EXP Game 1 Trout vs Johnny Cat
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@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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@johnnycat No, you are correct. You got me with your SZ6 air raid plus my navy being too far away. So best I could do was pile stuff on Japan and move naval and air units within range to counter if you don’t attack or lose the attack. There’s a house rule for Japan home defense which we may need Beelee to help with. The rule is that infantry defend with a 3 on the first round of dice rolls and J gets two free infantry to add before the attack. I guess they represent the Imperial Guard or something like that. So that house rule may drop the odds below 50%
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click on "History" to see the die rolls. You can upgrade a Fctry and get an extra 1 or 2 production spots.
If you attack JPN Home Islands, you need to place the "Home Defense" token before any Combat moves.
Also, save at end of NonCombatMove and before Combat phase starts for any Big battles so we can make sure everything is rule compliant.
Big battles can be tricky and triple does some things differently than the actual physical board.
Edit
Yes I would just edit in Home Defense token at the beginning of USA turnEdit 2
I will try and darken the Yellow LMs some. They are hard to see in JPN TTys. Red for Russia is also hard to see. I tried with it before but wasn't happy with the resultEdit 3
Home Defense isn't placing the 2 extra Inf. I think it needs to be placed during JPNs turn. I think 2nd place works. Ill checkThe Inf will defend at 3 correctly though. Don't take the Token as a casualty.
The odds look considerably lower with triplea battle calc. This is without the 2 extra Inf or any Bombard hits so probably close to a wash

also you still have 2 Elites in HI. Only send 1 into the battle.
Edit 4
Yea so the HD token needs to be placed at end of JPN NCM for the 2 dudes to spawn.
So just add the 2 dudes when add the token. If the attack doesn't take place remember to remove them before JPN next turn
Last Edit
Yea if I don't add the HD token and the 2 dudes I get close to what you had
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@beelee Thanks Beelee. I’ll try to revise the J turn to add the token and two samurai dudes sometime later today
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Good God Help me but I see a 56% attack success for taking Japan.
Hahahahahahaha
Ok so I probably can’t actually attack because if I win , and it’s close to 55% without any “House Rules” I’m assuming the game stops right!?
Or would you @Trout keep playing just to see what you could do with such a disadvantage? Or is losing Japan no big deal ?
I really want to continue this game but a 55% chance is hard to turn down.
Also wondering if there is any options for improving the odds for USA by converting more inf to marines. Or anything else.
Does Repairing that USA BB improve his bombardment or not?
Note I diverted three transports from the main Japan invasion force to go south and spaced moving that elite guy there. I always get caught by those elites not being able to fight together (so weird) so can I just swap that extra elite guy with the inf in Aussie as originally intended ? I actually stated this in the USA post turn 4 notes that one elite was to stay on the transport.
So to determine whether or not it makes sense to invade how is this invasion of Jap works what and when are these magical defense units thing handled ?
PS Could I invade with one unit just to trigger it but then attack for better a second time ?
And I’m still confused by putting more than ten units into Japan last turn because I thought I read ten was the limit. Am I wrong about that ?
Thank you gents. This sure is getting complicated.
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yea the defender has the option to activate the "Home Defense" rule or not. It doesn't auto happen. So if you make a small attack, he most likely won't activate it.
You can only upgrade Inf to Marines at a Fctry. Allied Fctrys included. You have to use edit when upgrading at a Allied Fctry but unless they are paired at a 1:1 basis with Arty, they don't get any bonus and are just expensive Inf.
Yes it is quite complex and it's easy to miss on the Elites. We have all done it, especially in our first few games.
Post a test save of your attack before you end NCM. I'm not seeing where the 35% odds are coming from.
Edit
He upraded his Fctry to Heavy Industry. Allows him to place 12.You have to hold Tokyo for a full turn after it falls as well as control all Allied Capitals before game is officially over. Of course if there is no chance of a counterattack one would just surrender
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@johnnycat HD only works once in the game but I choose when to use it so I would only do it if you were going all out. If you win, then you get all of J’s money but I can counter on my turn and try to take it back. Still worth it even if I successfully counter because of all the money you get. Which would mean that I have 0 dollars on my next J turn which is a big hit.
Game continues if my counter attack succeeds in recapturing Tokyo. Dude you will save yourself a lot of stress if you read the rule book sometime. As good as you are playing without knowing the rules, you may be able to participate in the world tournament which takes place in Denmark each year pretty quickly
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@trout my friend I assure you that I’ve read and reread the rules, the house rules….
I’m Just not good with these things
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@johnnycat Okay, this one includes the HD token, the two additional imperial dudes, and I removed tank/arty/2 LM from India
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GOOD MORNING - I just woke up
@trout OK. Thanks - And apologies for all the questions being asked AFTER YOU and @beelee already answered and/or anticipated.
As I said, the Internet here is lame and I am suffering from great latency.
Regarding our wonderful game I would like to make a proposal.
LET DO A BRIEF FORK !
I am referring to let's literally rolling up the Japan attack just for fun to see how it goes. But at 25% or whatever @beelee says it is now, that would not be the best play and I would do something else in our game. But it still is interesting to play out that fork a little I would think.
No matter what though, I will put together a serious USA Turn 5 now - so I am just suggesting we run the attack on Japan just to see on the small chance it wins... But that would just be for fun.
Tell me if I am incorrect, but I would think that GOOD PLAY would dictate that I consolidate the "advantage" I already achieved (If I achieved any at all) and take back the money islands, easily take back India, and basically set back Japan something like 3 turns - which may be plenty of time to get D-Day going - and as recall there is some nice rules for that too.
Anyway, what you guys want to do? I don't think anyone wants to play a game where I win a 25% chance of taking Japan - or just throw away the troops in a loss. This is especially true since @Trout has ZERO counterattack capability right? Or is there some rule that allows a counter attack without transports (the ones he has are easily blocked)
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@johnnycat I think you are playing so well so quickly that you should scrap the learner mode and play it out without a test. So if you want to do a test, just play out the combat once or twice off the record then make a decision and play it out. The battle calculator doesn’t calculate correctly for big battles very well. I would not attack but I tend to play conservative unless I fall behind in a game and then are forced to take risks to catch up. Attacking India is a no-brainer though
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@trout yea I was thinking same. Ok. I need time to think and get breakfast.
I really love this game. So amazing.
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WOW this is weird. I have attached the map so that you can see.
I can send a bomber from Midway to Caroline Islands but it would have no place to land so I should not do that, right?
Conversely planes from Korea COULD get involved in the Iwo Jima attack assuming a carrier picks them up yet the game will not allow it. So how do I handle adding the two fighters or tac bomber to the battle?
I can place a $3 repair BB anyway and it works, except on my BB in sea zone 16 - so I used the editor - but weird.
This seems like something for @beelee to look at too.
Thanks
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@trout Another HUGELY important question is
I thought I can bomb those factories you have in China?
And not take any AA fire correct?
But when I try to simulate it via the AI, it shoots down bombers without an AA gun
And the game does not want to let my Korea-based Tactical bomber actually bomb those factories - it instead puts it into an attack, which I certainly do not want it to do.
any ideas on what I am not doing or ???
Thanks
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@johnnycat Factories have their own built-in AA. So yes, any bombers that attempt to bomb the factories will take AA fire. For your planes, they need a legal landing spot in order to participate in combat. Only exception is Japanese Kamikazes. No one-way airplane missions allowed besides the Kamikazes.