EXP Game 1 Trout vs Johnny Cat
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@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

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

Page 32 of rulebook for further information.

I'll explain Naval Mines after this coffee kicks in

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@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 ?
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Yes you can.


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 EnforcedEdit 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

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
counts as 1 Mine.Naval Mine 2
and 3 
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

In NCM load onto Escort

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.

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
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@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?
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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
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ANZAC Round 2
Yep the Aussies declared war on Japan - is that ok? Is that a bad thing to do?
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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
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@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:
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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.
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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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@johnnycat The Fuehrer has declared war on those Commies! Lebensraum is needed. By rule, you can place 10 IPC worth of units anywhere I am not attacking at this time, before Combat, or you can just bank the 10 for purchases on your R3 turn. What is your decision Comrade Stalin?
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@trout gripped with fear Stalin cannot decide.
But an aide partial to Siberia took advantage of Stalin’s petrified state to commission 2 $5-ruble tanks to that far east territory that already has two AA guns and somewhere around 15 infantry.
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@johnnycat Game History
Round: 3 Research Technology - Germans Purchase Units - Germans triggerAttachmenEarly1941Red: has removed 1 Early1941 owned by Changer in Early 1941 triggerAttachmenLate1940: has removed 1 Late1940_red owned by Changer in Late 1940 Trigger Wolfpack at123 SeaZones: Germans has 1 Wolfpack placed in 123 Sea Zone triggerAttachmenEarly1941Red: Changer has 1 Early1941_red placed in Early 1941 Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone triggerAttachmenLate1940: Changer has 1 Late1940 placed in Late 1940 Germans buy 2 GermanUBoats, 2 Panzer_Grndrss, 1 Waffen_Oberst, 1 armour, 1 destroyer, 1 elite, 2 german_paras and 7 infantry; Remaining resources: 3 PUs; Place Units - Germans Units in Germany being upgraded or consumed: 1 waffen_infantry 1 Waffen_Oberst placed in Germany Politics - Germans Germans takes Political Action: Political Action Axis To War With Russians Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Germans and Russians from Neutrality to War Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany Turning on Edit Mode EDIT: Turning off Edit Mode Note to players Russians: Unprovoked German Attack! If Russia Purchased Any Units After Axis Declaration of War, They Must Place Them in any Non Combat Russian Territory Now. Ignore if Italy has Already Attacked. 1 infantry moved from Poland to Baltic States Germans take Baltic States from Russians 1 elite moved from Slovakia Hungary to Eastern Poland Germans take Eastern Poland from Russians EDIT: 1 1stPanzerArmy moved from Germany to Army Group Centre EDIT: 1 Waffen_Oberst moved from Germany to 1st Waffen EDIT: 2 waffen_infantrys moved from Germany to 1st Waffen EDIT: 1 Waffen_Arty moved from Germany to 1st Waffen EDIT: 1 1stWaffenArmy moved from 1st Waffen to Army Group Centre EDIT: 1 ArmyGroupCentre moved from Army Group Centre to Eastern Poland EDIT: 4 artilleries moved from Slovakia Hungary to Army Group Centre EDIT: 1 artillery moved from Slovakia Hungary to Army Group Centre EDIT: 7 infantry moved from Slovakia Hungary to Army Group Centre EDIT: Germans undo move 11. EDIT: 4 infantry moved from Slovakia Hungary to Army Group Centre EDIT: 1 infantry moved from Slovakia Hungary to Army Group Centre 3 GermanUBoats moved from 123 Sea Zone to 109 Sea Zone 1 infantry moved from Romania to Bessarabia 2 bombers moved from Western Germany to Bessarabia 3 armour moved from Slovakia Hungary to Eastern Poland 3 waffen_infantrys moved from Germany to Eastern Poland 1 Waffen_Arty moved from Germany to Eastern Poland 1 mech_infantry moved from Germany to Eastern Poland 1 infantry moved from Romania to Bessarabia 1 fighter moved from Western Germany to 93 Sea Zone 1 tactical_bomber moved from Western Germany to 93 Sea Zone 1 GAirCommander moved from Germany to 115 Sea Zone 3 tactical_bombers moved from Western Germany to 115 Sea Zone 1 GermanUBoat moved from 112 Sea Zone to 115 Sea Zone 3 fighters moved from Western Germany to 115 Sea Zone Combat - Germans Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Battle in Bessarabia Germans attack with 2 bombers and 2 infantry Russians defend with 1 infantry Germans win, taking Bessarabia from Russians with 2 bombers and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in 93 Sea Zone Germans attack with 1 fighter and 1 tactical_bomber British defend with 1 destroyer Germans win with 1 tactical_bomber remaining. Battle score for attacker is -2 Casualties for Germans: 1 fighter Casualties for British: 1 destroyer Battle in 115 Sea Zone Germans attack with 1 GAirCommander, 1 GermanUBoat, 3 fighters and 3 tactical_bombers Russians defend with 1 cruiser Germans win with 1 GAirCommander, 1 GermanUBoat, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 9 Casualties for Russians: 1 cruiser Non Combat Move - Germans Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveGermans: has removed 2 G_Rails owned by Germans in Greece Trigger Remove All Wolfpack: has removed 2 Wolfpacks owned by Germans in 123 Sea Zone Trigger Remove All Wolfpack: has removed 2 Wolfpacks owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Trigger Urals Tank Unit: Russians has 1 armour placed in Urals EDIT: 1 GAirCommander moved from 115 Sea Zone to 1st Luftflotten EDIT: 2 fighters moved from 115 Sea Zone to 1st Luftflotten EDIT: 2 tactical_bombers moved from 115 Sea Zone to 1st Luftflotten EDIT: 1 1stLuftflotten moved from 1st Luftflotten to Germany 1 bomber moved from Bessarabia to Germany 1 bomber moved from Bessarabia to Germany 1 tactical_bomber moved from 115 Sea Zone to Germany 1 fighter moved from 115 Sea Zone to Germany 3 aaGuns moved from Slovakia Hungary to Eastern Poland 2 German_Engineers moved from Germany to France 1 G_Rail and 1 German_LCV moved from Germany to Greece 1 G_Rail and 1 German_LCV moved from Germany to Greece 2 infantry moved from Bulgaria to Greece 2 german_paras moved from Germany to Romania 1 elite moved from Germany to Poland 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Western Germany to Germany 2 infantry moved from Slovakia Hungary to Eastern Poland 1 infantry moved from Slovakia Hungary to Eastern Poland 1 infantry moved from Poland to Eastern Poland 1 infantry moved from Germany to Slovakia Hungary 1 armour moved from Germany to Romania 1 aaGun moved from Western Germany to Denmark 1 GermanUBoat moved from 112 Sea Zone to 125 Sea Zone 1 tactical_bomber moved from 93 Sea Zone to Southern Italy Place Units - Germans 2 GermanUBoats and 1 destroyer placed in 112 Sea Zone 2 Panzer_Grndrss, 1 elite and 2 german_paras placed in Germany 1 infantry placed in Normandy Bordeaux 1 infantry placed in Southern France 1 armour and 4 infantry placed in Germany 1 infantry placed in Western Germany Turn Complete - Germans Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Germans collect 44 PUs; end with 47 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 PUs; end with 59 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 64 PUsInteresting choice to put your tanks there. I may copy that move in a future game. There's a few House Rules that are kicking in now that you may not be aware of as it appears you have not previously read the House Rules Rule Book. https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion For the Rule Book, click on this link, then in the very first post you will find a hyperlink to the "Revised Rulebook, Axis & Allies Global ...." A few rules in particular you will want to look for are Soviet Guard Infantry, Non-aggression Pacts and the entire 3.0 Section II which has several House Rules regarding the Pacific. Free dudes and planes with the National Guard, and free ships with the "Increased Ship Building", Super Heavy Battleships, and other cool stuff. Also, you may notice I formed an Army Group in Eastern Poland. The rulebook can explain that for you as well.
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@trout Thank you for that. I look forward to having super heavy battleships with phasers and warp drive.
I leave in a few hours for a 30-day trip to Asia - I am bringing my computer and I expect to play at least one turn every day - but please keep in mind that I will be 12 hours ahead of you (if you want to know secrets from the Future) so we may be lucky to do more than one turn per 24-hour cycle.
Yea I don't know the House Rules - but why you say you want to copy my Far East Armor position? I looked at the map board and recall the Japan nonaggression pact from my solo play and I just feel that the soviets need to reinforce that front before the Japanese army spreads across Asia faster than a squirrel on cocaine...
But I doubt I would post an entire Guards Armored Division there - or whatever that is called. Wait, why am I telling you this...
Yes definitely I will post all my Panzer General Armies in the Far East...
anyway I will have to read through these amazing bonuses you are telling me about now before I take the next turn so as to not let you and your Axis Armies take over the world without a good challenge.
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Hi Cat
I will pray for your safe passage to the godless comunist country you are headed too

lol
I too think the 2 Tank buy could be a good move or purchase to soviet asia.
Peace out
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@johnnycat My thought on it being a smart play is that Soviets start with a healthy amount of infantry in the east with no offensive capability. But now they do with you giving them two tanks! The only other way to give them offense is to use your railroads. That's why me and Beelee think you stumbled onto a stroke of genius with your decision to do it. Have fun in Asia. It's a brutal airflight but you already know that.
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