EXP Game 1 Trout vs Johnny Cat
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OK so update from the Globe Trotter
I finally got to really look at this game... sorry but with fun travel and work stuff I have not really had the time. And I am rather unhappy and wonder if we should start over.
I do, however, return home tomorrow. !!!
The problem with this amazingly wonderful game is that UNLESS EACH PLAYER PLAYS ACCORDING TO A CLEAR SCRIPT TURNS 1-5 it feels pointless to play and call it fun or challenging or rewarding.... This reminds me of the 3-move chess checkmate we would try to bait kids into doing when myself and other chess kids were like 5 years old.
Example: My last UK Burma move loses India. I am sure. I did not realize how these units really move and how many there are. Nor how useless those landmines are.
Nor how planes work.
Nor the value of defense or special units.
Nor that China's plane cannot fly off to India and be useful there after China falls
Nor the subtlety of how to make planes intercept - all other AA games it is usually pointless to intercept with planes. Sorry it is called something else but I mean when the 3 planes in neighboring zones can intercept your attacking force. And things like make sure North UK and South UK each have 3 planes.
And what is the diff between tact bombers and fighters in this regard...
Nor the value of territory type - though maybe there is none in this game? Are there mountains and swamps and different defense values? Most games have this.
And then there is paras... hahahaha. It is SUPER FRUSTRATING is that I cannot get paratroopers to work anywhere and clearly have no idea how they operate
It may surprise you but I am NOT worried about the USSR assuming I understand how to use the RR counters correctly.
giving up Novgorod is likely fine but do I save the money to destroy the factory there? Does that stuff matter?
So were I to move back from the Burma territory then maybe there would be some chance in this game.
THE GOOD NEWS IS:
Instead of a video I feel I NOW KNOW WHAT TO MAKE to help people play this game: AN EARLY GAME STARTING GUIDE!!!!!
I feel a strong need for A sort of TO DO list that applies more or less no matter what. Though some things like "be sure to save 7 rubbles to invade Japan" are more optional...
But having enough cash to purchase those turn 5 conscripts is not really optional at all and players need to know this, not get surprised later. I'm actually surprised that stuff is not just assigned on those turns. What is the point of having to plan to pay for it when anything less is not ideal game play?
I feel that Without following such a set of basic early turn concepts, there is no point in playing against anyone else that understands this game.
For example.
On Russia Turn 5 (not going to call it 1942 as that is just misleading ) USR gets a crap load of inf called conscripts.But not really.
Or rather, it is a MAYBE.
Unless USR saves like 40 rubbles it is pointless.
Or is it? The rules are clear in some things yet not others so I have to ask. And if those 20 conscripts are not bought - or is it 29? Then what?
Heavy Sigh
But in order to do that... they better not buy any shiny special units too early. So no buying generals or whatever all that special unit stuff it called.
The USSR should only be purchasing defense stuff - I know this. But I don't know HOW to do this. In regular AA I would just purchase inf. OF course. no armor for many turns. And keep their meager air alive always
But in this game I have no idea - despite knowing the concept well.
Similar with UK. I've been pretty much trying to keep UK to just absolute necessary stuff but wasted money on an Egypt factory too early. I had no idea that south african factory could take its place instead.
And the naval units continue to confuse me - with 9 fighters I guess I could plop down some UK naval units because the idea is to attrit Germany and not win right?
How do the allies do more than void operation sea lion?
And I thought paras could jump over to France to muck things up but that does not work. What am I doing wrong with them?
And what is all this special unit stuff really for? Marines? Elites? Commandos? Russian commissars in town... wow... confusing. and some need to be paired with artillery ... Some with transgender martian mules... too confusing early on when clearly all the allies need is to stack up defense until they can take the lead.
Anyway, I am just disturbed by every turn figuring out that "were I to have done something else the turn before I would be ready for this turn's special unit offers..."
So I suggest we either start over and even go further to agree to likely running a few games of just starting turns 1 - 5 in order to figure this stuff out.
At very least please let me redo at last the past UK turn since losing India turn 6 makes for no real challenge. And before and during that I will put together a guide that makes clear what to expect in terms of turns 1 through 5 for the various allies major powers and then do the same for the axis when I play the bad guys.
All this buying special units is crap - or if not, then I need to lay out the conditions and reasons for it.
This game is truly amazing Gents... but rather silly to play when the basics are not understood. Sorry but I am not smart enough to just jump in and play it with standard axis and allies experience. I am used to playing games like Third Reich or massive simulations of the entire eastern front...
But this game is all RULES HEAVY early on and not really something to actually play and have fun with unless all that early stuff is known and mastered before even starting.
Sorry - I don't mean to bitch .... but I am bitching...

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heh heh Hi Cat

It seems apparent that you have never played the game that this is a mod of.
It starts with
Pacific 1940 Second Edition

and then adds
Europe 1940 Second edition

You combine both games to create
Global 1940 Second Edition
Global Rules explained on page 35 of the rulebook.
The Tac Bmbr as well as the scramble rules are introduced in these games. The China rules are also explained. The biggest difference between G 40 and say Anniversary, are the above and the Political interactions as well as the National Objectives/Advantages.
Yes it is difficult to play a game when not understanding the rules. Especially one as complex as this

So give a read of the above links with special attention to the differences mentioned.
I will address your other issues directly.
Edit
I disagree with your assessment of the game being tightly scripted. There are options for all players and while some moves will be almost universal, one can use different startegies that require different actions.The beauty of the Captain's mod, is that it increases the number of strategic possibilities while including a vast number of tactical options to achieve one's strategic goal.
Here is the Captain's strategy guide that I have linked to you before. It provides step by step moves and buys for how to implement them.
https://www.axisandallies.org/forums/topic/37458/strategy-guide-global-1940


This is for the Soviet Union
a few excerpts


Edit 2
LMs are not worthless but they do have limitations. In "chokepoints" they can be quite effective but one of their main purposes is to affect enemy movement. Force or encourage them to go in a different direction.Once you have a few games experience their advantages and limitations will become evident.
Remember, learning is part of the fun

Paratroopers generally require edit to use. Their movement rules are Player Enforced. Look at the in game "Game Notes" under the "Help" tab for detailed information.
Russia can destroy their Facilities at no charge.

Page 21 of the Captain's rulebook
https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view?pli=1
Edit 3

The point here is that it doesn't Force one to do something. The Conscripts have been activated in every game I have ever played but not always the full amount.
Some players may prefer to buy a Tank General or Commisar and be a few Conscripts light of the max amount. It can depend on what Germany does. If they go heavy Atlantic or fail in a early Sealion, the Soviets may choose to alter their number of Conscripts they purchase in order to buy faster more powerful units.
Yes you are correct that the Soviets generally can't afford the special units early game. I still like to have a couple Commisars and a TG myself usually. Depends if I wanna go Landmine or Paratrooper heavy or not.
As stated above, the whole point is to give the player options. They are in command. They have to decide what to do

This your first game. Questions are expected. While we are all competive to a certain degree and want to win regardless, learning the game and how triplea implements the rules are the required first step

None of us are hardcore cutthroat players that want to win at any cost. We want to help people learn the game and see if they enjoy it as we all do.
For some, it is too complex and they prefer a simplier game. There is nothing wrong with that either. It's not for everyone

Edit 4
... even go further to agree to likely running a few games of just starting turns 1 - 5 ...
well yea, that's basically what were doing
I mean @Trout is your official opponent, so you have to clarify that with him. Losing is a helpful learning tool. It's one of the ways one learns 
crockett is the only one to win his first game and he has an extensive background with the Global 40 OutOfBox game.
The Captain's Danish league have recored over 1200 games and some first time players have either won or made for a competitive battle.
Read through the Captain's thread you will gain a lot of information. Now it's quite lengthy so will take multiple readings to get through it but ... it will answer a lot of your questions as well.
https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion
You were thrown into the deep end the same as we all were with all "Game Options" on lol It takes 2-3 games on average to get the hang of it. Usually even by late game rd 10 people start picking it up.
You are at an even greater disadvantage as you hadn't played the OOB game before either.
That's OK. I know you can pull through

The reason for "Late 1943" instead of just "turns" is primarily historical flair for when certain units became available in the war.
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@johnnycat No problem. I will post another G1 and we can go from there. Paratroopers and Landing Craft both require Edit Mode to make combat, etc. so nobody gets that right the first time. Think of it this way, the person who writes the software code for this game we are playing is Beelee and he is not paid very well for his work. If we was paid $100-200/hour for writing the code like in the commercial world, it might have some of these details worked through better. But outside of A&A1942 which I just don't enjoy very much, nobody bothered to commercially put together an online A&A game. The only reason we have it at all is Beelee has invested months and years of his life writing the software to keep this thing alive.
My first game, I think I flamed out on about Turn 5-6 and had to restart because I was missing it on so many levels; and I still don't quite understand the naval mines thing but I don't mind not playing with them as it's a minor part of the game anyway.
When I find some time, will post G1 and we can start over sir. Safe travels back to USA
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well actually all I did was tweak the xml from the existing Global game with lots of help from wc and the Dog just to mention a few

I keep forgetting to ask Cat if he knows java. Depends on how old school he is i guess

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@trout WOW I had no idea that B was at the core...
Thanks to you and @beelee and my apologies for being so frustrated. I just played out our game vs the computer, including the fall of India, and I learned a ton.
Of course, the CPU is rather brain dead compared to a human. But I learned much.
So Let's keep playing - so what India falls. And if we start over at G1 I fear I will not really learn as much.
So as I recall it is my turn. I get on a plane in a few hours tho so I will post that turn in about 12 hours.
Cheers
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@beelee WONDERFUL and YES SIR you sure did suggest all this stuff earlier - I was just too overwhelmed to deal with it at the time.
I grew up playing all these war/strategy games and just loving it. This game has caught my interest in that same way so I will continue at it. If it is like many other games, once I get the basic functionality down it will be fun to play.
And yes I know Java - I earned both a MS and PhD in Computer Sincere so I did much... but those days are also long behind me. Having said that, however, if there really is a good need for me to program something I guess I'd be interested. But I hate to over commit to anything...
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@johnnycat New G1. You nearly won the S. France battle and got 11 kills in the big Paris battle.
Elsewhere the Nazis pleased their Fuehrer with the battle results.Game History
Round: 1 Purchase Units - Germans Note to players Germans: <body><br /><font size="5"><b> 2.6 </b><br /></font><font size="3"><br /></font><font size="5"><b>Game Notes are now Listed under the Help Tab.</b></body> Note to players Germans: IMPORTANT Sometimes triplea will not allow you to make a legal landing on a Carrier. Use edit to replace Units as needed. Do Not Land or Fly Over Friendly Neutral Territories Activated t.... Note to players Germans: Mid Battle Game Save The Hot Key "Ctrl S" will Not Work. You will need to use the Mouse. Trigger BuyLMs: buyMine_Unarmed added to productionGermans Trigger BuyLMs: buyMine_Unarmed added to productionRussians Trigger BuyLMs: buyMine_Unarmed added to productionJapanese Trigger BuyLMs: buyMine_Unarmed added to productionAmericans Trigger BuyLMs: buyMine_Unarmed added to productionBritish Trigger BuyLMs: buyMine_Unarmed added to productionItalians Trigger BuyLMs: buyMine_Unarmed added to productionANZAC Trigger BuyLMs: buyMine_Unarmed added to productionFrench Trigger SubPen: buySubPen added to productionGermans Trigger BuyFortifications: buyFortification added to productionJapanese Trigger BuyFortifications: buyFortification added to productionAmericans Trigger BuyFortifications: buyFortification added to productionBritish Trigger BuyFortifications: buyFortification added to productionANZAC Trigger GermansNavalMines: buyNavalMine added to productionGermans Trigger GermansNavalMines: buyNavalMine added to productionJapanese Trigger GermansNavalMines: buyNavalMine added to productionAmericans Trigger GermansNavalMines: buyNavalMine added to productionBritish Trigger GermansNavalMines: buyNavalMine added to productionANZAC Trigger GermansNavalMines: buyNavalMine added to productionItalians Trigger GermansNavalMines: buyNavalMine2 added to productionGermans Trigger GermansNavalMines: buyNavalMine2 added to productionJapanese Trigger GermansNavalMines: buyNavalMine2 added to productionAmericans Trigger GermansNavalMines: buyNavalMine2 added to productionBritish Trigger GermansNavalMines: buyNavalMine2 added to productionANZAC Trigger GermansNavalMines: buyNavalMine2 added to productionItalians Trigger GermansNavalMines: buyNavalMine3 added to productionGermans Trigger GermansNavalMines: buyNavalMine3 added to productionJapanese Trigger GermansNavalMines: buyNavalMine3 added to productionAmericans Trigger GermansNavalMines: buyNavalMine3 added to productionBritish Trigger GermansNavalMines: buyNavalMine3 added to productionANZAC Trigger GermansNavalMines: buyNavalMine3 added to productionItalians Trigger Me 109T: buyMe_109T added to productionGermans Trigger BuyNavyFtrs: buyNavyFighter added to productionJapanese Trigger BuyNavyFtrs: buyNavyFighter added to productionAmericans Trigger BuyAirTrprt: buyG_Air_Transport added to productionGermans Trigger BuyAirTrprt: buyAir_Transport added to productionJapanese Trigger BuyAirTrprt: buyAir_Transport added to productionAmericans Trigger BuyAirTrprt: buyAir_Transport added to productionRussians Trigger BuyAirTrprt: buyAir_Transport added to productionBritish Trigger BuyAirTrprt: buyAir_Transport added to productionItalians Trigger BuyAirTrprt: buyAir_Transport added to productionANZAC Trigger BuyAirTrprt: buyAir_Transport added to productionFrench Trigger BuyEngnrs: buyGerman_Engineer added to productionGermans Trigger BuyEngnrs: buyJapan_Engineer added to productionJapanese Trigger BuyEngnrs: buyUSA_Engineer added to productionAmericans Trigger BuyEngnrs: buyRussian_Engineer added to productionRussians Trigger 1stWaffenPnzrArmy: Germans has 1 1stWaffenPnzrArmy placed in 1st Waffen Panzer Trigger PacificEXP PUsSamoa: Changer has 1 1_PU placed in Samoa triggerAttachmen2ndSovietAGFctry: Russians has 1 BoxFctry placed in 2nd Army Group Trigger PacificEXPUSA Wake: Americans has 1 infantry placed in Wake Island Trigger PacificEXPUSA HI: Americans has 1 aaGun, 2 infantry and 2 usa_fighters placed in Hawaiian Islands triggerAttachmen2ndPanzerArmy: Germans has 1 2ndPanzerArmy placed in 2nd Panzer Trigger PacificEXPJPNFormosa: Japanese has 2 infantry placed in Formosa triggerAttachmenArmyGroupCentreFctry: Germans has 1 BoxFctry placed in Army Group Centre Trigger PacificEXP PUsNG: Changer has 1 2_PU placed in New Guinea triggerAttachmen1stUSTankFctry: Americans has 1 BoxFctry placed in 1st USA Tank triggerAttachmen1stUSTank: Americans has 1 1stUSTank placed in 1st USA Tank Trigger PacificEXP PUsMarianas: Changer has 1 1_PU placed in Marianas Trigger SpainSNN: Neutral_True has 1 armour, 1 artillery and 1 fighter placed in Spain triggerAttachmenArmyGroupNorth: Germans has 1 ArmyGroupActive, 1 ArmyGroupNorth and 1 Army_Group placed in Army Group North Trigger PacificEXPUSA AK: Americans has 1 aaGun and 3 infantry placed in Alaska triggerAttachmenArmyGroupSouthFctry: Germans has 1 BoxFctry placed in Army Group South Trigger PacificEXPJPNIwo: Japanese has 1 aaGun and 1 infantry placed in Iwo Jima Trigger PacificEXP PUsFiji: Changer has 1 1_PU placed in Fiji Trigger 4thWaffenArmy: Germans has 1 4thWaffenArmy placed in 4th Waffen triggerAttachmen2ndTankArmyFctry: Russians has 1 BoxFctry placed in 2nd Tank triggerAttachmen1stPanzerArmy: Germans has 1 1stPanzerArmy placed in 1st Panzer triggerAttachmen1stWaffenArmy: Germans has 1 1stWaffenArmy placed in 1st Waffen Trigger PacificEXP PUsMex: Changer has 1 4_PU placed in Mexico triggerAttachmenOverflowUSA: Americans has 2 AirCommanderFtrs and 2 AirCommanderTacs placed in Overflow Trigger 2ndAirFleet: Russians has 1 2ndAirFleet placed in 2nd AirFleet triggerAttachmen2ndPanzerArmyFctry: Germans has 1 BoxFctry placed in 2nd Panzer triggerAttachmen1stCorps: Russians has 1 1stCorps placed in 1st Corps Trigger PacificEXP PUsPhil: Changer has 1 5_PU placed in Philippines triggerAttachmen3rdPanzerArmy: Germans has 1 3rdPanzerArmy placed in 3rd Panzer Trigger USA1stAirFleet: Americans has 1 USA1stAirFleet placed in 1st USA AirFleet triggerAttachmen2ndSovietAG: Russians has 1 2ndSovietAG, 1 ArmyGroupActive and 1 Army_Group placed in 2nd Army Group Trigger PacificEXP PUsCelebes: Changer has 1 4_PU placed in Celebes Trigger PacificEXP PUsIwo: Changer has 1 2_PU placed in Iwo Jima triggerAttachmenUSADesertArmy: Americans has 1 1stDesertUS placed in USA Desert Trigger 3rdLuftflotten: Germans has 1 3rdLuftflotten placed in 3rd Luftflotten Trigger PacificEXP PUsOkinawa: Changer has 1 2_PU placed in Okinawa Trigger PacificEXPOkinawaJPN: Japanese has 1 infantry placed in Okinawa triggerAttachmen1stUSAG: Americans has 1 1stUSAG, 1 ArmyGroupActive and 1 Army_Group placed in USA Army Group triggerAttachmen1stCorpsFctry: Russians has 1 BoxFctry placed in 1st Corps triggerAttachmen1stTankArmyFctry: Russians has 1 BoxFctry placed in 1st Tank Trigger PacificEXP PUsCaroline: Changer has 1 3_PU placed in Caroline Islands Trigger ArgentinaSNN: Neutral_True has 1 armour placed in Argentina Trigger PacificEXP PUsAleutians: Changer has 1 1_PU placed in Aleutian Islands triggerAttachmenUKDesertArmy: British has 1 1stDesertUK placed in UK Desert Trigger PacificEXPJPNCaroline: Japanese has 1 aaGun, 2 fighters and 2 infantry placed in Caroline Islands Trigger PacificEXP PUsDNG: Changer has 1 2_PU placed in Dutch New Guinea Trigger PacificEXPUSA Guam: Americans has 1 infantry placed in Guam Trigger PacificEXP PUsSolomon: Changer has 1 2_PU placed in Solomon Islands triggerAttachmen3rdCorps: Russians has 1 3rdCorps placed in 3rd Corps triggerAttachmenUKDesertArmyFctry: British has 1 BoxFctry placed in UK Desert triggerAttachmenCredits: Changer has 1 TheCaptain placed in Credits Trigger 1stLuftflotten: Germans has 1 1stLuftflotten placed in 1st Luftflotten Trigger PacificEXP PUsHainan: Changer has 1 1_PU placed in Hainan Trigger PacificEXPUK Borneo: British has 1 infantry placed in Borneo Trigger PacificEXPJPNMarianas: Japanese has 1 infantry placed in Marianas Trigger 2ndLuftflotten: Germans has 1 2ndLuftflotten placed in 2nd Luftflotten Trigger SwedenSNN: Neutral_True has 1 armour, 2 artilleries and 2 fighters placed in Sweden triggerAttachmen3rdCorpsFctry: Russians has 1 BoxFctry placed in 3rd Corps Trigger PacificEXP PUsAK: Changer has 1 5_PU placed in Alaska Trigger PacificEXPUSA Midway: Americans has 1 aaGun and 2 infantry placed in Midway triggerAttachmen2ndTankArmy: Russians has 1 2ndTankArmy placed in 2nd Tank Trigger PacificEXP PUsLine: Changer has 1 1_PU placed in Line Islands Trigger PacificEXP PUsMidway: Changer has 1 3_PU placed in Midway triggerAttachmenArmyGroupSouth: Germans has 1 ArmyGroupActive, 1 ArmyGroupSouth and 1 Army_Group placed in Army Group South triggerAttachmen1stUSAGFctry: Americans has 1 BoxFctry placed in USA Army Group Trigger PacificEXPUK NG: ANZAC has 2 infantry placed in New Guinea triggerAttachmen3rdPanzerArmyFctry: Germans has 1 BoxFctry placed in 3rd Panzer Trigger PacificEXPJPNPaulau: Japanese has 1 infantry placed in Paulau Island Trigger 2ndWaffenArmy: Germans has 1 2ndWaffenArmy placed in 2nd Waffen Trigger ChileSNN: Neutral_True has 1 fighter placed in Chile triggerAttachmen1stDesertArmy: Germans has 1 DAK placed in 1st Desert Trigger PacificEXP PUsGilbert: Changer has 1 2_PU placed in Gilbert Islands triggerAttachmen1stDesertArmyFctry: Germans has 1 BoxFctry placed in 1st Desert triggerAttachmenArmyGroupCentre: Germans has 1 ArmyGroupActive, 1 ArmyGroupCentre and 1 Army_Group placed in Army Group Centre triggerAttachmenOverflow: Russians has 2 AirCommanderFtrs, 2 AirCommanderTacs, 3 Soviet_Commisar_3s and 2 Tank_General3s placed in Overflow triggerAttachmenGermanFlow: Germans has 3 GAirCommanderFtrs, 3 GAirCommanderTacs, 3 Panzer_General3s and 3 Waffen_Oberst_3s placed in GermanFlow Trigger 1stAirFleet: Russians has 1 1stAirFleet placed in 1st AirFleet Trigger PacificEXP PUsGuam: Changer has 1 1_PU placed in Guam Trigger 3rdWaffenArmyFctry: Germans has 1 BoxFctry placed in 3rd Waffen Trigger PacificEXP PUsWake: Changer has 1 2_PU placed in Wake Island Trigger PacificEXPUK Gilbert: British has 2 infantry placed in Gilbert Islands triggerAttachmen1stPanzerArmyFctry: Germans has 1 BoxFctry placed in 1st Panzer Trigger 3rdWaffenArmy: Germans has 1 3rdWaffenArmy placed in 3rd Waffen triggerAttachmenArmyGroupNorthFctry: Germans has 1 BoxFctry placed in Army Group North triggerAttachmen2ndCorpsFctry: Russians has 1 BoxFctry placed in 2nd Corps triggerAttachmen1stSovietAG: Russians has 1 1stSovietAG, 1 ArmyGroupActive and 1 Army_Group placed in 1st Army Group triggerAttachmen1stWaffenArmyFctry: Germans has 1 BoxFctry placed in 1st Waffen triggerAttachmenUSADesertArmyFctry: Americans has 1 BoxFctry placed in USA Desert triggerAttachmen2ndCorps: Russians has 1 2ndCorps placed in 2nd Corps Trigger PacificEXP PUsPaula: Changer has 1 1_PU placed in Paulau Island Trigger 2ndWaffenArmyFctry: Germans has 1 BoxFctry placed in 2nd Waffen Trigger PortugalSNN: Neutral_True has 1 artillery placed in Portugal Trigger PacificEXP PUsCeylon: Changer has 1 1_PU placed in Ceylon Trigger PacificEXPUK Solomon: ANZAC has 1 aaGun and 2 infantry placed in Solomon Islands triggerAttachmen1stTankArmy: Russians has 1 1stTankArmy placed in 1st Tank Trigger TurkeySNN: Neutral_True has 1 armour and 2 fighters placed in Turkey Trigger PacificEXP PUsHI: Changer has 1 4_PU placed in Hawaiian Islands triggerAttachmen1stUKTankFctry: British has 1 BoxFctry placed in 1st UK Tank Trigger PacificEXPUSA Mexico: Americans has 2 infantry placed in Mexico Trigger PacificEXP PUsFormosa: Changer has 1 2_PU placed in Formosa Trigger SwitzerlandSNN: Neutral_True has 1 artillery and 1 fighter placed in Switzerland Trigger USA2ndAirFleet: Americans has 1 USA2ndAirFleet placed in 2nd USA AirFleet triggerAttachmen1stUKTank: British has 1 1stUKTank placed in 1st UK Tank triggerAttachmen2ndUSTankFctry: Americans has 1 BoxFctry placed in 2nd USA Tank triggerAttachmen2ndUSTank: Americans has 1 2ndUSTank placed in 2nd USA Tank Trigger PacificEXPUSA Phil: Americans has 1 aaGun, 2 infantry and 1 usa_fighter placed in Philippines Trigger VenezuelaSNN: Neutral_True has 1 fighter placed in Venezuela triggerAttachmen1stSovietAGFctry: Russians has 1 BoxFctry placed in 1st Army Group Trigger 4thWaffenArmyFctry: Germans has 1 BoxFctry placed in 4th Waffen Germans buy 4 GermanUBoats, 2 Waffen_Artys, 1 elite and 6 waffen_infantrys; Remaining resources: 1 PUs; Place Units - Germans Units in Germany being upgraded or consumed: 2 artilleries and 6 infantry 2 Waffen_Artys and 6 waffen_infantrys placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany 1 GermanUBoat moved from 124 Sea Zone to 111 Sea Zone 1 GermanUBoat moved from 118 Sea Zone to 111 Sea Zone 1 GermanUBoat moved from 103 Sea Zone to 106 Sea Zone 1 GermanUBoat moved from 117 Sea Zone to 106 Sea Zone 1 GermanUBoat moved from 108 Sea Zone to 106 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 2 fighters and 3 tactical_bombers moved from Western Germany to 111 Sea Zone 2 bombers moved from Germany to 111 Sea Zone 2 mech_infantrys moved from Western Germany to Southern France 1 fighter moved from Slovakia Hungary to Southern France 1 armour moved from Greater Southern Germany to Southern France 2 armour moved from Greater Southern Germany to France 2 Waffen_Artys and 6 waffen_infantrys moved from Germany to France 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 artillery moved from Holland Belgium to Normandy Bordeaux 1 tactical_bomber moved from Germany to Normandy Bordeaux 1 tactical_bomber moved from Poland to France 1 artillery, 3 infantry and 2 mech_infantrys moved from Western Germany to France 3 armour, 1 artillery and 2 infantry moved from Holland Belgium to France 1 fighter moved from Holland Belgium to Normandy Bordeaux 1 armour moved from Poland to Yugoslavia 1 armour moved from Romania to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 infantry moved from Romania to Yugoslavia 2 infantry moved from Slovakia Hungary to Yugoslavia 2 infantry moved from Greater Southern Germany to Yugoslavia 2 artilleries moved from Greater Southern Germany to Yugoslavia Combat - Germans Trigger Wolfpack at106 SeaZones: Germans has 1 Wolfpack placed in 106 Sea Zone Battle in 111 Sea Zone Germans attack with 2 GermanUBoats, 2 bombers, 3 fighters and 3 tactical_bombers British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 2 GermanUBoats, 2 bombers, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 31 Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 106 Sea Zone Germans attack with 3 GermanUBoats and 1 Wolfpack British defend with 1 destroyer and 1 transport Germans win, taking 106 Sea Zone from Neutral with 3 GermanUBoats remaining. Battle score for attacker is 13 Casualties for British: 1 destroyer and 1 transport Casualties for Germans: 1 Wolfpack Battle in Southern France Germans attack with 1 armour, 1 fighter and 2 mech_infantrys French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Southern France from French with 1 armour and 1 fighter remaining. Battle score for attacker is -1 Casualties for Germans: 2 mech_infantrys Casualties for French: 1 artillery and 1 infantry Battle in Normandy Bordeaux Germans attack with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4 Casualties for Germans: 1 infantry Casualties for French: 1 artillery and 1 infantry Battle in France Germans attack with 2 Waffen_Artys, 5 armour, 2 artilleries, 5 infantry, 2 mech_infantrys, 1 tactical_bomber and 6 waffen_infantrys British defend with 1 artillery and 1 uk_armour; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 2 Waffen_Artys, 5 armour, 2 artilleries, 1 tactical_bomber and 2 waffen_infantrys remaining. Battle score for attacker is 11 Casualties for Germans: 5 infantry, 2 mech_infantrys and 4 waffen_infantrys Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 artillery and 1 uk_armour Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries and 5 infantry Neutral_Allies defend with 5 infantry 2 artilleries owned by the Germans, 4 infantry owned by the Germans and 3 armour owned by the Germans retreated to Slovakia Hungary Neutral_Allies win with 1 infantry remaining. Battle score for attacker is 9 Casualties for Germans: 1 infantry Casualties for Neutral_Allies: 4 infantry Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French Non Combat Move - Germans Trigger RailMovementAutoPlaceRemoveGermans: has removed 2 G_Rails owned by Germans in Holland Belgium 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 2 bombers, 3 fighters and 3 tactical_bombers moved from 111 Sea Zone to Western Germany 1 fighter moved from Normandy Bordeaux to Western Germany 1 tactical_bomber moved from Normandy Bordeaux to Holland Belgium 1 fighter moved from Southern France to Northern Italy 1 tactical_bomber moved from France to Western Germany 1 infantry moved from Germany to Western Germany 1 transport moved from 114 Sea Zone to 113 Sea Zone 1 cruiser moved from 114 Sea Zone to 113 Sea Zone 1 artillery moved from Germany to Slovakia Hungary 1 G_Rail moved from Germany to Denmark 1 G_Rail and 1 infantry moved from Denmark to Holland Belgium 1 G_Rail moved from Germany to Denmark 1 G_Rail and 1 infantry moved from Denmark to Holland Belgium 3 aaGuns moved from Germany to Slovakia Hungary 2 aaGuns moved from Western Germany to Germany 1 infantry moved from Greater Southern Germany to Western Germany 3 infantry moved from Greater Southern Germany to Slovakia Hungary Place Units - Germans 4 GermanUBoats placed in 112 Sea Zone Turning on Edit Mode EDIT: Adding units owned by Germans to 112 Sea Zone: 1 battleship, 1 cruiser and 1 transport EDIT: Removing units owned by Germans from 113 Sea Zone: 1 battleship EDIT: Removing units owned by Germans from 113 Sea Zone: 1 cruiser EDIT: Removing units owned by Germans from 113 Sea Zone: 1 transport EDIT: Turning off Edit Mode 1 elite placed in Germany Turn Complete - Germans Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at106 SeaZones: Germans has 1 Wolfpack placed in 106 Sea Zone Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,6 Germans collect 42 PUs; end with 62 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 PUs; end with 74 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 79 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 84 PUs -
@johnnycat Just saw your post here. Your choice. We can restart with my new G1 I just posted or just keep going. If we keep going, I believe ANZAC/France are up
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@trout @beelee I would like to officially offering you $100 per hour and a contract of set time to get this game to whatever "industrial standard" Senior Trout is referring to!
But before that I have to learn the rules and see what exactly @Trout is referring to.
Hey why do you not enjoy AA 1942? I rather think I share that with you but I am curious to why and then I would like to share with you my perspective and see what you think of that.
But basically, for me at least, I feel all the simpler AA games to be a kind of solved problem and because of that they are less interesting to play. Like the Gold Classic starts with the Axis having a 56% chance at a win and even more if tech rolls are allowed.
And that is just not much fun. hahaha.
But this game will only be fun once I match you on the understanding of the units and functions. I still don't get the paras and cannot find the rules on those that work in game.
Anyway thanks for the deep input - I will get to ANZAC next.
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