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    EXP Game 1 Trout vs Johnny Cat

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    • 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...

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        • 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.

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            • 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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                              • JohnnyCatJ Offline
                                JohnnyCat @Trout
                                last edited by

                                @trout

                                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.

                                Trout and JC UK Turn 4.tsvg

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

                                  @johnnycat

                                  I posted previously here explaining Fortifications

                                  https://forums.triplea-game.org/topic/4219/exp-game-1-trout-vs-johnny-cat/173?page=9

                                  so, no, you can't place Fortifications in Egypt. Ftrs are good for defense but more expensive than Tanks. It's good to have a couple Ftrs around in case Bmbrs try and hit your Infrastructure.

                                  lol brits put a massive beatdown on the IJN off Java. They musta got into the sake. 🙂

                                  Triplea battle calc isn't 100 % accurate. You can manipulate it a bit sometimes to get closer. e.g. the Fort will count as a HitPoint when it shouldn't, however if you remove it, then it's +1 defense bonus for the Inf won't be calculated.

                                  So you can remove the Fort in the battle calc window along with the Inf it's supporting and replace with a Tank. Now you have the correct defensive value of 3 and the right amount of HP's.

                                  Naval Bombard will also affect the battle. Triplea doesn't allow for this either, even though there is a box for it in the battlecalc window.

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

                                    @beelee

                                    And yea ok on the forts but I put the forts on the island per the rules and not Egypt. But I asked because I want to know if there is a way to put fortifications anywhere other than pacific islands?

                                    Your last three sentences were in Ancient Greek so I did not understand a word of it.

                                    ARE YOU SAYING that @Trout did not roll the Borneo attack correctly?

                                    SOUNDS TO ME LIKE WE NEED NOT ONLY A TURN 1-5 TODO LIST

                                    but we also need a

                                    SPECIAL RULES TO PLAY THIS GAME USING THE TRIPLEA ENGINE

                                    SPECIAL RULES [1], for example, might be one like:

                                    1. When rolling against an infantry and fortification, replace those units with one tank - then roll.... If the tank survives, then replace with inf/fort.

                                    Thanks

                                    PS. Not sure if I am doing the right thing but I am trying to sink the Japanese fleet first.

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

                                      @johnnycat

                                      heh heh no Trout rolled correctly. The ancient Greek was me giving an example of how to manipulate the triplea battle calculator

                                      Screenshot from 2025-12-27 10-28-45.png

                                      The Atlantic Wall can be placed in W EUR. Norway, Denmark, HOL and Normandy. They work the same as Fortifications.

                                      The Capatain's rulebook explain the rules for the mod.

                                      The in game triplea "Game Notes" explains how triplea implements them.

                                      I don't know how to explain this any better 🙂

                                      Edit
                                      Oh yea, you have 2 Elite in HI. Can only have one.

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                                      • T Offline
                                        Trout @JohnnyCat
                                        last edited by

                                        @johnnycat Good morning JC. For somebody who doesn't know what they are doing, you sure seem to be doing fine to me in our game. You might even win from what I see. There are some strategy guides online which are very well done. That's how I got started in limiting my stupid moves in the beginning. Just go to the Axis & Allies forum and find them under the House Rules section. For Allies, there are full guides on US, UK, Soviets, and ANZAC. None for China or France as their mission is to just die. Besides that, it's just learning by doing. But it's a complicated game which is why despite my two master's degrees and eligibility for Social Security, I still am in learning mode.

                                        Speaking of learning mode, you did surprise me with destroying my SZ6 fleet, so I need some time to figure out how I counter before posting another turn. So might be tomorrow before you see it from me.

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

                                          @trout ok. Thanks for those.

                                          Oh and I guess i need move one elite inf back to its transport. I forgot two elites cannot be in same place. Same time. Anti-matter vs matter I guess.

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

                                            @johnnycat Good morning JC. Nothing much for Mafia to do this turn besides a little naval skirmish in SZ 91. 13 destroyers hanging out in the Chesapeake Bay - WOW!
                                            Game History

                                            Round: 4
                                            
                                                Purchase Units - Italians
                                                    Italians buy 1 Italian_LCV, 1 Repair_Carrier, 1 armour, 1 fighter, 2 infantry and 1 italian_para; Remaining resources: 0 PUs; 
                                            
                                                Place Units - Italians
                                                    1 Repair_Carrier placed in 95 Sea Zone
                                            
                                                Politics - Italians
                                                    Trigger Italians Friendly With Mongolians activates a trigger called: Trigger Axis Friendly With Mongolians
                                            
                                                Combat Move - Italians
                                                    Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy
                                                    1 unit repaired.
                                                    Turning on Edit Mode
                                                        EDIT: Italians takes Rostov from Russians
                                                        EDIT: Italians takes Northwest Persia from Neutral_Allies
                                                        EDIT: Italians takes Iraq from British
                                                        EDIT: Italians takes Syria from French
                                                    EDIT: Turning off Edit Mode
                                                    Turning on Edit Mode
                                                    EDIT: Changing ownership of Rostov from Italians to Russians
                                                    EDIT: Changing ownership of Northwest Persia from Italians to Neutral_Allies
                                                    EDIT: Changing ownership of Iraq from Italians to Neutral_Axis
                                                    EDIT: Turning off Edit Mode
                                                    Trigger Italians RemoveRepair Carrier: has removed 1 Repair_Carrier owned by Italians in 95 Sea Zone
                                                    EDIT: 1 Italian_LCV moved from Greece to Syria
                                                    EDIT: 1 infantry moved from Greece to Syria
                                                    EDIT: 1 armour moved from Greece to Syria
                                                    1 bomber moved from Southern Italy to 91 Sea Zone
                                                    1 fighter moved from Southern Italy to 91 Sea Zone
                                                    1 battleship moved from 92 Sea Zone to 91 Sea Zone
                                                    2 cruisers moved from 92 Sea Zone to 91 Sea Zone
                                                    1 destroyer moved from 92 Sea Zone to 91 Sea Zone
                                            
                                                Combat - Italians
                                                    Battle in 91 Sea Zone
                                                        Italians attack with 1 battleship, 1 bomber, 2 cruisers, 1 destroyer and 1 fighter
                                                        British defend with 1 transport; Americans defend with 3 destroyers, 1 submarine and 1 transport
                                                        Units damaged: 1 battleship owned by the Italians
                                                        1 bomber owned by the Italians and 1 fighter owned by the Italians retreated
                                                        1 destroyer owned by the Italians, 2 cruisers owned by the Italians and 1 battleship owned by the Italians retreated to 92 Sea Zone
                                                        Americans win with 1 transport remaining. Battle score for attacker is 33
                                                        Casualties for Americans: 3 destroyers and 1 submarine
                                                        Casualties for British: 1 transport
                                                    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 - Italians
                                                    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 RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Southern Italy
                                                    1 fighter moved from 91 Sea Zone to Gibraltar
                                                    1 bomber moved from 91 Sea Zone to Gibraltar
                                                    1 artillery moved from Gibraltar to 92 Sea Zone
                                                    1 artillery moved from Algeria to 92 Sea Zone
                                                    2 artilleries and 1 transport moved from 92 Sea Zone to 95 Sea Zone
                                                    2 artilleries moved from 95 Sea Zone to Southern Italy
                                                    2 transports moved from 92 Sea Zone to 97 Sea Zone
                                                    1 carrier moved from 95 Sea Zone to 97 Sea Zone
                                                    2 infantry moved from Libya to Tobruk
                                                    1 armour moved from Libya to Tobruk
                                                    1 mech_infantry moved from Libya to Tobruk
                                            
                                                Place Units - Italians
                                                    1 Italian_LCV, 1 infantry and 1 italian_para placed in Southern Italy
                                                    1 fighter placed in 97 Sea Zone
                                                    1 armour and 1 infantry placed in Northern Italy
                                            
                                                Turn Complete - Italians
                                                    Italians collect 16 PUs; end with 16 PUs
                                                    Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 19 PUs
                                                    Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 24 PUs
                                                    Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 29 PUs
                                            

                                            0af7becc-72a5-4325-b05d-a6adfb512656-exp-game-1-jc-i4.tsvg

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