EXP Game 1 Trout vs Johnny Cat
-
@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

74639752-100a-43e9-91c6-ae00832e4a41-exp-game-1-jc-j2.tsvg -
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.

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



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.

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.

Lastly we move the 1st Corps Token to UKR.

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.

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

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

-
-
Hi Cat
Yea so the Commisar you buy

is different as he gives no bonus points. He is a single unit. A2 D3
where as Commisar 3

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

-
@beelee sorry I still donβt 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 ?
-
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

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. -
@beelee still donβt understand mate
Where is the overflow box?
-
@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

-
@johnnycat said in EXP Game 1 Trout vs Johnny Cat:
@beelee still donβt 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.

-
@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.
-
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
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.

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

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

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.
-
@johnnycat Hey there JC. A few things I am noticing from your UK2.
-
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.
-
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.
-
Looks like you have submarines in SZ30 and SZ31 for blocking but submarines don't block naval unit movement.
-
It's a common move for UK that any dudes in South Africa use the railroad instead of walking through the Serengeti.
-
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
-
-
@trout OK YES
But not because I am super competitive, ego centric, narcissist that must WIN... hahahaha
though I mention it because I applaud you for actually trying to teach me - I've occasionally met dudes that were shockingly competitive. to a fault..
And also because I need to learn and fixing all this would be helpful.... I have no idea why a bomber is on a carrier - wait you mean the little tact bomber? I thought that was a fighter like a carrier based dive bomber
Anyway I will redo now... thanks
-
So there are the large bomber units - and I gather they don't land on carriers ... but it's nice to hear that the rules allow for some Doolittle action later on... where are those rules in the rule book ?
Those "tactical" bombers - can land on carriers?
Can dudes in California or Central America take RR to the east coast?
How does South African dudes take a railroad? I don't see RR units like those wheel things that China has. And USSR has too
I noticed the wheel things can move way more than 3 guys...how to use those wheel things and RR in general...
Thanks
-
heh heh We're all about FandG here Cat. Or back in the 70s "Fun and Games" lol
yea so the Bmbr on the CV is because in Early 1943 JPN and USA are allowed to build 2 Hvy CVs each which can carry more planes, including Strat Bmbrs. Not really sure what to make of that part of the rule but as mentioned previously, these are the Captain's rules

I will make an adjustment for the next update where this is not possible to land a Strategic Bmbr on a CV until then. Then being when they become available in Early 43

Note that there is Player Enforcement regarding the use of the Hvy CVs when they are in play. Refer to the triplea Game Notes for more information.
Edit
yea there are a lot of somewhat new optional rules that aren't in the rule book. Here is the one for Hvy CVsThe House rule link at the other site will list them all. Or almost all. he might be missing 1 or 2

https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion
just scroll down a bit and you'll see them

I've thought about putting them all in one doc but have never tried. I'd have to think and learn how to do it lol Probably pretty easy but so was trying to remember which key opened the gas cap lol
Dementia has it's plus and minuses but at least I didnt take a hammer claw and rip it open

Edit
The Paratroopers can move 3 from a Air Base. They get a boost like planes do as the Para is considered to have his transportation as part of his unit.For USA, I haven't really used them much, as they take a while to get into position. There is probably some strategies out there that do use them though. I've thought about exploring it but really haven't that much.
A UK AB in GIB would let them hit S FRA and if you trprt them to London then they can hit W EUR.
UK Paras seem a better go but I'm just a intermediate oob Global player so i'm sure there are other options I don't even see.
@Trout is correct in saying the multiple options one has. We're still finding them and with all the possibillities, you might be able to narrow them down but probably take a while and the multiple counters ... well lets just say I don't see this game getting stale anytime soon

-
-
-
@johnnycat Game History
Round: 2 Purchase Units - Italians Italians buy 1 fighter, 1 infantry and 1 italian_para; Remaining resources: 4 PUs; Combat Move - Italians Trigger Americans DemoHarbour: has removed 1 demo_harbour owned by Americans in Philippines Trigger British DemoHarbour: has removed 1 demo_harbour owned by British in Malaya Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy Turning on Edit Mode EDIT: Turning off Edit Mode 2 armour moved from Yugoslavia to Greece 4 infantry moved from Yugoslavia to 97 Sea Zone 2 artilleries moved from Yugoslavia to 97 Sea Zone 2 artilleries and 4 infantry moved from 97 Sea Zone to Greece 1 destroyer moved from 95 Sea Zone to 94 Sea Zone 1 bomber moved from Southern Italy to 94 Sea Zone 1 fighter moved from Southern Italy to 94 Sea Zone EDIT: 1 Italian_LCV moved from Southern Italy to Greece EDIT: 1 infantry moved from Southern Italy to Greece 1 armour, 1 artillery, 1 infantry and 1 mech_infantry moved from Tunisia to Algeria Italians take Algeria from French 2 infantry moved from Tobruk to Libya Combat - Italians Battle in Greece Italians attack with 1 Italian_LCV, 2 armour, 2 artilleries and 5 infantry Neutral_Allies defend with 4 infantry Italians win, taking Greece from Neutral_Allies with 2 armour, 2 artilleries and 4 infantry remaining. Battle score for attacker is 6 Casualties for Italians: 1 Italian_LCV and 1 infantry Casualties for Neutral_Allies: 4 infantry Battle in 94 Sea Zone Italians attack with 1 bomber, 1 destroyer and 1 fighter British defend with 1 cruiser Italians win with 1 bomber and 1 fighter remaining. Battle score for attacker is 2 Casualties for Italians: 1 destroyer Casualties for British: 1 cruiser 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 - Italians 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 RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Southern Italy 1 bomber moved from 94 Sea Zone to Southern Italy 1 fighter moved from 94 Sea Zone to Southern Italy 1 infantry moved from Northern Italy to Southern Italy 1 infantry moved from Yugoslavia to Northern Italy 1 Europe_Rail moved from Southern Italy to Yugoslavia 1 Europe_Rail and 1 artillery moved from Yugoslavia to Southern Italydbb6ea70-31c5-49dd-9820-8cc1a035c64e-exp-game-1-jc-i2.tsvg
Place Units - Italians
1 fighter, 1 infantry and 1 italian_para placed in Southern ItalyTurn Complete - Italians Italians collect 15 PUs; end with 19 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 22 PUsYep. Definitely better

eb90ae2f-9596-4103-b8ad-941627ca2750-exp-game-1-jc-i2.tsvg -
@trout said in EXP Game 1 Trout vs Johnny Cat:
eb90ae2f-9596-4103-b8ad-941627ca2750-exp-game-1-jc-i2.tsvg
Necessary Rule questions : @Beelee @Trout
How are Naval Mines used? There are three types
And what is the Air Transport plane used for?
Can any vehicle carry art or inf or mines and move them around the map?
How to place fortifications? ANZAC bought one but cannot seem to place it
@Trout: Before I can complete the ANZAC turn I need to know how to fortify New Guinea and how to grab those islands that are orange. My inf on transports cannot invade so maybe I need other types?? Thanks
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 π
Register Login