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Posts made by VictoryFirst
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RE: L26 Classic The_Good_Captain (Axis+9) vs. VictoryFirst (Allies) - Now hopefully better dice for TGC!posted in League
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RE: The_Good_Captain (Axis) vs. VictoryFirst (Allies) | North Africa, Rommel's Last Pushposted in Play Boardgames
These are my combat movements. One supply is spent from Cairo for the attack on Tobruk. The attack on Bir Hacheim does not require a supply.
Will you defend in Tobruk? Will you defend in Bir Hacheim?
Will you detonate sea mines in SZ 13?
Do you need to answer these questions all before we start to resolve battle or at the start of each battle?
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RE: The_Good_Captain (Axis) vs. VictoryFirst (Allies) | North Africa, Rommel's Last Pushposted in Play Boardgames
TripleA Manual Gamesave Post: British round 7
TripleA Manual Gamesave Post for game: North Africa - Rommelās Last Push
Game History
Round: 7 Combat Move - British 1 infantry moved from Mersa Matruh to Tobruk 1 bomber moved from Cairo to Bir Hacheim 1 sherman moved from Cairo to Tobruk 1 sherman moved from Cairo to Tobruk 3 UK-scoutcars moved from Cairo to Bir Hacheim 4 UK-destroyers, 2 UK-submarines and 2 battleships moved from Sea Zone 12 to Sea Zone 13 3 UK-fighters moved from Malta to Sea Zone 13Combat Hit Differential Summary :
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RE: Simon33 (Axis) vs VictoryFirst (Allies+50) G40posted in League
Lol, you had to wait six days for a turn where nothing happened. Sorry. I will set this game as a priority from now on, as I feel bad for the slow pace. I can play fast, but just not in every game, so I have to pick one where I will play fast.
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RE: Simon33 (Axis) vs VictoryFirst (Allies+50) G40posted in League
TripleA Turn Summary: French round 13
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 13 Combat Move - ANZAC Combat Move - French Turn Complete - FrenchCombat Hit Differential Summary :
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RE: BM4 Amon-Sul (Allies +15) vs. Pejon_88 (Axis)posted in League
@Amon-Sul said in BM4 Amon-Sul (Allies +15) vs. Pejon_88 (Axis):
If Shan State wasnt taken , i think the program probably wouldnt allow the sz 62 attack
Just stating already that that has not caused the issue. I started a save file from the start of the Japanese turn, didnāt purchase anything and only did the movements of the 7 air units in question. Still, TripleA allowed the movement of all 7 air units at any point, even though it is obvious one air unit will not have a landing spot. EVen when the fighter moving to SZ 62 is the very last move, the engine still allows it.
That being said, there are complex cases where the engine does correctly disallow some air attacks, when there are multiple carriers involved. One actually occurred in a game I am currently playing against Simon33 on G13, where the engine correctly prevents the movement of one fighter to SZ 91.
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RE: BM4 Amon-Sul (Allies +15) vs. Pejon_88 (Axis)posted in League
@Pejon_88 The issue is definitely interesting to say the least. I tried to move the air units in a different order to see if that mattered, but the engine allowed every move at any point. So it thinks the movement of all air units as a whole is legal.
I will investigate it and hopefully it can be fixed before TripleA 2.7 comes out š
Also, regarding the error of the āTest Postā, was it clear from the error message what was exactly wrong? If not, what would you change to the error message to make it more clear?
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RE: BM4 Amon-Sul (Allies +15) vs. Pejon_88 (Axis)posted in League
Alright, something is going wrong with TripleA. The engine should not have allowed you to attack Malaya with a fighter and a tactical. This forces a carrier to be present in SZ 37, and there already needs to be one to rescue the planes in SZ 38. This leaves you with only one carrier to pick up three air units that are attacking Australian ships, which is not enough.
Iāll create a bug report for this. Thanks for bringing this to light.
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RE: BM4 Amon-Sul (Allies +15) vs. Pejon_88 (Axis)posted in League
Sorry, I just realized I missed some very important key details. Ignore everything I said, I will investigate this further.
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RE: BM4 Amon-Sul (Allies +15) vs. Pejon_88 (Axis)posted in League
Actually, if the attack in SZ 54 did not fail, there would be multiple ways to land the fighter in SZ 62, not just one, because the carrier can move three phases. But the failed attack resulted in enemy units being present in SZ 54, blocking all of the paths this carrier can take to be one space away from SZ 62 and allowing the fighter to landā¦
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RE: BM4 Amon-Sul (Allies +15) vs. Pejon_88 (Axis)posted in League
@Pejon_88 I happened to notice the discussion about ānot being able to land a planeā. This is of course a weird issue and would mean an oversight in the triplea source code.
However, I looked into it and TripleA is not being wrong. There actually WAS a hypothetical way to land all the planes at the end of the combat movement phase. In fact, there are multiple. Here is one:
- Move the carrier from SZ 36 to SZ 55
- Move the fight and tactical from SZ 54 to SZ 55
lands 2/7 planes - Move the fighter and tactical from SZ 30 to Marshall Islands
lands 4/7 planes - Move the fighter and tactical from Malaya to SZ 37
lands 6/7 planes - Move the carrier from sz 33 to sz 54
- Move the fighter from sz 62 to sz 54.
lands 7/7 planes
And the remaining air units can land in a land territory of their choice.
The one in bold is interesting, as that is the only way to allow the landing of the fighter in SZ 62. The rules say, that when determining landing spots for fighters during the CM phase, you may assume that all of your rolls are hits and all of the opponent rolls are misses during battles. @Panther can confirm this. TripleA correctly enforces this and allows this movement because it assumes the Japanese win the battle in SZ 54, allowing the carrier in SZ 33 to move to SZ 54.
However, because this attack in SZ 54 FAILED, this movement of the carrier is not possible in the NCM phase. Therefore, one plane is not able to land.
So there is nothing wrong with TripleA or with your moves. Everything was according to the rules. The only wrong thing would be that a player is supposed to be able to demonstrate landing spots for all of their aircraft at the end of the CM phase. As you were unaware of the landing spots, you technically werenāt allowed to do the moves. But luckily, TripleA does this for you and that rule is also more meant for face-to-face games I guess.
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RE: The_Good_Captain (Axis) vs. VictoryFirst (Allies) | North Africa, Rommel's Last Pushposted in Play Boardgames
Wow, it looks like you can capture anything you want if you have a large enough air force.
The Germans arenāt allowed to move into Mareth this turn. They can only do so from the start of round 8 and onwards. See page 28 of the rule, the sentence above āOperation Torchā. Thatās why the game didnāt allow you to do it š
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RE: Gamerman01 (Axis+14) vs. VictoryFirst (Allies) | Classic 2026 Tournament, 2nd Roundposted in Tournaments
TripleA Turn Summary: Russians round 9
TripleA Turn Summary for game: Classic League
Game History
Round: 9 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 1 PUs; Combat Move - Russians 2 infantry moved from Novosibirsk to Sinkiang 1 infantry moved from Russia to Evenki National Okrug 2 fighters moved from Karelia S.S.R. to Evenki National Okrug 1 fighter moved from Novosibirsk to Sinkiang 1 armour moved from Novosibirsk to Yakut S.S.R. Russians take Yakut S.S.R. from Japanese 1 armour moved from Yakut S.S.R. to Novosibirsk Combat - Russians Battle in Evenki National Okrug Russians attack with 2 fighters and 1 infantry Japanese defend with 1 infantry Russians roll dice for 2 fighters and 1 infantry in Evenki National Okrug, round 2 : 2/3 hits, 1,17 expected hits Japanese roll dice for 1 infantry in Evenki National Okrug, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Evenki National Okrug Russians win, taking Evenki National Okrug from Japanese with 2 fighters and 1 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Battle in Sinkiang Russians attack with 1 fighter and 2 infantry Germans defend with 1 infantry Russians roll dice for 1 fighter and 2 infantry in Sinkiang, round 2 : 0/3 hits, 0,83 expected hits Japanese roll dice for 1 infantry in Sinkiang, round 2 : 0/1 hits, 0,33 expected hits Russians roll dice for 1 fighter and 2 infantry in Sinkiang, round 3 : 0/3 hits, 0,83 expected hits Japanese roll dice for 1 infantry in Sinkiang, round 3 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Sinkiang Russians roll dice for 1 fighter and 1 infantry in Sinkiang, round 4 : 0/2 hits, 0,67 expected hits Japanese roll dice for 1 infantry in Sinkiang, round 4 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Sinkiang 1 fighter owned by the Russians retreated Japanese win with 1 infantry remaining. Battle score for attacker is -6 Casualties for Russians: 2 infantry Non Combat Move - Russians 1 fighter moved from Sinkiang to Karelia S.S.R. 2 fighters moved from Evenki National Okrug to Karelia S.S.R. 5 infantry moved from Russia to Novosibirsk 5 armour moved from Novosibirsk to Karelia S.S.R. Place Units - Russians 4 infantry placed in Karelia S.S.R. 4 infantry placed in Russia Turn Complete - Russians Russians collect 22 PUs; end with 23 PUsCombat Hit Differential Summary :
Japanese regular : 0,67 Russians regular : -1,50 -
RE: Gamerman01 (Axis+14) vs. VictoryFirst (Allies) | Classic 2026 Tournament, 2nd Roundposted in Tournaments
TripleA Turn Summary: Americans round 8
TripleA Turn Summary for game: Classic League
Game History
Round: 8 Purchase Units - Americans Americans buy 1 fighter and 7 infantry; Remaining resources: 2 PUs; Combat Move - Americans 3 infantry moved from Karelia S.S.R. to Ukraine S.S.R. 2 infantry moved from Russia to Kazakh S.S.R. 2 bombers and 3 fighters moved from Karelia S.S.R. to Kazakh S.S.R. Combat - Americans Battle in Ukraine S.S.R. Americans attack with 3 infantry Germans defend with 1 aaGun and 1 infantry Americans roll dice for 3 infantry in Ukraine S.S.R., round 2 : 0/3 hits, 0,50 expected hits Germans roll dice for 1 infantry in Ukraine S.S.R., round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Americans lost in Ukraine S.S.R. Americans roll dice for 2 infantry in Ukraine S.S.R., round 3 : 0/2 hits, 0,33 expected hits Germans roll dice for 1 infantry in Ukraine S.S.R., round 3 : 0/1 hits, 0,33 expected hits Americans roll dice for 2 infantry in Ukraine S.S.R., round 4 : 1/2 hits, 0,33 expected hits Germans roll dice for 1 infantry in Ukraine S.S.R., round 4 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Americans lost in Ukraine S.S.R. 1 infantry owned by the Germans lost in Ukraine S.S.R. Americans win, taking Ukraine S.S.R. from Germans with 1 infantry remaining. Battle score for attacker is -3 Casualties for Americans: 2 infantry Casualties for Germans: 1 infantry Battle in Kazakh S.S.R. Americans attack with 2 bombers, 3 fighters and 2 infantry Japanese defend with 2 infantry Americans roll dice for 2 bombers, 3 fighters and 2 infantry in Kazakh S.S.R., round 2 : 4/7 hits, 3,17 expected hits Japanese roll dice for 2 infantry in Kazakh S.S.R., round 2 : 0/2 hits, 0,67 expected hits 2 infantry owned by the Japanese lost in Kazakh S.S.R. Americans win, taking Kazakh S.S.R. from Japanese with 2 bombers, 3 fighters and 2 infantry remaining. Battle score for attacker is 6 Casualties for Japanese: 2 infantry Non Combat Move - Americans 2 bombers and 3 fighters moved from Kazakh S.S.R. to Karelia S.S.R. 1 fighter moved from North Sea Zone to Karelia S.S.R. 4 infantry moved from Finland Norway to Karelia S.S.R. 2 infantry moved from East US to East US Sea Zone 5 transports moved from North Sea Zone to East Canada Sea Zone 6 infantry moved from West Canada to East Canada Sea Zone 6 infantry and 5 transports moved from East Canada Sea Zone to North Sea Zone 2 infantry and 3 transports moved from East US Sea Zone to North Sea Zone 8 infantry moved from North Sea Zone to West Europe 7 infantry moved from West US to West Canada 1 infantry moved from Alaska to West Canada 2 infantry moved from Karelia S.S.R. to Russia Place Units - Americans 1 fighter and 7 infantry placed in West US Turn Complete - Americans Americans collect 36 PUs; end with 38 PUsCombat Hit Differential Summary :
Americans regular : 0,67 Japanese regular : -0,67 Germans regular : 1,00 -
RE: Forum posting testposted in Play Boardgames
Testing Forum poster
Test summary from TripleA, engine version: 2.7+00000, time: 11:11:12āÆAM
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RE: Forum posting testposted in Play Boardgames
Testing Forum poster
Test summary from TripleA, engine version: 2.7+00000, time: 10:32:12āÆAM
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RE: Forum posting testposted in Play Boardgames
Testing Forum poster
Test summary from TripleA, engine version: 2.7+00000, time: 10:31:33āÆAM
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RE: Forum posting testposted in Play Boardgames
Testing Forum poster
Test summary from TripleA, engine version: 2.7+00000, time: 11:37:07āÆPM
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RE: Forum posting testposted in Play Boardgames
Testing Forum poster
Test summary from TripleA, engine version: 2.7+00000, time: 10:59:53āÆPM
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