TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    EXP Game 1 Trout vs Johnny Cat

    Scheduled Pinned Locked Moved Play By Forum
    368 Posts 3 Posters 88.0k Views 3 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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 πŸ™‚

      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 πŸ™‚

      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 πŸ™‚

              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 I’d rather learn the army groups than not.

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

                  So I’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 that’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 πŸ™‚
                      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 πŸ™‚

                        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 πŸ™‚

                        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 πŸ™‚

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

                              @beelee sorry I still don’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 πŸ™‚

                                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 don’t understand mate

                                  Where is the overflow box?

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

                                    @johnnycat Good morning. Hope this helps. For Triple A, they had to create an active Commissar where the Army bonuses kick in and an inactive Commissar when Army bonuses don't apply. It had to be done that way, because of the House Rules for Commissar Armies. Because if there is more than one Army in a territory, such as a Tank Army and a Commissar Army, only one can be active with the Army bonuses. So for situations, when Commissar Army is not active, you use the one you already have. If the Commissar is either the only Army in the territory or the one you choose to be active then that's when you need to place the Commissar3 and remove the Commissar. It sounds incredibly complicated in the beginning, but once you've done it a few times, it is no longer a problem. Just like driving a bicycle πŸ™‚

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

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

                                      @beelee still don’t understand mate

                                      Where is the overflow box?

                                      Next to Greenland. It doesn't have a Name on the Box. Move the cursor to it and bottom bar will tell you name and what's in it.

                                      Screenshot from 2025-12-05 14-34-00.png

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

                                        @trout OK here is UK 2 (and the USA and China before that)

                                        This one is rather complicated. First the Gods of the Cosmic Balance adjusted ANZAC and that Singapore harbor. The harbor came back and ANZA was credited 4 pesos...

                                        USA bought stuff and is highly restricted so it cannot even move to Africa. As I recall it's best to not involve them until it's too late... so what turn does USA get to launch diabolical attacks on the world? USA was not able place the ELITE unit it bought. I used the editor to move an inf thinking maybe the elite guy is a replacement of a regular inf but that was not the case. I need to remember to move that inf back to central America... USA also spent 4 dollars to destroy the harbor in Philippines PLEASE USE THE EDITOR TO TAKE AWAY THE HARBOR and the PAYMENT ICON. Sorry I forgot..

                                        China did what China does... Congrats on the systematic annihilation of the Chinese..

                                        The Brits paid the four pounds to destroy the harbor in Singapore but I had to use the editor to do it this time.

                                        They placed some stuff in India and Egypt and they too ended up with an Elite unit purchased but no ability to place it. What am I missing?

                                        Sorry for the delay - been busy with real life stuff.

                                        104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-UK2.txt

                                        Game save:

                                        1764869309613-74639752-100a-43e9-91c6-ae00832e4a41-exp-game-1-jc-UK2.tsvg

                                        THe MAFIA is up next.

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

                                          @johnnycat

                                          Hi Cat

                                          Yea so you can only have 1 Elite in a TTy. Elites can only be placed in their Capital, so triplea is able to enforce this for the Capital TTy only. Other TTys are Player Enforced.

                                          So you need to remember to move the previous Elite out of the Capital TTy or it won't allow you to place.

                                          Also, Paratroopers do not place in the 1st place phase. They place same as normal Inf with the exception that they can only be placed in their Capital.

                                          And generally you will want to demo Infrastructure during 2nd place so you can use it during your turn if you want.

                                          Edit
                                          Yea if you buy the demo harbor unit, it will kill the Harbor when you place it. No biggie as you used edit to create the same result. It looks kinda cool to see it "en fuego" though πŸ™‚

                                          A note about Commandos and Marines. It is best to pair them with Arty on a 1:1 basis so they can get boosted to 3 on attack. The way triplea has to do it, is make the standard Marine/Commando, the one you purchase, Attack 2 D2. The Arty gives plus 1 to make A3.

                                          However, if the Marine/Commando doesn't have Arty support, it will attack at 2 which is incorrect. It should attack at 1 same as a normal Infantry.

                                          In that case, you need to use edit to swap it with a "MarineA1" so it will only attack at 1.

                                          marineA1.png commandoA1.png

                                          It would be so much easier if they just attacked at 2 regardless but those are the Captain's rules and he isn't interested in adjusting them πŸ™‚

                                          That's why Armored Inf is a better buy for USA but they are limited, so the Marine still has a place, especially early when US economy is still making Fords πŸ™‚

                                          Edit 2
                                          You should also get savvy with Rail movement. For example instead of moving the 2 S Africa Inf 1 space, in NCM you can move to Egypt if you want. As long as you have a continous string of connected TTys at the Start of your turn.

                                          Click on the Rail Unit and then click on the Inf and move him where you want. Some Country's have different restrictions than others.

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

                                            @johnnycat Hey there JC. A few things I am noticing from your UK2.

                                            1. If a territory is Pro-Allied, then you can just plop a dude on it and it becomes yours. So in the future, one move that most people do is on UK1, move an infantry into Persia and immediately you receive 2 extra dollars and 2 free UK dudes.

                                            2. In the Pacific, somehow you were able to land a Bomber on your carrier in SZ10, but carriers can only carry fighters and Tac B's unless you are Doolittle but I digress. There is a special carrier that enters the game later which can carry Bombers but they are not available in the early game where we are now.

                                            3. Looks like you have submarines in SZ30 and SZ31 for blocking but submarines don't block naval unit movement.

                                            4. It's a common move for UK that any dudes in South Africa use the railroad instead of walking through the Serengeti.

                                            5. Those four orange territories in the South Pacific are big money. Sometimes referred to as the money islands. Allies can also just plop guys on there and get the extra money each turn. So a common move is on UK1 for UK to move a guy by transport from India or Malaya to Sumatra and voila! income up by 4. Then on ANZAC1, move a guy from New South Wales to Java and now Crocodile Dundee's boys just got 4 extra dollars each turn. Then often they make things difficult by fortifying those islands. Each fort costs $1 and increases dude defense to 3.

                                            With those things in mind, do you want to redo your UK2? Or if you like I can do Edit Move on Mafia's turn to have your 2 dudes in Rhodesia relocate to the pyramids if that is where you would like them to debark from the train.

                                            Probably beginning to see why Game 1 always ends up being largely a learning exercise

                                            JohnnyCatJ 1 Reply Last reply Reply Quote 0

                                            Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                            Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                            With your input, this post could be even better πŸ’—

                                            Register Login
                                            • 1
                                            • 2
                                            • 3
                                            • 4
                                            • 5
                                            • 6
                                            • 7
                                            • 8
                                            • 18
                                            • 19
                                            • 6 / 19
                                            • First post
                                              Last post
                                            Copyright Β© 2016-2018 TripleA-Devs | Powered by NodeBB Forums