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    EXP Game 1 Trout vs Johnny Cat

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    • 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 Online
        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 ๐Ÿ™‚

        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 ๐Ÿ™‚

        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 ๐Ÿ™‚

        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
          • JohnnyCatJ Offline
            JohnnyCat @Trout
            last edited by

            @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

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

              @beelee @Trout

              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

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

                @johnnycat

                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 ๐Ÿ™‚

                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 ๐Ÿ™‚

                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 CVs

                https://www.axisandallies.org/forums/assets/uploads/files/1746017644582-17.g40-heavy-aircraft-carrier-unit.pdf

                The House rule link at the other site will list them all. Or almost all. he might be missing 1 or 2 ๐Ÿ™‚

                https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion

                just scroll down a bit and you'll see them

                Screenshot from 2025-12-05 21-54-33.png

                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 ๐Ÿ™‚

                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 ๐Ÿ™‚

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                • JohnnyCatJ Offline
                  JohnnyCat
                  last edited by

                  @Trout

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

                  Better
                  1764869309613-74639752-100a-43e9-91c6-ae00832e4a41-exp-game-1-jc-UK2_TAKE2.tsvg

                  Badder

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

                    @Trout I hope this is better - thanks again for the help

                    And this time I figured out how to do the harbor demolition the correct way - very fulfilling as @beelee was advocating...

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

                      @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 Italy
                      

                      dbb6ea70-31c5-49dd-9820-8cc1a035c64e-exp-game-1-jc-i2.tsvg
                      Place Units - Italians
                      1 fighter, 1 infantry and 1 italian_para placed in Southern Italy

                          Turn 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 PUs
                      

                      Yep. Definitely better ๐Ÿ‘
                      eb90ae2f-9596-4103-b8ad-941627ca2750-exp-game-1-jc-i2.tsvg

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                      • JohnnyCatJ Offline
                        JohnnyCat
                        last edited by JohnnyCat

                        @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

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

                          @johnnycat Naval Mines I donโ€™t know how to use either. Thereโ€™s a rule that the only Pacific islands that canโ€™t be fortified are New Zealand, New Guinea and Dutch New Guinea. I can edit you back the money for ANZAC if you donโ€™t want the forts now that you know that. Itโ€™s in the rule book under Fortifications. Also forts can only be placed if you own the territory at the beginning of your turn.

                          If it helps in practice the best places to fortify are Philippines since Japan will eventually attack that and then itโ€™s a common strategy for UK to take Sumatra and then start piling on more dudes in forts while Aussies do the same in Java. Some guys also build forts in Caroline Islands when playing Tojo. Hope that helps

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

                            @trout HOW can ANZAC take Java

                            In numerous simulations I added marines and transports and air carriers and even tried declaring war on Neutrals all to no avail.

                            I'll ask @beelee

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

                              @johnnycat You move in during NonCombat Movement. Sorry I should have mentioned that

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

                                @johnnycat

                                Yea you have to have a Inf present in order to place Fortifications. Player Enforced on amount. Also don't take as casualty in battle as triplea will give that option.

                                New Guinea can't be fortified.

                                Screenshot from 2025-12-06 12-10-21.png

                                Page 32 of rulebook for further information.

                                Screenshot from 2025-12-06 12-14-31.png

                                I'll explain Naval Mines after this coffee kicks in ๐Ÿ™‚

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

                                  @beelee thank you

                                  So if I have an air transport I can move in and art ?

                                  Can I fly some infantry into those orange territories during non combat phase ?

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

                                    @johnnycat

                                    Yes you can.

                                    Screenshot from 2025-12-06 12-29-00.png

                                    Screenshot from 2025-12-06 12-26-20.png

                                    Page 51 of rulebook for full info.

                                    Only the reich can fly Armored Units. Can't fly LMs. I think the LMs are Player Enforced can't remember.

                                    Edit
                                    You must control the TTy at the begininng of your turn to do so. Player Enforced

                                    Edit 2
                                    Landmines can move 1 space in NCM or they can use raill movement same as Inf etc ... You can also load 3 on a Naval Trprt plus 1 Infantry. If no Infantry can still only transport 3. I believe this is Player Enforced.

                                    They can't use Air Trprt. Player Enforced as well.

                                    Edit 3
                                    Naval Mines are a little more complex. I need to clarify the Notes. I will do so on next update. I thought I already had ๐Ÿ™‚

                                    Screenshot from 2025-12-06 12-39-11.png

                                    They aren't in the rulebook. https://www.axisandallies.org/forums/assets/uploads/files/1692452927558-1.g40-naval-mines.pdf

                                    An Escort can transport up to 3 Naval Mines. The way triplea does it, you have Naval Mine NavalMine.png counts as 1 Mine.

                                    Naval Mine 2
                                    NavalMine2.png and 3 NavalMine3.png

                                    You buy the desired amount during Purchase and then place in your Capital 2nd Place Phase. That's the only place you can place them.

                                    Next turn, you can load onto a Escort and move them and the Escort same as you would a Transport. you do this in NCM. You can leave them "loaded" on the Escort or you can "sew/Arm" them in the SZ you're at.

                                    In order to do that, after NCM at start of 2nd Place, use edit to remove the Escort and the NMs. Then edit the Escort back in and add the NM to the SZ using the "Changer" player.

                                    There aren't many SZ Border specific ones like the LMs have, so you will need to document which SZ they are defending in the Comment Log and or Game thread.

                                    There is some Player Enforcement with not using the Escort in combat etc ... read the above link for correct Game Play.

                                    To remove "sweep" them, you have to use the dice roller and edit the correct result. Same for when Ships cross their defended area. Work same as LMs in that sense.

                                    It's a little involved but it's the best triplea can do ๐Ÿ™‚

                                    Example in a bit.

                                    Edit 4
                                    If I remember right, it can be difficult to load them when a Naval Trprt is also present. You might have to click on the SZ where the Ships are and that gives you the option to select which Escort or Trprt to load.

                                    I usually just roll with a 3 spot.

                                    Buy and place NM

                                    Screenshot from 2025-12-06 13-10-47.png

                                    In NCM load onto Escort

                                    Screenshot from 2025-12-06 13-12-15.png

                                    Move or not, in this example we aren't going to move. We are going to place them in 113 SZ and Arm them against 112 SZ. So at start of Place we remove with edit and then replace as mentioned above.

                                    You have to remove the Escort in order to remove the NM.

                                    Screenshot from 2025-12-06 13-24-11.png

                                    If you forget and don't do it at the begininng of place and there is a Trprt present that changes the Escort into a Convoy escort, it won't let you change it.

                                    Just add in the Changer Mines and ignore the loaded ones. Try and remove them on your next turn.

                                    Edit Again lol

                                    So the above might be a little misleading. You buy the NM and place it in your Capital 2nd Place Phase. Next turn you can load onto Escort

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

                                      @beelee what is LM

                                      And the game seemed

                                      How are naval mines supposed to be used and against what units ?

                                      Thx

                                      bolded textto say somewhere I canโ€™t recall that the UK can treat India like a capital for placement of capital-restricted units โ€ฆ including naval and land mines

                                      In solo play versus the computer I notice that naval mines affect land attackers. Why this is?

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                                      • B Online
                                        beelee @JohnnyCat
                                        last edited by beelee

                                        @johnnycat

                                        LM = LandMine

                                        Naval Mines force Ships to roll a 3 or better to miss. 1 or 2 they take a hit. Subs immune as are LCVs

                                        I'd read the above link. Explains it better.

                                        Triplea can't do it all. Some things you have to Player Enforce like you would on the real board. ๐Ÿ™‚

                                        Earthquake just hit in Alaska where I used to live. Or close by. Enough to spill my buddy's beer lol

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                                        • JohnnyCatJ Offline
                                          JohnnyCat
                                          last edited by

                                          @Trout @beelee

                                          ANZAC Round 2

                                          Yep the Aussies declared war on Japan - is that ok? Is that a bad thing to do?

                                          1765030125694-eb90ae2f-9596-4103-b8ad-941627ca2750-exp-game-1-jc-ANZAC_FRENCHIE_2.tsvg

                                          Probably I am missing something huge and I am not sure if I need to use the editor for anything so here are the game notes:

                                          104f0b47-e97c-438e-8757-c6cb9b3af6f8-exp-game-1-jc-ANZAC_FRENCH_2.txt

                                          B T 3 Replies Last reply Reply Quote 1
                                          • B Online
                                            beelee @JohnnyCat
                                            last edited by

                                            @johnnycat

                                            F JPN

                                            Kill as many as you can

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