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    EXP Game 1 Trout vs Johnny Cat

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    • T Offline
      Trout @JohnnyCat
      last edited by

      @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

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

        @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.

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

          @trout @beelee. Did you guys see the news of the stabber in Taipei?

          I was there - RIGHT THERE. I did NOT get stabbed

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

            @trout said in EXP Game 1 Trout vs Johnny Cat:

            d9dfe87c-09d5-43b7-ae8d-76ab779480eb-exp-game-1-jc-i3.tsvg

            @beelee
            OK ANZAC and FRECNHIE Turn 3 completed.

            Rather straightforward turn - and from now on I will explain my thinking to see what you guys think - this is, after all, not really some "fair" competition where I want to keep my strategy to myself as I outwit Field Marshal von Tasty Fish and his trusted Java coder The Busy Bee... hahaha

            This is, instead, a learning experience and my ego is nowhere to be seen - but I DO want to give Trout and all future players a good run each time so I WILL try my best and put effort into it.

            So ANZAC's role is quite clear : MUCK up the Japs... Bonuses for killing any Jap transports and given that it is turn 3 and ANZAC already has destroyed THREE of those Pesty Japanese Transports I would say that they are doing well.

            Future buys likely will be mostly air and subs - while always making sure to protect the capital but not caring about any land invasion on the other parts of Australia for obvious reasons. I'd love to know if I can build Forts everywhere but the rules exception of New Guinea

            Nest are the French : who are out of it except to help the brits defend a spot with their meager two inf in Africa who took the rail road to Burma as did the Aussies

            Again I would state that future games I would not try to defend Burma like this and would prefer to stay in India. I feel those landmines are not as effective as I thought and I still don't really understand how and where to put forts and other defensive positions.

            PS. I had to use the editor to move the ANZAC and Frenchie INF to Burma. I figure this is just another thing never coded in, but if the Brits can use a railroad there then, obviously their allies can too.

            1766276627685-d9dfe87c-09d5-43b7-ae8d-76ab779480eb-exp-game-1-jc-iANZAC_FRENCHI_3.tsvg

            Ok Mister Bad Guy - show me either Operation Sea Lion or Barbarossa - OR better yet invade Iceland enroute to a stunning invasion of North America hahaha

            104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-ANZAC_FRENCHI_3.txt

            JohnnyCatJ T 2 Replies Last reply Reply Quote 0
            • JohnnyCatJ Offline
              JohnnyCat @JohnnyCat
              last edited by

              @trout @beelee
              Here is the game without those pesky flags...

              1764794454252-3b49d157-88ac-4e67-9967-7048a4258c11-exp-game-1-jc-ANZAC_FRENCH1.tsvg

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

                @johnnycat

                Hi Cat

                ANZC and France can use UK Rail but they count towards the UK Rail capacity which is 2.

                Screenshot from 2025-12-22 07-59-32.png

                So between the 3 Countrys, you still can only Rail 2 units per game round total.

                you are correct in that you need to use edit to move Frenck or ANZC troops when they use UK Rail. You have to Player Enforce the rule of having a continous Ground Line of Communication at the start of your turn to the TTy you want to move to.

                Screenshot from 2025-12-22 08-06-24.png

                page 37 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view?pli=1

                Fortifications are explained on page 32

                Screenshot from 2025-12-22 08-10-55.png

                The "Atlantic Wall" that follows has some overlap information.

                Yes, one needs to be careful in Burma. JPN has a Large Air Force and if they can get sufficient ground units within range, they can easily obliterate any UK concentration there.

                That is why I advised you to withdraw the bulk of your Force back to India for now.

                Edit
                Just to clarify, I'm not a java coder. Just a xml manipulator 🙂

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

                  @johnnycat 0beb41d6-bb9b-4e27-8b04-70118ae477f4-exp-game-1-jc-g4.tsvg

                  Good morning and welcome back to USA. Maybe you are glad to be back, maybe not. 🙂 Sorry. I messed up the turn summary. Highlights as you learn this magnificent game are my paratrooper drop in Caucasus and well not much else. You have two formidable stacks in Russia preventing me from doing much else and USA not yet arrived. But that changes very soon! Your Russian Guard infantry arrive for you this turn. My favorite Russian unit as it's a Panzer Grenadier except barely more cost than a plain infantry dude. Actually better than a PG because the Guards can pair with an artillery and hit at 3. Only allowed to build 9 of them though. Otherwise, Allies would never lose the Eastern Front.

                  JohnnyCatJ 2 Replies Last reply Reply Quote 0
                  • B Offline
                    beelee
                    last edited by

                    @JohnnyCat

                    Hi Cat

                    Lend lease is explained on page 19 of the Captain's rulebook. Here is a shot of the triplea in game "Game Notes" that explains how triplea implements it.

                    Screenshot from 2025-12-24 06-24-15.png

                    Harbor's work the same as OOB. You place them 2nd place phase and are able to use them on your next turn.

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

                      @trout Merry Christmas my new fishy Friend...

                      So indeed I am mixed of feeing regarding my return to the USA since it was a few weeks early...

                      All of SSR's turn 4 combat move is complete and you need to tell me if and how many of the two Italian fighters wish to intercept my sub that is attacking your lone carrier.

                      At least I think that is how we are supposed to do that. Since there is no risk I will assume that you do send the fighters - but as I said, I want to learn how to do this correctly and, for all I know, there might be a reason to NOT attempt an intercept such as: Russian Submarines in the Mediterranean have laser-guided anti-aircraft technology that only occurs on even-numbered turns (check the 3rd Rulebook, Section 19, Paragraph 8, but not the 3rd Rule Booklet 🙂 ) or maybe some other piece of rule trivia that I don't know about...

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

                        @trout @beelee

                        So I just realized that planes cannot attack subs.

                        So my sub attacking that lone carrier should NOT be susceptible to any plane interception, right???

                        T 2 Replies Last reply Reply Quote 0
                        • T Offline
                          Trout @JohnnyCat
                          last edited by

                          @johnnycat Good morning and Merry Xmas JC! Yes, correct. Planes only work against subs if a destroyer present or an escort if defending. But only the lone carrier is there. I would have the advantage because it takes two hits to sink a carrier but that would be a major coup for the Russian sub if he did sink it. The dice are never predictable.

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

                            @johnnycat Also, if you got a hit on the first dice roll, it would then be an even fight because of the Sub First Strike Rule meaning that subs can attack once without the victim fighting back if no destroyer or escort is present

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

                              @trout Merry Christmas

                              104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-ANZAC_RUSSKIE 4.txt

                              Your Gift is a Wounded Mafia Carrier 🙂

                              Hey can I mine the Black Sea and thus sink your Landing Craft super weapon ?

                              -J1766504663982-0beb41d6-bb9b-4e27-8b04-70118ae477f4-exp-game-1-jc-RUSSKIE 4.tsvg

                              Can I mine the Caucuses and have your para trooper boys land on the mines and blow up?

                              I think very deviously, heehee

                              B T 3 Replies Last reply Reply Quote 0
                              • B Offline
                                beelee @JohnnyCat
                                last edited by

                                @johnnycat

                                yea LCVs can't be hit by Naval Mines. They just sail over the top of them. 🙂

                                LMs defending 100 SZ from Caucasus a good move and is common in our games. The LCVs will have to cross them before they land their troops.

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

                                  @johnnycat Game History

                                  Round: 4
                                  
                                      Purchase Units - Japanese
                                          Japanese buy 1 Escort, 2 Fortifications, 1 Heavy_BB, 3 armour, 1 elite, 4 infantry, 1 mech_infantry and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
                                  
                                      Place Units - Japanese
                                  
                                      Politics - Japanese
                                          Trigger Japanese Friendly With Mongolians activates a trigger called: Trigger Axis Friendly With Mongolians
                                          Trigger Axis Friendly With Mongolians: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Olgiy
                                          Trigger Axis Friendly With Mongolians: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Dzavhan
                                          Trigger Axis Friendly With Mongolians: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Tsagaan Olom
                                          Trigger Axis Friendly With Mongolians: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Central Mongolia
                                          Trigger Axis Friendly With Mongolians: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Buyant-Uhaa
                                          Trigger Axis Friendly With Mongolians: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Ulaanbaatar
                                  
                                      Combat Move - Japanese
                                          Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu
                                          Turning on Edit Mode
                                          EDIT: Removing units owned by Japanese from Yunnan: 2 infantry
                                          EDIT: Removing units owned by Japanese from Yunnan: 1 infantry
                                          EDIT: Removing units owned by Changer from Burma: 3 uk_mine_Burma_Yunnans
                                          EDIT: Turning off Edit Mode
                                          Note to players Russians: Japanese Sneak Attack! After Japanese Combat Move Russia May Immediately Place the Amount of PUs it Cost Japan to Declare War in Units in any Non Combat Russian Territory Or Add to their Tre....
                                          1 elite moved from Caroline Islands to 33 Sea Zone
                                          1 artillery moved from Caroline Islands to 33 Sea Zone
                                          2 infantry moved from Caroline Islands to 33 Sea Zone
                                          1 artillery, 1 elite, 2 infantry and 2 transports moved from 33 Sea Zone to 43 Sea Zone
                                          1 artillery, 1 elite and 2 infantry moved from 43 Sea Zone to Borneo
                                          1 fighter moved from 37 Sea Zone to Borneo
                                          1 tactical_bomber moved from 37 Sea Zone to Borneo
                                          1 battleship moved from 20 Sea Zone to 43 Sea Zone
                                          1 cruiser moved from 20 Sea Zone to 43 Sea Zone
                                          1 battleship moved from 33 Sea Zone to 43 Sea Zone
                                          1 cruiser moved from 33 Sea Zone to 43 Sea Zone
                                          1 submarine moved from 33 Sea Zone to 54 Sea Zone
                                          1 tactical_bomber moved from 33 Sea Zone to 54 Sea Zone
                                          1 fighter moved from 33 Sea Zone to 54 Sea Zone
                                          1 tactical_bomber moved from 33 Sea Zone to 42 Sea Zone
                                          1 fighter moved from 33 Sea Zone to 42 Sea Zone
                                          2 artilleries, 3 fighters, 7 infantry and 1 tactical_bomber moved from Yunnan to Burma
                                          2 bombers moved from Kiangsi to Burma
                                          1 fighter moved from Hopei to Burma
                                          5 armour and 1 mech_infantry moved from Kweichow to Burma
                                          1 tactical_bomber moved from Hopei to Burma
                                          1 fighter moved from Hopei to Burma
                                          4 artilleries and 9 infantry moved from Hopei to Chahar
                                          2 infantry moved from Jehol to Chahar
                                          1 mech_infantry moved from Shantung to Chahar
                                          1 armour moved from Shantung to Chahar
                                          1 armour moved from Kiangsu to Chahar
                                          1 mech_infantry moved from Kiangsu to Chahar
                                          1 infantry moved from Kweichow to Szechwan
                                          1 fighter moved from Hopei to Burma
                                          1 tactical_bomber moved from Hopei to Burma
                                          1 fighter moved from Hopei to Szechwan
                                          1 tactical_bomber moved from Hopei to Szechwan
                                  
                                      Combat - Japanese
                                          Battle in Borneo
                                              Japanese attack with 1 artillery, 1 elite, 1 fighter, 2 infantry and 1 tactical_bomber
                                              British defend with 1 Fortification, 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber
                                              Japanese win, taking Borneo from British with 1 artillery, 1 elite, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 29
                                              Casualties for Japanese: 1 infantry
                                              Casualties for British: 1 Fortification, 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber
                                          Battle in 54 Sea Zone
                                              Japanese attack with 1 fighter, 1 submarine and 1 tactical_bomber
                                              ANZAC defend with 1 cruiser and 1 transport
                                              Japanese win, taking 54 Sea Zone from Neutral with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 15
                                              Casualties for ANZAC: 1 cruiser and 1 transport
                                          Battle in 42 Sea Zone
                                              Japanese attack with 1 fighter and 1 tactical_bomber
                                              ANZAC defend with 1 destroyer
                                              Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 7
                                              Casualties for ANZAC: 1 destroyer
                                          Battle in Chahar
                                              Japanese attack with 2 armour, 4 artilleries, 11 infantry and 2 mech_infantrys
                                              Chinese defend with 1 infantry
                                              Japanese win, taking Chahar from Chinese with 2 armour, 4 artilleries, 11 infantry and 2 mech_infantrys remaining. Battle score for attacker is 3
                                              Casualties for Chinese: 1 infantry
                                          Battle in Szechwan
                                              Japanese attack with 1 fighter, 1 infantry and 1 tactical_bomber
                                              Chinese defend with 1 infantry
                                              Japanese win, taking Szechwan from Chinese with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                                              Casualties for Chinese: 1 infantry
                                          Battle in Burma
                                              Changer loiter and taunt; Japanese attack with 5 armour, 2 artilleries, 2 bombers, 6 fighters, 7 infantry, 1 mech_infantry and 3 tactical_bombers
                                              Changer defend; British defend with 1 aaGun and 10 infantry; French defend with 2 infantry; ANZAC defend with 3 infantry
                                              Japanese win, taking Burma from British with 5 armour, 2 artilleries, 2 bombers, 6 fighters, 1 mech_infantry and 3 tactical_bombers remaining. Battle score for attacker is 29
                                              Casualties for Japanese: 7 infantry
                                              Casualties for British: 1 aaGun and 10 infantry
                                              Casualties for French: 2 infantry
                                              Casualties for ANZAC: 3 infantry
                                          Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone
                                          Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone
                                  
                                      Non Combat Move - Japanese
                                          Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone
                                          Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone
                                          Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Kweichow
                                          Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Shantung
                                          1 carrier moved from 37 Sea Zone to 43 Sea Zone
                                          1 carrier moved from 33 Sea Zone to 43 Sea Zone
                                          1 fighter moved from Borneo to 43 Sea Zone
                                          1 tactical_bomber moved from Borneo to 43 Sea Zone
                                          1 tactical_bomber moved from 42 Sea Zone to 43 Sea Zone
                                          1 fighter moved from 42 Sea Zone to 43 Sea Zone
                                          1 Japan_destroyer moved from 33 Sea Zone to 43 Sea Zone
                                          1 fighter moved from 54 Sea Zone to 42 Sea Zone
                                          1 tactical_bomber moved from 54 Sea Zone to 42 Sea Zone
                                          1 carrier moved from 33 Sea Zone to 42 Sea Zone
                                          1 Japan_destroyer moved from 33 Sea Zone to 42 Sea Zone
                                          1 transport moved from 37 Sea Zone to 20 Sea Zone
                                          1 infantry moved from Malaya to Shan State
                                          1 J_Rail and 1 infantry moved from Kiangsu to Shantung
                                          1 J_Rail moved from Kiangsu to Kwangtung
                                          1 J_Rail and 1 infantry moved from Kwangtung to Kweichow
                                          1 aaGun moved from Hopei to Chahar
                                          2 bombers moved from Burma to Kweichow
                                          1 tactical_bomber moved from Szechwan to Kweichow
                                          1 fighter moved from Szechwan to Kweichow
                                          3 fighters moved from Burma to Kweichow
                                          1 tactical_bomber moved from Burma to Kweichow
                                          1 fighter moved from Burma to Yunnan
                                          2 fighters and 2 tactical_bombers moved from Burma to Yunnan
                                          1 Heavy_BB moved from 6 Sea Zone to 20 Sea Zone
                                  
                                      Place Units - Japanese
                                          3 armour placed in Shantung
                                          2 infantry and 1 mech_infantry placed in Kiangsu
                                          1 elite and 2 infantry placed in Japan
                                          1 Escort, 1 Heavy_BB and 1 transport placed in 6 Sea Zone
                                          2 Fortifications placed in Caroline Islands
                                  
                                      Turn Complete - Japanese
                                          Trigger Japanese RemoveConvoySZ6Invert: has removed 1 Escort owned by Japanese in 6 Sea Zone
                                          Trigger Japanese RemoveConvoySZ6Invert: Japanese has 1 Escort_Convoy placed in 6 Sea Zone
                                          Total Cost from Convoy Blockades: 1
                                              Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 4,1
                                          Japanese collect 45 PUs (1 lost to blockades); end with 45 PUs
                                          Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 46 PUs
                                          Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 54 PUs
                                          Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 64 PUs
                                  

                                  As Beelee predicted, yes I did attack Burma. Your LM's were very effective and scored 3 kills 😞 Your Soviets are not making things easy for Tojo are they. The Edit Moves at the end is because I forgot to move the Mongols and forgot about getting 7 IPC's for you breaking the peace treaty on Turn 4. By the way, in the House Rules Game which we are playing. Mongolia does not activate if you break the peace treaty unless you invade their territory. Instead the rule in the rulebook is that the normal rules apply for first two turns and then starting Turn 3, there's an IPC penalty but nothing else for breaking it. So on Turn 3, the penalty is J gets 8 dollars and Soviets lose $8. Then on Turn 4, it's 7 and 7. And so forth until it's down to no penalty at all eventually.

                                  382e3ef5-5988-4850-9f16-0a33758e1c13-exp-game-1-jc-j4.tsvg

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                                  • T Offline
                                    Trout @JohnnyCat
                                    last edited by

                                    @johnnycat Land mines are useless against paratroopers since they drop from the sky instead of crossing a border. LM’s are very effective against LCV’s because they amphibiously invade from the ocean. So yes common strategy to put LMs on the Caucasus-Black Sea border to prevent LCV attacks. But no help against paras

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

                                      @trout

                                      So I am starting USA Turn 4 and going with the KJF Strat but who knows, hahaha

                                      Anyway you gotta figure if you are sending 3 fighters out to meet my 15, lol.

                                      USA TURN 4 KJF Strategy Take 1.tsvg

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

                                        @johnnycat Interesting strategy. Planes will not scramble

                                        JohnnyCatJ 3 Replies Last reply Reply Quote 0
                                        • JohnnyCatJ Offline
                                          JohnnyCat @Trout
                                          last edited by

                                          @trout hahaha. "interesting" usually means "Messed UP"

                                          But I have no idea what I am doing with this game - almost nothing I can relate to.

                                          I did, however, know that I should have fallen back upon India the second I finished that turn and I said so.

                                          But Borneo should not have happened. you had a 40% chance according to the computer stats - but you swept it. Very strange.

                                          And things like the rule that Russia gets a Turn 5 max of 26 conscripts only that turn, for 42 IPU means that Russia needed to be saving, plus 7 ipu to teach those Godless Japanese a lesson...

                                          Like I said, I think this game needs a Turn 1-5 guidebook for basic TO DO things that pretty much have no exceptions. For Example: Russia saving 42 IPC for Russia Turn 5 is silly to plan for when the game could just do it as part of the native game, but since it doesn't it makes sense to just do this every game... So I would add Russian turn 1-4 saving of 42 + 7 no matter what. Unless there is some exception to that one, but if so I don't see it as those conscripts are by far the best bang for the buck...

                                          I'll try to get out the rest of the Allies turn now but I am in the middle of some things... hmm. How do you get a feel for these odds? I am used to things like black jack and craps where I just know the odds or can easily figure them, but this game is mind blowing !!! I LOVE IT... And I will git gud 🙂

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

                                            @trout @beelee. I need to ask another rule question: The rule book seems confusing (at least to me) on this fortification thing.

                                            Can I build 3 fighters in Egypt right now and also add some forts (one per infantry stationed there)?

                                            What is the best way to defend Egypt right now? I would think 3 fighter planes and not 3 tanks but I dunno... THANKS

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