EXP G40 Game 4 Trout vs JCat
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Guys I want you to help me understand where all the Russian units are.
I see one territory that has two LABELS (1st AG amd 2nd) whatever those are.

Meanwhile there are a thousand ruskies placed in this upper bar.

As you can see, THERE IS NO WAY TO ASSOCIATE the units in the upper bar with the two little icons that look so small and innocent but likely have 500 armor units in them hahaha
Also want to know what a 1AG is. What is AG
and are there special flying units too? THANKS
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AG means Army Group. 1st AG is 1st Army Group. 2nd with red star token is 2nd corps. Those units are listed in the 2nd Corps Box.
If you hover on the icon unit or token it will give a more detailed explanation of what it is. Game Notes and/or rulebook for complete info on them.
I'm not certain but I hear rumor the Americans may be working on a secret Flying unit. Still trying to find out more.
Lexi is on the job

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@johnnycat AG’s are in the rule book of course. They contain two armies and ten other units. So Belarus has an AG with 1st Army and 1st Tank Army plus the dudes/army’s in the box plus 2nd Army plus everything else in Belarus
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@johnnycat For your AAA question, each AAA can shoot at 3. Two AAAs can shoot at six, etc. AAA don’t shoot when just flying over them. Not realistic but that’s the rule in every single Axis/Allies game; not just G40
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Actually i think one of the early A&As had AA on all the time. They changed it because it shot the shit outta everything lol
Or maybe that was just a triplea option

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I think my question must of not been very clear so I will try again.
NOTE: When I hover my mouse pointer over those symbols I DO NOT see any description.
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Could you please take a screen shot of that for me so I can see that is not being shown on my Mac?
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What is the symbol "2nd" in Belarus? What does it stand for and where are those units actually located?
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Are there 18 units or 24 units in the First Army Group ?
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What is "3rd Korps" in the upper box and why is there a one soviet commissar in the box there?
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The rules talk about "Army Groups" being comprised of two "armies" and 10 land units.
What is an "Armie? Those 4-unit things or those 6-unit tank things?
- This is important so I will ask another way:
Where does the 6-unit armor group fit into the Army Group? OR Does the 6-unit armor group NOT fit into the Army Group?
- The upper box has 6 tank units inside a box titled, "first tank", yet I do not see a symbol for this "1st tank" anywhere?
THANK YOU very much. I just want to make sense of this because intuitively there is a huge gap between reality and what I see on my game board.
PS Had the session today and despite my thinking that all would be good now, it aint.

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@johnnycat Game History
Round: 5 Purchase Units - ANZAC ANZAC buy 1 Escort, 1 air_transport, 1 destroyer, 1 fighter and 1 submarine; Remaining resources: 1 PUs; Combat Move - ANZAC Trigger Italians DemoHarbour: has removed 1 demo_harbour owned by Italians in Gibraltar 2 fighters moved from Queensland to 35 Sea Zone Combat - ANZAC Battle in 35 Sea Zone ANZAC attack with 2 fighters Japanese defend with 1 Japan_destroyer and 1 transport ANZAC roll dice for 2 fighters in 35 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits Japanese roll dice for 1 Japan_destroyer and 1 transport in 35 Sea Zone, round 2 : 1/2 hits, 0.50 expected hits 1 fighter owned by the ANZAC lost in 35 Sea Zone 1 Japan_destroyer owned by the Japanese lost in 35 Sea Zone ANZAC roll dice for 1 fighter in 35 Sea Zone, round 3 : 0/1 hits, 0.50 expected hits Japanese roll dice for 1 transport in 35 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits ANZAC roll dice for 1 fighter in 35 Sea Zone, round 4 : 1/1 hits, 0.50 expected hits Japanese roll dice for 1 transport in 35 Sea Zone, round 4 : 1/1 hits, 0.17 expected hits 1 fighter owned by the ANZAC lost in 35 Sea Zone 1 transport owned by the Japanese lost in 35 Sea Zone Japanese win with no units remaining. Battle score for attacker is -5 Casualties for ANZAC: 2 fighters Casualties for Japanese: 1 Japan_destroyer and 1 transport Trigger Remove All ParaBoost: has removed 1 german_paraBoost owned by Germans in Iraq Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Trans-Jordan Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Southern Italy Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Tobruk Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 113 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 105 Sea Zone Non Combat Move - ANZAC Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Trigger ItaliansParaBoost atTobruk: Italians has 1 italian_paraBoost placed in Tobruk Trigger ItaliansParaBoost atSouthern Italy: Italians has 1 italian_paraBoost placed in Southern Italy Trigger ItaliansParaBoost atTrans-Jordan: Italians has 1 italian_paraBoost placed in Trans-Jordan Trigger Wolfpack at105 SeaZones: Germans has 1 Wolfpack placed in 105 Sea Zone Trigger ParaBoost atIraq: Germans has 1 german_paraBoost placed in Iraq Trigger Wolfpack at113 SeaZones: Germans has 1 Wolfpack placed in 113 Sea Zone 1 transport moved from 42 Sea Zone to 54 Sea Zone Place Units - ANZAC 1 fighter placed in Queensland 1 Escort and 1 submarine placed in 54 Sea Zone 1 destroyer placed in 62 Sea Zone 1 air_transport placed in New South Wales Turn Complete - ANZAC Trigger ANZAC RemoveANZACConvoySZ54Invert: has removed 1 Escort owned by ANZAC in 54 Sea Zone Trigger ANZAC RemoveANZACConvoySZ54Invert: ANZAC has 1 Escort_Convoy placed in 54 Sea Zone ANZAC collect 17 PUs; end with 18 PUs Trigger ANZAC Liberates Celebes: ANZAC met a national objective for an additional 1 PUs; end with 19 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 21 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 26 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 31 PUs Combat Move - French Combat - French Trigger Remove All ParaBoost: has removed 1 german_paraBoost owned by Germans in Iraq Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Trans-Jordan Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Southern Italy Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Tobruk Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 113 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 105 Sea Zone Non Combat Move - French Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Trigger ItaliansParaBoost atTobruk: Italians has 1 italian_paraBoost placed in Tobruk Trigger ItaliansParaBoost atSouthern Italy: Italians has 1 italian_paraBoost placed in Southern Italy Trigger ItaliansParaBoost atTrans-Jordan: Italians has 1 italian_paraBoost placed in Trans-Jordan Trigger Wolfpack at105 SeaZones: Germans has 1 Wolfpack placed in 105 Sea Zone Trigger ParaBoost atIraq: Germans has 1 german_paraBoost placed in Iraq Trigger Wolfpack at113 SeaZones: Germans has 1 Wolfpack placed in 113 Sea Zone Turn Complete - FrenchCombat Hit Differential Summary :
Japanese regular : 1.17 ANZAC regular : 0.00df20503f-1b4d-4c5b-b981-c8404856dcae-trout-cat-game-4-f5.tsvg
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@beelee thanks
Ok so the program I have on the Mac is different but I think I get it. 18 guys in the 1 army group and 6 armor in the 1st armor group for a total of 24 units.
Correct?
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@johnnycat 1st AG is 6 (tank army) + 4 (1st commissar army) + 6 dudes + 3 arty + 1 mech = 20. 2nd Army is 1 commissar + 1 guard + 2 tanks =4. So somehow your total math is correct in that it's 24 for the AG and 2nd Army. Belarus has all of that plus whatever is showing up as being there
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@trout thank you for das Clarification
So an army group is 10 land units plus 2 little armies. Little armies meaning : 4-unit OR 6-unit armor
So 20 units
But it could be 18 if your second little army was a 4-unit thing yes?
Cannot be 24 units ? 10 land plus two tank armies?
But the way
The confusion lies in the graphics. I am expecting to see some connection between what you have in the upper boxes and a clear unambiguous label down in the map and that is just not the case.Not complaining but suggesting that Whoever is in charge of that could benefit all by updating the upper box names and upper box label with the markers that are put on the map @beelee
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This is becoming our most interesting game I feel
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Now that I understand it I was very careful to fill up my two army groups this entire game. And it looks like I just made it correct with the Army group center being able to all move 2 while the army group north is slowed down by all the walking zombies.

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@johnnycat Yep - after you learn all of the rules and the TripleA mechanics It’s a blast. Congratulations for sticking with it and graduating to the next level


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@johnnycat Game History
Round: 6 Purchase Units - Russians Note to players Russians: It is Late 1942 and Our Factories have Begun Mass Tank Production ! You may now purchase 3 Tanks for 12 PUs. They can only be placed in Moscow. Trigger BuyMassTanks: buyMass_Tanks added to productionRussians Trigger Army ConscriptRemove: buyArmy_Conscript removed from productionRussians Trigger AlliesFtrAce: buyFighterAce added to productionRussians Russians buy 1 FighterAce, 3 Mass_Tankss, 1 SP_ArtilleryUSSR, 1 Soviet_Commisar, 1 UndrgroundFctry, 1 elite and 4 russian_paras; Remaining resources: 7 PUs; 3 AirLendLease; 3 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia 1 guard_infantry moved from Kazakhstan to Shensi 1 armour moved from Tsinghai to Kansu Chinese take Kansu from Japanese 1 armour moved from Kansu to Shensi 4 infantry moved from Tsinghai to Shensi 1 infantry moved from Amur to Korea Russians take Korea from Japanese 1 artillery and 11 infantry moved from Amur to Manchuria 1 infantry moved from Northwest Persia to Iraq Russians take Iraq from Germans 2 infantry moved from Belarus to Baltic States 1 tactical_bomber moved from Belarus to Baltic States 2 fighters moved from Belarus to Baltic States Combat - Russians Battle in Manchuria Russians attack with 1 artillery and 11 infantry Japanese defend with 2 infantry Russians win, taking Manchuria from Japanese with 1 artillery and 10 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Casualties for Japanese: 2 infantry Battle in Shensi Russians attack with 1 armour, 1 guard_infantry and 4 infantry Japanese defend with 3 infantry Russians win, taking Shensi from Japanese with 1 armour, 1 guard_infantry and 4 infantry remaining. Battle score for attacker is 9 Casualties for Japanese: 3 infantry Battle in Baltic States Russians attack with 2 fighters, 2 infantry and 1 tactical_bomber Germans defend with 1 infantry Russians win, taking Baltic States from Germans with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Trans-Jordan Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Southern Italy Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Tobruk Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 105 Sea Zone Non Combat Move - Russians Trigger ItaliansParaBoost atTobruk: Italians has 1 italian_paraBoost placed in Tobruk Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger ItaliansParaBoost atSouthern Italy: Italians has 1 italian_paraBoost placed in Southern Italy Trigger ItaliansParaBoost atTrans-Jordan: Italians has 1 italian_paraBoost placed in Trans-Jordan Trigger Wolfpack at105 SeaZones: Germans has 1 Wolfpack placed in 105 Sea Zone Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 2 Russian_Rails owned by Russians in Belarus 2 fighters moved from Baltic States to Belarus 1 tactical_bomber moved from Baltic States to Belarus 3 Army_Conscripts and 1 elite moved from Bryansk to Belarus 2 infantry moved from Volgograd to Kazakhstan 4 infantry moved from Volgograd to Caucasus 1 SP_ArtilleryUSSR moved from Vologda to Belarus 1 Russian_Rail and 1 infantry moved from Russia to Belarus 1 Russian_Rail and 1 infantry moved from Russia to Belarus 1 R_Europe_Rail and 1 infantry moved from Russia to Belarus 6 infantry moved from Russia to Bryansk 2 infantry moved from Russia to Smolensk 1 infantry moved from Russia to Samara 3 infantry moved from Russia to Bryansk 1 infantry moved from Russia to Smolensk 1 infantry moved from Russia to Samara 1 armour moved from Urals to Smolensk Place Units - Russians Units in Russia being upgraded or consumed: 1 factory_major 3 Mass_Tankss, 1 Soviet_Commisar, 1 UndrgroundFctry, 1 elite and 4 russian_paras placed in Russia Turning on Edit Mode EDIT: Adding units owned by Russians to Russia: 1 FighterAce EDIT: Turning off Edit Mode 1 SP_ArtilleryUSSR placed in Bryansk Trigger MassTanksPlace3: has removed 3 Mass_Tankss owned by Russians in Russia Trigger MassTanksPlace3: Russians has 3 armour placed in Russia Turn Complete - Russians Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,2,5,5,6,4,1,4,5,3,2,1,3,5,5,2 Russians collect 37 PUs (3 lost to blockades); end with 44 PUs Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 49 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 52 PUs8ef4faf4-1fe4-431a-b15b-2f37a9fac210-trout-cat-game-4-r6.tsvg
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@trout said in EXP G40 Game 4 Trout vs JCat:
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From what I see I can take India, wipe our your USA fleet, and then figure we will HAVE THE GAME THAT I HAVE BEEN LOOKING FORWARD TO ...
What I mean is that even if these two battles goes as the odds say, this game will be far far from over.
Panzer and I were talking about this - this game just ends too soon to really use all that great stuff so we are hoping to play till turn 20-something.
Anyway, I need your order of losses for that armada that you currently have next to the Center of the Universe of the Rising Sun.
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@trout One more thing. I again read the rules about Carriers and Battleships together so I also want to confirm how this is done in a large battle like this one.
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@johnnycat Good morning. I don't have the file open at this time but I remember that the airplanes in Kwangsi can reach due to the airbase but that's their max distance. Rules require that any planes participating in the fight have a legal landing place (unless they are being suicided via kamikaze and if you are doing that we need to check with Beelee as I am not sure how that works). So can't send all of them. You just have to work out your Combat Move to where any planes attacking the US Navy have a legal place to land before being able to fight. TripleA won't do that automatically for you. Of course any planes who can't reach from Kwangsi due to not having a legal landing place can attack India if you decide to attack there. I seem to remember that the landing space rules will make it close to mutual destruction or something approaching that if you attack the USN since naval battles favor the defense. Naval battles favor the defense since carriers defend at 2 and attack at 0. Transports can defend at 1 also but not attack.
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@johnnycat For carriers/batts just need to have carrier hits greater than or equal to batt hits at all times. Some people on the attack choose to not send in carriers because of that rule, but if you hold them back and attack USN this turn, that will lessen your ability to absorb hits.
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@trout I will record the dice rolls so you can see the order of loss.
To be clear, according to the rules, the 4 carriers that are able to get to the sea zone with the yanks means that I can bring 8 fighters.
And I can bring the Navy Fighter as well by doing that trick you did with the UK when I tried to Sea Lion you: I can purchase a carrier for it to land on!
So hoping for good dice rolls I guess cause it still is close



