EXP Game 1 Trout vs Johnny Cat
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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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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.
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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:
- 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.
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heh heh no Trout rolled correctly. The ancient Greek was me giving an example of how to manipulate the triplea battle calculator

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. -
@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.
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@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.