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    EXP Game 1 Trout vs Johnny Cat

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    • B
      beelee @JohnnyCat last edited by

      @johnnycat

      Soviets get 3 Rail.

      Screenshot from 2025-12-31 10-09-04.png

      The RR units are given 99 so they can max move in their designated areas.

      Triplea will enforce them not moving in areas they aren't allowed.

      Screenshot from 2025-12-31 10-10-32.png

      JohnnyCat 2 Replies Last reply Reply Quote 0
      • JohnnyCat
        JohnnyCat @beelee last edited by

        @beelee ok thank you. And the game shows I can rr soviets to India. Is that true ?

        B 1 Reply Last reply Reply Quote 0
        • JohnnyCat
          JohnnyCat @beelee last edited by

          @beelee one of the things I identified early, tho now proven not doable, was the need to ferry large numbers of troops north and south to deter Barbarossa

          If SSR can only move three guys via RR how is Russia supposed to respond to a more easily moving evil bad guy force ?

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          • B
            beelee @JohnnyCat last edited by

            @johnnycat

            No SSR can Rail to any original Soviet TTy or 1 in Europe. Triplea will enforce this.

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            • B
              beelee @JohnnyCat last edited by

              @johnnycat

              heh heh it's part of the challenge 🙂 What the Captain and Company created was a Historical yet playable WWII simulation/mod whatever you wanna call it 🙂

              Moving dudes from the East to the Soviet Western Front is usually a good idea. I normally start by garrisoning Caucasus.

              It depends though. If G buys a bunch of naval G 1, then I might not and try and move a Soviet Corps west instead to give their Siberian Army some punch.

              If the Reich pushes hard at the commies, it's best to say F the east and move guys back.

              The 26 Conscripts normally will stop G in it's tracks and sometimes force it to withdraw for a turn or two.

              I find it best to engage and attrit the Soviet Inf before they can support them with Mass Tank buys regardless of Wehrmacht losses.

              JohnnyCat 1 Reply Last reply Reply Quote 0
              • JohnnyCat
                JohnnyCat @beelee last edited by

                @beelee @trout

                OK Gents, I cleaned up the UK move - returned Iraq to UK ownership and comped the 2 bucks he did not get - I still don't know how Iraq changed hands, but fixed now

                And ALL the India dudes moved back one and all RR moved were fixes. I saw that I lost India in UK2 because I did not know how to use mines and I did not (and still not) know that powers of various units especially groups including Air and any special units. So the play here is to reinforce India some (I cannot pump in enough to actually keep it) but be in a position to take it back if the Japs are going for it despite the obvious other threats...

                BUT BEFORE I CAN COMPLETE THE TURN: I need to use the 3 USSR Rail Road moves so please tell me how and if I can get that Commissar (in town) guy in the Karelia zone to the apparently now critical Ukraine zone

                I just do not understand these Soviet Army Corps things - they let two guys roll twice I guess). So can I put two in Ukraine? What do they do for the group there?

                For the Soviet Army Corps groups do I need to specify what three units are part of it and which of the three get extra rolls? I would have zero clue to actually execute such attacks, hahahahah

                If I leave them in the Karlie zone, then that is good too I guess - my question here is it seems like I can move one commissar guy (that's in town) to another town, and he works there too right? Just with 3 different tanks

                And despite the game showing 19 Bad Guy units in Western Ukraine there is a Army Group Center chit there with apparently 10 more inf/art

                So are there 29 bad guy in Western UK?

                SUMMARY
                Q1. How many bad guys in Western UK and how many others can get there

                Q2 I have a TANK GENERAL in Ukraine. So what? How do I use this?

                Q3. I have two commissars in town (like the song) and have no clue how to use these guys either. So do I rush a commissar south to help keep the Nazis from attacking for a few more turns?

                TRUST ME My Warrior Friends, I AM starting to get the feel for this thing, but there is still so much I do not get grasp...

                JohnnyCat B 2 Replies Last reply Reply Quote 1
                • JohnnyCat
                  JohnnyCat @JohnnyCat last edited by JohnnyCat

                  @Trout @Beelee

                  OK I completed USSR 5

                  The rules state that the conscripts get placed at the start of the turn. Hence, 3 of them took the Amtrak to AMUR the Far East territory since I doubt I can RR them to Manchuria, right? If I can go there then that would be where I want to super soldiers to go.
                  Only 6 were allowed into Stalingrad I guess. The rest to the Moscow

                  Oh and we bought three shiny Spitfire squadrons

                  104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-RUSKIE_5.txt

                  UK was cleaned up to be correct: only 2 RR used (the two tanks to Eastern Persia). So there is some attempt to counter attack were Darth Vader and his guys to take India.

                  [0_1767207006370_1767118668055-5ccd2d49-84f4-42d2-8e9b-6197d7ebe632-exp-game-1-jc-R5.tsvg](Uploading 100%)

                  B 1 Reply Last reply Reply Quote 0
                  • B
                    beelee @JohnnyCat last edited by

                    @johnnycat

                    your save got corrupted. Need to repost it.

                    Yea so the Conscripts place normally in the 2nd place phase. Idk where you got the idea they place first. I would look at the "Game Notes" for units that place first.

                    Screenshot from 2025-12-31 13-18-52.png

                    this isn't 100% accurate but pretty close. So obviously they can't take the trans-siberian RR. 🙂

                    Up to 20 Conscripts can be placed in Moscow, 6 in Stalingrad and 3 each in any other Soviet Fctry.

                    You can't place any other units in Moscow. It maxes it's production ability.

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                    • B
                      beelee @JohnnyCat last edited by beelee

                      @johnnycat said in EXP Game 1 Trout vs Johnny Cat:

                      TRUST ME My Warrior Friends, I AM starting to get the feel for this thing, but there is still so much I do not get grasp...

                      heh heh

                      it's your first game. You'll figure it out 🙂

                      Edit
                      TankGeneral need 5 Tanks with the TG to command to form a "Tank Army" page 46 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view?pli=1

                      Edit 2
                      Edit 3

                      Edit 4
                      wwtf the fckn page isn't posting. W/e it's page 45 for the Commisars 46 for the TG

                      Edit 5
                      Oh yea, so W UKR you can move the cursor to the TTy and the bottom bar shows you what is there if you can't tell from the map.

                      Screenshot from 2025-12-31 13-49-09.png

                      the "overflow" moves left. The Army Group "AG" you go to it's "Box" in this case it's "AG Center" and the units in the Box are also in the TTy.

                      Screenshot from 2025-12-31 13-52-33.png

                      So as we can Easily see, 1st Waffen and 1st Panzer are in AG Center and their units in their respective Boxes are also included.

                      You can figure it out from here 🙂 for how many units are in W UKR 🙂

                      JohnnyCat 1 Reply Last reply Reply Quote 0
                      • JohnnyCat
                        JohnnyCat @beelee last edited by

                        @beelee @trout

                        1767118668055-5ccd2d49-84f4-42d2-8e9b-6197d7ebe632-exp-game-1-jc-R5.tsvg

                        I ended up back on a plane to Taipei. Crazy...

                        anyway I hope this game is now correct.

                        B 1 Reply Last reply Reply Quote 1
                        • B
                          beelee @JohnnyCat last edited by

                          @johnnycat

                          What ?

                          You still gonna try and climb that Mountain ?

                          😲

                          JohnnyCat 1 Reply Last reply Reply Quote 0
                          • JohnnyCat
                            JohnnyCat @beelee last edited by

                            @beelee it’s a 20% chance at this point. But yea I rather hope so.

                            B 1 Reply Last reply Reply Quote 1
                            • B
                              beelee @JohnnyCat last edited by

                              @johnnycat

                              Take pictures

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                              • JohnnyCat
                                JohnnyCat @Trout last edited by JohnnyCat

                                @trout

                                Hey Mate - I think with all the questions and clarifications we may have missed my catching up or maybe that file was corrupted - But here again is RUSSIAN TURN 5 - And this time I have just used edit to move the 3 tanks from the north to the Ukraine since, if I understand correctly, I need 5 tanks in addition to the Tank General unit.

                                Please let me know if this jives with you - the UK/Egypt/India stuff was corrected too.

                                I am STILL NOT FULLY clear on how many RR the soviets have each turn and why we even bother using the little white wheel units since they do not really work as expected or offer much beyond what the editor can do.

                                Why I also have 2 Commissars in town means that each commissar has three other units under its control and I guess I need to specify those 3 units for each right? Maybe I should use that too level board that is above the map?

                                1767118668055-5ccd2d49-84f4-42d2-8e9b-6197d7ebe632-exp-game-1-jc-R5_CORRECTED.tsvg

                                REFERENCE FROM THE HOUSE RULES:
                                Tank Armies: a Tank Army consists of 5 Tank units and 1 Panzer General unit. Place the Panzer
                                General at the 2-dice symbol at the front of the Army Board. Then place 1 Tank unit at each of the three
                                2-dice symbols and the last two Tank units at each of the 1-dice symbols.
                                The Tank Army has a total of 10 dice rolls at “3” in each round of combat (explained in Section IV, § 5:
                                “Panzer General”).

                                • Soviet Army Corps: a Soviet Army Corps consists of 3 land based combat units and 1 Soviet Commissar
                                  unit.
                                B 1 Reply Last reply Reply Quote 0
                                • B
                                  beelee @JohnnyCat last edited by beelee

                                  @johnnycat

                                  Hi Cat

                                  So for the Conscripts, you can only place 3 in UKR. Can place up to 20 in Moscow, 6 in Volgograd Fctry ( even if the Fctry moves ) and then just normal place ( 3 ) in any other Fctrys.

                                  Screenshot from 2026-01-02 14-39-00.png

                                  Screenshot from 2026-01-02 14-38-19.png

                                  Yea you can move your Tank Army to a Box or leave it on the board as is, as they are easy to distinguish. You need to replace the TankGeneral with a active one "Tank_General3". This will activate the bonus rolls for the TG and 2 other Tanks.

                                  The Corps can have multiple units in their makeup, so when it's not obvious, such as 3 Tanks, which is the most powerful configuration, you should either put them in their Box or state in the Comment Log and Game thread what are in it.

                                  In Novgorod you have a Commisar 1. This activates the Inf. It should be changed to Commisar 2 and it will activate the Arty which is the stronger unit. So your Corps should comprise of " Commisar 2, Arty, Mech ( next most valuable unit ) and a Inf.

                                  For the Corps in UKR, the 3 Guard Infantry are the strongest available units, so would want them in that Corps. The Tank Army is Active so your Corps remains inactive. Only 1 Army/Corps active per TTy unless it's your Capital. Then you can have 2 active.

                                  Panzer and Tank have the same abilities. Simply a Naming difference for GamePlay flavor.

                                  Screenshot from 2026-01-02 15-01-36.png

                                  Edit
                                  The Rail units are Nation specific. e.g. The Soviets can not use their Rail to move units out of original Soviet TTys. The lone exception is their "Europe" Rail unit that allows them to move into Europe.
                                  Triplea Enforces this correctly.

                                  The number of times you can use Rail units per turn is Player Enforced. The number per player is in the rulebook page 37 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view?pli=1

                                  You can also find it in this thread where it has been previously posted.

                                  Triplea implementation explained in Game Notes.

                                  Screenshot from 2026-01-02 15-10-23.png

                                  JohnnyCat 1 Reply Last reply Reply Quote 0
                                  • JohnnyCat
                                    JohnnyCat @beelee last edited by

                                    @beelee oh man. @trout hates playing me now …

                                    So i see the benefit of 6 tanks being called a tank army and those 6 units get 10 dice rolls instead of 6. I’ll be impressed to see how that gets implemented.

                                    Meanwhile another special
                                    Group is the army Korea right? And this is the commissar and three units. I don’t recall the benefits of this but presumably the same sort of thing: more dice.

                                    But now I find out that special groups cannot exist in the same territory , correct? So what’s the point of those. ?

                                    In this particular case/game what would be the best defensive move/setup for Russian 5?

                                    @trout. Sorry apparently I put 6 of those new guys in the Ukraine so that should be three.

                                    Please let me know what else is , if anything, that is needing a fix in the game. Things are starting to look interesting now so it will be fun to see Guderian blitz through Russia hahaha

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                                    • B
                                      beelee @JohnnyCat last edited by beelee

                                      @johnnycat

                                      I would put 3 of the UKR Conscripts in Nogo, Moscow or stalingrad and you'll be good on those.

                                      So you need 2 Armies and or Corps in order to form a ArmyGroup plus 10 other land units.

                                      I don't see a Commisar in Korea or Machuria. Remember you can only Rail to Amur. You can't get their in one turn.

                                      Did you make it to Formosa ?

                                      Edit
                                      I'd suggest another Tank Army for SSR. UK can send 3 Tanks from E Persia and they can be converted via LL.

                                      Caucasus is undefended. You will have to send a Force to deal with whatever he sends there.

                                      You might consider withdrawing from UKR to Bryansk. You can move the Fctry 1 space via 1 Rail. Right now your 2 Big Armies can't support each other.

                                      I don't think he's currently strong enough to take UKR but if he flanks you in Cauacasus, which he most assuredly will, that will weaken the UKR stack.

                                      You should be able to trade UKR even if you withdraw. Idk. Could see staying as well and make him take it. Main thing is to not have the Novgo Army get cutoff.

                                      You got plenty of Inf. Maybe try and sprinkle in a Arty or two per build but Tanks are gonna be the main buy.

                                      Rockets can be very effective.

                                      Idk dude. Looks like you doing good to me. Just keep doing what you think is best 🙂

                                      You are looking good in the Pacific Theatre. Continue to pressure JPN as much as you can.

                                      Edit 2
                                      So the 3 Conscripts to Stalingrad. They will help in the Cauc counterattack

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                                      • T
                                        Trout @JohnnyCat last edited by

                                        @johnnycat Yes, you are doing VERY well in the Pacific. You pulled a trick that I had never seen before with your SZ 6 air raid last turn.

                                        Game History

                                        Round: 5
                                        
                                            Purchase Units - Japanese
                                                Note to players Japanese: It is Early 1942 and our Proud Navy has added Transport Capacity to our Destroyers !    Destroyers may now transport 1 Infantry or Elite Infantry.
                                                Turning on Edit Mode
                                                EDIT: Removing units owned by Russians from Smolensk: 2 armour
                                                EDIT: Removing units owned by Russians from Russia: 1 armour
                                                EDIT: Adding units owned by Russians to Ukraine: 3 armour
                                                EDIT: Removing units owned by Russians from Russia: 3 Army_Conscripts
                                                EDIT: Adding units owned by Russians to Novgorod: 3 Army_Conscripts
                                                EDIT: Removing units owned by Russians from Smolensk: 1 Soviet_Commisar and 1 mech_infantry
                                                EDIT: Adding units owned by Russians to Novgorod: 1 Soviet_Commisar_1 and 1 mech_infantry
                                                EDIT: Removing units owned by Russians from Manchuria: 1 aaGun
                                                EDIT: Adding units owned by Russians to Korea: 1 aaGun
                                                EDIT: Turning off Edit Mode
                                                Japanese buy 3 Fortifications, 1 Hvy_Ind_2, 2 armour, 1 fighter and 14 infantry; Remaining resources: 4 PUs; 6 SuicideAttackTokens; 
                                        
                                            Place Units - Japanese
                                                Units in Japan being upgraded or consumed: 1 factory_major
                                                1 Hvy_Ind_2 placed in Japan
                                        
                                            Politics - Japanese
                                                Trigger DD Transport: Setting transportCapacity cleared for unitAttachment attached to Japan_destroyer
                                                Trigger DD Transport: Setting transportCapacity to 2 for unitAttachment attached to Japan_destroyer
                                                Trigger DD TransportPacific: Setting transportCapacity cleared for unitAttachment attached to JPN_Pacific_DD
                                                Trigger DD TransportPacific: Setting transportCapacity to 2 for unitAttachment attached to JPN_Pacific_DD
                                        
                                            Combat Move - Japanese
                                                Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Japanese
                                                Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu
                                                1 submarine moved from 20 Sea Zone to 37 Sea Zone
                                                1 infantry moved from Shan State to French Indo China
                                                      Japanese take French Indo China from French
                                                2 tactical_bombers moved from 43 Sea Zone to 42 Sea Zone
                                                2 fighters moved from 43 Sea Zone to 42 Sea Zone
                                                1 Japan_destroyer moved from 43 Sea Zone to 42 Sea Zone
                                                1 infantry moved from Chahar to Hopei
                                                1 infantry moved from Kweichow to Shensi
                                                5 armour, 2 artilleries and 1 mech_infantry moved from Burma to India
                                                2 fighters moved from Yunnan to India
                                                2 tactical_bombers moved from Yunnan to India
                                                2 bombers moved from Kweichow to India
                                                2 armour, 4 artilleries, 8 infantry and 2 mech_infantrys moved from Chahar to Jehol
                                                      Japanese take Jehol from Chinese
                                                3 armour moved from Shantung to Jehol
                                                1 mech_infantry moved from Kiangsu to Jehol
                                                2 infantry moved from Shantung to Jehol
                                                1 fighter moved from Yunnan to Shensi
                                                1 tactical_bomber moved from Kweichow to Shensi
                                                1 tactical_bomber moved from Kweichow to Hopei
                                                1 fighter moved from Kweichow to Hopei
                                                1 fighter moved from Kweichow to Shensi
                                                1 fighter moved from Kweichow to Hopei
                                                2 fighters moved from Japan to 6 Sea Zone
                                                1 tactical_bomber moved from Japan to 6 Sea Zone
                                                1 fighter moved from Caroline Islands to 6 Sea Zone
                                        
                                            Combat - Japanese
                                                Battle in 6 Sea Zone
                                                    Japanese attack with 3 fighters and 1 tactical_bomber
                                                    Americans defend with 1 destroyer and 1 submarine
                                                    1 submarine owned by the Americans submerged
                                                    Japanese win with 3 fighters and 1 tactical_bomber remaining. Battle score for attacker is 7
                                                    Casualties for Americans: 1 destroyer
                                                Battle in 37 Sea Zone
                                                    Japanese attack with 1 submarine
                                                    British defend with 1 transport
                                                    Japanese win, taking 37 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 6
                                                    Casualties for British: 1 transport
                                                Battle in Hopei
                                                    Japanese attack with 2 fighters, 1 infantry and 1 tactical_bomber
                                                    Chinese defend with 1 infantry
                                                    Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0
                                                    Casualties for Japanese: 1 infantry
                                                    Casualties for Chinese: 1 infantry
                                                Battle in 42 Sea Zone
                                                    Japanese attack with 1 Japan_destroyer, 2 fighters and 2 tactical_bombers
                                                    British defend with 1 cruiser and 2 destroyers
                                                    Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 16
                                                    Casualties for Japanese: 1 Japan_destroyer
                                                    Casualties for British: 1 cruiser and 2 destroyers
                                                Battle in Shensi
                                                    Japanese attack with 2 fighters, 1 infantry and 1 tactical_bomber
                                                    Chinese defend with 1 infantry
                                                    Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0
                                                    Casualties for Japanese: 1 infantry
                                                    Casualties for Chinese: 1 infantry
                                                Battle in India
                                                    Changer loiter and taunt; Japanese attack with 5 armour, 2 artilleries, 2 bombers, 2 fighters, 1 mech_infantry and 2 tactical_bombers
                                                    Changer defend; British defend with 1 aaGun, 1 airfield, 1 factory_major, 1 harbour, 5 infantry and 1 uk_armour
                                                    Japanese converts factory_major into different units
                                                    Japanese win, taking India from British with 5 armour, 1 artillery, 2 bombers, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 17
                                                    Casualties for Japanese: 1 artillery and 1 mech_infantry
                                                    Casualties for British: 1 aaGun, 5 infantry and 1 uk_armour
                                                Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone
                                                Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone
                                        
                                            Non Combat Move - Japanese
                                                Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone
                                                Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone
                                                Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Jehol
                                                Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Burma
                                                1 aaGun moved from Chahar to Jehol
                                                1 infantry moved from Chahar to Jehol
                                                1 J_Rail and 1 infantry moved from Kiangsu to Burma
                                                1 J_Rail and 1 infantry moved from Kiangsu to Jehol
                                                1 tactical_bomber moved from 6 Sea Zone to Japan
                                                3 fighters moved from 6 Sea Zone to Japan
                                                1 artillery moved from Borneo to 43 Sea Zone
                                                1 artillery, 2 battleships, 2 carriers, 2 cruisers and 2 transports moved from 43 Sea Zone to 20 Sea Zone
                                                2 fighters and 2 tactical_bombers moved from 42 Sea Zone to 20 Sea Zone
                                                1 artillery moved from 20 Sea Zone to Kwangtung
                                                2 fighters moved from India to Yunnan
                                                2 tactical_bombers moved from India to Yunnan
                                                2 bombers moved from India to Yunnan
                                                1 fighter moved from Kweichow to Jehol
                                                2 fighters moved from Hopei to Jehol
                                                1 tactical_bomber moved from Hopei to Jehol
                                                2 fighters moved from Shensi to Anhwe
                                                1 tactical_bomber moved from Shensi to Anhwe
                                                1 tactical_bomber moved from Jehol to Anhwe
                                                3 fighters moved from Jehol to Anhwe
                                        
                                            Place Units - Japanese
                                                1 Fortification placed in Borneo
                                                1 Fortification placed in Java
                                                1 Fortification placed in Celebes
                                                1 fighter and 11 infantry placed in Japan
                                                1 armour and 2 infantry placed in Shantung
                                                1 armour and 1 infantry placed in Kiangsu
                                        
                                            Turn Complete - Japanese
                                                Note to players Japanese: <body><b>It is Early 1942 and Our Shipyards are Hard at Work.<br><br>We will soon Launch 1 new Cruiser and 1 new Submarine. They may only Operate in the Pacific and Indian Oceans.<b></body>
                                                Total Cost from Convoy Blockades: 3
                                                    Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 2,5,2
                                                    Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 4,4
                                                Japanese collect 44 PUs (3 lost to blockades); end with 48 PUs
                                                Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 49 PUs
                                                Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 57 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 62 PUs
                                        

                                        6b03b86e-ac1c-4a64-9334-826836f713d9-exp-game-1-jc-j5.tsvg

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                                        • T
                                          Trout @JohnnyCat last edited by

                                          @johnnycat By the way, I have not been paying attention to what you are doing on your turns much but just noticed that you placed 6 dudes in Ukraine. Can't do that. For normal turns, can only place three max per turn in all factories except Moscow. You can place 10 in Moscow. Also, all special units such as Commissars, Tank Generals, Elite Infantry, Russian Guards, etc. can only be placed in Moscow. Were you doing that on R1-4? If not, we may need to do a restart. That's to your credit, because you clearly are a natural at this as you have me on the run in some parts of the map in your first game and we are not even through turn 5 yet!! So I need to stop letting you get by without following the rules as you are too good for me to let you do that and have this game still be competitive. If you have been following those placement rules for UK and Soviet Union then please just correct that and we can play on. And thanks for finding us here on this board as you clearly are a challenging opponent already in your first game.

                                          JohnnyCat 2 Replies Last reply Reply Quote 0
                                          • JohnnyCat
                                            JohnnyCat @Trout last edited by

                                            @trout yea mate I’m just trying to get the board back to being accurate after first not understanding the Uk RR and then messing up the Soviet one

                                            @beelee has been patiently trying to help and I thought I had corrected everything yesterday but then realized I swapped the novo and uk inf 3-6 and not 6-3

                                            Anyway I think the board is correct after I move those 3 inf but I still don’t get the way the tank general army coexists with the Soviet corps team.

                                            Apparently both can exist together but only in Moscow???

                                            But then what’s the goal here ? Should I have a commissar and his three units in
                                            novo and RR a commissar to the far east? Or sit him
                                            In Russia? I have literally no idea for how to use these things. Be much easier to have orbital kinetic energy weapons … but I digress lol

                                            I’ve read the rules, the house rules and the Kama Sutra and I still don’t understand so
                                            Much of this.

                                            And I’m
                                            Back
                                            In Taiwan so there may be latency.

                                            THANK
                                            YOU by the way. I thanked you earlier but seriously love your passion for the game and patience with inter newbie.

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