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    EXP G40 Game 4 Trout vs JCat

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    • B Offline
      beelee @Trout
      last edited by

      @trout

      hmm ... triplea shouldn't let you build more than one. I will check that

      1 Reply Last reply Reply Quote 0
      • JohnnyCatJ Offline
        JohnnyCat @Trout
        last edited by

        @trout
        You got ROCKETS. More new rules to learn, lol. I DO LOVE it.

        Looks like the Evil Reich can get rockets too. How exciting. Well I hope you do not crush me too soon as I would like this game to get to 20+ turns so that we can actually use all this new super cool new toys.

        Speaking of which, I will just assume that the new Nuclear Bomb options are going to be in effect in this game once and if we get to that phase. I saw The Captain really pushing the new nuclear rules for this expansion.

        I will get to Japan's turn later today.

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

          @johnnycat

          Yea haven't started on the Manhatten project yet. Be another couple updates away.

          It sounded good for blowing up Facilities but just a -1 on defense to the land units didn't seem all that good to me.

          Haven't tried it yet but I'd rather he went with a auto kill of a buncha dudes 🙂

          1 Reply Last reply Reply Quote 0
          • JohnnyCatJ Offline
            JohnnyCat @Trout
            last edited by

            @trout Japan done. The Emperor, may God Bless him, even though the Emperor IS GOD, loves RailRoad rides and sent two of his best infantry units to visit with the Germans in the Caucuses

            That's a legal move, right? @beelee ?

            6085e6e2-749b-4d19-854f-695d3cb0c6f3-trout-cat-game-4-JAPAN_END_9_.tsvg

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

              @johnnycat

              yes the JPN rail can go anywhere in Asia.

              Screenshot from 2026-04-07 15-13-57.png

              Triplea should enforce correct Rail movement, at least where they can go. For some reason, it allows 2 units per Rail, which is incorrect but for where they are allowed to go, should work correctly.

              Edit
              They need a continous line of communication though. Before Combat takes place.

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

                @beelee And they CANNOT land in a territory that we took that turn right?

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

                  @johnnycat

                  yea you have to be able to move them there at the start of your turn.

                  Triplea will allow you to move there in NCM even if you just opened up a pathway because of Combat.

                  So, PE on the movement

                  1 Reply Last reply Reply Quote 0
                  • T Offline
                    Trout @JohnnyCat
                    last edited by

                    @johnnycat Game History

                    Round: 9
                    
                        Purchase Units - Americans
                            Trigger DDayTokenEXP: buyDDayEurope added to productionAmericans
                            Americans buy 1 Heavy_Transport, 1 Hvycarrier, 4 TotalWarNavyFtrs, 1 destroyer, 1 elite, 6 infantry and 1 submarine; Remaining resources: 8 PUs; 
                    
                        Politics - Americans
                    
                        Combat Move - Americans
                            Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States
                            2 NavyFighters moved from 26 Sea Zone to 25 Sea Zone
                            2 usa_fighters moved from 26 Sea Zone to 25 Sea Zone
                    
                        Combat - Americans
                            Battle in 25 Sea Zone
                                Americans attack with 2 NavyFighters and 2 usa_fighters
                                Japanese defend with 1 Escort
                                    Americans roll dice for 2 NavyFighters and 2 usa_fighters in 25 Sea Zone, round 2 : 0/4 hits, 2.00 expected hits
                                    Japanese roll dice for 1 Escort in 25 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                                    1 NavyFighter owned by the Americans lost in 25 Sea Zone
                                    Americans roll dice for 1 NavyFighter and 2 usa_fighters in 25 Sea Zone, round 3 : 1/3 hits, 1.50 expected hits
                                    Japanese roll dice for 1 Escort in 25 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
                                    1 Escort owned by the Japanese lost in 25 Sea Zone
                                Americans win with 1 NavyFighter and 2 usa_fighters remaining. Battle score for attacker is 0
                                Casualties for Americans: 1 NavyFighter
                                Casualties for Japanese: 1 Escort
                            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 2 Rails owned by Americans in Western United States
                            Trigger RailMovementAutoPlaceRemoveAmericans: has removed 4 Rails owned by Americans in Eastern United States
                            1 NavyFighter and 2 usa_fighters moved from 25 Sea Zone to 26 Sea Zone
                            1 usa_fighter moved from Hawaiian Islands to 26 Sea Zone
                            2 infantry moved from Western United States to 10 Sea Zone
                            1 Hvycarrier, 2 infantry, 2 pacific_destroyers and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                            1 transport moved from 26 Sea Zone to 10 Sea Zone
                            2 infantry moved from 26 Sea Zone to Hawaiian Islands
                            1 USA_Hvy_Bomber moved from Eastern United States to Hawaiian Islands
                            2 artilleries moved from Eastern United States to 101 Sea Zone
                            1 USA_Hvy_Bomber moved from Eastern United States to United Kingdom
                            1 USA1stAirFleet moved from Gibraltar to United Kingdom
                            1 FighterAceUSA moved from Morocco to United Kingdom
                            1 transport moved from 91 Sea Zone to 101 Sea Zone
                            2 artilleries and 1 transport moved from 101 Sea Zone to 91 Sea Zone
                            2 artilleries moved from 91 Sea Zone to Gibraltar
                            1 destroyer moved from 101 Sea Zone to 91 Sea Zone
                            1 Rail and 1 artillery moved from Eastern United States to Western United States
                            1 Rail and 1 artillery moved from Eastern United States to Western United States
                    
                        Place Units - Americans
                            1 Heavy_Transport and 1 Hvycarrier placed in 10 Sea Zone
                            1 destroyer and 1 submarine placed in 101 Sea Zone
                            4 TotalWarNavyFtrs placed in 10 Sea Zone
                            1 elite placed in Eastern United States
                            2 infantry placed in Eastern United States
                            4 infantry placed in Western United States
                            Trigger AmericansTotalWarNavyFtrPlaceWUS: has removed 4 TotalWarNavyFtrs owned by Americans in 10 Sea Zone
                            Trigger AmericansTotalWarNavyFtrPlaceWUS: Americans has 4 NavyFighters placed in 10 Sea Zone
                    
                        Turn Complete - Americans
                            Americans collect 53 PUs; end with 61 PUs
                            Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 75 PUs
                            Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 72 PUs
                            Trigger USA Controls IwoJima Pacific Expanded: Americans met a national objective for an additional 1 PUs; end with 73 PUs
                            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 83 PUs
                            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 88 PUs
                            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 93 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: 0 PUs; 
                    
                        Combat Move - Chinese
                            Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu
                            1 infantry moved from Sikang to Szechwan
                            5 infantry moved from Shensi to Szechwan
                            2 infantry moved from Shensi to Szechwan
                    
                        Combat - Chinese
                            Battle in Szechwan
                                Chinese attack with 8 infantry
                                Japanese defend with 1 infantry
                                    Chinese roll dice for 8 infantry in Szechwan, round 2 : 1/8 hits, 1.33 expected hits
                                    Japanese roll dice for 1 infantry in Szechwan, round 2 : 1/1 hits, 0.33 expected hits
                                    1 infantry owned by the Chinese lost in Szechwan
                                    1 infantry owned by the Japanese lost in Szechwan
                                Chinese win, taking Szechwan from Japanese with 7 infantry remaining. Battle score for attacker is 0
                                Casualties for Chinese: 1 infantry
                                Casualties for Japanese: 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
                    
                        Place Units - Chinese
                            1 infantry placed in Suiyuyan
                            1 infantry placed in Szechwan
                            2 infantry placed in Shensi
                    
                        Turn Complete - Chinese
                            Chinese collect 6 PUs; end with 6 PUs
                            Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 9 PUs
                    
                        Purchase Units - British
                            British buy 1 UK_Hvy_Bomber, 2 UK_LCVs, 1 destroyer, 2 infantry, 2 uk_armours and 1 uk_para; Remaining resources: 1 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
                            EDIT: 1 uk_para moved from United Kingdom to Holland Belgium
                    
                        Combat - British
                            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 Belgian Congo
                            1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 2 transports, 1 uk_fighter and 1 uk_tactical_bomber moved from 76 Sea Zone to 71 Sea Zone
                            1 Rail and 1 infantry moved from Union of South Africa to Belgian Congo
                            1 Rail and 1 infantry moved from Union of South Africa to Belgian Congo
                            2 uk_armours moved from Union of South Africa to Belgian Congo
                    
                        Place Units - British
                            Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone
                            1 destroyer placed in 106 Sea Zone
                            1 UK_Hvy_Bomber, 2 UK_LCVs and 1 uk_para placed in United Kingdom
                            2 infantry and 2 uk_armours placed in Union of South Africa
                    
                        Turn Complete - British
                            Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium
                            British collect 29 PUs; end with 30 PUs
                            Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 36 PUs
                            Trigger British Loses Ceylon: British met a national objective for an additional -1 PUs; end with 35 PUs
                    

                    Combat Hit Differential Summary :

                    Chinese regular : -0.33
                    Americans regular : -2.50
                    Japanese regular : 1.00
                    

                    65b5b442-08cc-4747-bce8-f74212849f37-trout-cat-game-4-uk9.tsvg

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

                      Yea Idk how SSR got 2 Ftr Aces unless one was edited in

                      Screenshot from 2026-04-08 19-36-37.png

                      1 Reply Last reply Reply Quote 0
                      • JohnnyCatJ Offline
                        JohnnyCat @Trout
                        last edited by

                        @trout I can do the German Turn 10 after you finish ANZAC

                        I guess D-Day is coming next...

                        The Reich is VERY SCARED

                        T 1 Reply Last reply Reply Quote 0
                        • T Offline
                          Trout @JohnnyCat
                          last edited by

                          @johnnycat Game History

                          Round: 9
                          
                              Purchase Units - ANZAC
                                  ANZAC buy 1 fighter, 2 infantry and 1 transport; Remaining resources: 3 PUs; 
                          
                              Combat Move - ANZAC
                          
                              Combat - ANZAC
                                  Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium
                                  Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone
                          
                              Non Combat Move - ANZAC
                                  Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium
                                  Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone
                                  1 destroyer moved from 55 Sea Zone to 54 Sea Zone
                                  1 infantry moved from New South Wales to Queensland
                          
                              Place Units - ANZAC
                                  1 fighter and 1 transport placed in 54 Sea Zone
                                  1 infantry placed in Queensland
                                  1 infantry 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 10 PUs; end with 13 PUs
                                  Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 15 PUs
                                  Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 20 PUs
                          
                              Combat Move - French
                          
                              Combat - French
                                  Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium
                                  Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone
                          
                              Non Combat Move - French
                                  Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium
                                  Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone
                          
                              Turn Complete - French
                          

                          Combat Hit Differential Summary :

                          7f91af90-d5fd-4773-b4f8-f741a9e01e5b-trout-cat-game-4-f9.tsvg

                          JohnnyCatJ 1 Reply Last reply Reply Quote 0
                          • JohnnyCatJ Offline
                            JohnnyCat @Trout
                            last edited by

                            @trout

                            7f91af90-d5fd-4773-b4f8-f741a9e01e5b-trout-cat-game-4-GERMANY_Turn_10_End.tsvg

                            I'm looking forward to experiencing the D-Day invasion.

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

                              @johnnycat said in EXP G40 Game 4 Trout vs JCat:

                              @trout

                              7f91af90-d5fd-4773-b4f8-f741a9e01e5b-trout-cat-game-4-GERMANY_Turn_10_End.tsvg

                              I'm looking forward to experiencing the D-Day invasion.

                              If you follow the instructions carefully, especially the in Game Notes, it works pretty good.

                              Only seen it a couple times and Idk even know if you are the one doing it 🙂

                              Hope you having a Great night Brother 🙂

                              Rock On

                              Rock On !!!.png

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

                                @beelee

                                Now that things are back to Rocking and Rolling on the Romantic/Family side, I sure am.

                                This game with Mister T ( @Trout ) is very interesting to me. Turn 10 and T is about to launch a big D-Day invasion I guess.

                                JohnnyCatJ 1 Reply Last reply Reply Quote 1
                                • JohnnyCatJ Offline
                                  JohnnyCat @JohnnyCat
                                  last edited by

                                  @beelee @trout

                                  The SUPER INTERESTING game with @panzer has reached some new heights

                                  If you can, check it out.

                                  I am surrounded on all sides from an extra early Europe Invasion but I have a knife to Moscow's throat.

                                  I think he is trying to trap me into hitting that Pacific Fleet but I will resist that and continue my focus on Gutting MOSCOW, hahahaha

                                  1775760454569-1774385968637-1773701999857-1773611581073-1772820341326-game-1-johnnycat-vs-panzer-us-uk_5.tsvg

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

                                    @johnnycat

                                    heh heh

                                    Panzer got a knife to my throat too 🙂 metaphorically speaking of course 🙂 Let me know if you figure out a solution 🙂

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

                                      @beelee My solution is to take Moscow - from my calculations I will have it in 4 - 5 turns

                                      That Home Defense rule does not apply to Moscow so I think it is easy
                                      but I have to ignore his massive fleet in the Pacific as well as Ignore his troops in France.

                                      Guess we shall see.

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

                                        @johnnycat

                                        One thing about defending in a Capital is, you can have 2 Armies/Corps active at the same time. Different than in non Capital TTys where can only have one.

                                        I think you can have 2 of those "Air Fleets" active at the same time too but I'm not sure on that. Would have to check.

                                        Glad you are enjoying the Game

                                        🙂

                                        Edit
                                        Also, if he doesn't already, FlakTower is just a Killer to all Air. So need to take that into account too.

                                        https://www.axisandallies.org/forums/assets/uploads/files/1707897237286-g40-flak-tower.pdf

                                        @Panzerstahl-Helm-0 just trying to help Jonny learn the game is all 🙂

                                        @JohnnyCat lol this your game with Trout :beaming_face_with_smiling_eyes:

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

                                          @beelee I am playing the Germans in both games - so can the allies buy Flak Towers? I've never used those things. I just figured everyone upgraded to underground factories and doesn't bother with flak

                                          Good to know that TWO ARMY GROUPS active rule! THANKS

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

                                            @johnnycat heh heh c'mon now 🙂 read the link 🙂

                                            FlakTower is defensive. And it is Brutal or can be 🙂

                                            JohnnyCatJ 1 Reply Last reply Reply Quote 0

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