EXP Game 1 Trout vs Johnny Cat
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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.
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@trout how go we handle my attacks in your islands with forts?
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Hi Cat
You have to control the SZ or a TTy the SZ borders in able to place the repair token. Otherwise edit is required.Tac Bmbrs can't attack Fctrys. Refer to the OOB rules https://www.hasbro.com/common/documents/60D52426B94D40B98A9E78EE4DD8BF94/6B7BC7B257E049558181A7D71B822DCF.pdf
As Trout suggested, you can just play the turn out in "Local Mode" when testing potential outcomes.
Fwiw I did that for a Max USA attack against JPN and the Americans got obliterated losing over 100 TotalUnitValue
Edit
Do not take the Forts as casualties. After all other units are dead, keep rolling till they are all dead too. -
@trout good morning Sir Tasty Fish and evil nemesis opponent great new buddy.
And happy birthday to me ! Why I’m
Here alone while my wife is going to the CES show is just bad planning. But thankfully in between work stuff i have our game !!!!!!!I’m trying to roll the results of my turn but I need to know how to do it.
I’ve got a group of marines and ladies pushing strollers and tanks and you have some inf and forts.
How do I run the attacks. The ai will eliminate forts like units I guess and that is wrong !?
Thanks
Since today is my birthday I’m hoping the Gods of Chance give me great dice rolls heehee
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Happy Birthday Cat
Post a save at the end of NCM but before Combat phase. I will check for rule compliance and then walk you through the combat phase for a "test" turn
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@beelee Here is Turn 5 Non Combat
I don't know how to run the attacks on the islands because of those forts. I thought I read once that in times like this you remove the fort and inf and replace it with a tank for one turn but I dunno...
Thank you for helping
1767483274599-c3afe45a-87dd-4378-ac05-f2ed7d655671-exp-game-1-jc-USA5.tsvg
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that is just for using the battle calc to get the odds.
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@beelee ok thank you for clarifying that. So I’m going to search for breakfast.
If you can tell me what I need to do I’ll execute the attacks. I’m guessing I just have to ensure certain rules that the ai doesn’t naturally do but even that I don’t know yet.

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yea I'm going through it right now. I'm going to post a save and you can use History to go through it turn by turn to see how to do it.
Couple things for starters. the Repair BB won't place in 16 so you placed in 17 which is fine. Then at start of CombatMove, remove the damaged BB and replace with undamaged one. The token will disappear on it's own.
You have 2 Elites in HI. Since you can only have 1, I think not moving the 2nd one this turn is a good compromise instead of going back to when the error occured and trying to fix it.
This is a learning game after all.
Marines need to be paired with Artillery. Otherwise you need to use MarineA1. Also, if a Elite is present and a Marine and only 1 Arty, you need to use a MarineA1 as the Elite may or may not get the bonus but the Marine will attack at 2 if it does.
Two 2's are statistically better than one 3. At any rate, it's close enough not to go overboard with it. If one really wants the Elite to attack at 1 and the Marine at 3, you need to hand roll the battle or fight it in edit.
We won't concern ourselves with that right now.
I'll be back with the rest of your turn after bit.
Edit
here is a save at end of NCM reproducing your turn with the above corrections for the Marine/Elite/BBNote
You have 2 Arty and 2 Marines attacking Caroline, so no adjustment needed since we left the Elite in HI.The other Marine we change to Marine A1 that is landing in IWO as it has no Artillery support. The BB is also repaired, so it can provide shore Bombardment, as when it is damaged it can't.
The only Forts are in Caroline. You need not do anything special for the battle, other than DO NOT select the Forts as casualties until ALL other defending units are destroyed.
Once all defenders are destroyed, continue rolling until all the Forts ared dead.
I will critique your attack shortly.
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@beelee cool - thanks. by the way our game notes stated that said elite stayed on his transport - just fyi
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@johnnycat or we just can change to a regular inf. I have no idea how you guys can keep track of such intricate details hahaha
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OK then the Elite can join the attack on Caroline and one of the Marines needs to be changed to Marine A1.
Here is what triplea will default to as casualties in the caroline battle

So deselct the Fortifications and take 2 Inf

Note you still have 2 Inf or JPN does, so they will continue to defend inside the bunkers or Forts or w/e lol
That's why the Arty was selected as it only defends at 2
Edit
yes it can get quite complex
It gets easier with experience.Now I'm not sure your plan for the CA in HI or the Ships in 16 but an additional Bombard on IWO is possible with one of the CAs. However, the IJN in 20 SZ can sail from the Kwangtung NB and strike the US Fleet off Iwo or in 16 unless 2 CAs are deployed as blockers to prevent that.
Anyway, that should pretty much cover it. Open History and click through move by move to better understand it.
When edit is turned on in History, you need to switch back to History or it will skip over the edit moves.

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