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    regularkid

    @regularkid

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    Best posts made by regularkid

    • RE: G40 Balance Mod - Feedback Thread

      Hey all. An update. I’ve play-tested the proposed rule change in three games so far. Results were promising.

      Bombers were still purchased by both sides. In one game, I purchased three bombers with USA to dislodge German fleet from English channel. Was the right move even at the increased cost.

      In another game, my opponent purchased several bombers with Germany, but we did not get to the ridiculous bomber spam you sometimes see in vanilla.

      One thing I noted was how satisfying it was to shoot down a bomber, given their increased cost 🙂

      I’m still waiting for a game against a known bomb-spammer/pro. I have one person in mind, but am waiting for him to become available. Will keep y’all posted.

      In the meantime, playtest the change for yourself. Attached is a saved game file that allows you to test the proposed rule change. Simply load the game, and it will start you at G1 with bombers costing 14. Plz post ur experience! BalanceMod4.tsvg

      posted in Other Axis & Allies Variants
      regularkid
      regularkid
    • RE: L20 #3 trulpen (X) vs aequitas-et-veritas (A) PtV

      @trulpenplay will be following this game with interest 🙂

      posted in League
      regularkid
      regularkid
    • G40 Balance Mod - Rules and Download

      Hey all. Proud to announce the release of G40 Balanced (Balance Mod). Below is the official ruleset.


      Become a recognized member of the NerdHerd and support the content creators of G40 Balanced Mod and Path to Victory at https://www.patreon.com/nerd_herd.

      Path to Victory Discord Server: https://discord.gg/kSbeKFa


      G40 Balanced - Balance Mod

      Original Game Credits: Bung, Veqryn

      Mod Squad: Adam514 (co-originator and oracle), Deathbringer1974 (chief executive troll), dust (good at math), dss85 (playtester and game breaker), Gencre (general haha), redrum (XML high priest), Regularkid (co-originator and king of noobs), Young Grasshopper (topper goodwill ambassador)


      REVISIONS


      Revised Air Raid Rules: Fighters attack and defend at 2. Strategic and tactical bombers attack at 1.

      Revised Capital Capture Rules: The capture of a player’s capital results in the plunder of that player’s PUs only the first time the capital is taken. Subsequent recapture of the same capital results in the player’s PUs being destroyed.

      Revised Victory Conditions: If Germany is Allied control, an Axis victory in the Pacific requires 7 (rather than 6) Pacific VCs. If Japan is Allied control, an Axis victory in Europe requires 9 (rather than 8 ) Europe VCs.

      New Unit - Marines: Cost 5; Attack at 1; Attack at 2 when involved with an amphibious assault; Defend at 2; No bonus from artillery; Can be loaded onto cruisers and battleships (1 to a ship).

      Revised Bomber Cost: Strategic bombers now cost 14 PUs, rather than 12.

      Note: During amphibious assaults, Battleships and Cruisers may bombard territories other than the one they unload their marines into.  Also during amphibious assaults, Marines attack at 2 even if they arrived over land (to join an amphibious assault by other ground units).  Kamikazes (by themselves) do not prevent and cannot be used against a marine amphibious assault that is from a different power’s cruiser/battleship.  Marines loaded in the combat movement phase must conduct amphibious assault in that same phase.
      Additional National Objectives

      Germany

      • 2 PUs if Romania, Yugoslavia, Albania, Bulgaria, Greece, and Crete are Axis or Pro-Axis controlled.
      • 5 PUs if there is at least one German land unit in either London (the United Kingdom) or Egypt. (This modifies Germany’s “Presence in Egypt” objective).

      Russia

      • 3 PUs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory.
      • 3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls in mainland Europe. (This modifies Russia’s “Spread of Communism” objective).
      • 2 PUs for each of the following Lend-Lease lanes that is “open” (i.e., the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis beginning Round 3: (1) sz 125, Archangel ; (2) sz 80, Persia; (3) sz 5, Amur (This modifies Russia’s “Lend Lease” objective).  If Japan and Russia are not at war, then Japan can’t block the NO by putting a warship in sz 5.
      • An additional 2 PUs per each “open” Lend-Lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia.

      Note: An Axis power may not move its units into originally Russian territory unless that Axis power is at war with Russia. Also, when not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia.  The National Objective for Russia’s first capture of Berlin has been removed.

      Japan

      • 5 PUs if Axis controls Dutch New Guinea, New Guinea, New Britain and Solomon Islands. (This modifies Japan’s “Strategic Perimeter” objective).
      • 5 PUs if Axis controls Midway, Wake Island, Guam.
      • 3 PUs if Japan controls Iwo Jima and Okinawa and is at war with the USA

      USA

      • 5 PUs if USA is at war and Allies control Midway, Wake Island, Guam.
      • 5 PUs if USA is at war and Allies control Marshall Islands, Caroline Islands, Paulau Island, Marianas.
      • 5 PUs if Allies control at least 2 of: Normandy Bordeaux, Holland Belgium, Southern France, and USA has at least one land unit in any of these territories.
      • 5 PUs if Allies control Morocco, Algeria, and Tunisia, and USA has at least one land unit in any of these territories.

      China

      • 3 PUs if Allies control Yunnan, Szechwan, Burma, and India. (This modifies China’s “Burma Road” objective).
      • At the start of China’s turn, a Chinese infantry is spawned in each non-coastal Chinese territory under Axis control that is not garrisoned by at least one Axis land unit (i.e., infantry, marine, mech infantry, artillery, or armor). These “guerrillas” engage in combat wherever they are spawned and may not be moved until China’s next turn.

      UK

      • 3 PUs if UK Europe controls all its original territories. (This modifies UK’s “Original Territories” objective).
      • 3 PUs if Allies control at least 2 of: Sicily, Sardinia, Greece, Southern Italy, and Allies have at least one land unit in any of these territories.
      • 3 PUs if there are no enemy submarines in the Atlantic, excluding szs 112 and 125-127.
      • 3 PUs if Malta, Crete, and Cyprus are Allied or Pro-Allied controlled.
      • 3 PUs for UK Pacific when at war with the Japanese if: (1) British control West India and either Egypt or South Africa; and (2) there are no enemy submarines in the western half of the Indian Ocean (sz71,…,sz81).
      • 3 PUs for UK Pacific when at war with the Japanese if Malaya and Kwantung are Allied controlled. (This modifies UK Pacific’s “Malaya and Kwantung” objective.

      Italy

      • 3 PUs if Malta, Cyprus, and Crete are Axis controlled.

      ANZAC

      • 3 PUs if ANZAC is at war with the Japanese and Dutch New Guinea, New Guinea, New Britain and Solomon Islands are controlled by the Allies (other than the Dutch). (This modifies ANZAC’s “Strategic Islands” objective).
      • 3 PUs if ANZAC is at war with the Japanese and the Solomon Islands, Gilbert Islands, Fiji, and Samoa are Allied controlled.
      • 3 PUs if ANZAC is at war with the Japanese, controls all of its original territories, and Malaya is Allied controlled. (This modifies ANZAC’s “Control Original And Malaya” objective).

      VICHY FRANCE RULE SET

      The following rule-set simulates the circumstances and strategic consequences of the Franco-German Armistice, and is intended for play with the G40 Balance Mod.

      Game Conditions for Franco-German Armistice

      At the beginning of France’s turn, if the following conditions are met, the Franco-German Armistice will occur:

      1. Axis has control of both France and Normandy Bordeaux;
      2. Axis has never controlled Southern France; and
      3. There are no non-French, Allied land units in Southern France.

      Game Consequences of Franco-German Armistice

      French Territorial Control: At the beginning of France’s first turn in which Armistice conditions are met, all originally French territories not already under Axis control immediately change ownership to Pro-Axis Neutrals, except: (1) French Equatorial Africa; (2) New Hebrides; (2) any French territories containing non-French allied land units.

      Any non-French allied air units in Vichy-controlled territory are destroyed upon conversion of the territory to Vichy control.

      With the exception of Southern France (see discussion of “Zone Libere” below), Vichy French territory operates the same way as other Pro-Axis Neutral territory. An Axis player may capture Vichy French territory and commandeer its forces by moving a land unit into the territory during the non-combat phase of his turn.

      Fly-over restrictions applicable to other Neutral territories do not apply to Vichy French territory.

      Fleet at Toulon: In addition to the change in French territorial control, the Armistice changes control of the the French fleet in sz 93, from French to Pro-Axis neutral. The Vichy French fleet maintains a strictly defensive posture. It may not be moved. It may not be captured by the Axis. The fleet is immediately destroyed if any power, other than the Free French, occupies Southern France

      "Zone Libre": Any Axis occupation of Southern France following the Armistice results in the scuttling of the Vichy French Fleet at Toulon and the disbandment of all remaining Vichy French forces. These forces are removed at the end of the Axis player’s turn in which the occupation of Southern France takes place. Any formerly Vichy French forces that were previously commandeered by the Axis are unaffected by this change.

      Armistice’s Effect on National Objectives: Following the armistice, Southern France is considered Axis-controlled for purposes of Italy’s “Roman Empire” objective. Otherwise, the Vichy France arrangement has no impact on National Objectives. Tunisia, Algeria and Morocco must still be directly occupied by Germany or Italy to achieve Italy’s “North Africa” objective. Japanese occupation of French Indo China still negates Japan’s “Trade With America” objective.

      Liberation of France: The Allied liberation of France effectively terminates the Armistice. Any territory and forces still under Vichy French control (including any surviving fleet in sz 93) revert back to Free French control. The Vichy French forces in the Southern France and sz 93 will also revert back if Southern France is liberated by the Free French.

      Finally, here is a link to National Objective cards made by Cyanight for tabletop games of Balance Mod. Enjoy! http://www.artscow.com/ClientDesigner/Designer.aspx?DesignId=164810677. (This link is only viewable with internet explorer).

      national objective.png

      posted in Other Axis & Allies Variants
      regularkid
      regularkid
    • RE: G40 Balance Mod - Feedback Thread

      Adam514 and I are excited to announce the map we have been working on for the last several weeks together has been released and is available for download on TripleA! WW2 Path to Victory.

      Using World War II Global 1940 Balanced Mod as a launching point, Path to Victory seeks to breathe new life into the World War 2 genre with a number of changes and gameplay innovations:

      • A redrawn Pacific theater that puts critical islands at the intersection of Sea Zones, boosting their inherent strategic worth and encouraging island trading.

      • A redrawn Russia that offers more distinct and alternative approaches to taking down (and defending) the Motherland, including multiple points of engagement (not just a single retreating/advancing stack).

      • A scorched earth dynamic, whereby original Soviet factories are destroyed upon capture by the Axis, evoking Germany’s stretched supply lines in the later stages of Barbarossa.

      • A redrawn China that gives Japan a real fight, and a real choice between cleaving close to the coast or risking a protracted fight in China’s heartland.

      • Updated unit mechanics, including carriers that can scramble aircraft to adjacent battles (a mechanic also found in Total World War), mechs that are supported by tanks, and reduced cost for underutilized naval units.

      These changes build upon the enhancements already found in G40 Balanced Mod, including marines, Vichy France, Chinese guerilla fighters, etc., to create a fun and engaging World War II strategy gaming experience, which we look forward to sharing with all of you!
      Russia.png Pacific.png China.png

      posted in Other Axis & Allies Variants
      regularkid
      regularkid
    • WW2 Path to Victory - Rules Discussion

      Hey all. Proud to announce the release of WW2 Path to Victory–a project Adam514 and I put together to provide an enhanced gameplay experience to World War II strategy-game enthusiasts and lovers of Global 1940, more particularly.

      You can become a recognized member of the NerdHerd and support the content creators of Path to Victory and Balanced Mod at https://www.patreon.com/nerd_herd.. Also, join our Path to Victory Discord Server for live chat and further community engagement at https://discord.gg/kSbeKFa

      Much of the ruleset from Global 1940 Balanced Mod 3 (e.g., marlines, Vichy France, Chinese guerrillas, revised national objectives, etc.) is adopted by PTV. Below is a list of differences:

      PATH TO VICTORY REVISIONS OF BM3 RULESET

      • Mongolia: If Japan declares war on Russia, Mongolian territories and units will automatically turn Russian at the end of Japan’s turn.

      • Factories in Russia: Originally owned Factory Minors in Russia are destroyed upon capture by the Axis.

      • Tsugaru Strait: Passage through the Tsugaru Strait, connecting sea zones 6 and 7, requires ownership of Japan. Submarines, however, may pass through freely regardless of ownership.

      • Land Scramble: Path to Victory is designed to be played with “can scramble to land” turned on for both Airbases and Carriers. This option, however, may only be used for battles where the defending player has at least one unit in the defending territory–i.e., a scramble cannot be used to defend an empty land territory. The TripleA engine does correctly enforce this rule. However, at present, the engine still prompts players to scramble to undefended territories if the attack is amphibious. This prompt should be ignored since the engine will ultimately not recognize such a scramble, even if it is selected.

      • Carrier Scramble: A carrier may scramble one plane to battles in adjacent sea zones/territories where there is at least one defending surface warship/land unit. No more than three planes may be scrambled from a particular sea zone in this manner. The number of planes that may be scrambled from a sea zone (up to the three-plane maximum) is determined by the number of undamaged carriers in that sea zone (one per carrier). This is true irrespective of how the planes may be allocated among the carriers. For example, if a sea zone contains an American carrier with two planes and a British carrier with no planes, the total number of planes that may be scrambled from that sea zone is two. Damaged carriers are disregarded for purpose of determining the scramble capacity of a sea zone (player enforced).

      • Note - Return of Scrambled Planes: A scrambling plane must return to the place from which it scrambled, unless that place is no longer a viable landing spot (either because the territory was taken, or the scrambling carrier was damaged/destroyed). If the place from which the plane scrambled is no longer a viable landing spot, the plane may land in any available spot that is adjacent to or in the battle zone itself. Note: Per the foregoing rule, scrambled planes may land in eligible Friendly-Neutral territories that have already been attacked by the other side (play enforced).

      • Revised Plane Landing Rules: Planes may not make attacks that require landing on a newly purchase carrier that is not yet on the board.

      • Revised Carrier Defense: Carriers defend at 1.

      • Revised Mech Rules: Mechs now cost 5 PUs. They are supportable by tanks in both attack and defense (add one to their combat value).

      • Revised Bomber Rules: Strategic bombers attack at 3, and cost 12 PUs.

      • Retreat from Lone AA Guns: An attacker may retreat even if there are only AA guns left in the battle.

      • Reduced Unit Costs: Transports now cost 6. Cruisers 11. Battleships 18. And tactical bombers 10.

      • Capital Ships: Battleships and carriers may only be built from territories that have both factories and harbors.

      • Restricted US Movement When Not at War: When not at war with Japan, naval units belonging to the United States may not end their turn in sea zones adjacent to Japanese territory. The exceptions to this rule are sea zones 22 (Guam) and 32 (Wake Island).

      • Great Purge Penalty: Russia starts the game with 10 fewer PUs than its total production.

      • Civil War Penalty: China starts the game with 4 fewer PUs than its total production.

      • Sicily: Sicily is now connected to Southern Italy.

      • Revised Victory Conditions: Japan must capture seven Victory Cities for a win in the Pacific. Malaya is now a Victory City.

      PATH TO VICTORY REVISIONS OF BM3 NATIONAL OBJECTIVES

      Except as otherwise stated below, the national objectives in Path to Victory are functionally identical to those of BM3.

      GERMANY

      • NEW OBJECTIVE - Atlantic Wall: 3 PUs if Normandy and Holland Belgium are both Axis controlled at the beginning of Germany’s turn and each garrisoned with at least one land unit at the end of Germany’s turn.

      • REVISED OBJECTIVE - Control of Balkans: 3 PUs (increased from 2 PUs) if Romania, Yugoslavia, Albania, Bulgaria, Greece and Crete are Axis or Pro-Axis controlled.

      RUSSIA

      • REVISED OBJECTIVE - Lend Lease: Russia no longer receives a 2 PU boost from an unprovoked Japanese declaration of war. Instead the Mongolians automatically turn Russian as aforesaid.

      JAPAN

      • NEW OBJECTIVE - Vital Forward Bases: 5 PUs if Caroline Islands, Marianas, Marshall Islands, Paulau and Gilbert Islands are Axis controlled.

      UNITED STATES

      • NEW OBJECTIVE - Strategic Initiative: 5 PUs if Americans have a land unit in at least one Axis capitol.

      • REVISED OBJECTIVE - Control of Philippines: 5 PUs if Americans are at war and control both Manilla and Davao.

      CHINA

      • REVISED OBJECTIVE - Burma Road: 3 PUs and may build artillery if the Allies control Eastern India (as opposed to “India”), Burma, Yunnan, and Szechwan.

      This thread is for questions regarding PTV rules. Enjoy!

      posted in Other Axis & Allies Variants
      regularkid
      regularkid
    • RE: WW2 Path to Victory - Feedback Thread

      @Amon-Sul There’s no accounting for taste! You can change the colors to whatever you like! Its easy (and kinda fun) 😄

      Here’s how:

      1. Unzip the game file in your downloadedmaps folder (which is typically located in your user/documents/triplea directory). The file is called ww2_path_to_victory-master.zip.

      2. Inside the unzipped folder, open up the “Map” folder and look inside for the file called “map.properties.”

      3. Open “map.properties” with Notepad (for PC) or textedit (for Mac).

      4. Inside you will find a list of player factions with a color code assigned to each play.

      5. Find the color you want for the particular player here: https://www.rapidtables.com/web/color/RGB_Color.html. THis website gives you the color code, which you will need for the next step.

      6. Type in the new color code next to the country at issue. Save the file. Rezipp the map. And launch tripleA. You will see that the color has been updated to the one you picked!

      Note: this will not affect how your opponents see the map, because the color information is stored locally on everyone’s computer, and has no other effect on the game. It will only change what you see.

      Enjoy!

      posted in Other Axis & Allies Variants
      regularkid
      regularkid
    • RE: WW2 Path to Victory - Feedback Thread

      @trulpen yes it is possible. Click “View” then “Edit Map Font and Color” and enter a higher number into the font field. I set mine to 18, and it makes the unit numbers very easy to read.

      posted in Other Axis & Allies Variants
      regularkid
      regularkid
    • RE: WW2 Path to Victory - Feedback Thread

      Hey guys. Been following your conversation on the Russia/Japan political situation. Interesting stuff!

      A couple of observations. I agree with Trulpen that the dynamic in the Far East between Russia and Japan is much different in PTV than it is in BM3, and that there is a greater likelihood of war between the two countries earlier in the game in PTV. . . . But this is not because of the Lend Lease Rules.

      In PTV, there is actually a greater disincentive for Russia to declare war than in BM3.

      There is a convoy zone in SZ 5 (which does not exist in BM3). A single Japanese sub in sz 5 will deprive Russia of an average of 4 PUs per turn (2 from the lost National Objective, and 2 average from convoy blockade rolls), with a possibility of up to 6 PUs lost (depending on how the convoy blockade rolls go down).

      In PTV, Russia also enjoys an added bonus of waiting for Japan to declare war on it. . . a guarantee of 8 additional infantry. In BM3, the question of who declared war on whom has no effect on the disposition of the Mongolian infantry.

      The reason the dynamic in the far east seems different isn’t because of how the NOs are structured. In fact, if we imported the BM3 political/NO rules exactly (with all of their added complexity), the dynamic would be pretty much the same. The reason Russia declares war more often and earlier in PTV is because it can. . . the factory and Russia’s added income make a meaningful front against Japan possible.

      Changing the NOs won’t change that reality.

      posted in Other Axis & Allies Variants
      regularkid
      regularkid
    • RE: WW2 Path to Victory - Rules Discussion

      Hey all! We are pleased to announce Version 5.0 of WW2: Path to Victory is now available for download on TripleA. Based on playtesting and community feedback, we made the following changes to the map:

      (1) Sea Zone 38 (by Malaya) is now two Sea Zones (38 and 132), as shown below;

      3056ffe4-0298-49ae-96f1-4a2b7898596d-image.png

      (2) The Vital Forward Bases National Objective in the Pacific now requires control of Gilbert Islands and is reciprocal. That is, Japan can also earn plus +5 PUs by controlling Caroline Islands, Paulau, Marshall Islands, Marianas, and Gilbert Islands.

      Thanks again for all of your continued support and feedback. I look forward to seeing you around the gaming table.

      posted in Other Axis & Allies Variants
      regularkid
      regularkid
    • RE: WW2 Path to Victory - Feedback Thread

      Hey all! We are pleased to announce Version 5.0 of WW2: Path to Victory is now available for download on TripleA. Based on playtesting and community feedback, we made the following changes to the map:

      (1) Sea Zone 38 (by Malaya) is now two Sea Zones (38 and 132), as shown below;

      6241931d-f6d1-46ec-a488-7a46436e2377-image.png

      (2) The Vital Forward Bases National Objective in the Pacific now requires control of Gilbert Islands and is reciprocal. That is, Japan can also earn plus +5 PUs by controlling Caroline Islands, Paulau, Marshall Islands, Marianas, and Gilbert Islands.

      Thanks again for all of your continued support and feedback. I look forward to seeing you around the gaming table.

      posted in Other Axis & Allies Variants
      regularkid
      regularkid

    Latest posts made by regularkid

    • RE: Regularkid (Axis) v AAGamer (Allies) - PTV no bid

      TripleA Turn Summary: Japanese round 7

      TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

      Game History

      Round: 7
      
          Purchase Units - Japanese
              Japanese buy 3 bombers, 1 destroyer, 4 infantry and 2 tactical_bombers; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
      
          Politics - Japanese
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Chile
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Argentina
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Venezuela
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Sweden
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Switzerland
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Northern Spain
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Southern Spain
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Portugal
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Eastern Turkey
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Western Turkey
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Saudi Arabia
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Afghanistan
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Mozambique
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Angola
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Tibet
      
          Combat Move - Japanese
              1 fighter moved from Japan to 18 Sea Zone
              1 fighter moved from Eastern India to Western India
              1 infantry moved from Eastern India to Western India
              1 infantry moved from Eastern India to Burma
                    Japanese take Burma from UK_Pacific
              1 infantry moved from Kiangsi to Hunan
                    Japanese take Hunan from Chinese
              1 infantry moved from Hopei to Szechwan
              1 infantry moved from Szechwan to Kweichow
              1 artillery moved from Kweichow to Kwangsi
              1 infantry moved from Anhwe to Kiangsi
              1 infantry moved from Jehol to Anhwe
              2 artilleries and 4 infantry moved from Shan State to 132 Sea Zone
              4 infantry moved from Malaya to 132 Sea Zone
              6 infantry and 3 transports moved from 132 Sea Zone to 56 Sea Zone
              2 artilleries, 2 infantry and 2 transports moved from 132 Sea Zone to 56 Sea Zone
              2 artilleries and 8 infantry moved from 56 Sea Zone to Northern Australia
              2 cruisers and 1 marine moved from 132 Sea Zone to 56 Sea Zone
              1 marine moved from 56 Sea Zone to Northern Australia
              1 marine moved from Davao to 36 Sea Zone
              1 cruiser and 1 marine moved from 36 Sea Zone to 56 Sea Zone
              1 marine moved from 56 Sea Zone to Northern Australia
              1 destroyer moved from 36 Sea Zone to 47 Sea Zone
              1 battleship moved from 132 Sea Zone to 56 Sea Zone
              3 carriers moved from 132 Sea Zone to 56 Sea Zone
              1 fighter and 3 tactical_bombers moved from 132 Sea Zone to 56 Sea Zone
              1 tactical_bomber moved from 36 Sea Zone to 56 Sea Zone
              3 fighters moved from 36 Sea Zone to 56 Sea Zone
              1 tactical_bomber moved from French Indo China to 56 Sea Zone
              2 tactical_bombers moved from French Indo China to Davao
              1 fighter moved from Davao to 56 Sea Zone
              1 fighter moved from Eastern India to 36 Sea Zone
              2 fighters moved from French Indo China to Davao
              1 tactical_bomber moved from Japan to Davao
              1 transport moved from 132 Sea Zone to 40 Sea Zone
              1 transport moved from 132 Sea Zone to 37 Sea Zone
              1 transport moved from 132 Sea Zone to 40 Sea Zone
              1 transport moved from 132 Sea Zone to 20 Sea Zone
              1 battleship moved from 36 Sea Zone to 56 Sea Zone
              1 destroyer and 3 submarines moved from 36 Sea Zone to 56 Sea Zone
              2 carriers moved from 36 Sea Zone to 56 Sea Zone
              1 carrier, 1 destroyer and 2 submarines moved from 6 Sea Zone to 36 Sea Zone
      
          Combat - Japanese
              Battle in 18 Sea Zone
                  Japanese attack with 1 fighter
                  Americans defend with 1 transport
                      1 transport owned by the Americans lost in 18 Sea Zone
                  Japanese win with 1 fighter remaining. Battle score for attacker is 6
                  Casualties for Americans: 1 transport
              Battle in Northern Australia
              Battle in Western India
                  Japanese attack with 1 fighter and 1 infantry
                  British defend with 1 infantry
                      Japanese roll dice for 1 fighter and 1 infantry in Western India, round 2 : 1/2 hits, 0.67 expected hits
                      UK_Pacific roll dice for 1 infantry in Western India, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the British lost in Western India
                  Japanese win, taking Northern Australia from ANZAC, taking Western India from UK_Pacific with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for British: 1 infantry
      
          Non Combat Move - Japanese
              1 fighter moved from Western India to French Indo China
              1 infantry moved from Jehol to Anhwe
              1 fighter moved from 18 Sea Zone to 36 Sea Zone
              1 aaGun moved from French Indo China to Shan State
      
          Place Units - Japanese
              3 bombers placed in French Indo China
              Turning on Edit Mode
              EDIT: Removing units owned by Japanese from Central India: 1 armour
              EDIT: Changing ownership of Afghanistan from Neutral_True to Japanese
              EDIT: Removing units owned by Neutral_True from Afghanistan: 4 infantry
              EDIT: Adding units owned by Japanese to Afghanistan: 1 armour and 4 infantry
              EDIT: Turning off Edit Mode
              1 destroyer placed in 6 Sea Zone
              1 infantry and 2 tactical_bombers placed in Malaya
              3 infantry placed in Eastern India
      
          Turn Complete - Japanese
              Japanese collect 64 PUs; end with 64 PUs
              Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 69 PUs
              Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 74 PUs
      

      Combat Hit Differential Summary :

      Japanese regular : 0.33
      UK_Pacific regular : -0.33
      

      Savegame

      posted in League
      regularkid
      regularkid
    • RE: Regularkid (Axis) v AAGamer (Allies) - PTV no bid

      TripleA Turn Summary: Japanese round 7

      TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

      Game History

      Round: 7
      
          Purchase Units - Japanese
              Japanese buy 3 bombers, 1 destroyer, 4 infantry and 2 tactical_bombers; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
      
          Politics - Japanese
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Chile
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Argentina
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Venezuela
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Sweden
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Switzerland
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Northern Spain
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Southern Spain
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Portugal
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Eastern Turkey
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Western Turkey
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Saudi Arabia
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Afghanistan
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Mozambique
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Angola
              Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Tibet
      
          Combat Move - Japanese
              1 fighter moved from Japan to 18 Sea Zone
              1 fighter moved from Eastern India to Western India
              1 infantry moved from Eastern India to Western India
              1 infantry moved from Eastern India to Burma
                    Japanese take Burma from UK_Pacific
              1 infantry moved from Kiangsi to Hunan
                    Japanese take Hunan from Chinese
              1 infantry moved from Hopei to Szechwan
              1 infantry moved from Szechwan to Kweichow
              1 artillery moved from Kweichow to Kwangsi
              1 infantry moved from Anhwe to Kiangsi
              1 infantry moved from Jehol to Anhwe
              2 artilleries and 4 infantry moved from Shan State to 132 Sea Zone
              4 infantry moved from Malaya to 132 Sea Zone
              6 infantry and 3 transports moved from 132 Sea Zone to 56 Sea Zone
              2 artilleries, 2 infantry and 2 transports moved from 132 Sea Zone to 56 Sea Zone
              2 artilleries and 8 infantry moved from 56 Sea Zone to Northern Australia
              2 cruisers and 1 marine moved from 132 Sea Zone to 56 Sea Zone
              1 marine moved from 56 Sea Zone to Northern Australia
              1 marine moved from Davao to 36 Sea Zone
              1 cruiser and 1 marine moved from 36 Sea Zone to 56 Sea Zone
              1 marine moved from 56 Sea Zone to Northern Australia
              1 destroyer moved from 36 Sea Zone to 47 Sea Zone
              1 battleship moved from 132 Sea Zone to 56 Sea Zone
              3 carriers moved from 132 Sea Zone to 56 Sea Zone
              1 fighter and 3 tactical_bombers moved from 132 Sea Zone to 56 Sea Zone
              1 tactical_bomber moved from 36 Sea Zone to 56 Sea Zone
              3 fighters moved from 36 Sea Zone to 56 Sea Zone
              1 tactical_bomber moved from French Indo China to 56 Sea Zone
              2 tactical_bombers moved from French Indo China to Davao
              1 fighter moved from Davao to 56 Sea Zone
              1 fighter moved from Eastern India to 36 Sea Zone
              2 fighters moved from French Indo China to Davao
              1 tactical_bomber moved from Japan to Davao
              1 transport moved from 132 Sea Zone to 40 Sea Zone
              1 transport moved from 132 Sea Zone to 37 Sea Zone
              1 transport moved from 132 Sea Zone to 40 Sea Zone
              1 transport moved from 132 Sea Zone to 20 Sea Zone
              1 battleship moved from 36 Sea Zone to 56 Sea Zone
              1 destroyer and 3 submarines moved from 36 Sea Zone to 56 Sea Zone
              2 carriers moved from 36 Sea Zone to 56 Sea Zone
              1 carrier, 1 destroyer and 2 submarines moved from 6 Sea Zone to 36 Sea Zone
      
          Combat - Japanese
              Battle in 18 Sea Zone
                  Japanese attack with 1 fighter
                  Americans defend with 1 transport
                      1 transport owned by the Americans lost in 18 Sea Zone
                  Japanese win with 1 fighter remaining. Battle score for attacker is 6
                  Casualties for Americans: 1 transport
              Battle in Northern Australia
              Battle in Western India
                  Japanese attack with 1 fighter and 1 infantry
                  British defend with 1 infantry
                      Japanese roll dice for 1 fighter and 1 infantry in Western India, round 2 : 1/2 hits, 0.67 expected hits
                      UK_Pacific roll dice for 1 infantry in Western India, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the British lost in Western India
                  Japanese win, taking Northern Australia from ANZAC, taking Western India from UK_Pacific with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for British: 1 infantry
      
          Non Combat Move - Japanese
              1 fighter moved from Western India to French Indo China
              1 infantry moved from Jehol to Anhwe
              1 fighter moved from 18 Sea Zone to 36 Sea Zone
              1 aaGun moved from French Indo China to Shan State
      
          Place Units - Japanese
              3 bombers placed in French Indo China
              Turning on Edit Mode
              EDIT: Removing units owned by Japanese from Central India: 1 armour
              EDIT: Changing ownership of Afghanistan from Neutral_True to Japanese
              EDIT: Removing units owned by Neutral_True from Afghanistan: 4 infantry
              EDIT: Adding units owned by Japanese to Afghanistan: 1 armour and 4 infantry
              EDIT: Turning off Edit Mode
              1 destroyer placed in 6 Sea Zone
              1 infantry and 2 tactical_bombers placed in Malaya
              3 infantry placed in Eastern India
      
          Turn Complete - Japanese
              Japanese collect 64 PUs; end with 64 PUs
              Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 69 PUs
              Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 74 PUs
      

      Combat Hit Differential Summary :

      Japanese regular : 0.33
      UK_Pacific regular : -0.33
      

      Savegame

      posted in League
      regularkid
      regularkid
    • RE: L21 #1 trulpen (X+12) vs ArtofWar1947 (A) P2V

      @trulpen the only rule change is the scramble limit. the other major change is the redrawn sea zoned.

      posted in League
      regularkid
      regularkid
    • RE: L21 #1 trulpen (X+12) vs ArtofWar1947 (A) P2V

      @trulpen I see the misunderstanding. Old saved games retain the old version number and rules. You can’t ‘port’ a game that was started and saved under an older version to a newer version of the map.

      This is because rules of the game are embedded in the saved game itself. So a game that was started with 5.1 rules will always have 5.1 rules.

      The map image, however, is not stored in the saved game file. If you downloaded a newer version of the map (with a new map image), then when you load your old saved game, you will see the new map image, even though your playing the older version of the game. This is strictly cosmetic. The actual territory connections will adhere to the older version. (For example, on your old saved game, you will see that can’t actually move units from sea zone 56 to 45, even though they appear connected on the map image.

      Finally, the “3 scramble” limit for carriers is player enforced.

      posted in League
      regularkid
      regularkid
    • RE: Regularkid (Axis) v AAGamer (Allies) - PTV no bid

      TripleA Turn Summary: Germans round 7

      TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

      Game History

      Round: 7
      
          Research Technology - Germans
      
          Purchase Units - Germans
              Germans repair damage of 2x factory_minor; Remaining resources: 67 PUs; 
              Germans buy 4 fighters and 9 infantry; Remaining resources: 0 PUs; 
      
          Politics - Germans
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Chile
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Argentina
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Venezuela
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Sweden
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Switzerland
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Northern Spain
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Southern Spain
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Portugal
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Eastern Turkey
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Western Turkey
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Saudi Arabia
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Afghanistan
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Mozambique
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Angola
              Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Tibet
      
          Combat Move - Germans
              4 armour moved from Kursk to Stalingrad
              4 mech_infantrys moved from Kursk to Stalingrad
              1 armour and 1 mech_infantry moved from Kursk to Stalingrad
              1 armour and 1 mech_infantry moved from Kursk to Stalingrad
              1 armour and 1 mech_infantry moved from Kursk to Stalingrad
              1 armour and 1 mech_infantry moved from Kursk to Stalingrad
              1 armour moved from Kursk to Stalingrad
              1 armour and 3 mech_infantrys moved from Ukraine to Northern Caucasus
              1 armour moved from Ukraine to Northern Caucasus
              3 armour and 1 mech_infantry moved from Ukraine to Northern Caucasus
              1 armour and 1 mech_infantry moved from Kursk to Northern Caucasus
              1 armour moved from Ukraine to Stalingrad
              1 destroyer moved from 116 Sea Zone to 118 Sea Zone
              1 cruiser moved from 116 Sea Zone to 118 Sea Zone
              1 carrier moved from 116 Sea Zone to 118 Sea Zone
              1 fighter moved from Normandy Bordeaux to 107 Sea Zone
      
          Combat - Germans
              Battle in 107 Sea Zone
                  Germans attack with 1 fighter
                  British defend with 1 transport
                      1 transport owned by the British lost in 107 Sea Zone
                  Germans win with 1 fighter remaining. Battle score for attacker is 6
                  Casualties for British: 1 transport
              Battle in 118 Sea Zone
                  Germans attack with 1 carrier, 1 cruiser and 1 destroyer
                  Russians defend with 1 submarine
                      Germans roll dice for 1 carrier, 1 cruiser and 1 destroyer in 118 Sea Zone, round 2 : 2/2 hits, 0.83 expected hits
                      Russians roll dice for 1 submarine in 118 Sea Zone, round 2 : 1/1 hits, 0.17 expected hits
                  Units damaged: 1 carrier owned by the Germans
                      1 submarine owned by the Russians lost in 118 Sea Zone
                  Germans win with 1 carrier, 1 cruiser and 1 destroyer remaining. Battle score for attacker is 6
                  Casualties for Russians: 1 submarine
              Battle in Northern Caucasus
                  Germans attack with 6 armour and 5 mech_infantrys
                  Russians defend with 4 infantry
                      Germans roll dice for 6 armour and 5 mech_infantrys in Northern Caucasus, round 2 : 6/11 hits, 4.67 expected hits
                      Russians roll dice for 4 infantry in Northern Caucasus, round 2 : 1/4 hits, 1.33 expected hits
                      4 infantry owned by the Russians and 1 mech_infantry owned by the Germans lost in Northern Caucasus
                  Germans win, taking Northern Caucasus from Russians with 6 armour and 4 mech_infantrys remaining. Battle score for attacker is 7
                  Casualties for Germans: 1 mech_infantry
                  Casualties for Russians: 4 infantry
              Battle in Stalingrad
                  Germans attack with 10 armour and 8 mech_infantrys
                  Russians defend with 1 artillery, 1 factory_minor and 6 infantry
                      Germans roll dice for 10 armour and 8 mech_infantrys in Stalingrad, round 2 : 11/18 hits, 7.67 expected hits
                      Russians roll dice for 1 artillery and 6 infantry in Stalingrad, round 2 : 2/7 hits, 2.33 expected hits
                      6 infantry owned by the Russians, 1 artillery owned by the Russians and 2 mech_infantrys owned by the Germans lost in Stalingrad
                  Germans win, taking Stalingrad from Russians with 10 armour and 6 mech_infantrys remaining. Battle score for attacker is 12
                  Casualties for Germans: 2 mech_infantrys
                  Casualties for Russians: 1 artillery and 6 infantry
              Trigger Germans Destroy Factories Stalingrad: has removed 1 factory_minor owned by Germans in Stalingrad
      
          Non Combat Move - Germans
              Trigger Stalingrad Has Fallen to Germans Switch: Setting switch to false for conditionAttachment_Russian_Stalingrad_Factory_May_Be_Destroyed attached to Germans
              8 artilleries and 22 infantry moved from Kursk to Rostov
              2 artilleries moved from Normandy Bordeaux to Northern Spain
              4 infantry moved from Normandy Bordeaux to Northern Spain
              1 aaGun moved from Normandy Bordeaux to Northern Spain
              1 armour and 2 mech_infantrys moved from Holland Belgium to Northern Spain
              1 fighter moved from 107 Sea Zone to Northern Spain
              2 fighters moved from Western Germany to Northern Spain
              1 tactical_bomber moved from Western Germany to Northern Spain
              1 fighter moved from Normandy Bordeaux to Northern Spain
              1 tactical_bomber moved from France to Northern Spain
              1 tactical_bomber moved from Norway to Northern Spain
              1 tactical_bomber moved from 116 Sea Zone to Northern Spain
              1 bomber moved from Norway to Western Germany
              1 aaGun and 10 infantry moved from Holland Belgium to Normandy Bordeaux
              3 infantry moved from France to Normandy Bordeaux
              1 infantry moved from Western Germany to Holland Belgium
              1 infantry moved from Western Germany to Denmark
              1 artillery moved from Western Germany to France
              1 infantry moved from Western Germany to France
              1 infantry moved from Norway to Sweden
                    Germans take Sweden from Neutral_True
              1 infantry moved from Karelia to Vyborg
              1 artillery moved from Germany to Poland
              1 infantry moved from Germany to Poland
              1 fighter moved from Norway to Western Germany
              1 aaGun, 2 artilleries and 1 infantry moved from Ukraine to Bessarabia
              1 aaGun, 1 armour, 1 artillery, 3 infantry and 2 mech_infantrys moved from Northern Belarus to Eastern Poland
              1 mech_infantry moved from Germany to Eastern Poland
              1 fighter moved from 116 Sea Zone to Eastern Poland
              1 transport moved from 116 Sea Zone to 118 Sea Zone
              1 bomber moved from Western Germany to Norway
              1 armour moved from Karelia to Norway
      
          Place Units - Germans
              1 fighter placed in France
              3 infantry placed in Western Germany
              6 infantry placed in Germany
              3 fighters placed in Western Germany
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Removing units owned by Germans from France: 1 artillery
              EDIT: Adding units owned by Germans to Western Germany: 1 artillery
              EDIT: Turning off Edit Mode
              Germans undo move 3.
              Germans undo move 2.
              4 infantry placed in Western Germany
              5 infantry placed in Germany
              Turning on Edit Mode
              EDIT: Removing units owned by Germans from Denmark: 1 infantry
              EDIT: Adding units owned by Germans to Western Germany: 1 infantry
              EDIT: Turning off Edit Mode
              Germans undo move 3.
              Germans undo move 3.
              3 infantry placed in Germany
              6 infantry placed in Western Germany
              Germans undo move 4.
              4 infantry placed in Western Germany
              1 infantry placed in Western Germany
              1 infantry placed in Western Germany
      
          Turn Complete - Germans
              Total Cost from Convoy Blockades: 2
                  Rolling for Convoy Blockade Damage in 108 Sea Zone. Rolls: 6,2
              Germans collect 56 PUs (2 lost to blockades); end with 56 PUs
              Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 59 PUs
              Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 64 PUs
              Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 10 PUs; end with 74 PUs
      

      Combat Hit Differential Summary :

      Russians regular : 0.17
      Germans regular : 5.83
      

      Savegame

      posted in League
      regularkid
      regularkid
    • RE: L21 #1 trulpen (X+12) vs ArtofWar1947 (A) P2V

      @trulpen I downloaded the savedgame, and was able to load it fine (even though I have the most recent version of the map, 6.0, installed). So feel free to update the map, since that is probably not the source of your problem. Also, make sure you have the most recent version of TripleA installed.

      Let me know if the problem persists.

      P.S. There is one cosmetic difference between 6.0 and 5.1 you should be aware of. After you download the new map, szs 56 and 45 will appear to be connected, since they were redrawn for 6.0. However, in your saved game, the actual sz connections will be unaffected.

      posted in League
      regularkid
      regularkid
    • RE: Regularkid (Axis) v AAGamer (Allies) - PTV no bid

      TripleA Turn Summary: Italians round 6

      TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

      Game History

      Round: 6
      
          Purchase Units - Italians
              Italians buy 1 fighter and 3 infantry; Remaining resources: 0 PUs; 
      
          Politics - Italians
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Chile
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Argentina
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Venezuela
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Sweden
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Switzerland
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Northern Spain
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Southern Spain
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Portugal
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Eastern Turkey
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Western Turkey
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Saudi Arabia
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Afghanistan
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Mozambique
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Angola
              Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Tibet
      
          Combat Move - Italians
              1 artillery moved from Bulgaria to Greece
              1 mech_infantry moved from Romania to Greece
              1 fighter moved from Southern Italy to 101 Sea Zone
              1 artillery, 1 fighter and 3 infantry moved from Normandy Bordeaux to Northern Spain
              2 armour moved from Ukraine to Rostov
              1 fighter moved from Southern Italy to Greece
              1 tactical_bomber moved from France to Greece
              1 fighter moved from France to Northern Spain
      
          Combat - Italians
              Battle in 101 Sea Zone
                  Italians attack with 1 fighter
                  British defend with 1 transport
                      1 transport owned by the British lost in 101 Sea Zone
                  Italians win with 1 fighter remaining. Battle score for attacker is 6
                  Casualties for British: 1 transport
              Battle in Greece
                  Italians attack with 1 artillery, 1 fighter, 1 mech_infantry and 1 tactical_bomber
                  British defend with 1 artillery and 1 infantry
                      Italians roll dice for 1 artillery, 1 fighter, 1 mech_infantry and 1 tactical_bomber in Greece, round 2 : 1/4 hits, 1.83 expected hits
                      British roll dice for 1 artillery and 1 infantry in Greece, round 2 : 1/2 hits, 0.67 expected hits
                      1 artillery owned by the Italians and 1 infantry owned by the British lost in Greece
                      Italians roll dice for 1 fighter, 1 mech_infantry and 1 tactical_bomber in Greece, round 3 : 2/3 hits, 1.33 expected hits
                      British roll dice for 1 artillery in Greece, round 3 : 1/1 hits, 0.33 expected hits
                      1 tactical_bomber owned by the Italians and 1 artillery owned by the British lost in Greece
                  Italians win, taking Greece from British with 1 fighter and 1 mech_infantry remaining. Battle score for attacker is -7
                  Casualties for Italians: 1 artillery and 1 tactical_bomber
                  Casualties for British: 1 artillery and 1 infantry
              Battle in Rostov
                  Italians attack with 2 armour
                  Russians defend with 3 infantry
                      Italians roll dice for 2 armour in Rostov, round 2 : 1/2 hits, 1.00 expected hits
                      Russians roll dice for 3 infantry in Rostov, round 2 : 0/3 hits, 1.00 expected hits
                      1 infantry owned by the Russians lost in Rostov
                      Italians roll dice for 2 armour in Rostov, round 3 : 2/2 hits, 1.00 expected hits
                      Russians roll dice for 2 infantry in Rostov, round 3 : 0/2 hits, 0.67 expected hits
                      2 infantry owned by the Russians lost in Rostov
                  Italians win, taking Rostov from Russians with 2 armour remaining. Battle score for attacker is 9
                  Casualties for Russians: 3 infantry
              Battle in Northern Spain
                  Italians attack with 1 artillery, 2 fighters and 3 infantry
                  British defend with 1 infantry
                      Italians roll dice for 1 artillery, 2 fighters and 3 infantry in Northern Spain, round 2 : 1/6 hits, 2.00 expected hits
                      British roll dice for 1 infantry in Northern Spain, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the British lost in Northern Spain
                  Italians win, taking Northern Spain from British with 1 artillery, 2 fighters and 3 infantry remaining. Battle score for attacker is 3
                  Casualties for British: 1 infantry
      
          Non Combat Move - Italians
              2 fighters moved from Northern Spain to France
              1 fighter moved from Greece to Southern Italy
              1 fighter moved from 101 Sea Zone to Southern Italy
              1 infantry moved from Yugoslavia to Bulgaria
              1 infantry moved from Northern Italy to Yugoslavia
              1 artillery moved from Northern Italy to Yugoslavia
              1 infantry moved from Northern Italy to Southern France
              1 infantry moved from Northern Italy to Switzerland
                    Italians take Switzerland from Neutral_True
              1 infantry moved from Northern Italy to Southern France
              1 infantry moved from Southern Italy to Northern Italy
              1 aaGun moved from Normandy Bordeaux to Northern Spain
      
          Place Units - Italians
              1 fighter and 2 infantry placed in Southern Italy
              1 infantry placed in Northern Italy
      
          Turn Complete - Italians
              Total Cost from Convoy Blockades: 1
                  Rolling for Convoy Blockade Damage in 108 Sea Zone. Rolls: 2,6
              Italians collect 15 PUs (1 lost to blockades); end with 15 PUs
      

      Combat Hit Differential Summary :

      Italians regular : -0.17
      Russians regular : -1.67
      British regular : 0.67
      

      Savegame

      posted in League
      regularkid
      regularkid
    • RE: WW2 Path to Victory - Strategies

      @trulpen hey Trulpen. you might find my current game with AAgamer interesting: https://www.axisandallies.org/forums/topic/36323/regularkid-axis-v-aagamer-allies-ptv-no-bid/98?_=1614079196471

      Japan was able to pull of a J5 takedown of Calcutta, with ships launched from Malaya.

      It is also the first PTV game I have seen involving a Neutral Crush. AAgamer took me completely by surprise with that one. I’m looking forward to seeing how it plays out.

      posted in Other Axis & Allies Variants
      regularkid
      regularkid
    • RE: Regularkid (Axis) v AAGamer (Allies) - PTV no bid

      @aagamerz13 first ever neutral crush in a league PTV game! very nice!

      posted in League
      regularkid
      regularkid
    • RE: WW2 Path to Victory - Strategies

      @simon33 said in WW2 Path to Victory - Strategies:

      @regularkid said in WW2 Path to Victory - Strategies:

      @simon33 i like it! you’d need to be prepared to sacrifice air in the Pearl Harbor battle to save the destroyer though, or risk of a 58% hit on the japanese fleet by wake (by my calcs). But otherwise looks pretty solid to me. I might try this in a game.

      Well, you can reinforce on NCM if needed.

      i think even with max reinforcement of the wake seazone on ncm, u still need a destroyer by hawaii to prevent a 50/50 on the wake fleet. perhaps i’m overlooking something tho.

      posted in Other Axis & Allies Variants
      regularkid
      regularkid