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    EXP Game 1 Trout vs Johnny Cat

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    • B Offline
      beelee @JohnnyCat
      last edited by

      @johnnycat

      your saved game didn't post. Just your text summary. should look like you did it before

      Screenshot from 2025-12-03 01-17-15.png

      tsvg at the end signifies it's a save

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

        @johnnycat

        opps - forgot to include this

        104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-USA_CHINA_UK_1.tsvg

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

          @johnnycat @Trout

          104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-USA_CHINA_UK_1.tsvg

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

            @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 PUs
            

            3b49d157-88ac-4e67-9967-7048a4258c11-exp-game-1-jc-i1.tsvg
            Not too many tricks ๐Ÿ™‚ Your French Navy fought very well and killed one of my planes :crying_face:

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

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

              3b49d157-88ac-4e67-9967-7048a4258c11-exp-game-1-jc-i1.tsvg

              Sadly for the Nazis, their reign of terror has stopped before it even got going. The French Legion from the Future has returned to this Earthtime and started eradicating the Nazi forces in France starting with Vichy France; Southern France will always belong to the Good Guys...

              104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-ANZAC_FRENCHIE_1.txt

              And the actual game save:

              1764794454252-3b49d157-88ac-4e67-9967-7048a4258c11-exp-game-1-jc-ANZAC_FRENCH1.tsvg

              So I will await your formal surrender. Surely @beelee will concur that the Axis future is now all but decided now that the French Plasma Gun army from the future has landed in Southern France.

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

                @johnnycat

                heh heh vive la france lol

                That might be the first time I've ever seen France make a successful counterattack in rd 1 ๐Ÿ™‚

                Hey, you got a hit from the Sacramento guy at the other site :thumbs_up:

                Edit
                Yea so the Marine will place in 1st place but the Paratrooper and Elite will place in 2nd or normal OutOfBox place. So the Para needs to be in D.C. Can't place and move it same turn.

                You're getting there ๐Ÿ™‚

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

                  @johnnycat Game History

                  Round: 2
                  
                      Research Technology - Germans
                  
                      Purchase Units - Germans
                          Note to players Germans: It is Late 1940 and Waffen SS Army Units have been Organized into Armies.          They are Commanded by a Oberst Gruppenfuhrer. You may have up to 4 Waffen Armies at any one time.
                          Note to players Germans: <body><b>It is Late 1940 and Waffen Pioneers are Now Available.<br><br><img src="WaffenPioneer.png"/><br><br><br />Refer to Game Notes for Usage.<b></body>
                          Note to players Germans: <body><b>Air Commanders are Now Available for Purchase</b></body>
                          Note to players Germans: It is Late 1940 and Wehrmacht and Waffen Armies have been Organized into Army Groups.       You may have up to 3 Army Groups. Only 1 may be active per Territory.
                          Note to players Germans: It is Late 1940 and Wehrmacht Panzer Units have been Organized into Armies. They are Commanded by a Panzer General.      They may also be Formed into Desert Armies. You may only have up to 3....
                          Note to players Germans: It is Late 1940 and the Major Powers of Germany, Russia, Britain and Italy  have Approved FlakTowers to Repeal Possible Air Attack on Their Capitals.         Refer to Game Notes for Usage.
                          Trigger FlakTower: buyFlakTower added to productionGermans
                          Trigger FlakTower: buyFlakTower added to productionRussians
                          Trigger FlakTower: buyFlakTower added to productionBritish
                          Trigger FlakTower: buyFlakTower added to productionItalians
                          Trigger FlakTower: buyRepair_FlakTower added to productionGermans
                          Trigger FlakTower: buyRepair_FlakTower added to productionRussians
                          Trigger FlakTower: buyRepair_FlakTower added to productionBritish
                          Trigger FlakTower: buyRepair_FlakTower added to productionItalians
                          Trigger WaffenPioneer: buyWaffenPioneer added to productionGermans
                          Trigger Waffen SS Oberst: buyWaffen_Oberst added to productionGermans
                          Trigger Army Group: buyArmy_Group added to productionGermans
                          Trigger AirCommander: buyGAirCommander added to productionGermans
                          Trigger AirCommander: buyAirCommander added to productionRussians
                          Trigger AirCommander: buyAirCommander added to productionAmericans
                          Trigger PanzerGeneral: buyPanzer_General added to productionGermans
                          triggerAttachmenLate1940Red: has removed 1 Late1940 owned by Changer in Late 1940
                          triggerAttachmenEarly1940: has removed 1 Early1940_red owned by Changer in Early 1940
                          triggerAttachmenLate1940Red: Changer has 1 Late1940_red placed in Late 1940
                          triggerAttachmenEarly1940: Changer has 1 Early1940 placed in Early 1940
                          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
                          Germans buy 1 GAirCommander, 2 German_Engineers, 1 German_Heavy_BB, 2 German_LCVs, 1 Panzer_General, 1 elite, 2 german_paras and 3 infantry; Remaining resources: 2 PUs; 
                  
                      Combat Move - Germans
                          Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany
                          1 infantry moved from Holland Belgium to Normandy Bordeaux
                                Germans take Normandy Bordeaux from French
                          1 infantry moved from France to Southern France
                          1 mech_infantry moved from France to Southern France
                          1 fighter moved from Northern Italy to Southern France
                          1 tactical_bomber moved from Northern Italy to Southern France
                          1 fighter moved from Western Germany to Southern France
                          1 tactical_bomber moved from Western Germany to Southern France
                          1 bomber moved from Western Germany to Southern France
                  
                      Combat - Germans
                          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
                          Battle in Southern France
                              Germans attack with 1 bomber, 2 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers
                              French defend with 1 artillery, 1 factory_minor and 1 harbour
                              Germans win, taking Southern France from French with 1 bomber, 2 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is 4
                              Casualties for French: 1 artillery
                  
                      Non Combat Move - Germans
                          Turning on Edit Mode
                          EDIT: Turning off Edit Mode
                          Trigger RailMovementAutoPlaceRemoveGermans: has removed 2 G_Rails owned by Germans in Slovakia Hungary
                          Trigger Remove All Wolfpack: has removed 3 Wolfpacks owned by Germans in 112 Sea Zone
                          Trigger Remove All Wolfpack: has removed 3 Wolfpacks owned by Germans in 106 Sea Zone
                          1 elite moved from Germany to Slovakia Hungary
                          3 infantry moved from Bulgaria to Romania
                          1 infantry moved from Romania to Slovakia Hungary
                          1 mech_infantry moved from France to Germany
                          2 Waffen_Artys moved from France to Germany
                          6 waffen_infantrys moved from France to Germany
                          1 transport moved from 113 Sea Zone to 112 Sea Zone
                          1 battleship moved from 113 Sea Zone to 112 Sea Zone
                          1 cruiser moved from 113 Sea Zone to 112 Sea Zone
                          1 GermanUBoat moved from 112 Sea Zone to 109 Sea Zone
                          3 GermanUBoats moved from 106 Sea Zone to 123 Sea Zone
                          1 G_Rail moved from Germany to France
                          1 G_Rail and 1 artillery moved from France to Slovakia Hungary
                          EDIT: 5 armour moved from France to 1st Panzer
                          EDIT: 1 1stPanzerArmy moved from 1st Panzer to Germany
                          EDIT: 1 armour moved from France to Germany
                          EDIT: 1 G_Rail moved from Germany to France
                          EDIT: 1 G_Rail and 1 artillery moved from France to Slovakia Hungary
                          EDIT: 1 bomber moved from Southern France to Western Germany
                          EDIT: 2 tactical_bombers moved from Southern France to Western Germany
                          EDIT: 2 fighters moved from Southern France to Western Germany
                          1 aaGun moved from Holland Belgium to Western Germany
                          1 aaGun moved from Western Germany to Germany
                  
                      Place Units - Germans
                          1 German_Heavy_BB placed in 112 Sea Zone
                          1 Panzer_General and 1 elite placed in Germany
                          1 GAirCommander, 2 German_Engineers, 2 German_LCVs and 2 german_paras placed in Germany
                          1 infantry placed in Germany
                          2 infantry placed in France
                          Turning on Edit Mode
                          EDIT: Turning off Edit Mode
                          Turning on Edit Mode
                          EDIT: Removing units owned by Germans from Germany: 1 Panzer_General
                          EDIT: Adding units owned by Germans to 1st Panzer: 1 Panzer_General
                          EDIT: Turning off Edit Mode
                  
                      Turn Complete - Germans
                          Trigger Wolfpack at123 SeaZones: Germans has 1 Wolfpack placed in 123 Sea Zone
                          Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone
                          Germans collect 42 PUs; end with 44 PUs
                          Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 PUs; end with 56 PUs
                          Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 61 PUs
                          Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 66 PUs
                  

                  4e7a5766-d7d2-42c9-b0ad-351422900d29-exp-game-1-jc-g2.tsvg I consulted the Fuehrer but he would not agree to surrender. Instead he requested that 1st Panzer General be formed! It's in the rulebook and will be quite handy when the Soviets start churning out huge amounts of tanks about Turns 6-7. Early game it only fits with the Nazis but good to know about it nevertheless. Well, we made it to Turn 2 and you have already made a bit of history in that I have never seen the Frenchies go on the offense on F1 except in limited naval situations. Looks like you are forming a formidable Task Force of naval and air assets around Gibraltar so had to roll out the Bismarck to counter that. Over to Uncle Joe now.

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

                    @trout About to start R2 but had to reread the rules - so you bought a Battleship !? WOW. I actually enjoyed the movie about a BB in Hawaii fighting aliens like two decades ago...

                    I forgot to mention that the Australians paid hard cash to Destroy a harbor they had to deny those shifty Japs (gosh I LOVE Japanese girls... can we switch please? I'll trade you Russia for Japan. I'm returning there a couple weeks I hope...

                    @beelee
                    And how do I "arm" mines? I read about engineers but can we arm mines another way? And did I do good to put mines in India? I thought that that was the only exception to otherwise having to put mines in the capital and ship them to wherever ...

                    OK so I will try to buy a commissar but I am still confused over WHERE you put your Panzer General formation and units?

                    And I see I can already form Soviet Commissar "groups" or whatever they are called, consisting of the Commissar unit and 3 others land units (likely a tank and two infantry but who knows...)

                    I need to know how to do all this so my R2 might end up being just a practice round since I don't know that they are at war with anyone yet right??

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

                      @trout

                      R2 seems clear but I have no idea how to actually make the two ARMY GROUPS. But I want in Ukraine and Moscow two such Army Groups and with the commissar leader, a tank next and Art and Inf for the final 3 pieces.

                      And I want to arm mines but don't know how.

                      104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-RUSSIA_2.txt

                      I note that you attacked Southern France with almost a Panzer Division and the entire Luftwaffe - I am proud...hahaha

                      1764816601384-4e7a5766-d7d2-42c9-b0ad-351422900d29-exp-game-1-jc-RUSSIA_2.tsvg

                      B T 2 Replies Last reply Reply Quote 1
                      • B Offline
                        beelee @JohnnyCat
                        last edited by

                        @johnnycat

                        heh heh

                        yea i saw ANZC dusted Singapore. Actually, only UK can do that and it costs against there 20 PU spending. So you might want to just give ANZC an extra 4 bucks or unit equivalent and put the Harbor back and let UK dust it next rd.

                        I doubt JPN will attack Rd 2, so you should be safe but yea, Iusually whack it early. Same with PHIs ๐Ÿ™‚

                        Best combo for a Commisar "Corps" game wise, is at least 1 Tank and 2 Mech or any type of Move 2 unit. Early game that isn't always possible.

                        Usually you will just have 3 Tanks and the Commiesar.

                        Will do a test save before R's next turn showing how to move to the Boxes. I think Trout already did with his Panzer Army, so you can look at History how he did it.

                        Notes should explain it fairly well but it can still be confusing until you do it a few times.

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

                          @johnnycat Hey JC. No problem. I made so many mistakes in the beginning with forming Armies that there's 0% chance that you will screw it up more than I did when I first got started. Not really a problem to make mistakes with Russia and Armies before Barbarossa gets launched. But when that launches, it will be a problem if Russia doesn't have them. Standard strategy is to build one Commissar each turn for R1-R3. Starting R3, you will get a free tank in Urals each turn that you can use immediately. So that tank can move to Moscow immediately to help with arming the Commissar armies. Should always have at least one tank in the Commissar Army because the Army allows one unit to hit twice. So obviously best to attack with 2 dice rolls at 3 instead of 1 or 2. Most people like to have their armies populated with only tanks, mech infantry, or Russian Guards which is a cool special unit that you can build starting R4. But for Army Groups, I don't populate mine with all fast movers. If you are good with it, I would recommend we don't play with Army Groups this game. Learning how to form the Armies is enough to give somebody a brain cramp.

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

                            @trout I could go either way. But Iโ€™d rather learn the army groups than not.

                            And we can always just redo turns. Or even start new games.

                            So Iโ€™m not worried and rather look forward to more complexity since basic axis and allies is hardly more challenging than RISK, lol.

                            By that I only mean that the key to winning is to get a localized majority of pieces.

                            These new rules seem to allow for a player to win territories without the usually required majority. So it opens the door to more strategy. At least thatโ€™s how I interpret it.

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

                              @johnnycat You're spot on. That's why I love HRE. I grew up as a board game lover. Especially Risk & A&A Classic. But now need something more challenging and HRE provides it. Actually Beelee are in a game right now where he is the better player and Italy/Japan not doing so well. But I may win very soon as it appears I have launched a Sea Lion surprise attack on him (should win pending dice). Okay, I will form my first Army Group on G3 most likely. I took a look at your R2 and looks fine to me. I can tell you will cause me some issues whenever I attack with your two big stacks north and south. One thing to prepare for is that Russia has some very interesting special house rules which you are on the cusp of using. So be prepared for:

                              R3: Getting one free tank each turn in Urals
                              R4: Can build Guard Infantry which along with U-Boats and Elite Infantry may be the most powerful land unit in the game for the price; basically a Panzer Grenadier which only costs 3.3 IPC instead of 4.
                              R5: Red Army Conscription - the most powerful weapon in Russia's arsenal and generally keeps Germany from knocking out Russia whereas it's not so difficult in the regular board game version
                              R6: Fighter Ace and can buy three tanks each turn for only 4 instead of 5
                              R7: Total War in effect

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

                                @johnnycat Game History

                                Round: 2
                                
                                    Purchase Units - Japanese
                                        Japanese buy 4 armour, 1 elite, 4 infantry and 2 transports; Remaining resources: 1 PUs; 6 SuicideAttackTokens; 
                                
                                    Combat Move - Japanese
                                        Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu
                                        1 infantry moved from Yunnan to Szechwan
                                              Japanese take Szechwan from Chinese
                                        1 infantry moved from Hunan to Kweichow
                                              Japanese take Kweichow from Chinese
                                        1 infantry moved from Chahar to Suiyuyan
                                              Japanese take Suiyuyan from Chinese
                                        1 infantry moved from Chahar to Hopei
                                              Japanese take Hopei from Chinese
                                
                                    Combat - Japanese
                                        Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 123 Sea Zone
                                        Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone
                                
                                    Non Combat Move - Japanese
                                        Trigger Wolfpack at123 SeaZones: Germans has 1 Wolfpack placed in 123 Sea Zone
                                        Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone
                                        Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Yunnan
                                        1 artillery moved from Chahar to Anhwe
                                        1 artillery moved from Jehol to Anhwe
                                        1 aaGun moved from Jehol to Anhwe
                                        1 infantry moved from Hunan to Yunnan
                                        1 artillery moved from Hunan to Yunnan
                                        1 armour moved from Korea to Jehol
                                        6 infantry moved from Kwangsi to Yunnan
                                        1 J_Rail moved from Kiangsu to Jehol
                                        1 J_Rail and 1 infantry moved from Jehol to Yunnan
                                        1 J_Rail moved from Kiangsu to Jehol
                                        1 J_Rail and 1 infantry moved from Jehol to Yunnan
                                        4 infantry moved from Jehol to Anhwe
                                        1 transport moved from 36 Sea Zone to 20 Sea Zone
                                        1 transport moved from 36 Sea Zone to 34 Sea Zone
                                        2 infantry moved from Formosa to 20 Sea Zone
                                        2 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone
                                        2 infantry moved from 36 Sea Zone to Kwangsi
                                        1 Japan_destroyer moved from 6 Sea Zone to 16 Sea Zone
                                        3 fighters moved from Kwangsi to Hunan
                                        2 tactical_bombers moved from Kwangsi to Hunan
                                        1 fighter moved from Shantung to Hunan
                                        1 fighter moved from Caroline Islands to Japan
                                        1 artillery moved from Japan to 6 Sea Zone
                                        1 artillery and 1 transport moved from 6 Sea Zone to 22 Sea Zone
                                        1 infantry moved from Marianas to 22 Sea Zone
                                        1 artillery, 1 infantry and 1 transport moved from 22 Sea Zone to 33 Sea Zone
                                        1 infantry moved from 33 Sea Zone to Caroline Islands
                                        1 artillery moved from 33 Sea Zone to Caroline Islands
                                        1 infantry moved from Japan to 6 Sea Zone
                                        1 infantry and 1 transport moved from 6 Sea Zone to 33 Sea Zone
                                        1 infantry moved from 33 Sea Zone to Caroline Islands
                                
                                    Place Units - Japanese
                                        2 transports placed in 6 Sea Zone
                                        1 elite placed in Japan
                                        2 armour and 1 infantry placed in Kiangsu
                                        2 armour and 1 infantry placed in Shantung
                                        2 infantry placed in Japan
                                
                                    Turn Complete - Japanese
                                        Japanese collect 34 PUs; end with 35 PUs
                                        Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 43 PUs
                                        Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 53 PUs
                                

                                No attacks on the Allies ..... this turn ๐Ÿ™‚
                                74639752-100a-43e9-91c6-ae00832e4a41-exp-game-1-jc-j2.tsvg

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

                                  @JohnnyCat

                                  Hi Cat

                                  Here is an example of creating a Corps and moving to it's Box.

                                  Fire up edit and select "Perform Move or Other Actions". This will allow you to move any units of any player that have movement. It will only work during Combat and NonCombatMove.

                                  Also, all Boxes are connected to Germany to enter the board. In early game before G and SSR are at war, this prevents the Soviets from moving into their Boxes.

                                  Screenshot from 2025-12-04 17-08-26.png

                                  There are two ways around this. You can switch G and SSR to at war temporarily.

                                  Screenshot from 2025-12-04 17-16-11.png

                                  Screenshot from 2025-12-04 17-17-27.png

                                  Screenshot from 2025-12-04 17-18-25.png

                                  Now you can go back to "Perform Move ... " and move to the Box. We're moving Commisar, 2 Tanks and a Mech from UKR to 1st Corps.

                                  Screenshot from 2025-12-04 17-21-57.png

                                  Then we're going to move Commisar 3 from the "Overflow" Box to 1st Corps. He is the unit that activates the Corps and will give 1 Tank and himself a extra die roll. The 3 designates an Attack 3 Unit, in this case a Tank, to receive the extra die roll.

                                  Screenshot from 2025-12-04 17-27-25.png

                                  Lastly we move the 1st Corps Token to UKR.

                                  Screenshot from 2025-12-04 17-28-33.png

                                  Note
                                  You can make multiple moves when in edit "Perform Move or Other Actions" without having to click on it everytime you make a move. It will stay on that function until you change it to something else, unlike "Add Units" which you must click every time.

                                  Then return SSR and G back to Neutrality.

                                  Screenshot from 2025-12-04 17-32-03.png

                                  You can also simply add and delete the necessary units but you need to be precise as it won't catch a mistake. Sometimes, at end of Placement for example, you will have to use edit add and delete because the move function won't work.

                                  Usually I just leave as is and form the Corps/Army during CM or NCM next turn.

                                  When doing combat you move the Units from the Box back to the board, i usually put them where the Token is and then move from there so it's easier to see the correct movement range was used.
                                  And move the Token back to the Box.

                                  Be sure to use the Active Commisar 3 for combat. Leave the inactive Commisar in the Box.

                                  Also, Importantly, you MUST move any defending units from their Box to the TTy being attacked before you move any attacking units into the TTy. Otherwise while the defending units will show up on the map, they will not take place in the battle.

                                  Changing the Political Relationship is quite rare and usually you will just hit the edit move button and move them.

                                  Important
                                  If a Army/Corps take casualties that would make it inactive or disbanded, you Must take the Commisar as casualty first or he will keep giving his bonus when he shouldn't.

                                  After battle you can switch the Commisar back in for one of the other units that were in the Corps, provided they survived of course ๐Ÿ™‚

                                  Also, you don't have to use the tokens. You can simply leave the guys on the map. You would just move the Commisar for the Active one in that case.

                                  It's usually pretty easy to remember what is in the Corps, unlike Army Groups which can get a little confusing. If I expect to engage in battle soon, I will just leave the Units on the board.

                                  Usually I use them because I think it looks cool ๐Ÿ™‚

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

                                    @beelee This was GREAT - Thanks. But I have one question. Russia, in my case with @Trout bought a commissar on turn 1 and just now on Turn 2...

                                    Why are you referring to some "Commissar 3". where is he?

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

                                      @johnnycat

                                      Hi Cat

                                      Yea so the Commisar you buy

                                      Soviet_Commisar.png

                                      is different as he gives no bonus points. He is a single unit. A2 D3

                                      where as Commisar 3

                                      Soviet_Commisar_3.png

                                      will give a plus 1 bonus roll to a Tank and a plus 1 bonus roll to himself.

                                      Yes the 3 is backwards because I'm not good at graphics. This is Ebbe's image and I switched it to face germany. Thanks again Ebbe ๐Ÿ™‚

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

                                        @beelee sorry I still donโ€™t get it. Where is commissar 3? How much does he cost? How do I get him? Do I have to purchase commissars 1 and 2 but when I get to the third one , that one has better magical Powers ?

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

                                          @johnnycat

                                          You only buy Commisar.

                                          Commisar 1 is for Infantry, 2 for Arty, 2/3 for Guards Inf.

                                          You edit in the needed Commisar. Commisar3 is the most common, so he is in the overflow box to make it so you don't have to edit him in. Just move.

                                          Until he gets killed off ๐Ÿ™‚

                                          Edit
                                          So Commisar 3 is a variation of Commisar. They are the same unit but in order for triplea to give the Commisar his bonus rolls when in command of a Corps, he needs to be changed to Commisar 3 or the appropriate one.

                                          Edit 2
                                          So you don't buy Commisar 3. He just replaces Commisar when needed. You need to use edit to do that.

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

                                            @beelee still donโ€™t understand mate

                                            Where is the overflow box?

                                            T B 2 Replies Last reply Reply Quote 0

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