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    EXP Game 1 Trout vs Johnny Cat

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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 πŸ™‚

            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

              1 Reply Last reply Reply Quote 0
              • 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. πŸ™‚

                  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 πŸ™‚

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

                      1 Reply Last reply Reply Quote 0
                      • 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

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

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

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

                              Hey Buddy - thanks for the Mafia turn, lol...

                              So how does the order of loss selection work? Like for your mafia attack on my ships in sea zone 91 weren't you supposed to ask me for my desired order or loss? I'm left with a transport! And given a choice, I would have taken that as a loss first right?

                              Similar with what I am about to do to your IJN, I hope, hahaha. I need to know your order of losses right?

                              This game really still confuses me - but I LOVE IT. So please let me know how this stuff is supposed to be handled as I can see it makes a huge difference and my guess is that the AI will default to an order that we might not really want.

                              PS. Why you not stay in zone 91? You scared of my meager 13 tin cans? heehee

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

                                @johnnycat Good morning JC. So rules of naval combat are that transports are taken for losses last. So since all of the non-transports died 1st round, there was no OOL needed. And if the battle is not over after 1st round, the attacker can retreat. So I was gambling a bit on this attack because if I had rolled very well and had 6 kills or more, then I would have had to move into SZ 91. I had calculated four hits on average for first round. The dice were kind to me in that I was able to get all killed except one and retreat. You can choose to save the UK transport instead of US one if you like. Whichever one lives will die soon as G will send a U-Boat, etc. to SZ 91 to take care of it.

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

                                  @trout ok. I certainly don’t know. But then
                                  Please explain why in another game going on now @beelee gave a detailed ORDER OF LOSS (OOL)

                                  I don’t get it. πŸ˜‰πŸ˜Ž

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

                                    @johnnycat

                                    in situations where OOL isn't clear then it is required. Over 90% of battles don't require OOL

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

                                      @beelee so I want to attach a group of ca, bb and transport and two ftrs

                                      What is the correct OOL?

                                      I recall carriers first. But if transport last the how to handle the middle ?

                                      Thx

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

                                        @johnnycat

                                        Trnprts have to be taken last. If a BB and a CV are both present, you have to take a hit on the CV before you can take one on the BB. If multiple CVs and BBs then you alternate hits. CV,BB,CV,BB etc ...

                                        you don't have to take a hit on a CV if you have other options, Subs, DDs ...

                                        That's why it is best not to attack with your CVs unless you have to.

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

                                          @trout

                                          ANZAC Turn 4 complete. WOW - the Aussies have destroyed the Japanese transport fleet (4 down so far) as well as various other capital ships... I guess you gonna come down and wipe them out now but they are proud and did well.

                                          1766940238281-0af7becc-72a5-4325-b05d-a6adfb512656-exp-game-1-jc-ANZAC_FRENCH4.tsvg

                                          ...

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

                                          I followed the Order of Loss discussed previously you and @beelee but the game kept trying to kill your transport first so I had to intervene but I gather that is what is desired. In fact, I expect to start using the edit function much more as I learn how things work, are supposed to work, and do not yet work.

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

                                            @johnnycat

                                            Triplea will auto select your weakest units on defense as casualties first. That's why you have to PlayerEnforce selecting the ones that follow the rules correctly.

                                            e.g. it will also want to select Fortifications and unarmed LMs. On defense, LCVs. All of those need to be deselected and a legal casualty then selected.

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