TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    EXP Game 1 Trout vs Johnny Cat

    Scheduled Pinned Locked Moved Play By Forum
    368 Posts 3 Posters 88.1k Views 3 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • B Offline
      beelee @JohnnyCat
      last edited by beelee

      @johnnycat

      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.

      Screenshot from 2026-01-02 14-39-00.png

      Screenshot from 2026-01-02 14-38-19.png

      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.

      Screenshot from 2026-01-02 15-01-36.png

      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.

      Screenshot from 2026-01-02 15-10-23.png

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

        @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

        B T 3 Replies Last reply Reply Quote 0
        • B Offline
          beelee @JohnnyCat
          last edited by beelee

          @johnnycat

          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

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

            @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
            

            6b03b86e-ac1c-4a64-9334-826836f713d9-exp-game-1-jc-j5.tsvg

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

              @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.

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

                @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 lol

                I’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.

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

                  @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

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

                    @johnnycat Okay then play on sir! USA/China/UK up

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

                      @trout

                      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.

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

                        @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

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

                          @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.

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

                            @trout @beelee

                            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

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

                              @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%

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

                                @johnnycat

                                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 turn

                                Edit 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 result

                                Edit 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 check

                                The 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

                                Screenshot from 2026-01-03 12-23-09.png

                                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.

                                Screenshot from 2026-01-03 12-38-53.png

                                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

                                Screenshot from 2026-01-03 12-54-00.png

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

                                  @beelee Thanks Beelee. I’ll try to revise the J turn to add the token and two samurai dudes sometime later today

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

                                    @beelee @Trout

                                    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.

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

                                      @johnnycat

                                      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

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

                                        @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

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

                                          @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

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

                                            @johnnycat Okay, this one includes the HD token, the two additional imperial dudes, and I removed tank/arty/2 LM from India

                                            c3afe45a-87dd-4378-ac05-f2ed7d655671-exp-game-1-jc-j5.tsvg

                                            JohnnyCatJ 1 Reply Last reply Reply Quote 1

                                            Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                            Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                            With your input, this post could be even better 💗

                                            Register Login
                                            • 1
                                            • 2
                                            • 15
                                            • 16
                                            • 17
                                            • 18
                                            • 19
                                            • 18 / 19
                                            • First post
                                              Last post
                                            Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums