Triple A G40 - Comprehensive list of currently unresolved issues

  • Customizer

    @Gamerman01:

    Triple A let me land Japanese aircraft in a territory I just took from Russia…. (Amur)
    I just caught myself realizing I had just taken it
    I knew there were problems like this in China, but I guess it can happen elsewhere too

    Just looked at your savegame, and this is not a bug.
    After you click “done”, triplea tells you that your planes can’t land, and gives you the opportunity to continue your move phase (your planes still have movement).
    If you still click “ok”, your planes die.

    The reason triplea doesn’t stop you from moving your planes to Amur, is because they still have movement left.  So long as your planes have range left to land somewhere legally, triplea lets you move them wherever you want.  But if you don’t move them somewhere legal, they die.  This is intended behavior.

  • Customizer

    @bmnielsen:

    Here it is…

    Looks like the map is checking to see if USA is at War AND Allies are Friendly to the TrueNeutrals at the start of the politics phase.
    I’ll add a second check for at the end of the politics phase, for both USA and Russia.

    thx


  • Alright, I just had an ingame situation where Triple A lets me retreat from only an AA gun

    Here is the save file.

    According to the rules, you cannot retreat from units that have no combat value (transports or AA guns) but many players don’t realize this.

    Item #14 on my list


  • This one probably doesn’t come up too often, but I just found a bug in triplea.

    Japan shouldn’t get their peace bonus if they attack FIC, even if they don’t take it. In a game where UK/Aussies DOW’d me and I hit FIC with 1 inf + air to kill a Brit fighter that had just sunk some of my ships. I didn’t take it and triplea still gave me the bonus.

    10bonus.tsvg


  • @Gamerman01:

    Item #14 on my list

    Is this list posted somewhere and if so where might I find this list? If not, could you shoot me it so I’m tracking?


  • You just need to go to the first post in this thread.

  • '16 '15 '10

    Great job compiling this list Gamer.

    #8 on the list is up there since it allows for factories to be placed in territories not owned at the start of the turn.


  • Added a note to #8, since it had only mentioned Dutch territories

    Anyway, it is important for all users of Triple A to know the rules themselves, and not to rely on the program to follow the rules.

  • '16 '15 '10

    Absolutely.  Still, I hope the devs continue to refine the map to avoid game errors and rule misinterpretations.  This list is a excellent assist to that end.

  • '18 '17 '16 '11 Moderator

    @P@nther:

    @Cmdr:

    TripleA allows the Russians to move out of the Black Sea (adjacent to Caucasus/S. Ukraine) into the Med. Sea through a Neutral Turkey (Turkish Straits)  Not sure if it allows other nations to do the same, was just playing the AI and saw it routinely moved a Russian fleet out of the Black Sea to attack…had to keep editing to fix it.

    That would be SZ 99 to SZ 100 and vice-versa

    I tried to reproduce that - and TripleA does not allow leaving or entering the Black Sea for any nation.
    Please post a savegame when this occurs.

    Yea and I put it in the wrong thread…(moving it to the correct thread)

    The player might not be able to do it, but the AI does it.  Easiest way to test it would be to put undefended Italian submarines off the coast of Italy while Russia has two or three destroyers and a cruiser in the Black Sea (in range of the submarines.)  They have to be undefended - as in, no fighter escorts either! (Because that’s what kept happening to me, had to go in and edit it over and over and over again.  And yes Turkey was neutral and yes it was True Neutral) AI was under “hard” setting.

    I eventually gave up, removed the dang Russian fleet and moved it up over St. Petersburg to end the once a round edit….

    Next time I’ll save the game.

  • '16

    A minor bug that came up that I thought was squashed already.

    When attacking an AAA gun alone with just air, the AA gun should not get to defend.

    No Combat Value: Even though an AAA unit can defend, either alone or with other units, it has a combat value of 0. This means that an AAA unit cannot fire in the defending units fire step. It can, however, be taken as a casualty. If a territory containing AAA units and no combat units is attacked, the AAA units are automatically destroyed. AAA units may never attack.

    and

    Air Defense: An AAA unit can fire at an air unit only when that unit attacks land and/or air units in the territory containing that AAA unit.


  • Whoa!  Did that rule change when they changed it from “AA” to “AAA”?  I never noticed that and no one has ever brought it to my attention.  It appears that you are correct - I am convinced by the part under “air defense”.

    So yes Triple A would be wrong, but if I’m not mistaken, the vast majority of players thought that’s what the rule was (AAA gets a shot at the attacking aircraft, which would normally just be one plane of course).  I definitely did.  :oops:

    But that’s a pretty dumb rule.  :x  Aircraft can automatically kill anti-aircraft?!  I think I’m just going to play it as we always have


  • Very interesting point!

    Though the wording in 1942, 2nd Edition, is different:

    @rulebook:

    No Combat Value: It can, however, be taken as a casualty. If a territory containing AAA units and no combat units is attacked,
    the AAA units are automatically destroyed. AAA units may never attack.
    Air Defense: An Antiaircraft artillery (AAA) unit can fire only at an air unit when that unit attacks the territory containing
    that AAA unit
    . AAA units fire only once, before the first round of combat.

    This would indicate that the air unit is subject to AAA fire, and after that - if the air unit survives - the AAA will be autodestroyed.
    As the combat value of an AAA unit is relevant only after the AAA fire itself.

    Also see page 12:

    @the:

    Air units attacking territories that have antiaircraft artillery will be fired upon (see pg. 25).

    So I think in this game it works like expected again.


  • Right, but the G40 2nd edition rulebook does read as PGMatt quoted it, and what it says under “air defense” appears crystal clear that the AAA doesn’t even get a shot if it doesn’t have any land or air units with it?!
    I just asked Krieghund to confirm/explain…

  • Official Q&A

    AAA are land units, therefore they get to fire if air units attack them.


  • Great!  But then why does it say “only when that unit attacks land and/or air units”?  Wouldn’t it be impossible not to?  I’m confused

  • '20 '16 '15 '14

    @Gamerman01:

    Great!  But then why does it say “only when that unit attacks land and/or air units”?  Wouldn’t it be impossible not to?  I’m confused

    I think this is to show that they do not fire when planes are attacking an IC/base, to clarify from the old days where you had to have aa cover for your IC’s.

  • Official Q&A

    @DizzKneeLand33:

    I think this is to show that they do not fire when planes are attacking an IC/base, to clarify from the old days where you had to have aa cover for your IC’s.

    Correct.


  • No comment.

    Alright, PGMatt, TripleA has been correct all along and you just misunderstood the intent of the rules.  I’m glad I decided to contact Krieghund on this

  • '16

    works for me.

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

41

Online

17.0k

Users

39.3k

Topics

1.7m

Posts