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    EXP Game 1 Trout vs Johnny Cat

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    • 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 🙂

      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 🙂

      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.

      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 🙂

              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 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 🙂

              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 🙂

              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 🙂

              1 Reply Last reply Reply Quote 0
              • 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 👍
                    eb90ae2f-9596-4103-b8ad-941627ca2750-exp-game-1-jc-i2.tsvg

                    1 Reply Last reply Reply Quote 0
                    • 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 don’t know how to use either. There’s a rule that the only Pacific islands that can’t be fortified are New Zealand, New Guinea and Dutch New Guinea. I can edit you back the money for ANZAC if you don’t want the forts now that you know that. It’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 it’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 🙂

                              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 🙂

                                  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 🙂

                                  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 can’t recall that the UK can treat India like a capital for placement of capital-restricted units … including naval and land mines

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

                                    B 1 Reply Last reply Reply Quote 0
                                    • 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. 🙂

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

                                      1 Reply Last reply Reply Quote 0
                                      • 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

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

                                            @johnnycat Hey JC. No problem with attacking J if you want to do that. With regards to your question about what you could be missing. Allies have the ability to hit Japan several times in a row before Japan gets to counter. So two nuances are:

                                            1. If you intend to attack J with the Aussies, then at a minimum declare war with UK before that. Reason is that UK gets a 5 dollar bonus if they are at war with J and have Singapore and Hong Kong. That bonus usually goes away quick because it's impossible to keep J from taking it. But if UK declares first, they will at least get the bonus for one turn before J takes HK.

                                            2. With US, they cannot declare war with J until US4 but so you are tracking. There's a bonus that J gets for each turn of peace with USA ($10). There's also a one-time bonus that USA gets IF J attacks them first which is 6 dudes and 2 fighter planes get added free to Western US.

                                            Lastly, my anniversary is tomorrow so will be out for the day with wifey today. So won't post any turns until tomorrow or Tuesday.

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