EXP G40 Game 4 Trout vs JCat
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@trout Hey Mate - well I sure have some news for ya...
First off, regarding our game, because of the dice and you not actually capturing the Philippines, I was able to send ALL those amazing Japanese FIghters!
I just rolled the combat and, no surprise I wiped out that Aussie fleet in one phase and took only 3 casualties. But I screwed up on the order of loss and had one fighter that had no place to go so I took my last Navy Fighter as an unneeded loss. I need to learn how to do the order of loss better. And I forgot that carriers that are wounded cannot carry any planes. I was expecting wounded carries to carry one less but none at all seems extreme.
Quick Question: Is the super carriers that carry 4 fighters also limited to carrying ZERO planes if wounded? They can take 3 hits right?
Anyway, you sure have taught me to never underestimate the power of that Japanese Fighter and Tac bomber group's presence in this game.
This game is FAR FROM OVER so I am taking my time on the non-combat move. Your Russian troops in China have ensured that Japan does not get an easy path right now.
And then there is the USA's ability to just BUY A FLEET to replace the one lost, hahaha. I already see a massive fleet outside San Diego...
And Second, my dear Fiance has decided to have us start afresh !!!!!!!!!!!! I am incredibly happy and hopeful now.
We have a date now that I must get ready for so I will complete my turn tonight. I just felt the need to share - and I am sure that you expected the ANZAC result once your land units failed to take the Philippines.
I tried my best to protect the Philippines but, as you saw, I had only 1 fighter to help defend with the armor. For future games I will try to ensure more ways to protect it. Maybe buy an air transport turn 1.
Well good thing for me there but, as I said earlier, you have so much power this game ain't over... Not even close.
Thank you again for such masterful play.
PS. Check out the first turn play with the my new game with Alexander. I did not take France again and will let Italy do that. I am wondering how you think about that no take france move.
PPS. I think I won the game against Panzer now because I was able to take the Caucuses and, unless I am missing something, I can fly in a ton of stuff to protect it while I build a factory and start cranking out Panthers and other stuff in the Middle East.
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Japan 7
dc86abf1-f1ca-4e15-a12d-af6b359d7586-trout-cat-game-4-JAPAN_7_end.tsvg
I have to assume that your move to Poland means that you calculated it and the math says you can keep it. I need to learn how to do that.
The mighty USA is up. Do you think I can wager on Kalshi for what you will do next?
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So the game is preventing my USA fleet from passing over the subs so that I can invade Southern Europe.
This game still confuses me at times

The game is not letting my ships past the subs and I thought that sub cannot block so what is happening here?
Thanks

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Nope went to bed early. Just got up
Feel like I should be getting ready to go fishing or head out to the fields 
Still a couple months before the 20 hour days kick in for the lads lol Glad I only did that part time lol Bouncing around on a little boat on a large body of water not my preferred way to make a living

I will look at it now. Sometimes you may need to move 1 space at a time. Also you are going through a canal, so maybe that is somehow impacting it.
Or it could be the Wolpack units are blocking it but I'm pretty sure I made them "isSub" too.
At any rate, in a worst case scenario, you can move them in edit but that's obviously a last resort.
One other thing and it doesn't apply here, is that unescorted Trprts are blocked by Subs if they try to conduct a amphib landing in a SZ with a Sub and only Trprts present.
I'll see if I can recretae from the last save
Edit
You will have to post a save. The above save doesn't have any U-boats in 92
Haven't been following this one too closely. Interesting situation

If you want to get rid of the unplaced Minor Hvy Ind, edit in a Minor Fctry and then place it in 1st place and then remove it.
Edit
I guess it won't let you do that. I see you have one in W USA. It should be removed. I thought I changed it recently so they would place if someone wanted to before US joins the War and they auto upgrade.I will check.
Should also swap the NC for a red C one so he activates in 91. He will auto boost the strongest unit but it is PE to have the correct number of Ships in the TaskForce
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@beelee wrong game!
Here is the game where the fleet cannot get past the subs
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my guess it is because of the edits. Try editing control to USA during JPN turn and try it
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@johnnycat Game History
Round: 7 Purchase Units - Americans Trigger AmericansTotalWarMechInf: buyTotalWarMechInf added to productionAmericans Trigger AmericansTotalWarTank: buyTotalWar_Tank added to productionAmericans Trigger AmericansTotalWarAirTrprt: buyTotalWarAirTrprt added to productionAmericans Trigger AmericansTotalWarArty: buyTotalWar_Arty added to productionAmericans Trigger AmericansTotalWarFighter: buyTotalWarFighter added to productionAmericans Trigger AmericansTotalWar Bomber: buyTotalWar_Bomber added to productionAmericans Trigger AmericansTotalWarTacBmbr: buyTotalWarTacBmbr added to productionAmericans Trigger AmericansTotalWarNavyFtr: buyTotalWarNavyFtr added to productionAmericans Trigger AmericansTotalWarInf: buyTotalWar_Inf added to productionAmericans Americans buy 8 TotalWarFighters, 1 destroyer, 4 infantry and 2 transports; Remaining resources: 1 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 2 infantry moved from Morocco to 91 Sea Zone 2 infantry moved from 91 Sea Zone to Gibraltar 1 AirCommander, 1 usa_fighter and 1 usa_tactical_bomber moved from Morocco to Gibraltar 2 usa_fighters moved from 91 Sea Zone to Gibraltar 1 elite and 3 infantry moved from Southeast Mexico to 89 Sea Zone 2 infantry moved from Brazil to 86 Sea Zone 1 transport moved from 89 Sea Zone to 101 Sea Zone 1 FighterAceUSA moved from Eastern United States to 104 Sea Zone 1 destroyer moved from 109 Sea Zone to 104 Sea Zone 1 elite, 3 infantry and 2 transports moved from 89 Sea Zone to 91 Sea Zone 2 infantry and 1 transport moved from 86 Sea Zone to 91 Sea Zone 1 elite and 5 infantry moved from 91 Sea Zone to Gibraltar 1 carrier moved from 101 Sea Zone to 91 Sea Zone Combat - Americans Battle in Gibraltar Americans attack with 1 AirCommander, 1 elite, 7 infantry, 3 usa_fighters and 1 usa_tactical_bomber Germans defend with 1 G_air_transport, 1 fighter and 1 infantry; Italians defend with 1 armour Americans win, taking Gibraltar from Italians with 1 AirCommander, 1 elite, 7 infantry, 3 usa_fighters and 1 usa_tactical_bomber remaining. Battle score for attacker is 21 Casualties for Italians: 1 armour Casualties for Germans: 1 G_air_transport, 1 fighter and 1 infantry Battle in 104 Sea Zone Americans attack with 1 FighterAceUSA and 1 destroyer Germans defend with 1 GermanUBoat Americans win with 1 FighterAceUSA and 1 destroyer remaining. Battle score for attacker is 4 Casualties for Germans: 1 GermanUBoat 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 FighterAceUSA moved from 104 Sea Zone to 91 Sea Zone 1 usa_tactical_bomber moved from Gibraltar to 91 Sea Zone 1 AirCommander moved from Gibraltar to 91 Sea Zone 1 usa_fighter moved from Gibraltar to 91 Sea Zone 2 usa_fighters moved from Gibraltar to Morocco 2 infantry moved from Western United States to 10 Sea Zone 1 Escort_Convoy, 1 Heavy_BB, 2 NavyFighters, 1 battleship, 1 destroyer, 2 infantry, 1 pacific_carrier, 1 submarine and 1 transport moved from 10 Sea Zone to 26 Sea Zone 2 infantry moved from 26 Sea Zone to Hawaiian Islands Place Units - Americans 4 TotalWarFighters and 2 infantry placed in Western United States 4 TotalWarFighters and 2 infantry placed in Eastern United States 1 transport placed in 101 Sea Zone 1 destroyer and 1 transport placed in 10 Sea Zone Trigger AmericansTotalWarFighterPlaceEUS: has removed 4 TotalWarFighters owned by Americans in Eastern United States Trigger AmericansTotalWarFighterPlaceWUS: has removed 4 TotalWarFighters owned by Americans in Western United States Trigger AmericansTotalWarFighterPlaceEUS: Americans has 4 usa_fighters placed in Eastern United States Trigger AmericansTotalWarFighterPlaceWUS: Americans has 4 usa_fighters placed in Western United States Turn Complete - Americans Note to players Americans: It is Early 1943 and Our Shipyards are Hard at Work. 1 Battleship and 1 Transport are placed off the West Coast. They may only Operate in the Pacific and Indian Oceans. Trigger PacificFleetRD7: Americans has 1 pacific_BB and 1 pacific_transport placed in 10 Sea Zone Trigger PacificFleetJPNRD7: Japanese has 1 pacific_BB and 1 pacific_transport placed in 6 Sea Zone Americans collect 53 PUs; end with 54 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 68 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 65 PUs Trigger USA Controls IwoJima Pacific Expanded: Americans met a national objective for an additional 1 PUs; end with 66 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 76 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 81 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 86 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 4 infantry; Remaining resources: 1 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 1 infantry moved from Shensi to Kweichow Chinese take Kweichow from Japanese 1 infantry moved from Manchuria to Jehol Chinese take Jehol from Japanese Combat - Chinese 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 Place Units - Chinese 3 infantry placed in Shensi 1 infantry placed in Suiyuyan Turn Complete - Chinese Chinese collect 12 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 Trigger UKTotalWarSeaFighter: buySeafireTotalWar added to productionBritish Trigger UKTotalWar Tank: buyTotalWar_Tank added to productionBritish Trigger UKTotalWarAirTrprt: buyTotalWarAirTrprt added to productionBritish Trigger UKTotalWar Arty: buyTotalWar_Arty added to productionBritish Trigger UKTotalWarTacBmbr: buyTotalWarTacBmbr added to productionBritish Trigger UKTotalWarInf: buyTotalWar_Inf added to productionBritish Trigger UKTotalWarMechInf: buyTotalWarMechInf added to productionBritish Trigger UKTotalWar Bomber: buyTotalWar_Bomber added to productionBritish Trigger UKTotalWarFighter: buyTotalWarFighter added to productionBritish British buy 1 harbour, 5 infantry, 1 transport, 2 uk_armours and 1 uk_para; Remaining resources: 18 PUs; 3 AirLendLease; 3 NavyLendLease; Place Units - British 1 harbour placed in Gibraltar 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 EDIT: 1 uk_para moved from United Kingdom to Holland Belgium 3 infantry moved from Anglo Egyptian Sudan to 81 Sea Zone 1 uk_armour moved from Anglo Egyptian Sudan to 81 Sea Zone 3 infantry and 1 uk_armour moved from 81 Sea Zone to Trans-Jordan 1 uk_fighter moved from Anglo Egyptian Sudan to Trans-Jordan 1 uk_tactical_bomber moved from 81 Sea Zone to Trans-Jordan 1 uk_fighter moved from 81 Sea Zone to Trans-Jordan Combat - British Battle in Trans-Jordan British attack with 3 infantry, 1 uk_armour, 2 uk_fighters and 1 uk_tactical_bomber Germans defend with 4 german_paras and 1 mech_infantry British win, taking Trans-Jordan from Germans with 3 infantry, 1 uk_armour, 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 20 Casualties for Germans: 4 german_paras and 1 mech_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 Anglo Egyptian Sudan 1 uk_fighter moved from Trans-Jordan to Anglo Egyptian Sudan 1 uk_fighter moved from Trans-Jordan to 81 Sea Zone 1 uk_tactical_bomber moved from Trans-Jordan to 81 Sea Zone 1 submarine moved from 71 Sea Zone to 81 Sea Zone 2 uk_armours moved from Belgian Congo to Anglo Egyptian Sudan 1 Rail and 1 infantry moved from Union of South Africa to Anglo Egyptian Sudan 1 Rail and 1 infantry moved from Union of South Africa to Anglo Egyptian Sudan 1 uk_armour moved from Union of South Africa to Belgian Congo 1 destroyer moved from 106 Sea Zone to 91 Sea Zone Place Units - British Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 transport placed in 106 Sea Zone 2 infantry placed in Quebec 2 infantry and 2 uk_armours placed in Union of South Africa 1 infantry and 1 uk_para placed in United Kingdom Turn Complete - British Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 5,3 British collect 31 PUs (1 lost to blockades); end with 49 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 55 PUs775d69ca-78fc-4928-afcc-5d6c450fcb51-trout-cat-game-4-uk7.tsvg
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@trout
Such an incredible game.EDIT: please remove the 6 naval mines in Southern Italy. I forgot to do that.
775d69ca-78fc-4928-afcc-5d6c450fcb51-trout-cat-game-4-ITALY_END_Turn7.tsvg
Please let me know if you put vessels (non subs) across the 6 naval mines.
From what I read, we would have to state each vessel one by one and roll 1 or 2 to sink it before letter it go through. And this includes 2-hit and 3-hit vessels but I could be wrong since there are so many darn rules.
This is probably the only place on the map where naval mines seem to be powerful. Never again will I use them in the Pacific, hahaha