EXP Game 1 Trout vs Johnny Cat
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@trout @beelee. Guys sorry I don't get all this fast like.... I see that we need to correct a unit or two with @beelee's comments on India and Egypt
And I guess I did not arm the mines in India that are supposed to be armed - not that it will matter much but any Japanese blown up is happy day for India.
So I will edit that now while I wait for intel on SSR RR options. How many inf can I move and doesn't it make sense for me to move that SSR Commissar (in town) to the Ukraine so that I have TWO army Groups or whatever that is called when I couple the commissar with some armor and stuff...
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@johnnycat Good morning JC. It's in the rulebook but rules for RAC are:
- Only on R5
- Moscow - can place max of 20
- Volgograd - can place max of 6
- Besides that, can place in any factory just like normal
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Soviets get 3 Rail.

The RR units are given 99 so they can max move in their designated areas.
Triplea will enforce them not moving in areas they aren't allowed.

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@beelee ok thank you. And the game shows I can rr soviets to India. Is that true ?
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@beelee one of the things I identified early, tho now proven not doable, was the need to ferry large numbers of troops north and south to deter Barbarossa
If SSR can only move three guys via RR how is Russia supposed to respond to a more easily moving evil bad guy force ?
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No SSR can Rail to any original Soviet TTy or 1 in Europe. Triplea will enforce this.
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heh heh it's part of the challenge
What the Captain and Company created was a Historical yet playable WWII simulation/mod whatever you wanna call it 
Moving dudes from the East to the Soviet Western Front is usually a good idea. I normally start by garrisoning Caucasus.
It depends though. If G buys a bunch of naval G 1, then I might not and try and move a Soviet Corps west instead to give their Siberian Army some punch.
If the Reich pushes hard at the commies, it's best to say F the east and move guys back.
The 26 Conscripts normally will stop G in it's tracks and sometimes force it to withdraw for a turn or two.
I find it best to engage and attrit the Soviet Inf before they can support them with Mass Tank buys regardless of Wehrmacht losses.
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OK Gents, I cleaned up the UK move - returned Iraq to UK ownership and comped the 2 bucks he did not get - I still don't know how Iraq changed hands, but fixed now
And ALL the India dudes moved back one and all RR moved were fixes. I saw that I lost India in UK2 because I did not know how to use mines and I did not (and still not) know that powers of various units especially groups including Air and any special units. So the play here is to reinforce India some (I cannot pump in enough to actually keep it) but be in a position to take it back if the Japs are going for it despite the obvious other threats...
BUT BEFORE I CAN COMPLETE THE TURN: I need to use the 3 USSR Rail Road moves so please tell me how and if I can get that Commissar (in town) guy in the Karelia zone to the apparently now critical Ukraine zone
I just do not understand these Soviet Army Corps things - they let two guys roll twice I guess). So can I put two in Ukraine? What do they do for the group there?
For the Soviet Army Corps groups do I need to specify what three units are part of it and which of the three get extra rolls? I would have zero clue to actually execute such attacks, hahahahah
If I leave them in the Karlie zone, then that is good too I guess - my question here is it seems like I can move one commissar guy (that's in town) to another town, and he works there too right? Just with 3 different tanks
And despite the game showing 19 Bad Guy units in Western Ukraine there is a Army Group Center chit there with apparently 10 more inf/art
So are there 29 bad guy in Western UK?
SUMMARY
Q1. How many bad guys in Western UK and how many others can get thereQ2 I have a TANK GENERAL in Ukraine. So what? How do I use this?
Q3. I have two commissars in town (like the song) and have no clue how to use these guys either. So do I rush a commissar south to help keep the Nazis from attacking for a few more turns?
TRUST ME My Warrior Friends, I AM starting to get the feel for this thing, but there is still so much I do not get grasp...
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OK I completed USSR 5
The rules state that the conscripts get placed at the start of the turn. Hence, 3 of them took the Amtrak to AMUR the Far East territory since I doubt I can RR them to Manchuria, right? If I can go there then that would be where I want to super soldiers to go.
Only 6 were allowed into Stalingrad I guess. The rest to the MoscowOh and we bought three shiny Spitfire squadrons
104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-RUSKIE_5.txt
UK was cleaned up to be correct: only 2 RR used (the two tanks to Eastern Persia). So there is some attempt to counter attack were Darth Vader and his guys to take India.
[0_1767207006370_1767118668055-5ccd2d49-84f4-42d2-8e9b-6197d7ebe632-exp-game-1-jc-R5.tsvg](Uploading 100%)
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your save got corrupted. Need to repost it.
Yea so the Conscripts place normally in the 2nd place phase. Idk where you got the idea they place first. I would look at the "Game Notes" for units that place first.

this isn't 100% accurate but pretty close. So obviously they can't take the trans-siberian RR.

Up to 20 Conscripts can be placed in Moscow, 6 in Stalingrad and 3 each in any other Soviet Fctry.
You can't place any other units in Moscow. It maxes it's production ability.
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@johnnycat said in EXP Game 1 Trout vs Johnny Cat:
TRUST ME My Warrior Friends, I AM starting to get the feel for this thing, but there is still so much I do not get grasp...
heh heh
it's your first game. You'll figure it out

Edit
TankGeneral need 5 Tanks with the TG to command to form a "Tank Army" page 46 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view?pli=1Edit 2
Edit 3Edit 4
wwtf the fckn page isn't posting. W/e it's page 45 for the Commisars 46 for the TGEdit 5
Oh yea, so W UKR you can move the cursor to the TTy and the bottom bar shows you what is there if you can't tell from the map.
the "overflow" moves left. The Army Group "AG" you go to it's "Box" in this case it's "AG Center" and the units in the Box are also in the TTy.

So as we can Easily see, 1st Waffen and 1st Panzer are in AG Center and their units in their respective Boxes are also included.
You can figure it out from here
for how many units are in W UKR 
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1767118668055-5ccd2d49-84f4-42d2-8e9b-6197d7ebe632-exp-game-1-jc-R5.tsvg
I ended up back on a plane to Taipei. Crazy...
anyway I hope this game is now correct.
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@beelee it’s a 20% chance at this point. But yea I rather hope so.
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Take pictures
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Hey Mate - I think with all the questions and clarifications we may have missed my catching up or maybe that file was corrupted - But here again is RUSSIAN TURN 5 - And this time I have just used edit to move the 3 tanks from the north to the Ukraine since, if I understand correctly, I need 5 tanks in addition to the Tank General unit.
Please let me know if this jives with you - the UK/Egypt/India stuff was corrected too.
I am STILL NOT FULLY clear on how many RR the soviets have each turn and why we even bother using the little white wheel units since they do not really work as expected or offer much beyond what the editor can do.
Why I also have 2 Commissars in town means that each commissar has three other units under its control and I guess I need to specify those 3 units for each right? Maybe I should use that too level board that is above the map?
1767118668055-5ccd2d49-84f4-42d2-8e9b-6197d7ebe632-exp-game-1-jc-R5_CORRECTED.tsvg
REFERENCE FROM THE HOUSE RULES:
Tank Armies: a Tank Army consists of 5 Tank units and 1 Panzer General unit. Place the Panzer
General at the 2-dice symbol at the front of the Army Board. Then place 1 Tank unit at each of the three
2-dice symbols and the last two Tank units at each of the 1-dice symbols.
The Tank Army has a total of 10 dice rolls at “3” in each round of combat (explained in Section IV, § 5:
“Panzer General”).- Soviet Army Corps: a Soviet Army Corps consists of 3 land based combat units and 1 Soviet Commissar
unit.
- Soviet Army Corps: a Soviet Army Corps consists of 3 land based combat units and 1 Soviet Commissar
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Hi Cat
So for the Conscripts, you can only place 3 in UKR. Can place up to 20 in Moscow, 6 in Volgograd Fctry ( even if the Fctry moves ) and then just normal place ( 3 ) in any other Fctrys.


Yea you can move your Tank Army to a Box or leave it on the board as is, as they are easy to distinguish. You need to replace the TankGeneral with a active one "Tank_General3". This will activate the bonus rolls for the TG and 2 other Tanks.
The Corps can have multiple units in their makeup, so when it's not obvious, such as 3 Tanks, which is the most powerful configuration, you should either put them in their Box or state in the Comment Log and Game thread what are in it.
In Novgorod you have a Commisar 1. This activates the Inf. It should be changed to Commisar 2 and it will activate the Arty which is the stronger unit. So your Corps should comprise of " Commisar 2, Arty, Mech ( next most valuable unit ) and a Inf.
For the Corps in UKR, the 3 Guard Infantry are the strongest available units, so would want them in that Corps. The Tank Army is Active so your Corps remains inactive. Only 1 Army/Corps active per TTy unless it's your Capital. Then you can have 2 active.
Panzer and Tank have the same abilities. Simply a Naming difference for GamePlay flavor.

Edit
The Rail units are Nation specific. e.g. The Soviets can not use their Rail to move units out of original Soviet TTys. The lone exception is their "Europe" Rail unit that allows them to move into Europe.
Triplea Enforces this correctly.The number of times you can use Rail units per turn is Player Enforced. The number per player is in the rulebook page 37 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view?pli=1
You can also find it in this thread where it has been previously posted.
Triplea implementation explained in Game Notes.

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@beelee oh man. @trout hates playing me now …
So i see the benefit of 6 tanks being called a tank army and those 6 units get 10 dice rolls instead of 6. I’ll be impressed to see how that gets implemented.
Meanwhile another special
Group is the army Korea right? And this is the commissar and three units. I don’t recall the benefits of this but presumably the same sort of thing: more dice.But now I find out that special groups cannot exist in the same territory , correct? So what’s the point of those. ?
In this particular case/game what would be the best defensive move/setup for Russian 5?
@trout. Sorry apparently I put 6 of those new guys in the Ukraine so that should be three.
Please let me know what else is , if anything, that is needing a fix in the game. Things are starting to look interesting now so it will be fun to see Guderian blitz through Russia hahaha
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