EXP Game 1 Trout vs Johnny Cat
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@beelee This "placement" thing has come up before and all my games have placement BEFORE combat move.
This made no sense to me - but I used it with relish
Then, after the non-combat move, the game presented me with another placement opportunity.
So what is going on here and are we supposed to ignore this first placement phase?
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Is the Global 1940 an actual Board Game? As a kid I played all those basic axis and allies boardgames (Europe, pacific, the world) but as I read the rules for this game we are playing it seems to me that this is an actual boardgame! I had thought all this TripleA stuff was computer only.
This would also explain why that Captain person told me about "hand painted pieces" and "playing in person."
I would LOVE to play any of you guys in person - for some reason there is a large bunch of players in Denmark but I would hope that people in the States play as well... You guys know of any clubs or something?
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@beelee I am reading those rules and do not see that section on placement anywhere - and a search for the word "placement" produces only 3 results.
I am reading this:
https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/viewPlease tell me where to find these placement rules you quoted.
Thanks
PS. I did play all those hasbro boardgames - But I gather that some guy in Panama is making actual boardgame maps for this particular version of the game - apparently using the old boardgame pieces as well as custom made units.
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yes that's the latest rulebook. Placement is explained on a per unit basis. he doesn't actually use the word "placement". I believe it is "produced'. Triplea refers to it as "placement".
Look at Marines for an example of placing in 1st plase phase. Page 17 of rulebook.
I put all of the 1st place phase units in one spot in the Game Notes that I referenced above. Basically, 1st place phase units are replacing or upgrading an existing unit.
Yes the pictures the Captain posts use a custom map. I believe it's "Lt. Dans" but I'm not certain.
This may be of interest to you but perhaps too far of a drive.
https://www.axisandallies.org/forums/topic/42170/sacramento-area-global-1940
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@johnnycat Hey there. Yes, G40 is a boardgame which is why it sometimes appears a bit "weird" as an online game. The placement rules are an example. It throws everybody off when they first play, myself included. But Beelee is correct. The first placement phase is only for unit conversions and repairs really. Allies transforming infantry into Marines & Commandos, Axis converting Germans to SS and repairs to facilities which were bombed or carriers/battleships that were damaged. Because per the rulebook, you are allowed to pay money for those unit conversions and then use them right away. All normal unit buys are placed at the end of the turn. For playing over the board, that's difficult in that you are in Cali, I am in TX, and Beelee lives not close to either of us. There is a boardgaming convention that has a healthy attendance for A&A fanatics but they only play the regular G40, not the House Rules Expansion. In Europe however, there's alot of guys who get together annually to play the HRE. Probably because the game was created and developed by Europeans; Danish to be specific.
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@beelee Thanks for the link! I wrote the guy. And thanks for explaining. I love this stuff... So are we gonna play a game now for real (sort of)? I get that I was using the initial placement wrong, hahaha. NO wonder it seems unfair. I could buy bombers, place them before combat phase, then use em in combat to wipe out the German fleet or whatever ... Now I know better.
And I got the paratrooper stuff down...
Marines and special armored divisions and all that stuff seem like a fun little addition too but I am not sure how to connect all that with those top-of-the-game-board locations that seem to actually hold units (like the USA D-Day troops and that UK bomber that continues to bomb Germany even when the UK falls when playing the computer)...
So I'm happy to start a game with you while I crush those Nazis that Tasty Fish is running... @Trout

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@trout Got it.
OK Mate - so where we at with our game? As I recall I did a successful albeit mundane R1 turn and we are waiting for your Japanese or am I mistaken.
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I think for now it is best for you to play the game against Trout and I will assist with rule clarifications and mostly how triplea implements them.
It's a learning process.
One thing about Armored Inf, is that Artillery boost them to Attack 3. That helps on amphibous attacks as they can't outrun the Artillery. They Defend at 3 too. -
@johnnycat Game History
Round: 1 Purchase Units - Japanese Japanese buy 2 factory_minors and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Politics - Japanese Combat Move - Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 2 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 1 artillery moved from Jehol to Chahar 1 artillery and 3 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 artillery and 3 infantry moved from Kwangsi to Yunnan 1 fighter moved from Kiangsu to Yunnan 1 tactical_bomber moved from Kiangsu to Yunnan 2 bombers moved from Japan to Yunnan 1 artillery and 3 infantry moved from Kiangsi to Hunan 1 artillery and 3 infantry moved from Kiangsu to Anhwe 1 fighter moved from Formosa to Hunan 2 tactical_bombers moved from Manchuria to Hunan 2 fighters moved from Manchuria to Hunan Combat - Japanese Battle in Hunan Japanese attack with 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers Chinese defend with 2 infantry Japanese win, taking Hunan from Chinese with 1 artillery, 3 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Casualties for Chinese: 2 infantry Battle in Yunnan Japanese attack with 1 artillery, 2 bombers, 1 fighter, 3 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese win, taking Yunnan from Chinese with 1 artillery, 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Japanese: 2 infantry Casualties for Chinese: 4 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 106 Sea Zone Non Combat Move - Japanese Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at106 SeaZones: Germans has 1 Wolfpack placed in 106 Sea Zone Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Kwangsi 1 fighter moved from Yunnan to Kwangsi 2 bombers and 1 tactical_bomber moved from Yunnan to Kwangsi 3 fighters and 2 tactical_bombers moved from Hunan to Kwangsi 1 mech_infantry moved from Manchuria to Anhwe 1 aaGun moved from Manchuria to Jehol 1 artillery moved from Manchuria to Jehol 1 battleship moved from 6 Sea Zone to 33 Sea Zone 1 cruiser moved from 6 Sea Zone to 33 Sea Zone 1 submarine moved from 6 Sea Zone to 33 Sea Zone 2 infantry moved from Japan to 6 Sea Zone 2 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone 2 infantry moved from 36 Sea Zone to Kwangsi 2 infantry moved from Okinawa to 19 Sea Zone 2 infantry and 1 transport moved from 19 Sea Zone to 36 Sea Zone 2 infantry moved from 36 Sea Zone to Kwangsi 1 transport moved from 20 Sea Zone to 6 Sea Zone 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 infantry moved from Korea to Kwangsi 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 infantry moved from Korea to Kwangsi 1 fighter moved from Korea to Shantung 1 fighter moved from Japan to Kwangsi 1 tactical_bomber moved from Japan to Kwangsi 1 fighter moved from Okinawa to Kwangsi 1 Japan_destroyer moved from 19 Sea Zone to 36 Sea Zone 1 carrier moved from 6 Sea Zone to 36 Sea Zone 1 tactical_bomber moved from 6 Sea Zone to 36 Sea Zone 1 fighter moved from 6 Sea Zone to 36 Sea Zone 1 submarine moved from 19 Sea Zone to 36 Sea Zone 1 infantry moved from Japan to 6 Sea Zone 1 armour moved from Japan to 6 Sea Zone 1 infantry moved from 6 Sea Zone to Korea 1 armour moved from 6 Sea Zone to Korea 6 infantry moved from Manchuria to Jehol 1 infantry moved from Korea to Manchuria 1 infantry moved from Korea to Manchuria 1 battleship moved from 19 Sea Zone to 36 Sea Zone 1 cruiser moved from 20 Sea Zone to 36 Sea Zone 1 carrier moved from 6 Sea Zone to 33 Sea Zone 1 tactical_bomber moved from 6 Sea Zone to 33 Sea Zone 1 fighter moved from 6 Sea Zone to 33 Sea Zone Place Units - Japanese 1 factory_minor placed in Shantung 1 factory_minor placed in Kiangsu 1 transport placed in 6 Sea Zone Turn Complete - Japanese Japanese collect 30 PUs; end with 30 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 38 PUs Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 48 PUs104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-j1.tsvg Allies Up!
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@johnnycat Just so you are tracking. USA can't declare war until end of Round 3. Triple A will trigger that automatically unless bad guys attack Americanos first. Also, Japanese can declare war on Soviets and USA doesn't care. But if Japanese attack UK or ANZAC, they do care and will declare.
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@JohnnyCat to clarify triplea will auto DOW on G and Italy but not JPN end of Rd 3
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@beelee Declaration of War?
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USA can declare War on JPN after rd 3. It is not automatic unless JPN attacks anyone other than SSR.
Check Natl Grd in rules and Game Notes for more information.
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@trout Got it
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Here are the game notes - NOTE: THERE IS NO WAY FOR ME TO SAVE game notes inside Mac version of this game. If you know a way please send to me with screen shots... because I don't see it.
104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-USA_CHINA_UK_1.txt
Here is the game save - USA 1: bought stuff, moved stuff. I don't what to say mate.
China tries to fend off its certain doom by turtling up...
And UK put some mines in India and other stuff - staying within the 20 PUs (or bucks or pounds or dollars or whatever the unit is) that according to the rules says the UK must stay at or under... Might want to check that.
Anyway the only combat with some mafia guys in Afrika that needed to be taken care of...
OK The Mightly Italians are next. I sense a surprise.
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your saved game didn't post. Just your text summary. should look like you did it before

tsvg at the end signifies it's a save
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opps - forgot to include this
104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-USA_CHINA_UK_1.tsvg
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@johnnycat Game History
Round: 1 Purchase Units - Italians Italians buy 2 Italian_LCVs and 1 italian_para; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy 1 submarine moved from 95 Sea Zone to 93 Sea Zone 2 fighters moved from Southern Italy to 93 Sea Zone 1 bomber moved from Northern Italy to 93 Sea Zone 1 infantry moved from Libya to Tunisia 1 artillery moved from Libya to Tunisia 1 mech_infantry moved from Tobruk to Tunisia 1 armour moved from Tobruk to Tunisia 1 artillery moved from Tobruk to 96 Sea Zone 1 infantry moved from Tobruk to 96 Sea Zone 2 infantry moved from Albania to Yugoslavia 2 infantry moved from Northern Italy to Yugoslavia 1 armour moved from Albania to Yugoslavia 1 armour moved from Northern Italy to Yugoslavia 1 artillery, 1 infantry and 1 transport moved from 96 Sea Zone to 97 Sea Zone 1 infantry moved from 97 Sea Zone to Yugoslavia 1 artillery moved from 97 Sea Zone to Yugoslavia 1 cruiser moved from 95 Sea Zone to 97 Sea Zone 1 destroyer moved from 95 Sea Zone to 97 Sea Zone 1 infantry moved from Southern Italy to 97 Sea Zone 2 artilleries moved from Northern Italy to Yugoslavia 1 infantry moved from 97 Sea Zone to Yugoslavia 1 transport moved from 95 Sea Zone to 97 Sea Zone Combat - Italians Battle in Yugoslavia Italians attack with 2 armour, 3 artilleries and 6 infantry Neutral_Allies defend with 4 infantry Italians win, taking Yugoslavia from Neutral_Allies with 2 armour, 3 artilleries and 5 infantry remaining. Battle score for attacker is 9 Casualties for Italians: 1 infantry Casualties for Neutral_Allies: 4 infantry Battle in 93 Sea Zone Italians attack with 1 bomber, 2 fighters and 1 submarine French defend with 1 cruiser and 1 destroyer Italians win with 1 bomber and 1 fighter remaining. Battle score for attacker is 1 Casualties for Italians: 1 fighter and 1 submarine Casualties for French: 1 cruiser and 1 destroyer Battle in Tunisia Italians attack with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry French defend with 1 infantry Italians win, taking Tunisia from French with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for French: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 106 Sea Zone Non Combat Move - Italians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at106 SeaZones: Germans has 1 Wolfpack placed in 106 Sea Zone Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Southern Italy 1 fighter moved from 93 Sea Zone to Southern Italy 1 bomber moved from 93 Sea Zone to Southern Italy 1 destroyer moved from 96 Sea Zone to 95 Sea Zone 2 infantry moved from Southern Italy to Northern Italy 1 aaGun moved from Northern Italy to Western Germany Place Units - Italians 2 Italian_LCVs and 1 italian_para placed in Southern Italy Turn Complete - Italians Italians collect 12 PUs; end with 12 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 15 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 20 PUs3b49d157-88ac-4e67-9967-7048a4258c11-exp-game-1-jc-i1.tsvg
Not too many tricks
Your French Navy fought very well and killed one of my planes 

