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Recent Posts

  • B

    @trout

    Good Morning

    Game History

    Round: 3 Purchase Units - ANZAC ANZAC buy 1 Fortification, 1 armour, 1 infantry, 3 mine_unarmeds and 1 transport; Remaining resources: 2 PUs; Combat Move - ANZAC Combat - ANZAC Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bessarabia Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - ANZAC Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger RussiansParaBoost atBessarabia: Russians has 1 russian_paraBoost placed in Bessarabia 1 destroyer moved from 62 Sea Zone to 49 Sea Zone 1 cruiser moved from 49 Sea Zone to 54 Sea Zone 2 infantry and 3 mine_unarmeds moved from New South Wales to Queensland 1 infantry moved from Queensland to South Australia 1 infantry moved from Queensland to South Australia 1 transport moved from 44 Sea Zone to 56 Sea Zone 1 infantry moved from Java to 42 Sea Zone 1 infantry and 1 transport moved from 42 Sea Zone to 41 Sea Zone 1 infantry moved from 41 Sea Zone to Sumatra ANZAC take Sumatra from Dutch Place Units - ANZAC 1 transport placed in 62 Sea Zone 1 armour, 1 infantry and 3 mine_unarmeds placed in New South Wales 1 Fortification placed in Celebes Turn Complete - ANZAC ANZAC collect 21 PUs; end with 23 PUs Trigger ANZAC Liberates Celebes: ANZAC met a national objective for an additional 1 PUs; end with 24 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 26 PUs Turning on Edit Mode EDIT: Adding units owned by British to United Kingdom: 1 HomeDefense EDIT: Turning off Edit Mode Combat Move - French Combat - French Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bessarabia Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - French Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger RussiansParaBoost atBessarabia: Russians has 1 russian_paraBoost placed in Bessarabia Turn Complete - French

    Combat Hit Differential Summary :

    EXP Game 10 Trout F 3.tsvg

    Well confidence is low in England. Remember you have to roll for the Ftrs by hand for Flak. Bmbrs and Tac will work.

    1 LM Scotland 4 110 3 109

    OOL
    5 on the Flak, don't take the 6th one
    5 aaGuns
    Bmbr
    Inf including French
    Mech
    Paras
    Elite
    Ftrs or Tank Army. If Tank Army can stay intact take Ftrs. If not start whacking Tanks. Remember to kill active one first.

    If the Elite Ftrs and Tank Army are all alive and only 1 unit survives, keep the Elite.

    If you make a secondary attack somewhere, you can turn on edit at start of Combat, do the die rolls and remove the hits. Can then turn edit off and fight normal.

    Secondary attack can be a made up one. Edit it back when done. Probably won't be needed unless that FlakTower hits heavy.

    Just save every battle rd if you have any questions

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  • B

    @crockett36 said in EXP Game 1 barnee vs Crockett:

    proposed uk2.tsvg
    Can you advise me as to whether I might do better if I knew the rules better? Seems like a good turn? This is practice.

    Absolutely. As you know this is quite complex :). Usually 2-3 games before people start to get comfortable with it.

    I'll check it here after bit.

    UK Rail can go anywhere in the Eastern hemisphere basically. Have to have a continous Ground Line of Communication at the start of your turn.

    So any pro Neutrals that get activated or Axis TTys that get conquered that turn, you can't go through. That is Player Enforced

    SSR can go to all original Soviet TTys and the Europe one in Europe as well. Triplea will enforce those limitations.

    Remember, only 1 unit per Rail. For some reason triplea allows 2. I haven't figured the fix yet.

    https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view

    Page 37 a2cbaa69-786f-4538-9c10-daacfdce0f78-image.png

    Screenshot from 2026-02-28 06-45-42.png

    Edit
    Looks pretty reasonable to me. I would repair the UK BB at the cost of 1 Inf. If the Kriegsmarine and Luftwaffe go after it, you're gonna want all the firepower you can get.

    Something else to remember is you can blow up Bases for 4 bucks. Sometimes GIB will get dusted early game unless Allies think they can get it back pretty quick if it should fall.

    PHI and Singapore probably something to take out fairly early as well.

    You can also put Fortifications on Pacific Islands. Cheap and boosts your chance of inflicting casualties.

    Page 32 and 33 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view

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  • C

    proposed uk2.tsvg
    Can you advise me as to whether I might do better if I knew the rules better? Seems like a good turn? This is practice.

    read more
  • C

    @beelee Good morning. Which one should I use? Also, rail is unlimited in allied territory. So S Africa to Egypt?

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