EXP G40 Game 2 Trout vs. JohnnyCat
-
@trout cool. Thanks for that.
So I can take French Indo China and not get penalized?
In our game 1 I noticed that you did not take that territory when you could have many turns.
Why was that?
And no I’ll keep going. No need to take over jap 1 as I need to learn this game.
-
No you lose the 10 Bucks Peacetime bonus if JPN attacks FIC. There is a +30 USA bonus in the Pacific only game he may have been referring to
-
@johnnycat Yes, you should always take FIC after attacking Allies, since it's an easy 2$ pickup and no penalty
-
@trout German 2 I am bombing London with a bunch of junk.
Do you fly up to meet said junk?
1769264810996-6e90a665-e40e-4521-9b19-fef4fbc2c5f6-exp-game-2-jc-GERMAN 2.tsvg
-
@johnnycat Nope - no intercept. Can't afford to lose anymore RAF planes the rest of the game
-
German Turn 2
I spend more time looking up the various abilities of all these units. Some cannot ever ride of boats... Whaaaaaaaat?
why not?
2026-1-22-Global-40-Expansion-UHD_Trout_Cat_Game_2_GERMANY_2 NOTES.txt
This is the saved game:
1769264810996-6e90a665-e40e-4521-9b19-fef4fbc2c5f6-exp-game-2-jc-GERMANY_Turn_2.tsvg
-
@johnnycat said in EXP G40 Game 2 Trout vs. JohnnyCat:
Some cannot ever ride of boats...
yea the ss boys get seasick
It's for gameplay/balance is my guess and some of the Heavy German Armor can't use Naval Trprt either if I remember right. They can all use Rail movement though. -
@johnnycat said in EXP G40 Game 2 Trout vs. JohnnyCat:
I spend more time looking up the various abilities of all these units.
yep that's what I did too when I first started playing. Still need to sometimes
So does the Captain for that matter 
-
@beelee James Bond has reported directly to the King of England and Mr. Churchill that he has a Code Red situation and that German production has been diverted to maximum production of transports. British are extremely worried and Mr. Churchill has ordered all available manpower to be trained for Home Defense.
Game History
Round: 2 Purchase Units - Russians Note to players Russians: It is Late 1940 and the Red Army has begun Organizing Army Groups. You may have up to 2 Army Groups. Only 1 may be active per Territory. Trigger Army GroupUSSR: buyArmy_Group added to productionRussians Russians buy 1 Soviet_Commisar, 2 armour, 2 artilleries, 1 elite and 1 russian_para; Remaining resources: 8 PUs; 3 AirLendLease; 3 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Combat - Russians Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 111 Sea Zone Non Combat Move - Russians Trigger Wolfpack at111 SeaZones: Germans has 1 Wolfpack placed in 111 Sea Zone Trigger RailMovementAutoPlaceRemoveRussians: has removed 2 Russian_Rails owned by Russians in Eastern Poland Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Karelia 2 russian_paras moved from Russia to Novgorod 1 mech_infantry moved from Belarus to Novgorod 2 aaGuns, 1 armour and 9 infantry moved from Belarus to Eastern Poland 3 armour moved from Russia to Belarus 1 Soviet_Commisar moved from Russia to Belarus 1 infantry moved from Western Ukraine to Eastern Poland 2 aaGuns moved from Bryansk to Belarus 2 infantry moved from Novgorod to Baltic States 1 infantry moved from Smolensk to Belarus 10 mine_unarmeds moved from Russia to Bryansk 1 Russian_Rail and 1 elite moved from Russia to Eastern Poland 1 artillery moved from Novgorod to Baltic States 1 Russian_Rail moved from Russia to Bryansk 1 Russian_Rail and 1 artillery moved from Bryansk to Eastern Poland 5 infantry moved from Yakut S.S.R. to Yenisey 1 R_Europe_Rail moved from Russia to Sakha 1 R_Europe_Rail and 1 infantry moved from Sakha to Karelia 1 cruiser moved from 115 Sea Zone to 114 Sea Zone 1 submarine moved from 111 Sea Zone to 105 Sea Zone Place Units - Russians 1 armour and 1 artillery placed in Novgorod 1 Soviet_Commisar, 1 armour, 1 artillery, 1 elite and 1 russian_para placed in Russia Turn Complete - Russians Russians collect 37 PUs; end with 45 PUs -
@trout said in EXP G40 Game 2 Trout vs. JohnnyCat:
d445d86e-4b7e-441c-b355-4c67cc4003c4-exp-game-2-jc-r2.tsvg
There was a huge Yard Sale in Burma and the emperor sent us there to BUY EVERYTHING.
SUMMARY: Very standard Jap 2 turn I would imagine. Took some islands... too advantage of your Burma move - dude I made that move and regretted it and lost India. remember? I will remember always to not over-expose the brits outside India.
1769182061375-011ca8aa-510c-48ed-bf99-d45d1b19789a-exp-game-2-jc-J1Turn Notes JAPAN 2.txt
So we swept everything up in Burma and now it is clean.
1769278237749-d445d86e-4b7e-441c-b355-4c67cc4003c4-exp-game-2-jc-J2.tsvg
.....
India will be next sir.Next up is the EVIL COLONIAL Americans...
Then those, according to Mein Fuhrer, faggots and gypsies. No defense will be good enough... mooohahahahahaaaaaa
-
@johnnycat Game History
Round: 2 Purchase Units - Americans Americans buy 1 Heavy_BB, 2 NavyFighters, 2 carriers, 2 destroyers, 1 elite and 2 transports; Remaining resources: 2 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Combat - Americans Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 111 Sea Zone Non Combat Move - Americans Trigger Wolfpack at111 SeaZones: Germans has 1 Wolfpack placed in 111 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Rails owned by Americans in Western United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 4 Rails owned by Americans in Eastern United States 2 infantry moved from Brazil to 86 Sea Zone 2 infantry and 1 transport moved from 86 Sea Zone to 89 Sea Zone 2 infantry moved from 89 Sea Zone to Central America 1 Rail and 1 artillery moved from Eastern United States to Western United States 1 Rail and 1 elite moved from Eastern United States to Western United States 4 infantry moved from Western United States to 10 Sea Zone 1 usa_fighter moved from Western United States to 10 Sea Zone 2 infantry moved from Hawaiian Islands to 26 Sea Zone 1 destroyer moved from 26 Sea Zone to 25 Sea Zone 1 battleship, 1 carrier, 2 cruisers, 1 destroyer, 2 infantry, 1 transport, 1 usa_fighter and 1 usa_tactical_bomber moved from 26 Sea Zone to 54 Sea Zone 2 infantry moved from 54 Sea Zone to Queensland 1 Heavy_BB, 1 carrier, 4 infantry, 2 transports and 1 usa_fighter moved from 10 Sea Zone to 26 Sea Zone 1 usa_fighter moved from Hawaiian Islands to 26 Sea Zone 4 infantry moved from 26 Sea Zone to Hawaiian Islands Place Units - Americans 1 elite placed in Eastern United States 1 Heavy_BB, 2 carriers, 2 destroyers and 2 transports placed in 10 Sea Zone 2 NavyFighters placed in 10 Sea Zone Turn Complete - Americans Americans collect 52 PUs; end with 54 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 68 PUs Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 65 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 80 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 85 PUs Purchase Units - Chinese Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open Chinese buy 2 artilleries and 3 infantry; Remaining resources: 1 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 1 infantry moved from Yunnan to Kweichow 1 fighter moved from Shensi to Kweichow Combat - Chinese Battle in Kweichow Chinese attack with 1 fighter and 1 infantry Japanese defend with 1 mech_infantry 1 fighter owned by the Chinese retreated Japanese win with 1 mech_infantry remaining. Battle score for attacker is -3 Casualties for Chinese: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 111 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at111 SeaZones: Germans has 1 Wolfpack placed in 111 Sea Zone Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 infantry moved from Yunnan to Szechwan 1 fighter moved from Kweichow to Szechwan 13 infantry moved from Shensi to Szechwan Place Units - Chinese 2 artilleries and 3 infantry placed in Szechwan Turn Complete - Chinese Chinese collect 6 PUs; end with 7 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 16 PUs Purchase Units - British Note to players British: It is Late 1940 and the British Army has Formed a Tank Army. They are Commanded by a Tank General. You may only have 1 Tank Army at any one time. Trigger UKTankGeneral: buyUK_TankGeneral added to productionBritish British repair damage of 4x airfield; Remaining resources: 52 PUs; 3 AirLendLease; 3 NavyLendLease; British buy 1 Fortification, 1 UndrgroundFctry, 1 carrier, 1 destroyer, 6 infantry and 1 uk_fighter; Remaining resources: 1 PUs; 3 AirLendLease; 3 NavyLendLease; Place Units - British Units in India being upgraded or consumed: 1 factory_major 1 UndrgroundFctry placed in India Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Turning on Edit Mode EDIT: British takes Norway from Germans EDIT: Turning off Edit Mode 2 uk_fighters moved from United Kingdom to 113 Sea Zone EDIT: 1 uk_para moved from United Kingdom to Norway 1 uk_tactical_bomber moved from India to 38 Sea Zone 2 uk_fighters moved from India to 38 Sea Zone Combat - British Battle in 38 Sea Zone British attack with 2 uk_fighters and 1 uk_tactical_bomber Japanese defend with 1 transport British win with 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 6 Casualties for Japanese: 1 transport Battle in 113 Sea Zone British attack with 2 uk_fighters Germans defend with 14 transports British win with 2 uk_fighters remaining. Battle score for attacker is 84 Casualties for Germans: 14 transports Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 111 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 1 Rail owned by British in Belgian Congo Trigger RailMovementAutoPlaceRemoveBritish: has removed 1 Rail owned by British in Egypt 2 uk_fighters moved from 113 Sea Zone to 110 Sea Zone 1 Rail and 1 infantry moved from Union of South Africa to Belgian Congo 1 Rail and 1 uk_armour moved from Union of South Africa to Egypt 2 infantry moved from Persia to 80 Sea Zone 2 infantry and 1 transport moved from 80 Sea Zone to 81 Sea Zone 2 infantry moved from 81 Sea Zone to Egypt 1 battleship moved from 39 Sea Zone to 76 Sea Zone 1 cruiser moved from 76 Sea Zone to 81 Sea Zone 1 destroyer moved from 76 Sea Zone to 81 Sea Zone 1 infantry moved from Persia to Northwest Persia British take Northwest Persia from Neutral_Allies 1 uk_tactical_bomber moved from 38 Sea Zone to India 2 uk_fighters moved from 38 Sea Zone to India Place Units - British Trigger Wolfpack at111 SeaZones: Germans has 1 Wolfpack placed in 111 Sea Zone 1 carrier and 1 destroyer placed in 110 Sea Zone 1 uk_fighter placed in United Kingdom 5 infantry placed in India 1 Fortification placed in Sumatra 1 infantry placed in Union of South Africa Turn Complete - British Trigger BritishParaBoost atNorway: British has 1 uk_paraBoost placed in Norway Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 41 Sea Zone. Rolls: 3,5 British collect 47 PUs (3 lost to blockades); end with 48 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 54 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 59 PUsActually the Fuehrer will be furious with his General Staff who didn't tell him that Churchill could play an evil trick and sink his transports by building an aircraft carrier for them to land in. Not sure how the RAF can fly a mission and land on a carrier that wasn't around when they departed their airfields but as they say in Alabama & Mississippi "dem's the rules by golly". More than makes up for that debacle in the Mediterranean where Churchill lost a battle that was over 95% odds of winning which has allowed Italy to kick around his Tommies in the Med ever since. J is having a bunch of fun in East Asia I see. Hopefully the Chinese can get a bit of revenge before their inevitable demise comes along. Mafia up!
-
-
@trout I don’t have a computer near me but if that wipes out those transports then I suggest we just start over. I studied this a million times and figured I beat you cause you didn’t plan for that hahaha
Dude I tried defending uk every way. Fleet. Mix of fleet and def troops.
Always Uk lose 95% of the time.
I had no idea the game has that mechanic. That seems broken to me. @beelee what the Big Bee think ?
-
@johnnycat I'm with you on Sea Lion being very powerful. In truth, the only games I have beaten Beelee in have been with that. Yes, we can play again if you want. We can start fresh or after R1 if you want to change your J1. If you want to keep your J1, then I suggest we begin with me re-doing UK1. So I am okay with any of these choices:
- Go back to your J1 for a restart
- Go back to my USA/China/UK1 for a restart
- Start over from G1
- Start over with you being Allies
All are fine with me sir.
-
@trout. Na I don’t want that. That’s getting into that weird territory I was trying to get you to go to do in “playing out” our previous game.
I suggest we make a policy of any broken games get dropped in their entirety. So no going back to turn-special-to-me cause it’s prob not special to you. Ok?
So I’ll just start another game.
This game is just null and void for many reasons including I got screwed (by my lack of knowledge) on not even knowing the USA could attack those peaceful nippon women on turn 1. You freaking MONSTER YOU !
And this nonesense about magical carriers is another thing I did not know and is stupid.
On top of that I get the feeling that you were unhappy with one of your turns. Sorry mate but I rarely look at your turns since I’m so overwhelmed as it is with this stuff.
You could probably edit in an entire SS panzer division (to the yanks) and I wouldn’t know.
So that brings me to a very important issue that I’m surprised took this long to address: I generally avoid wide-range luck games.
So when I play the ai I’ll set things to low luck.
I recall seeing that in the game options for play by email too but I don’t know if that info really gets conveyed to our widely-accepted-as-sucky marti dice server.
@beelee do you know if we can compress the luck range ?
I first heard about this topic from @beelee and @thedog and others when I first found this group last year.
They told me that they are so bored with playing the ai that they prefer the wide luck swings to “make the game more fun.” And I get that.
But no way I want that playing a person.
So can we get some sort of less luck thing going? I’m cool with things like +-10%. Maybe even 15 …
But having a 80% win turn into a complete loss even once seems not fun to me.