EXP Game 1 Trout vs Johnny Cat
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@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.
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heh heh vive la france lol
That might be the first time I've ever seen France make a successful counterattack in rd 1

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

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

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@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 PUs4e7a5766-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.
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@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??
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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
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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

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.
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@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.
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@trout I could go either way. But Iโd rather learn the army groups than not.
And we can always just redo turns. Or even start new games.
So Iโm 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 thatโs how I interpret it.
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@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 -
@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 PUsNo attacks on the Allies ..... this turn

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