EXP G40 Game 3 Trout vs JCat
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yea most likely he won't but I would wait and ask as he could scramble 1 Ftr just to negate the Bombard.
He'll probably lose anyway but when in doubt I'd just ask and wait.
If you're familiar having played multiple games with your opponent it becomes easier to decide
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@johnnycat No scramble- you guys were correct. Filipinos prefer that Congee to scrambled eggs. I love 99% of foreign food but congee and Japanese natto - no go forever for this dude
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Good Morning Mates; quick QUESTION.
I took some island and have to choose who paid the ULTIMATE PRICE
Choice between artillery and inf sucker
If I choose to keep the infantry and can make one of those fortifications that mean my inf defends like a tank...
But the artillery is more pricey in value so the QUESTION IS: can the art Las make one of those FORTS?
I'll keep doing my turn and I will get rid of the inf - but please let me change to saving the ART if artillery can also make those forts.
QUESTION 2:
I need to know if the planes on carriers next to zone 6 can scramble to intercept the Americans that will surely drive over to zone 6 to try and take that zone. Does this make sense?

In the photo : Can the planes in zone 19 intercept any shenanigans taking place in zone 6?
"Shenanigans" refers to secret, dishonest, or tricky activities, as well as high-spirited mischief, playful pranks, or silliness. Originating in the mid-19th century, this informal term often describes behavior that is inconvenient, sneaky, or questionable rather than truly dangerous
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No only regular Inf can make Forts. Elites can't or any other Unit.
I usually keep the Inf for that reason. Obviously it depends on the situation but generally that's what I do.
Edit
No the Ftrs in 19 would only defend in 19 SZ -
@beelee ok but that makes so sense from a logical point of view.
Just look at the UK for supporting evidence: according to what I have read any attack in zone 109 for example, can be intercepted with TWO groups of 3 fighter planes (London and Scotland) because the rules say "adjacent zones"
So I just want to be sure about this cause it's hugely important
So is there a paragraph that makes this interceptor stuff super clear? I guess I am a stickler for details in this case so I found the actual rules to be a little vague. Anyway thanks I will change the art to fort..
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yes both bases can scramble to 109. As long as they have Planes of course.

That is an OOB rule so that's where you'd look for it's explanation.
Remember, Any AB can be upgraded so it can scramble 4. That is a HRE rule.
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This is truly an amazing game. The basic Axis and Allies games are somewhat boring and feel like checkers whereas this igame feels like GO or 3D Chess. I LOVE IT
As far as game notes go: So far this seems like SOP. I would not be surprised if Japan taking the Philippines and some Money Islands is SOP like Germany taking France turn 1.
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Yes once JPN and USA are at War, JPN will usually want to take out the PHIs as soon as possible. Singapore should go next.
At least that's how I rate them. There are other strategies one could use where that might not be the case though

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@johnnycat Game History
Round: 2 Purchase Units - Americans Americans buy 1 Heavy_BB, 1 artillery, 3 carriers, 1 elite, 1 infantry, 1 submarine, 2 transports and 1 usa_fighter; Remaining resources: 1 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Combat - Americans Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Americans Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 6 Rails owned by Americans in Eastern United States 1 destroyer and 1 submarine moved from 54 Sea Zone to 26 Sea Zone 4 infantry moved from Western United States to 10 Sea Zone 1 Heavy_BB, 4 infantry and 2 transports moved from 10 Sea Zone to 26 Sea Zone 4 infantry moved from 26 Sea Zone to Hawaiian Islands 1 elite moved from Eastern United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 1 cruiser, 1 destroyer, 1 elite, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 elite moved from 91 Sea Zone to Gibraltar 1 infantry moved from 91 Sea Zone to Gibraltar 2 infantry moved from Brazil to 86 Sea Zone 2 infantry and 1 transport moved from 86 Sea Zone to 91 Sea Zone 2 infantry moved from 91 Sea Zone to Morocco Place Units - Americans 1 Heavy_BB and 2 carriers placed in 10 Sea Zone 1 carrier, 1 submarine and 1 transport placed in 101 Sea Zone 1 transport placed in 10 Sea Zone 1 artillery, 1 elite, 1 infantry and 1 usa_fighter placed in Eastern United States Turn Complete - Americans Americans collect 52 PUs; end with 53 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 67 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 64 PUs Trigger Americans Loses Guam: Americans met a national objective for an additional -1 PUs; end with 63 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 78 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 83 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 6 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 3 infantry moved from Szechwan to Yunnan 1 fighter moved from Shensi to Yunnan 4 infantry moved from Shensi to Suiyuyan Combat - Chinese Battle in Suiyuyan Chinese attack with 4 infantry Japanese defend with 1 infantry Chinese roll dice for 4 infantry in Suiyuyan, round 2 : 0/4 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Suiyuyan, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Suiyuyan Chinese roll dice for 3 infantry in Suiyuyan, round 3 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Suiyuyan, round 3 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Suiyuyan Chinese roll dice for 2 infantry in Suiyuyan, round 4 : 1/2 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Suiyuyan, round 4 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Suiyuyan Chinese win, taking Suiyuyan from Japanese with 2 infantry remaining. Battle score for attacker is -3 Casualties for Chinese: 2 infantry Casualties for Japanese: 1 infantry Battle in Yunnan Chinese attack with 1 fighter and 3 infantry Japanese defend with 1 artillery and 1 infantry Chinese roll dice for 1 fighter and 3 infantry in Yunnan, round 2 : 0/4 hits, 1.00 expected hits Japanese roll dice for 1 artillery and 1 infantry in Yunnan, round 2 : 0/2 hits, 0.67 expected hits Chinese roll dice for 1 fighter and 3 infantry in Yunnan, round 3 : 2/4 hits, 1.00 expected hits Japanese roll dice for 1 artillery and 1 infantry in Yunnan, round 3 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Chinese lost in Yunnan 1 infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Yunnan Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 4 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 artillery and 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Yunnan to Shensi Place Units - Chinese 6 infantry placed in Shensi Turn Complete - Chinese Chinese collect 7 PUs; end with 7 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 16 PUs Purchase Units - British Note to players British: It is Late 1940 and the British Army has Formed a Tank Army. They are Commanded by a Tank General. You may only have 1 Tank Army at any one time. Trigger UKTankGeneral: buyUK_TankGeneral added to productionBritish British buy 1 artillery, 1 destroyer, 9 infantry, 1 uk_armour and 1 uk_para; Remaining resources: 0 PUs; 3 AirLendLease; 3 NavyLendLease; Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Turning on Edit Mode EDIT: British takes Holland Belgium from Germans EDIT: Turning off Edit Mode 1 mech_infantry moved from Egypt to Kenya 1 artillery, 2 infantry and 1 uk_armour moved from Anglo Egyptian Sudan to Kenya 1 infantry moved from Eastern Persia to 80 Sea Zone 1 infantry moved from Persia to 80 Sea Zone 2 infantry and 1 transport moved from 80 Sea Zone to 72 Sea Zone 2 infantry moved from 72 Sea Zone to Kenya 1 bomber moved from Malta to Kenya EDIT: 1 uk_para moved from United Kingdom to Holland Belgium 1 infantry moved from Burma to Shan State 1 uk_tactical_bomber moved from India to Shan State 2 uk_fighters moved from India to Shan State Combat - British Battle in Kenya British attack with 1 artillery, 1 bomber, 4 infantry, 1 mech_infantry and 1 uk_armour Italians defend with 1 artillery and 3 infantry British roll dice for 1 artillery, 1 bomber, 4 infantry, 1 mech_infantry and 1 uk_armour in Kenya, round 2 : 2/8 hits, 2.50 expected hits Italians roll dice for 1 artillery and 3 infantry in Kenya, round 2 : 3/4 hits, 1.33 expected hits 3 infantry owned by the British lost in Kenya 2 infantry owned by the Italians lost in Kenya British roll dice for 1 artillery, 1 bomber, 1 infantry, 1 mech_infantry and 1 uk_armour in Kenya, round 3 : 2/5 hits, 2.00 expected hits Italians roll dice for 1 artillery and 1 infantry in Kenya, round 3 : 1/2 hits, 0.67 expected hits 1 infantry owned by the British lost in Kenya 1 artillery owned by the Italians and 1 infantry owned by the Italians lost in Kenya British win, taking Kenya from Italians with 1 artillery, 1 bomber, 1 mech_infantry and 1 uk_armour remaining. Battle score for attacker is 1 Casualties for British: 4 infantry Casualties for Italians: 1 artillery and 3 infantry Battle in Shan State British attack with 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber Japanese defend with 1 infantry British roll dice for 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber in Shan State, round 2 : 0/4 hits, 1.83 expected hits Japanese roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0.33 expected hits British roll dice for 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber in Shan State, round 3 : 1/4 hits, 1.83 expected hits Japanese roll dice for 1 infantry in Shan State, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Shan State British win, taking Shan State from Japanese with 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Union of South Africa 2 uk_fighters moved from Shan State to India 1 uk_tactical_bomber moved from Shan State to India 3 infantry moved from India to Burma 1 artillery moved from India to Burma 1 infantry moved from India to 39 Sea Zone 1 infantry and 1 transport moved from 39 Sea Zone to 37 Sea Zone 1 infantry moved from Malaya to 37 Sea Zone 2 infantry and 1 transport moved from 37 Sea Zone to 41 Sea Zone 2 infantry moved from 41 Sea Zone to Sumatra British take Sumatra from Dutch 1 battleship, 1 cruiser and 1 destroyer moved from 39 Sea Zone to 41 Sea Zone 1 destroyer moved from 107 Sea Zone to 91 Sea Zone 1 battleship moved from 107 Sea Zone to 91 Sea Zone 1 infantry moved from Quebec to 106 Sea Zone 1 uk_armour moved from Quebec to 106 Sea Zone 1 infantry, 1 transport and 1 uk_armour moved from 106 Sea Zone to 91 Sea Zone 1 uk_armour moved from 91 Sea Zone to Gibraltar 1 infantry moved from 91 Sea Zone to Gibraltar 2 uk_fighters moved from Malta to Egypt 1 uk_tactical_bomber moved from Malta to Egypt 1 cruiser moved from 96 Sea Zone to 81 Sea Zone 1 bomber moved from Kenya to Anglo Egyptian Sudan Place Units - British Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 destroyer placed in 110 Sea Zone 1 uk_para placed in United Kingdom 1 artillery, 3 infantry and 1 uk_armour placed in India 6 infantry placed in United Kingdom Turn Complete - British Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium British collect 47 PUs; end with 47 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 53 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 58 PUsCombat Hit Differential Summary :
Chinese regular : -0.50 Italians regular : 2.00 Japanese regular : 0.00 British regular : -3.17No commentary this turn except it's a lovely day for tea time.
51e46214-cc05-4796-b935-8f9657e9328c-trout-cat-game-3-uk2.tsvg
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@trout said in EXP G40 Game 3 Trout vs JCat:
51e46214-cc05-4796-b935-8f9657e9328c-trout-cat-game-3-uk2.tsvg
Mafia needs WAY MORE cash - next time I wonder if we need play with a bid...