnan
1 infantry moved from Burma to Shan State
1 artillery and 2 infantry moved from India to Burma
1 uk_fighter moved from French Indo China to India
1 uk_fighter moved from French Indo China to Yunnan
2 uk_armours moved from Belgian Congo to Egypt
1 infantry moved from Rhodesia to Belgian Congo
1 uk_armour moved from Union of South Africa to Belgian Congo
1 battleship, 1 cruiser and 1 transport moved from 80 Sea Zone to 81 Sea Zone
1 mech_infantry and 1 uk_armour moved from Iraq to Egypt
Place Units - British
1 destroyer placed in 106 Sea Zone
1 factory_minor placed in Iraq
1 artillery, 1 infantry and 1 uk_armour placed in Union of South Africa
5 infantry and 1 uk_armour placed in India
Turn Complete - British
Total Cost from Convoy Blockades: 12
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 5,2,4,2,2
Rolling for Convoy Blockade Damage in 119 Sea Zone. Rolls: 6,4
Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 3,3,3,2
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 2,3
British collect 32 PUs (12 lost to blockades); end with 32 PUs
Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 38 PUs
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 43 PUs
Combat Hit Differential Summary :
Chinese regular : -0.17
Americans regular : -0.50
Italians regular : -1.33
Japanese regular : 0.00
Germans regular : 0.83
British regular : 1.17
@VictoryFirst oh yea so the UK Air and USA Tanks are Lend Lease
@VictoryFirst machine took a major fail right after I posted lol. Just got it working again. Not sure it’s a 100% cure, so if posting is off for a while, means I’m still fckn with it lol
Don’t buy lenovo :)
@VictoryFirst Hey keep forgetting :) Thanks for turning on the Neutrals. It looks so much cooler to me :)
I like the new neutrals too. These armies look more realistic than just infantry lol
Two Italian infantry + SBR vs Russian Para in W. Ukr:
[dice 2d6] at 1
[dice 1d6] at 4
[dice 1d6] at 3
2d6: 2, 1
1d6: 4
1d6: 3
Game History
Round: 4
Purchase Units - Italians
Turning on Edit Mode
EDIT: Adding units owned by Germans to Morocco: 1 tactical_bomber
EDIT: Removing units owned by Germans from Morocco: 1 fighter
EDIT: Turning off Edit Mode
Italians buy 1 Italian_LCV, 7 infantry and 1 italian_para; Remaining resources: 0 PUs;
Politics - Italians
Italians takes Political Action: Political Action Axis To War With Russians
Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War
Turning on Edit Mode
Combat Move - Italians
EDIT: Trigger RailMovementAutoPlaceItalians: Italians has 1 Rail placed in Southern Italy
EDIT: Resetting and Giving Bonus Movement to Units
EDIT: Cleaning up during movement phase
EDIT: 2 infantry moved from Romania to Slovakia Hungary
EDIT: 1 bomber moved from Greece to Slovakia Hungary
EDIT: 2 armour, 1 artillery and 1 infantry moved from Romania to Eastern Poland
EDIT: Italians undo move 3.
Combat - Italians
EDIT: Battle in Slovakia Hungary
EDIT: Italians attack with 1 bomber and 2 infantry
EDIT: Russians defend with 1 russian_para
EDIT: 0/1 hits, 0,17 expected hits
EDIT: 1 infantry owned by the Italians lost in Slovakia Hungary
EDIT: 0/2 hits, 0,83 expected hits
EDIT: 1/1 hits, 0,33 expected hits
EDIT: 1 russian_para owned by the Russians lost in Slovakia Hungary
EDIT: Germans takes Slovakia Hungary from Russians
EDIT: Italians win
EDIT: Battle casualty summary: Battle score (TUV change) for attacker is 1
EDIT: Recording Battle Statistics
Non Combat Move - Italians
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Rail owned by Italians in Eastern Poland
EDIT: 1 bomber moved from Slovakia Hungary to Greece
EDIT: 2 italian_paras moved from Southern Italy to Greece
EDIT: 1 Rail and 1 infantry moved from Southern Italy to Eastern Poland
EDIT: 2 german_paras moved from Romania to Eastern Poland
EDIT: Italians undo move 4.
EDIT: 2 armour, 1 artillery and 1 infantry moved from Romania to Eastern Poland
1 armour, 1 artillery and 1 infantry moved from Tobruk to Libya
1 cruiser, 1 destroyer and 1 transport moved from 94 Sea Zone to 97 Sea Zone
2 infantry moved from Northern Italy to Yugoslavia
Place Units - Italians
1 Italian_LCV, 1 infantry and 1 italian_para placed in Southern Italy
6 infantry placed in Northern Italy
Turn Complete - Italians
Italians collect 14 PUs; end with 14 PUs
Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 17 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 22 PUs
Combat Hit Differential Summary :
EDIT: : -0,33
Hey, I have something interesting to tell you - during the Para combat in W Ukr, I accidentally had edit mode still on, and I was able to manually select casualties. I could choose any number of casualties I liked regardless of the roll I had.
I was thinking, and I think this way, we do not need to use the dicebot anymore. We can just ignore the first strike roll the para makes and choose no casualties. Then you can select the casualties the Para’s inflict while keeping in mind their first round roll at three.
Same thing for the Wolfpacks - ignore their first roll at 1, and then count the amount of dice that hit ‘3’. And you also get the dice emails for these rolls.
Might this be an idea?
Forgot this lol :)
And yeah, I did choose to save a Taccy instead of a Fighter. Still wondering if that move was good or not. I killed a lot of your stuff but the Luftwaffe needs to be rebuilt now lol. And a new American navy is on the horizon.
Uncle Sam was still asleep? I thought I’ve already awaken the sleeping giant with Japan… :)
@victoryfirst wow i never encountered that. I’ll explore it. Sounds cool if so, although i really don’t mind dicebot. he’s kinda grown on me lol
But yea that would speed things up if so. One caution is that triplea does weird stuff sometimes when edit on. I don’t understand it all but errors pop up sometimes.
Anyway. I will check that out :+
@VictoryFirst the dice rolls also show up in history. I have to dbl check, but i think it’s the same order as in th battle window. Start lowest to highest bu t i can’t remember.
Yea that would be way cool. Those huge naval battles kind of a pita to hand roll. Paras only matter when by themselves, so not that big a deal. but yea I will check out after i finish Late 1942 off :)
Game History
Round: 4
Purchase Units - ANZAC
ANZAC buy 1 Escort, 1 fighter and 1 transport; Remaining resources: 1 PUs;
Combat Move - ANZAC
Non Combat Move - ANZAC
2 armour moved from New South Wales to Queensland
Place Units - ANZAC
1 Escort and 1 transport placed in 62 Sea Zone
1 fighter placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 11 PUs
Trigger ANZAC Liberates DNG Turn4: ANZAC met a national objective for an additional 2 PUs; end with 13 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 18 PUs
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
Combat Move - French
Non Combat Move - French
1 infantry moved from Anglo Egyptian Sudan to Egypt
Turn Complete - French
Combat Hit Differential Summary :
@VictoryFirst I just tried the edit thing in combat. F yea ! Good find ! Gotta use your brain a little bit, but way faster than dicebot.
i think the only thing we need dicebot for is LMs now. We’ll see how it goes. Feel free to play that way the rest of the game. If no bugs, I’ll add it to Notes in next update. Probably do a notification at Game Start too
@VictoryFirst here’s a new place
it’ll fix the bessarabia Flow. i’ve gotta tweak the xml so factories don’t move in there place but that won’t work till an update.
@VictoryFirst another connection error. Marianas and Paulau. I notified Elk.
Nice work! Just sent ya a new one with those corrections. Tried to use the lip trick so it wouldn’t jack up the place too hard. Hopefully got it dialed this time. But let me know if you find any others

@black_elk F yea that looks good. We even got a little extra room for carolines. maybe I can squeeze another dude or two in.
@VictoryFirst I should have it dialed sometime AM for you.