EXP Game 1 Trout vs Johnny Cat
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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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@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
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@trout @beelee
Here is the game without those pesky flags...1764794454252-3b49d157-88ac-4e67-9967-7048a4258c11-exp-game-1-jc-ANZAC_FRENCH1.tsvg
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Hi Cat
ANZC and France can use UK Rail but they count towards the UK Rail capacity which is 2.

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.

page 37 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view?pli=1
Fortifications are explained on page 32

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
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@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. -
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.

Harbor's work the same as OOB. You place them 2nd place phase and are able to use them on your next turn.
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@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... -
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@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.
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@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
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@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 ?
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Can I mine the Caucuses and have your para trooper boys land on the mines and blow up?
I think very deviously, heehee
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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.
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@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 PUsAs 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. -
@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
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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.
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@johnnycat Interesting strategy. Planes will not scramble
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@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

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@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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OK so I clearly don't know what I am doing but here are USA, China and UK 4
104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-UK4.txt
Each move seems like the only move I can make - if I had a time machine ...
I wish I knew how to defend things like Egypt and India better. As I mentioned your invasion of Borneo was awesome but such low odds that I guess the lesson is that the Godless Japanese should do whatever they can to expand so low odds attacks are par for the course. Great Job on all that South Pacific stuff.
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