EXP Game 1 Trout vs Johnny Cat
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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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I would put 3 of the UKR Conscripts in Nogo, Moscow or stalingrad and you'll be good on those.
So you need 2 Armies and or Corps in order to form a ArmyGroup plus 10 other land units.
I don't see a Commisar in Korea or Machuria. Remember you can only Rail to Amur. You can't get their in one turn.
Did you make it to Formosa ?
Edit
I'd suggest another Tank Army for SSR. UK can send 3 Tanks from E Persia and they can be converted via LL.Caucasus is undefended. You will have to send a Force to deal with whatever he sends there.
You might consider withdrawing from UKR to Bryansk. You can move the Fctry 1 space via 1 Rail. Right now your 2 Big Armies can't support each other.
I don't think he's currently strong enough to take UKR but if he flanks you in Cauacasus, which he most assuredly will, that will weaken the UKR stack.
You should be able to trade UKR even if you withdraw. Idk. Could see staying as well and make him take it. Main thing is to not have the Novgo Army get cutoff.
You got plenty of Inf. Maybe try and sprinkle in a Arty or two per build but Tanks are gonna be the main buy.
Rockets can be very effective.
Idk dude. Looks like you doing good to me. Just keep doing what you think is best

You are looking good in the Pacific Theatre. Continue to pressure JPN as much as you can.
Edit 2
So the 3 Conscripts to Stalingrad. They will help in the Cauc counterattack -
@johnnycat Yes, you are doing VERY well in the Pacific. You pulled a trick that I had never seen before with your SZ 6 air raid last turn.
Game History
Round: 5 Purchase Units - Japanese Note to players Japanese: It is Early 1942 and our Proud Navy has added Transport Capacity to our Destroyers ! Destroyers may now transport 1 Infantry or Elite Infantry. Turning on Edit Mode EDIT: Removing units owned by Russians from Smolensk: 2 armour EDIT: Removing units owned by Russians from Russia: 1 armour EDIT: Adding units owned by Russians to Ukraine: 3 armour EDIT: Removing units owned by Russians from Russia: 3 Army_Conscripts EDIT: Adding units owned by Russians to Novgorod: 3 Army_Conscripts EDIT: Removing units owned by Russians from Smolensk: 1 Soviet_Commisar and 1 mech_infantry EDIT: Adding units owned by Russians to Novgorod: 1 Soviet_Commisar_1 and 1 mech_infantry EDIT: Removing units owned by Russians from Manchuria: 1 aaGun EDIT: Adding units owned by Russians to Korea: 1 aaGun EDIT: Turning off Edit Mode Japanese buy 3 Fortifications, 1 Hvy_Ind_2, 2 armour, 1 fighter and 14 infantry; Remaining resources: 4 PUs; 6 SuicideAttackTokens; Place Units - Japanese Units in Japan being upgraded or consumed: 1 factory_major 1 Hvy_Ind_2 placed in Japan Politics - Japanese Trigger DD Transport: Setting transportCapacity cleared for unitAttachment attached to Japan_destroyer Trigger DD Transport: Setting transportCapacity to 2 for unitAttachment attached to Japan_destroyer Trigger DD TransportPacific: Setting transportCapacity cleared for unitAttachment attached to JPN_Pacific_DD Trigger DD TransportPacific: Setting transportCapacity to 2 for unitAttachment attached to JPN_Pacific_DD Combat Move - Japanese Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 submarine moved from 20 Sea Zone to 37 Sea Zone 1 infantry moved from Shan State to French Indo China Japanese take French Indo China from French 2 tactical_bombers moved from 43 Sea Zone to 42 Sea Zone 2 fighters moved from 43 Sea Zone to 42 Sea Zone 1 Japan_destroyer moved from 43 Sea Zone to 42 Sea Zone 1 infantry moved from Chahar to Hopei 1 infantry moved from Kweichow to Shensi 5 armour, 2 artilleries and 1 mech_infantry moved from Burma to India 2 fighters moved from Yunnan to India 2 tactical_bombers moved from Yunnan to India 2 bombers moved from Kweichow to India 2 armour, 4 artilleries, 8 infantry and 2 mech_infantrys moved from Chahar to Jehol Japanese take Jehol from Chinese 3 armour moved from Shantung to Jehol 1 mech_infantry moved from Kiangsu to Jehol 2 infantry moved from Shantung to Jehol 1 fighter moved from Yunnan to Shensi 1 tactical_bomber moved from Kweichow to Shensi 1 tactical_bomber moved from Kweichow to Hopei 1 fighter moved from Kweichow to Hopei 1 fighter moved from Kweichow to Shensi 1 fighter moved from Kweichow to Hopei 2 fighters moved from Japan to 6 Sea Zone 1 tactical_bomber moved from Japan to 6 Sea Zone 1 fighter moved from Caroline Islands to 6 Sea Zone Combat - Japanese Battle in 6 Sea Zone Japanese attack with 3 fighters and 1 tactical_bomber Americans defend with 1 destroyer and 1 submarine 1 submarine owned by the Americans submerged Japanese win with 3 fighters and 1 tactical_bomber remaining. Battle score for attacker is 7 Casualties for Americans: 1 destroyer Battle in 37 Sea Zone Japanese attack with 1 submarine British defend with 1 transport Japanese win, taking 37 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 6 Casualties for British: 1 transport Battle in Hopei Japanese attack with 2 fighters, 1 infantry and 1 tactical_bomber Chinese defend with 1 infantry Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Chinese: 1 infantry Battle in 42 Sea Zone Japanese attack with 1 Japan_destroyer, 2 fighters and 2 tactical_bombers British defend with 1 cruiser and 2 destroyers Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 16 Casualties for Japanese: 1 Japan_destroyer Casualties for British: 1 cruiser and 2 destroyers Battle in Shensi Japanese attack with 2 fighters, 1 infantry and 1 tactical_bomber Chinese defend with 1 infantry Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Chinese: 1 infantry Battle in India Changer loiter and taunt; Japanese attack with 5 armour, 2 artilleries, 2 bombers, 2 fighters, 1 mech_infantry and 2 tactical_bombers Changer defend; British defend with 1 aaGun, 1 airfield, 1 factory_major, 1 harbour, 5 infantry and 1 uk_armour Japanese converts factory_major into different units Japanese win, taking India from British with 5 armour, 1 artillery, 2 bombers, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 17 Casualties for Japanese: 1 artillery and 1 mech_infantry Casualties for British: 1 aaGun, 5 infantry and 1 uk_armour 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 Jehol Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Burma 1 aaGun moved from Chahar to Jehol 1 infantry moved from Chahar to Jehol 1 J_Rail and 1 infantry moved from Kiangsu to Burma 1 J_Rail and 1 infantry moved from Kiangsu to Jehol 1 tactical_bomber moved from 6 Sea Zone to Japan 3 fighters moved from 6 Sea Zone to Japan 1 artillery moved from Borneo to 43 Sea Zone 1 artillery, 2 battleships, 2 carriers, 2 cruisers and 2 transports moved from 43 Sea Zone to 20 Sea Zone 2 fighters and 2 tactical_bombers moved from 42 Sea Zone to 20 Sea Zone 1 artillery moved from 20 Sea Zone to Kwangtung 2 fighters moved from India to Yunnan 2 tactical_bombers moved from India to Yunnan 2 bombers moved from India to Yunnan 1 fighter moved from Kweichow to Jehol 2 fighters moved from Hopei to Jehol 1 tactical_bomber moved from Hopei to Jehol 2 fighters moved from Shensi to Anhwe 1 tactical_bomber moved from Shensi to Anhwe 1 tactical_bomber moved from Jehol to Anhwe 3 fighters moved from Jehol to Anhwe Place Units - Japanese 1 Fortification placed in Borneo 1 Fortification placed in Java 1 Fortification placed in Celebes 1 fighter and 11 infantry placed in Japan 1 armour and 2 infantry placed in Shantung 1 armour and 1 infantry placed in Kiangsu Turn Complete - Japanese Note to players Japanese: <body><b>It is Early 1942 and Our Shipyards are Hard at Work.<br><br>We will soon Launch 1 new Cruiser and 1 new Submarine. They may only Operate in the Pacific and Indian Oceans.<b></body> Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 2,5,2 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 4,4 Japanese collect 44 PUs (3 lost to blockades); end with 48 PUs Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 49 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 57 PUs Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 62 PUs -
@johnnycat By the way, I have not been paying attention to what you are doing on your turns much but just noticed that you placed 6 dudes in Ukraine. Can't do that. For normal turns, can only place three max per turn in all factories except Moscow. You can place 10 in Moscow. Also, all special units such as Commissars, Tank Generals, Elite Infantry, Russian Guards, etc. can only be placed in Moscow. Were you doing that on R1-4? If not, we may need to do a restart. That's to your credit, because you clearly are a natural at this as you have me on the run in some parts of the map in your first game and we are not even through turn 5 yet!! So I need to stop letting you get by without following the rules as you are too good for me to let you do that and have this game still be competitive. If you have been following those placement rules for UK and Soviet Union then please just correct that and we can play on. And thanks for finding us here on this board as you clearly are a challenging opponent already in your first game.
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@trout yea mate I’m just trying to get the board back to being accurate after first not understanding the Uk RR and then messing up the Soviet one
@beelee has been patiently trying to help and I thought I had corrected everything yesterday but then realized I swapped the novo and uk inf 3-6 and not 6-3
Anyway I think the board is correct after I move those 3 inf but I still don’t get the way the tank general army coexists with the Soviet corps team.
Apparently both can exist together but only in Moscow???
But then what’s the goal here ? Should I have a commissar and his three units in
novo and RR a commissar to the far east? Or sit him
In Russia? I have literally no idea for how to use these things. Be much easier to have orbital kinetic energy weapons … but I digress lolI’ve read the rules, the house rules and the Kama Sutra and I still don’t understand so
Much of this.And I’m
Back
In Taiwan so there may be latency.THANK
YOU by the way. I thanked you earlier but seriously love your passion for the game and patience with inter newbie. -
@trout YES all special units were placed in Moscow per the rules. Just fyi
I did, however, expect come turn 6 or 7 to be making massive use of the railroad only to
Learn that it not possible in this game.But that’s ok. It’s just trying to learn. Like that India Burma thing. I had no concept of how strong those Japanese planes were and how weak the land mines were.
Now that I look at the German hoard I get the feeling that I still cannot effectively judge
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@johnnycat Okay then play on sir! USA/China/UK up
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Did the LMs get rolled for in the India battle ?
If not, the first units, which would have been taken as casulaties if all 3 LMs hit, missed, so it wouldn't change the outcome other than potentially up to 3 more hits which would need to be taken by the survivors.
Should adjust before UK turn if needed.
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@beelee Thanks - to you and Trout
But did you say I can move a factory? Via 1 Rail???
You also mention the Land Mines - did Japan take India? I figure he would as I said after UK turn 2 - I knew my UK 3 move was disaster but I had no idea and just need to learn.
Speaking of learning - how do I even look at the dice roles? Like how do any of us know what happened with the Land Mines?
Sorry but I am in Taiwan again and so access to Internet is sporadic. I will download Trout's Japan turn but would really like to know more about what you said about tank armies so I will just direct chat you
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@beelee Okay. I actually missed that there were LMs there but my fault. Two LM's hit. Hey JC. You can just remove them in Edit Mode before your UK turn if you intend to attack there. If you don't attack there, I will make the adjustment on my next turn.
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Hey Big Fish,
Am I missing something here or are you deliberately giving me a 55% (or more) chance to take Japan and not be able to counter attack?
Also wondering how many units we can place in Japan, the USA east and west coasts , and Berlin’s underground factory.
For some reason I thought the limit was ten. But mines didn’t count.
I ask because I saw the game we are playing placed more than 10 units in Japan and I thought 10 was the limit.
Finally, I read the rules and it seemed to say that we can repair damaged carriers or, in this case, my damaged Battleship anywhere on the map by purchasing the $3 bb-repair unit. I just want to make sure that’s true.
Thank you.
I sure looking forward to this turn.
Not sure how to handle a couple
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