EXP Game 1 Trout vs Johnny Cat
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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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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
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The mongol TTys are activated individually
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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 -
@beelee So here's what I understand and don't
- J attacks Amur in first two turns - Mongol territory and dudes fully Soviet without restriction (experts confirmed this in another game)
- R attacks Manchuria or Korea in first two turns - Mongols remain neutral (very clear in OOB rulebook)
- 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)
- 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? -
@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
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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

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 -
@trout ok
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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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@johnnycat Game History
Round: 6 Purchase Units - Italians Italians buy 1 Italian_LCV, 1 fighter, 3 infantry and 1 transport; Remaining resources: 6 PUs; Place Units - Italians Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy Combat - Italians Trigger Remove All ParaBoost: has removed 1 german_paraBoost owned by Germans in Greece Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Normandy Bordeaux Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Non Combat Move - Italians Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger BritishParaBoost atNormandy Bordeaux: British has 1 uk_paraBoost placed in Normandy Bordeaux Trigger ParaBoost atGreece: Germans has 1 german_paraBoost placed in Greece Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Eastern Poland 1 artillery moved from Morocco to 92 Sea Zone 1 infantry moved from Morocco to 92 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 92 Sea Zone to 99 Sea Zone 1 infantry moved from 99 Sea Zone to Syria 1 artillery moved from 99 Sea Zone to Syria 1 transport moved from 92 Sea Zone to 99 Sea Zone 1 infantry moved from Greece to 99 Sea Zone 1 armour moved from Greece to 99 Sea Zone 1 infantry moved from 99 Sea Zone to Syria 1 armour moved from 99 Sea Zone to Syria EDIT: 2 italian_paras moved from Southern Italy to Syria EDIT: 1 italian_para moved from Greece to Syria EDIT: 1 infantry moved from Southern Italy to Syria EDIT: 1 artillery moved from Southern Italy to Syria EDIT: 1 carrier moved from 94 Sea Zone to 99 Sea Zone EDIT: 1 fighter moved from Libya to 99 Sea Zone EDIT: Italians undo move 16. EDIT: Italians undo move 15. EDIT: Italians undo move 14. EDIT: Italians undo move 13. EDIT: 1 infantry moved from Southern Italy to Syria EDIT: 1 artillery moved from Southern Italy to Syria EDIT: 1 Italian_LCV moved from Southern Italy to Syria EDIT: 1 Italian_LCV moved from Southern Italy to Southern France 1 infantry moved from Northern Italy to Southern France 1 aaGun moved from Northern Italy to Southern France 2 infantry moved from Northern Italy to Southern Italy 1 transport moved from 92 Sea Zone to 95 Sea Zone 1 battleship moved from 92 Sea Zone to 99 Sea Zone 1 carrier moved from 94 Sea Zone to 99 Sea Zone 2 fighters moved from 94 Sea Zone to 99 Sea Zone 1 fighter moved from Libya to Southern Italy 1 Europe_Rail moved from Southern Italy to Northern Italy 1 Europe_Rail and 1 infantry moved from Northern Italy to Eastern Poland 1 armour moved from Slovakia Hungary to Eastern Poland 1 infantry moved from Slovakia Hungary to Eastern Poland 1 infantry moved from Northern Italy to Southern France 1 cruiser moved from 92 Sea Zone to 99 Sea Zone 1 destroyer moved from 92 Sea Zone to 99 Sea Zone 1 cruiser moved from 92 Sea Zone to 95 Sea Zone Place Units - Italians 1 transport placed in 95 Sea Zone 1 Italian_LCV, 1 fighter and 1 infantry placed in Southern Italy 2 infantry placed in Northern Italy Turn Complete - Italians Italians collect 17 PUs; end with 23 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 26 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 31 PUs Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 36 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 41 PUsWho says the Mafia is evil. I did no combat this turn. Just gave jobs to the poor Sicilian folks. I decided to visit Syria. After all, it used to be part of the Roman Empire so thought I would let my soldiers eat some dates and tabouli instead of the pasta they get from their mothers at home.
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@trout said in EXP Game 1 Trout vs Johnny Cat:
95fb130d-9a79-4868-b34c-700b8196e69f-exp-game-1-jc-i6.tsvg
Aussies develop a fondness for Naval Mines, heehee. Not much else happened other than the expected taking back of another Money Island. Hands off, they're all mine, ALL MINE... Japan making 21 PU now - but it's all illusionary.
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104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-ANZAC 6 GAME NOTES.txt
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@johnnycat Hey there JC. Going to try to push out G7 today. Wanted to let you know sir that you have my respect with regards to your skills at this game and how you have been an honorable gent in your communications. I will be brutally honest. This game is not for the faint of heart at all. Builds character in its own way for sure. First, TripleA is a huge pain in the butt to get loaded, etc. Then the vast amount of House Rules on top of what is already the most complicated monster board game that was ever developed. Then many people's egos can't take it when after both of those, they get waxed in games with others.
For all of those reasons, I have lots of patience with newbies and I don't exactly play my best so that I don't crush them and put them in thumb-sucking mode right out of the gate. My first inkling that I had WAY underestimated you was when you placed your two tanks in Far East Russia. Something that I had not thought of but was brilliant and I even used a hybrid of it in my current game with Beelee. Then your SZ6 air raid was brilliant and when I looked at the board afterwards, I realized that J was cooked and that you had done several things to set yourself up for that which I had not paid attention to because I assumed that you were a newbie who didn't know what you were doing. WRONG! So I have been playing my best since then but it's too late. I will continue playing because I am still in a strong position on the Europe side. But if you stick around long-term, I am pleased to meet you.
I get very busy in my work sometimes, plus have a wife and three sons. But the guys who play on this board regularly understand that and have patience with my schedule. Just some happy thoughts to pass on to you on a fine Wednesday morning

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I just looked at latest and I believe Cat has obtained Economic Victory. Were showing 183 for Allies

and then the Islands
+2 Iwo
+1 Mariannas
+3 Carolines
+1 Celebes
+2 DNGfor 192
Don't see any for the Axis so congratulations to @JohnnyCat on his first Victory

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@beelee Wow! Yes, congrats JC! I said all of my thoughts in my last post. I am up for another when you are ready but no rush if you want to bask in your victory and do whatever you do when you take a victory lap in life. Let me know if you want to play Hitler & buddies or Churchill & his pals in the next one. I am game for either. Have a great rest of your week.
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Yea Cat you should write a Game Report for part of the qualifications needed for the Denmark Tournament.
You don't have to go as in depth as I do
but screenshots after Rd 3 ( Early 1941 ) and End Game should suffice. I can help you with it if you want.I suggest you guys play the same sides, as I think it will be easier for Cat to learn playing the same Countries again.
The Reich is the most complicated and will probably just end up being confusing at this point.
Just a suggestion

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Ah
Uh
HmmmSpeechless
Well I’ll just bullet point this then.
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No I don’t want to accept that and had I seen that coming I would have avoided a “technical you win” trigger.
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@trout is correct that Germany is strong. Not only that in my play testing the japs immediately recover almost everything.
Surely any eco victory must give the opponent a full turn to respond yes?
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There IS TOO MUCH STILL TO LEARN and I very much want to see the German front. Maybe those two tanks being “brilliantly” placed in the far east actually have a dark later turn western front cost making it not so brilliant.
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So I respectfully do not accept victory and request that we continue play.
Thanks Gents.
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heh heh
yea Economic Victory is calculated end of France's turn. Capital captures require one full turn from when they are captured.
Panzer and I have played through multiple games after a similiar situation but that is up to Trout if he wants to continue

Edit
I also just sent this link for a printed Rulebook to newenr https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion/487?_=1769009653780Idk if they still have them but just in case you interested for when the internet goes down in Formosa

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@beelee cool. Thanks
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@johnnycat Hey JC. I think you should accept the victory. I have had two previous games where I won on Turn 3 with a Sea Lion victory and for both, it just didn't feel right. Since the Axis was on the run in other parts of the board, but hey that's the rules. Sometimes boxing matches end in Round 1 when a boxer gets a knock-out punch just right against a superior opponent. So yes I understand your thoughts/feelings about it.
Yes, I could potentially nab both Egypt and Leningrad and hold but that won't stop J from imploding as they are besieged on every side and G/Mafia too far away to stop that. And taking Leningrad/Egypt puts Axis in a strong position but victory in those situations is still several turns away since the House Rules for capitol defense make it difficult to take Moscow or Berlin.