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    EXP Game 1 Trout vs Johnny Cat

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    • T Offline
      Trout @JohnnyCat
      last edited by

      @johnnycat Yes, they become like Genghis Khan where they can ride their horses all of the way to Paris if they want. But alas their infantry are rather slow so I will probably railroad two of them to China and have them become happy worshipers of the Emperor in my army.

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

        @johnnycat Game History

        Round: 6
        
            Purchase Units - Japanese
                Note to players Japanese: It is Late 1942 and Prime Minister Tojo has Ordered All Japanese to Fight to the Death !      Banzai Attacks are Now Possible.
                Turning on Edit Mode
                EDIT: Changing PUs for Japanese from 62 to 69
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Changing PUs for Russians from 33 to 26
                EDIT: Turning off Edit Mode
                Japanese buy 1 Escort, 1 Heavy_BB, 2 armour, 2 carriers and 3 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
        
            Combat Move - Japanese
                Trigger Banzai: Japanese has 1 Banzai placed in Japan
                Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Changing ownership of Olgiy from Mongolians to Japanese
                EDIT: Changing ownership of Tsagaan Olom from Mongolians to Japanese
                EDIT: Changing ownership of Dzavhan from Mongolians to Japanese
                EDIT: Changing ownership of Central Mongolia from Mongolians to Japanese
                EDIT: Changing ownership of Ulaanbaatar from Mongolians to Japanese
                EDIT: Adding units owned by Japanese to Dzavhan: 4 infantry
                EDIT: Removing units owned by Mongolians from Dzavhan: 4 infantry
                EDIT: Turning off Edit Mode
                1 infantry moved from Chahar to Suiyuyan
                      Japanese take Suiyuyan from Chinese
                1 infantry moved from Kweichow to Hopei
                      Japanese take Hopei from Chinese
                2 fighters moved from Japan to 17 Sea Zone
                1 fighter moved from 20 Sea Zone to 21 Sea Zone
                1 tactical_bomber moved from 20 Sea Zone to 21 Sea Zone
                2 bombers moved from Yunnan to Shan State
                1 tactical_bomber moved from Yunnan to 36 Sea Zone
                1 fighter moved from Yunnan to 36 Sea Zone
                5 fighters and 2 tactical_bombers moved from Anhwe to Manchuria
                2 infantry moved from Jehol to Manchuria
                2 fighters moved from Japan to 19 Sea Zone
                1 tactical_bomber moved from Japan to 19 Sea Zone
                1 tactical_bomber moved from Yunnan to 36 Sea Zone
                1 fighter moved from Yunnan to 36 Sea Zone
                1 pacific_submarine moved from 6 Sea Zone to 19 Sea Zone
                1 infantry moved from Dzavhan to Yenisey
                      Japanese take Yenisey from Russians
                1 infantry moved from French Indo China to Shan State
        
            Combat - Japanese
                Japanese creates battle in territory 6 Sea Zone
                Battle in Manchuria
                    Japanese attack with 5 fighters, 2 infantry and 2 tactical_bombers
                    Chinese defend with 3 infantry
                    Japanese win, taking Manchuria from Chinese with 5 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 6
                    Casualties for Japanese: 1 infantry
                    Casualties for Chinese: 3 infantry
                Battle in 17 Sea Zone
                    Japanese attack with 2 fighters
                    Americans defend with 1 transport
                    Japanese win with 2 fighters remaining. Battle score for attacker is 6
                    Casualties for Americans: 1 transport
                Battle in Shan State
                    Japanese attack with 2 bombers and 1 infantry
                    British defend with 1 artillery
                    Japanese win, taking Shan State from British with 2 bombers and 1 infantry remaining. Battle score for attacker is 4
                    Casualties for British: 1 artillery
                Battle in 19 Sea Zone
                    Japanese attack with 2 fighters, 1 pacific_submarine and 1 tactical_bomber
                    Americans defend with 1 cruiser
                    Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 9
                    Casualties for Japanese: 1 pacific_submarine
                    Casualties for Americans: 1 cruiser
                Battle in 21 Sea Zone
                    Japanese attack with 1 fighter and 1 tactical_bomber
                    Americans defend with 1 destroyer
                    Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 7
                    Casualties for Americans: 1 destroyer
                Battle in 36 Sea Zone
                    Japanese attack with 2 fighters and 2 tactical_bombers
                    French defend with 1 destroyer
                    Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 7
                    Casualties for French: 1 destroyer
                Battle in 6 Sea Zone
                    Japanese attack with 1 pacific_cruiser
                    Americans defend with 1 submarine
                    1 submarine owned by the Americans submerged
                Trigger Remove All ParaBoost: has removed 1 german_paraBoost owned by Germans in Greece
                Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone
        
            Non Combat Move - Japanese
                Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan
                Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone
                Trigger ParaBoost atGreece: Germans has 1 german_paraBoost placed in Greece
                Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Anhwe
                2 battleships, 2 carriers, 2 cruisers and 2 transports moved from 20 Sea Zone to 6 Sea Zone
                2 fighters moved from 17 Sea Zone to Japan
                1 cruiser moved from 6 Sea Zone to 16 Sea Zone
                1 fighter moved from 21 Sea Zone to 6 Sea Zone
                1 tactical_bomber moved from 21 Sea Zone to Japan
                1 tactical_bomber moved from 19 Sea Zone to Japan
                2 fighters moved from 19 Sea Zone to Japan
                1 fighter moved from 20 Sea Zone to 6 Sea Zone
                1 fighter moved from Manchuria to 6 Sea Zone
                1 fighter moved from Manchuria to 6 Sea Zone
                2 fighters moved from Manchuria to 6 Sea Zone
                2 fighters and 2 tactical_bombers moved from 36 Sea Zone to Hunan
                1 infantry moved from Szechwan to Yunnan
                2 bombers moved from Shan State to Hunan
                1 infantry moved from Kiangsu to Anhwe
                2 infantry moved from Shantung to Anhwe
                1 armour moved from Kiangsu to Anhwe
                1 armour moved from Shantung to Anhwe
                1 mech_infantry moved from Jehol to Anhwe
                2 armour moved from Jehol to Anhwe
                3 infantry moved from Dzavhan to Central Mongolia
                1 fighter moved from Manchuria to 6 Sea Zone
                1 fighter moved from Japan to 6 Sea Zone
                2 tactical_bombers moved from Manchuria to Anhwe
                1 tactical_bomber moved from 20 Sea Zone to Anhwe
                1 J_Rail moved from Kiangsu to Kwangtung
                1 J_Rail and 1 artillery moved from Kwangtung to Anhwe
                1 J_Rail moved from Kiangsu to Burma
                1 J_Rail and 1 infantry moved from Burma to Anhwe
        
            Place Units - Japanese
                1 Escort, 1 Heavy_BB and 2 carriers placed in 6 Sea Zone
                1 armour and 2 infantry placed in Shantung
                1 armour and 1 infantry placed in Kiangsu
        
            Turn Complete - Japanese
                Note to players Japanese: It is Late 1942 and Our Shipyards are Hard at Work.  We will soon Launch 1 new Carrier with 2 new Naval Fighters. They may only Operate in the Pacific and Indian Oceans.
                Trigger Japanese RemoveConvoySZ6Invert: has removed 1 Escort owned by Japanese in 6 Sea Zone
                Trigger Japanese RemoveConvoySZ6Invert: Japanese has 1 Escort_Convoy placed in 6 Sea Zone
                Total Cost from Convoy Blockades: 4
                    Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 6,1
                    Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 2,2
                    Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,1
                Japanese collect 41 PUs (4 lost to blockades); end with 41 PUs
                Trigger Japan Loses IwoJima: Japanese met a national objective for an additional -1 PUs; end with 40 PUs
                Trigger Japan Loses CarolineIslands: Japanese met a national objective for an additional -3 PUs; end with 37 PUs
                Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 38 PUs
                Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 46 PUs
        

        Over to the evil Allies! How dare they all attack Japan when I was at peace with everyone .... except China but I digress. Us Asians always knew the imperialistic West say they are the good guys but then their actions say otherwise!!!!!! Banzai!!!!

        4b6f0d46-b138-478d-a0a3-27d45110ae38-exp-game-1-jc-j6.tsvg

        B 1 Reply Last reply Reply Quote 0
        • B Online
          beelee @Trout
          last edited by beelee

          @trout

          Hi Trout

          I think what happens to the Mongols when attacked by SSR is that they turn Pro Axis so you have to move a dude in NCM to take them over. Same as Finland and Bulgaria Iraq

          Edit
          So what happens at the start of Early 1941, turn 3, the Mongols are treated as a "True Neutral" which means that an attack on them would turn All True Neutrals to Pro Axis.

          For this game, I would just let the Mongols and not all the other Neutrals turn Pro Axis as it's too far along to go back and redo it.

          I assume Cat wouldn't have attacked them if he knew that.

          So the Mongols can't move. Jpn or any Axis player, has to move in NCM to activate the TTy and any units in it to JPN control. Triplea does this correctly.

          So I would move the Mongol Inf back to there starting TTys and return control to the Mongols, except for the one SSR already conquered of course πŸ™‚

          Starting with last turn J6 JPN can then move the Inf from Chahar to Central Mongolia in NCM and it will turn Japanese πŸ™‚

          It's important to note that triplea will allow you to move M2 units and activate more than 1 TTy. That is incorrect. Once you move into a Pro Axis or Allied TTy in NCM, you have to stop whether you have movement left or not.

          AAGuns also can't take control of the TTy which triplea will allow.

          Edit 2
          So to sum up, OOB rules which are in affect the first 2 RDs, if JPN attacks Mongolia or any Russian TTy bordering Mongolia, the Mongols immediately turn Russian including there units.

          If Russia attacks Mongolia, all Mongol TTys become Pro Axis. Same as Finland, Bulgaria etc ... triplea does both of these correctly.

          In HouseRulesExpansion beginning turn 3, Mongols become a True/Strict Neutral. An attack on one Neutral turns all the other Neutrals Pro to the side that didn't attack.

          Russia is only player that doesn't do that. I guess I should change it but it's a pita and it's easy enough just to edit the Neutrals to at War.

          I don't necessarily like thoese rules but that's what they are πŸ™‚

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

            @beelee Thanks B

            @Trout Dear GINO (Good in Name Only and ACTUALLY VERY EVIL)

            There is one point that I wish us all to confirm and that is the Mongolian Rule B mentioned about turn 3 turning into a "True Neutral" - I cannot find that. Could you please post where that is?

            I do, however, know that this "Mongolian Rule" concept is something talked about a bunch by people that I have been tracking a little bit on line. Plus that guy Evan in Sacramento that is still planning to come to San Jose to play the actual boardgame with me on Feb 6 told me a couple weeks ago about the Mongolian Rule and how important it is. He also told me that that the do not magically turn into Japanese Banzai dudes that can instantly invade central Russia - that shocked me when I opened the map, hahahahahahah. But hey, great job trying that Field Marshal @trout

            And yes I WOULD NOT HAVE ATTACKED that one guy had I known doing so would unleash Alien vs. Predator monsters in the middle of Russia... so GET OUTTA THERE... πŸ™‚ πŸ™‚ πŸ˜‰

            here is the rule that I do know:

            Source:
            https://axisallies.com/global-1940-second-edition-rules/

            Soviet-Mongolian Defense Pact: Due to their mutual border conflict with Japan in 1939, the Soviet Union and Mongolia have a special relationship. The Mongolian territories (Olgiy, Dzavhan, Tsagaan-Olom, Central Mongolia, Ulaanbaatar, and Buyant-Uhaa) will never become pro-Axis unless one or more of them is attacked by the Soviet Union. Also, if Japan attacks any Soviet-controlled territory that is adjacent to any Mongolian territory, all Mongolian territories that are still strict neutral or pro-Allies, or have joined the Allies as a result of a failed Japanese attack, will be placed under the control of the Soviet Union at the end of Japan’s Conduct Combat phase. This will be done in the same manner as though the Soviet Union had moved land units into a friendly neutral territory (see β€˜Friendly Neutralsβ€˜). These territories will have Soviet control markers placed on them, and their standing army units will be placed on the board using Soviet pieces and will be controlled by the Soviet Union player from then on. This will occur regardless of the state of relations between the Soviet Union and Japan at the time of the attack, with one exception: If the Soviet Union has attacked Korea or any Japanese-controlled territory bordering these Mongolian territories while Mongolia was still a strict neutral, Mongolia will remain neutral and not
            ally itself with the Soviet Union.

            In all other respects and for all other purposes, the Mongolian territories are treated as any other strict neutral territory. For example, if a Mongolian territory is attacked by Japan while still a strict neutral, all of the other strict neutral territories will become pro-Allies.

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

              @johnnycat I may never fully understand how that rule works. But I am tied up with work all day today and tomorrow so feel free to edit to pull back any Mongols into their family homes and move forward with your US/China/UK turn. Thx

              JohnnyCatJ 2 Replies Last reply Reply Quote 1
              • JohnnyCatJ Offline
                JohnnyCat @Trout
                last edited by

                @trout ok no worries. I’m
                Busy too so we’ll just see how it goes.

                I get the rule though. It’s just like dealing into Brazil as an ally. In non combat move phase your guys walk into the axis allied country and they magically POOF turn into your guys.

                Next turn they take orders as is the usual case.

                1 Reply Last reply Reply Quote 1
                • B Online
                  beelee
                  last edited by beelee

                  @johnnycat said in EXP Game 1 Trout vs Johnny Cat:

                  Mongolian Rule B mentioned about turn 3 turning into a "True Neutral"

                  I recently asked the Captain this

                  Mongolian Rule B mentioned about turn 3 turning into a "True Neutral"

                  Screenshot from 2026-01-15 20-25-14.png

                  https://www.axisandallies.org/forums/assets/uploads/files/1768059247549-6.g40-strict-neutrals.pdf

                  Edit
                  yea the Mongols are a bit confusing but as stated above

                  *So to sum up, OOB rules which are in affect the first 2 RDs, if JPN attacks Mongolia or any Russian TTy bordering Mongolia, the Mongols immediately turn Russian including there units.

                  If Russia attacks Mongolia, all Mongol TTys become Pro Axis. Same as Finland, Bulgaria etc ... triplea does both of these correctly.

                  In HouseRulesExpansion beginning turn 3, Mongols become a True/Strict Neutral. An attack on one Neutral turns all the other Neutrals Pro to the side that didn't attack.

                  Russia is only player that doesn't do that. I guess I should change it but it's a pita and it's easy enough just to edit the Neutrals to at War.*

                  Edit 2
                  Actually if JPN attacks Mongolia, it will activate the Strict/True Neutrals. Idky theres two names πŸ™‚

                  So basically what happens in most OOB games is SSR attacks JPN, this makes the Mongols Strict Neutrals.

                  Or JPN attacks SSR and that flips the Mongols to Russian. If JPN directly attacks Mongolia it would also have to DOW on the True Neutrals as well and you can see that triplea does that correctly.

                  So the first 2 RDs played with OOB Mongol Rules triplea does correctly.
                  Starting RD3 when it switches to HRE Rules, Russia should also have to DOW on the True Neutrals in order to attack Mongolia.
                  Right now Russia can still DOW on just the Mongols as in OOB. I guess I will change that at some point.

                  Edit 3
                  Well actually what Cat posted is how they work lol

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

                    @trout OK my friend (Ah I mean contemptuous enemy)

                    I am starting my turn and there is really only one question for you regarding the Mongolian thing.

                    Here is a photo of the start. Hope I can load it.

                    Screenshot 2026-01-16 at 1.01.00β€―AM.png

                    Since Mongolia is now "Axis Allied" you can walk or drive into that land during non-combat phase and the territory that you touch, and any guys in it, turn to Japanese.

                    so the only question here is do you want one of your evil Jap Rap guys to walk or drive into Central Mongolia or Tsagaan Olom to claim it. Then the next turn, you could conceivably get to the 4 guys in Dzavhan and touch them guys during the non combat move and then they turn into Jap guys. I am not sure if you get to move them right away or not but I def know they cannot attack because you can only turn them to the dark side during non-combat moving.

                    So I will take my turn if you don't mind and you can decide what you want to do regarding the journey into Ghengis land and whether or not you want to get those 4 guys - but ya gotta touch them in a non-combat phase. And that will take two turns to get any of your guys there with this situation as it is.

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

                      @johnnycat

                      heh heh

                      Johnny you are so eloquent πŸ™‚ So the 4 Mongols need to be placed at there starting TTys.

                      Screenshot from 2026-01-16 03-23-38.png

                      Disregard Buyant since stalin ordered there destruction πŸ™‚

                      Screenshot from 2026-01-16 03-25-26.png

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

                        @trout @JohnnyCat

                        so I would suggest something like this

                        Screenshot from 2026-01-16 03-36-47.png

                        You will need to adjust the PU level for Yeniesy, so -1 JPN

                        Edit
                        This is current

                        Screenshot from 2026-01-16 03-40-27.png

                        Edit 2
                        Actually wherever the Mongols went they have to come back and SSR could then move some other dudes instead πŸ™‚

                        Or I guess it was JPN that moved them ? Idk πŸ™‚

                        Edit
                        Screenshot from 2026-01-16 03-49-52.png

                        Edit again πŸ™‚

                        @Trout just noticed you got 2 Elite Panzers in E POL. Can only have 1 same as the Inf.

                        Screenshot from 2026-01-16 04-13-21.png

                        Edit
                        I guess just stick it in ROM or E POL be easiest

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

                          @Trout @beelee

                          Happy Saturday Gents, Attached is the updated map with Mongolian fixed

                          I know this allied neutrals thing can seem strange. But once I figured it out I totally got it - it's just not very intuitive.

                          I found it best to look at it like AN INFECTION. heehee

                          Until you touch it, it does not affect you. But once you send in one of your guys to touch them, they all become yours.

                          In this case I am still wondering what can happen next turn so hopefully @beelee could tell us more, but I am totally confident that the map shown is the ONLY way that @trout can start the process.

                          The big question seems to me to be how automatically does the transformation go in the future turns...

                          Anyway I will post my turn now and later today - USA and China and UK

                          PS I decremented the Mighty Japanese Bank 1 Banana since they did not get that Russian territory after all.

                          uh oh that edit did not take - I need to fix that file again... I will post it later today

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                          • JohnnyCatJ Offline
                            JohnnyCat
                            last edited by JohnnyCat

                            @Trout @beelee

                            USA Turn 6 is complete - Before I can do China 6 we need to resolve the Mongolian decision

                            First I restored Mongolia to its original state.

                            And took 1 PU out of the Japan bank since no Russian territory was taken.

                            Japan Turn 6 you moved 1 Inf from Chahar to Suiyuyan and got 1 PU from China.

                            There was no non-combat move into Mongolia - because you were not aware of how that worked. To fix that, If you prefer, you could give up that 1 PU and that territory and move instead to Central Mongolia (during the Non Combat Phase) which then converts Mongolia to your ownership.

                            EDIT: keep in mind that you still need to touch each Mongolian territory during a non-combat move, converting any inf there to Japanese as you do it. It would take 1 jap inf one turn to touch an adjacent Mongolian thus turning it. Then the next Jap non-combat phase you would have two jap inf to move to try and nab the other Mongolians..

                            In any case - We need to resolve this before China can move their Turn 6

                            And WOW this is turning into a very interesting game. Still easily could go either way - though I still think the Axis have the edge.

                            1768423982018-4b6f0d46-b138-478d-a0a3-27d45110ae38-exp-game-1-jc-CHINA_6.tsvg

                            The game notes:

                            104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-CHINA 6 GAME NOTES.txt

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

                              @johnnycat

                              The mongol TTys are activated individually

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

                                @beelee Yea I thought so - that makes sense too - thank you for clarifying.

                                In this USA turn I actually spaced sending a bomber and almost lost one of those battles. But now the game is looking very interesting

                                I am quite concerned about Field Marshall @Trout German Horde!!! Barbarossaaaaaaa

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

                                  @johnnycat

                                  Yea Mongols are correct now. Only thing that'd change is if he wanted to move the Chahar Inf into w/e Mongol TTy that is. He coulda done that or used a Mech from Jehol, so I'd just say F it and do China UK.

                                  He can adjust with a Mech to Mongolia if needed

                                  Edit
                                  @Trout Note that if you do move the Mech to Mongolia and it moves again next ncm, triplea will let it move 2. Can only move 1 when activating a Pro Neutral

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

                                    @beelee So here's what I understand and don't

                                    1. J attacks Amur in first two turns - Mongol territory and dudes fully Soviet without restriction (experts confirmed this in another game)
                                    2. R attacks Manchuria or Korea in first two turns - Mongols remain neutral (very clear in OOB rulebook)
                                    3. J attacks Amur after first two turns - IPC penalty. Mongolia remains neutral unless attacked. If attacked, then fully Soviet (may be wrong here based on what you guys are saying)
                                    4. R attacks J after first two turns - IPC penalty. Mongolia remains neutral unless attacked. If attacked, then fully J but you guys are saying that's definitely wrong.

                                    So first question: Am I correct about the first two turns what happens?
                                    Secondly, after first two turns is it not correct that Mongolia stays neutral unless attacked?
                                    Thirdly, I don't see them just becoming pro-Axis if R attacks them outright anywhere in the rulebook. Was that a clarification from Captain or otherwise what am I missing?

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

                                      @johnnycat Hey JC. Yes, go forward with your China/UK turn. It's a learner's game and whatever I need to do to correct something can be worked out on my next R turn. I am pretty busy today and I still don't understand the Mongolia rules but asked Beelee for clarification

                                      JohnnyCatJ 1 Reply Last reply Reply Quote 0
                                      • B Online
                                        beelee @Trout
                                        last edited by beelee

                                        @trout

                                        Hi Trout

                                        yea 1 and 2 are correct. In HRE starting RD 3 Mongolia is a Strict/True Neutral. An attack on it by either SSR or JPN will then activate all the other Neutrals to Pro whoever didn't attack Mongolia.

                                        That is why triplea has a Politics option "DOW on the Mongolians and True Neutrals" for everyone except SSR.

                                        So JPN can't attack Mongolia without DOW on all the Neutrals too.
                                        In OOB, OutOFBox for cat, the original game rules not the mod, #1 happens and the Mongols turn Soviet.

                                        Then JPN can attack them without the need to DOW on all the Neutrals because they are Russian now.

                                        Soviets DOW JPN and attack Manchuria or Korea. Mongols will not turn soviet. If however Soviets DOW on JPN and don't attack Manchuria or Korea and then JPN attacks Amur, the Mongols will flip to Russian control.

                                        Pretty Fckd right ? Confused yet πŸ™‚

                                        For HRE if no DOW has happened the Mongols just turn True Neutral for rest of game.

                                        I don't have it coded so SSR has to DOW on the True Neutrals the way all the other Countries do. It is coded OOB.

                                        So when Cat attacked Mongolia triplea activated Mongolia as a Pro Axis Neutral which then allows JPN to move in in NCM and take control of the TTy same as Finland or Bulgaria.

                                        I suggest just playing it out like that as it would fuck your game if all the Neutrals switch to Pro Axis as cat didn't know that rule.

                                        In OOB Russian attack on Mongolia can be separate

                                        Edit
                                        Bottom line is triplea does it correctly except the Russian attack on Mongolia turn 3 and on doesn't require a DOW on the Neutrals. It all works correctly for how the Mongols work by turning Pro Axis in that situation

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

                                          @trout ok

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

                                            @beelee @trout

                                            Happy Monday

                                            So the Evil Japanese have been sort of boxed-in but it's really all a bit of an illusion since Japan already has an incredible amount of armor and troops in China...

                                            And Germany is very scary.

                                            1768423982018-4b6f0d46-b138-478d-a0a3-27d45110ae38-exp-game-1-jc-UK_6.tsvg

                                            As I recall I mentioned all the Mongolia Corrections in the previous USA gig and these GAME NOTES also show that.

                                            The only tricky thing was having to use the Editor to land the paras into Normany again but now that seems like routine... Tho dude, why not place like 6 to 10 suckers (inf) there to prevent this? I certainly would because I just spent 3 and kill your 6 PUs of inf, AND took the 2 PU territory AND, presumably, will take out another 3 when the stellar para-defense kicks in to kill another of your guys. So if that holds, then I spend 3 to make you spend 9 and I get 2 extra... Or am I dreaming this?

                                            104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-UK 6 GAME NOTES.txt

                                            OK and did I mention, GERMANY IS VERY SCARY.

                                            Sorry it took like 3 days to get through this turn... But hey, learning great stuff here.

                                            ok Super Evil Mafia Turn

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