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Game 1 - Global 40 EXP - Alexander (Allies) vs. Panzer (Axis)


  • I lied, I have one more:

    How do I best manage army/corps synergies and take casualties in this larger and more complicated combat?

  • 25 24 23 22 21 20 19 18

    @Alexander

    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.

    Screenshot from 2026-01-06 23-30-04.png

    Screenshot from 2026-01-06 23-30-20.png

    Screenshot from 2026-01-06 23-36-36.png

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

    Screenshot from 2026-01-06 23-38-07.png

    Did you edit one in previously for another unit ?

  • 25 24 23 22 21 20 19 18

    @Alexander

    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.

  • 25 24 23 22 21 20 19 18

    @Alexander

    there is another post on the previous page in case you missed it


  • @Alexander said in Game 1 - Global 40 EXP - Alexander (Allies) vs. Panzer (Axis):

    1. 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


  • @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


  • @barnee Thanks, that sounds good. I’ll make those edits and post it prior to rolling for combat

  • 25 24 23 22 21 20 19 18

    @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

  • 25 24 23 22 21 20 19 18

    @Alexander

    forgot can’t edit here :)

    Screenshot from 2026-01-10 17-03-56.png

  • 25 24 23 22 21 20 19 18


  • @barnee Ah, this definition is what I needed to see. Thanks again!

    Finally home so I’ll have the updated game soon


  • @barnee Ok, false alarm - there may be no issue (just me) as the ‘2’ is for the mines not the Fighter Ace. My bad


  • @Alexander @Panzerstahl-Helm

    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.tsvg

    Start - still in edit
    game-1-alex-vs-panzer-rus11-buy.tsvg

    Pre-dice
    game-1-alex-vs-panzer-rus11-combat.tsvg

    Post dice
    game-1-alex-vs-panzer-rus11-postcombat.tsvg


  • @Alexander

    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


  • @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.

  • 25 24 23 22 21 20 19 18

    @Alexander

    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 :)

  • 25 24 23 22 21 20 19 18

    @Alexander

    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


  • @Alexander

    Howdy,

    your Russian turn is not yet completed. Once finished, Japan will continue. :-)

    BR


  • @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…


  • @Alexander

    Hello sir,

    indeed is the Russian bear quite naked lately.
    Nevertheless I must have to say that you are doing very well!
    The first games are more for learning (actually you are learning every game after that as well!) and you are doing very good! You got the rules and how to use them in TripleA preety good. Marvelous!

    BR

    Game History

    Round: 11
    
        Purchase Units - Japanese
            Japanese buy 3 Fortifications, 1 Japanese_LCV, 4 TotalWarAirTrprts, 1 artillery, 1 elite, 9 infantry and 2 submarines; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Combat Move - Japanese
            Trigger Kamikaze: Japanese has 1 Kamikaze placed in Japan
            Trigger Banzai: Japanese has 1 Banzai placed in Japan
            Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu
            1 pacific_transport and 2 transports moved from 35 Sea Zone to 36 Sea Zone
            1 artillery, 1 elite and 4 infantry moved from French Indo China to 36 Sea Zone
            1 artillery, 1 elite, 4 infantry, 1 pacific_transport and 2 transports moved from 36 Sea Zone to 43 Sea Zone
            4 infantry moved from 43 Sea Zone to Borneo
            1 artillery moved from 43 Sea Zone to Borneo
            4 infantry moved from Hunan to Yunnan
            2 mech_infantrys moved from Hunan to Szechwan
            1 artillery moved from Hunan to Yunnan
            1 fighter and 1 tactical_bomber moved from French Indo China to Yunnan
            1 bomber moved from 35 Sea Zone to Yunnan
            1 artillery and 2 infantry moved from Hopei to Suiyuyan
            1 fighter and 1 tactical_bomber moved from French Indo China to Szechwan
            1 bomber moved from Philippines to Szechwan
            1 infantry moved from Yenisey to Timguska
                  Japanese take Timguska from Russians
            1 submarine moved from 35 Sea Zone to 33 Sea Zone
            2 fighters moved from Philippines to 33 Sea Zone
            1 tactical_bomber moved from 35 Sea Zone to 33 Sea Zone
            2 tactical_bombers moved from 35 Sea Zone to Borneo
            1 tactical_bomber moved from 35 Sea Zone to 33 Sea Zone
            1 submarine moved from 6 Sea Zone to 25 Sea Zone
            2 fighters moved from 6 Sea Zone to 25 Sea Zone
    
        Combat - Japanese
            Battle in Borneo
                Japanese attack with 1 artillery, 4 infantry and 2 tactical_bombers
                ANZAC defend with 1 infantry
                Japanese win, taking Borneo from British with 1 artillery, 4 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
                Casualties for ANZAC: 1 infantry
            Battle in Suiyuyan
                Japanese attack with 1 artillery and 2 infantry
                Russians defend with 1 infantry
                Japanese win, taking Suiyuyan from Chinese with 1 artillery and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Russians: 1 infantry
            Battle in 33 Sea Zone
                Changer loiter and taunt; Japanese attack with 2 fighters, 1 submarine and 2 tactical_bombers
                Changer defend; Americans defend with 1 destroyer; ANZAC defend with 1 Escort_Convoy, 1 NavalMine3 and 1 transport
                Japanese win with 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 4
                Casualties for Japanese: 1 fighter and 1 submarine
                Casualties for Americans: 1 destroyer
                Casualties for ANZAC: 1 Escort_Convoy and 1 transport
            Battle in Yunnan
                Japanese attack with 1 artillery, 1 bomber, 1 fighter, 4 infantry and 1 tactical_bomber
                British defend with 3 infantry
                Japanese win, taking Yunnan from Chinese with 1 artillery, 1 bomber, 1 fighter, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                Casualties for Japanese: 1 infantry
                Casualties for British: 3 infantry
            Battle in Szechwan
                Japanese attack with 1 bomber, 1 fighter, 2 mech_infantrys and 1 tactical_bomber
                Russians defend with 1 infantry
                Japanese win, taking Szechwan from Chinese with 1 bomber, 1 fighter, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 3
                Casualties for Russians: 1 infantry
            Battle in 25 Sea Zone
                Japanese attack with 2 fighters and 1 submarine
                Americans defend with 1 pacific_destroyer
                Japanese win with 2 fighters and 1 submarine remaining. Battle score for attacker is 7
                Casualties for Americans: 1 pacific_destroyer
            Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone
    
        Non Combat Move - Japanese
            Trigger RemoveKamikaze: has removed 1 Kamikaze owned by Japanese in Japan
            Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan
            Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone
            Turning on Edit Mode
            EDIT: Turning off Edit Mode
            Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in French Indo China
            1 aaGun moved from Hopei to Suiyuyan
            1 fighter and 1 tactical_bomber moved from Szechwan to French Indo China
            1 fighter and 1 tactical_bomber moved from Yunnan to French Indo China
            1 bomber moved from Szechwan to French Indo China
            2 J_Rails moved from Kiangsu to Shantung
            2 J_Rails and 2 infantry moved from Shantung to French Indo China
            2 tactical_bombers moved from Borneo to 36 Sea Zone
            EDIT: 1 elite moved from 43 Sea Zone to Borneo
            2 tactical_bombers moved from 33 Sea Zone to Paulau Island
            1 submarine moved from 43 Sea Zone to 44 Sea Zone
            1 submarine moved from 35 Sea Zone to 36 Sea Zone
            1 fighter moved from 33 Sea Zone to Paulau Island
            1 JPN_Pacific_DD moved from 35 Sea Zone to 42 Sea Zone
            4 NavyFighters, 2 carriers and 1 pacific_BB moved from 35 Sea Zone to 43 Sea Zone
            1 Japan_destroyer and 1 cruiser moved from 35 Sea Zone to 43 Sea Zone
            1 battleship moved from 35 Sea Zone to 43 Sea Zone
            1 Hvycarrier and 1 carrier moved from 35 Sea Zone to 36 Sea Zone
            1 Escort and 1 Heavy_BB moved from 6 Sea Zone to 36 Sea Zone
            1 elite and 4 infantry moved from Japan to 6 Sea Zone
            1 elite, 4 infantry and 3 transports moved from 6 Sea Zone to 19 Sea Zone
            1 infantry moved from Shantung to 19 Sea Zone
            1 elite, 5 infantry and 3 transports moved from 19 Sea Zone to 36 Sea Zone
            1 elite and 5 infantry moved from 36 Sea Zone to French Indo China
            1 aaGun, 2 artilleries, 1 elite, 1 infantry, 1 japanese_para and 1 mech_infantry moved from Yakut S.S.R. to Yenisey
            1 infantry moved from Yakut S.S.R. to Yenisey
            1 infantry moved from Buryatia to Yakut S.S.R.
            1 infantry moved from Amur to Buryatia
            1 elite moved from Korea to Amur
            1 bomber moved from Yunnan to 36 Sea Zone
            2 fighters moved from 25 Sea Zone to 6 Sea Zone
    
        Place Units - Japanese
            3 infantry placed in Shantung
            3 infantry placed in French Indo China
            1 Japanese_LCV, 4 TotalWarAirTrprts, 1 artillery, 1 elite and 3 infantry placed in Japan
            3 Fortifications placed in Philippines
            2 submarines placed in 6 Sea Zone
            Trigger JapaneseTotalWarAirTrprtPlaceJapan4: has removed 4 TotalWarAirTrprts owned by Japanese in Japan
            Trigger JapaneseTotalWarAirTrprtPlaceJapan4: Japanese has 4 air_transports placed in Japan
    
        Turn Complete - Japanese
            Trigger Japanese RemoveConvoySZ6: has removed 1 Escort_Convoy owned by Japanese in 6 Sea Zone
            Trigger Japanese RemoveConvoySZ36Invert: has removed 1 Escort owned by Japanese in 36 Sea Zone
            Trigger Japanese RemoveConvoySZ6: Japanese has 1 Escort placed in 6 Sea Zone
            Trigger Japanese RemoveConvoySZ36Invert: Japanese has 1 Escort_Convoy placed in 36 Sea Zone
            Japanese collect 58 PUs; end with 58 PUs
            Trigger Japan Loses CarolineIslands: Japanese met a national objective for an additional -3 PUs; end with 55 PUs
            Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 PUs; end with 58 PUs
            Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 66 PUs
            Trigger Japanese Controls WakeIsland Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 68 PUs
    

    game-1-alex-vs-panzer-jap11.tsvg

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