EXP Game 1 Trout vs Johnny Cat
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Attached is the UK Turn 5 that I intend to do.
QUESTIONS:
- My 3 UK paratroopers believe that they alone can liberate France and want to go for it. They are already planning their ticker tape parade and lining up the girls. How is this handled?
Not lining up the girls, I mean :
Do your planes get to try and intercept?
What about AA?
Can I send my 5 fighters along to watch them get crushed?
- I intend to build an airbase in Egypt. In my dreams I can place it during the first turn, then use it to give my planes there an extra space to run and mess stuff up, but I'm guessing the Airbase gets placed after my non-combat phase and the turn is over, yes?
That's it for my questions - I have not actually started this turn yet and this saved game is merely to show the map of what I intend to do assuming the Gods of Rules allow it.
Thanks you and it's great to feel like I can play this game again - those few days with terrible internet were... well they were "terrible"

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Same question on the factory upgrade - is that the beginning of the turn so that I can place 4 guys in that factory (assuming I upgrade South Afrika or Egypt).
Or do I place the upgraded factory then use it to add 4 units the next turn?
Thanks
It's dinner time and my next to last day here - Let me know if either of you would like anything from Taipei... There are many cool things here but I HAVE NOT SEEN Scorpions...
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@johnnycat Sorry about the bombers in Iwo Jima .... well not really
For Russia, you can never place more than three units in any complex except Moscow. Only exception is on R5 only, can place up to 6 conscripts in Volgograd. So your R placements will need to be revised a bit before G6. Also, you cannot choo choo more than three each turn. For Paris, you can attack there. I am not looking at our board now so don't recall what is there. But if I have an AAA gun there, yes he can shoot at paratroopers and airplanes. But only three total. So if I shoot at your three paras then I cannot also shoot at your planes. As for whether that is good strategy, since you are winning at the moment I will let you figure that out. Hah!!Alaska paras could jump to RFE if you build an airbase there. Otherwise they would fall out of the airplanes into the lovely ocean where the King Crabs hang out at. A bit chilly water there I understand.
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@trout right cause they move two. So yea they’d end up crab food.
Paras move two. But three from a base.
I’m still trying to figure out when that airbase gets built.
Do I get to build the airbase and move the guys three?
Maybe an easier question is : I’m assuming everything gets built in the final placement phase after non-combat move, so what units get built in the first placement phase?
The only answer I know is repair of bb and ca. And those lend lease units get “bought” in that first phase and get me
Moved and used.Anything else you know gets built that first phase? Maybe conversion of inf to marines …
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@johnnycat everything built in last phase. First phase only for repairing big boats and upgrades. So for Allies you can upgrade an Army guy to a Marine in first phase or put a factory underground in first phase. All newly built units or facilities are last phase
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@trout thanks for clarifying that sir.
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@beelee you are so amazing.
Thank youI SAVE ALL
THIS SO
ILL NOT HAVE TO ASK AGain. -
Yea so the Bmbr can't attack Carolines. It moved 5 to get there and only has 2 movement left.
The reason triplea allows it, is because with the introduction of "Heavy Carriers" it allows 2 "Strategic Bmbrs" the ability to land on Hvy CVs. So triplea will let them land on a regular CV too.
You have to PlayerEnforce correct movement.
What I will do for the next update, is not have the Bmbrs able to land on the CVs unless the "Heavy Carrier" Game Option is selected ( it's on by default ) and wait until the Hvy CVs enter the game.
That will help a little bit. I will update the Game Notes to clarify that in more detail.

Hvy CV explained here: https://www.axisandallies.org/forums/assets/uploads/files/1746017644582-17.g40-heavy-aircraft-carrier-unit.pdf
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@beelee oh darn. And I thought I had that figured out. Sigh
So what to do? Redo the turn? The battle? Jump off the building I’m in?
Please PUNISH ME so that I learn. Because we all know that beatings are the only true way to learn.




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heh heh
I will look at the History and see if it can be adjusted.
Edit
So first rd dice we discount the Bmbr roll. It rolled last. So 4 hits
Means 2nd rd JPN would get 1 more roll for the Arty.
because rd 2 JPN will score 3 hits not counting the Bmbr so I'll just roll for it. 1 die at 2 for the Arty.

Arty got a hit.

So kill another yank and just move your Bmbr from Midway. You get 7 movement so just pick a legal area for it. Remember it can't land on any new conquests
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@beelee it’s quite possible that that bomber crew was so high they didn’t even participate.
Or
That bomber crew are really Japanese kamakazi dudes that defected. Their aim
In life was to crash their plane into something juicy no matter the side. -
@johnnycat anyway my apologies for missing that.
I’m so extremely cautious now not knowing what the game will allow but is not allowed. And with all the stress I’m under in RL I just missed that count. But I recall counting it and thinking new Guinea I was the only option. Hmm maybe I was high and not those bombers …
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Hvy CV is a new unit and we're all still getting used to it. I adjusted in above post
Edit
Corrected the above toRemember it can't land on any new conquests
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@beelee ok thanks for figuring that out. I’ll adjust and continue with UK turn 5. Whew.
Sorry for the latency between seeing your responses.
