EXP G40 Game 3 Trout vs JCat
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@trout said in EXP G40 Game 3 Trout vs JCat:
ad5945ed-f25d-4837-baa6-8b6a52fdec0a-trout-cat-game-3-uk4.tsvg
Thanks for all that. Hey I think these Landing Craft are the BEST! They open up so many doors to new strategies !!! And I still think Naval Mines rock and I cannot wait to buy and plant fifty of the little suckers all over the place !
PS. I have a BIG SURPRISE for Turn 5 which I think you will love

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@johnnycat Well, let's see it then! Turn 5 begins!
Game HistoryRound: 4 Purchase Units - ANZAC ANZAC buy 1 artillery and 2 infantry; Remaining resources: 1 PUs; Combat Move - ANZAC Combat - ANZAC Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 97 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - ANZAC Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone 1 fighter moved from Java to India 1 carrier, 1 cruiser, 2 destroyers and 1 transport moved from 62 Sea Zone to 54 Sea Zone 1 infantry moved from New South Wales to Queensland 1 transport moved from 62 Sea Zone to 54 Sea Zone Place Units - ANZAC 1 artillery and 2 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 14 PUs; end with 15 PUs Trigger ANZAC Loses NewGuinea: ANZAC met a national objective for an additional -2 PUs; end with 13 PUs Combat Move - French Combat - French Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 97 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - French Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone 1 infantry moved from Anglo Egyptian Sudan to Egypt Turn Complete - FrenchCombat Hit Differential Summary :
a160491b-b584-4c59-bec9-48f7b50a2e74-trout-cat-game-3-f4.tsvg
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@trout said in EXP G40 Game 3 Trout vs JCat:
a160491b-b584-4c59-bec9-48f7b50a2e74-trout-cat-game-3-f4.tsvg
Trout-cat-game-3-GERMANY_5.tsvg
Russia declared war right? If so my fleet is attacking your two floating objects in the Baltic Sea
In which case you can send out planes I guess. But why would you ? But go ahead and send your Shturmoviks to the bottom of the sea heehee
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@johnnycat No scramble today. It's cold and the propellers freezing up on the comrades
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@trout Trout-cat-game-3-GERMANY_5.tsvg
WOW Running the Bad Guys is FUN !!! So many fun toys
When do I get the Plasma Canons and Warp Drive?
QUESTION: The turn announced some Waffle House Halftrack thingie with a defense of 4 but the actual unit says 3... whatzup wi dat matey?
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@johnnycat Game History
Round: 5 Purchase Units - Russians Note to players Russians: It is Early 1942 and Comrade Stalin has Ordered Mass Conscription for the Red Army ! Up to 26 Army Conscripts are Available This Turn Only. Trigger Army Conscript: buyArmy_Conscript added to productionRussians Trigger Russians LendLeaseFee: buyAirLL added to productionRussians Trigger Russians LendLeaseFeeTank: buyTankLL added to productionRussians Russians buy 26 Army_Conscripts; Remaining resources: 17 PUs; 3 AirLendLease; 3 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Turning on Edit Mode EDIT: Adding units owned by Russians to Novgorod: 2 russian_paraBoosts EDIT: Russians takes Bulgaria from Germans EDIT: Turning off Edit Mode EDIT: 1 russian_para moved from Caucasus to Bulgaria 2 russian_paras moved from Novgorod to Slovakia Hungary 2 russian_paraBoosts moved from Novgorod to Slovakia Hungary 2 fighters moved from Novgorod to 115 Sea Zone 1 tactical_bomber moved from Novgorod to 115 Sea Zone 1 infantry moved from Novgorod to Karelia Russians take Karelia from Germans 1 armour moved from Western Ukraine to Romania 1 elite moved from Eastern Poland to Romania 1 artillery moved from Eastern Poland to Romania 2 infantry moved from Eastern Poland to Romania 3 armour moved from Belarus to Poland 1 Soviet_Commisar moved from Belarus to Poland 1 1stTankArmy moved from Eastern Poland to Poland 1 artillery moved from Eastern Poland to Poland 14 infantry moved from Eastern Poland to Poland Combat - Russians Battle in Romania Russians attack with 1 armour, 1 artillery, 1 elite and 2 infantry Germans defend with 2 infantry Russians win, taking Romania from Germans with 1 armour, 1 artillery, 1 elite and 2 infantry remaining. Battle score for attacker is 6 Casualties for Germans: 2 infantry Battle in Slovakia Hungary Russians attack with 2 russian_paras and 2 russian_paraBoosts Germans defend with 1 infantry Russians win, taking Slovakia Hungary from Germans with 1 russian_para remaining. Battle score for attacker is -1 Casualties for Russians: 1 russian_para and 2 russian_paraBoosts Casualties for Germans: 1 infantry Battle in Poland Russians attack with 1 1stTankArmy, 1 Soviet_Commisar, 3 armour, 1 artillery and 14 infantry Germans defend with 1 infantry Russians win, taking Poland from Germans with 1 1stTankArmy, 1 Soviet_Commisar, 3 armour, 1 artillery and 14 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in 115 Sea Zone Russians attack with 2 fighters and 1 tactical_bomber Germans defend with 4 GermanUBoats, 1 Wolfpack, 1 cruiser and 1 transport 4 GermanUBoats owned by the Germans submerged Russians win with 1 tactical_bomber remaining. Battle score for attacker is -3 Casualties for Russians: 2 fighters Casualties for Germans: 1 Wolfpack, 1 cruiser and 1 transport Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Syria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 97 Sea Zone Non Combat Move - Russians Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Trigger Wolfpack at115 SeaZones: Germans has 1 Wolfpack placed in 115 Sea Zone Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode 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 Russia 1 tactical_bomber moved from 115 Sea Zone to Novgorod EDIT: 1 1stTankArmy moved from Poland to 1st Army Group EDIT: 3 armour moved from Poland to 2nd Corps EDIT: 1 Soviet_Commisar moved from Poland to 2nd Corps EDIT: 1 2ndCorps moved from 2nd Corps to 1st Army Group EDIT: 1 ArmyGroupActive moved from 1st Army Group to Poland EDIT: 1 artillery moved from Poland to 1st Army Group EDIT: 7 infantry moved from Poland to 1st Army Group EDIT: 2 infantry moved from Poland to 1st Army Group 1 Russian_Rail and 1 elite moved from Russia to Eastern Poland 4 aaGuns moved from Eastern Poland to Poland 1 elite moved from Bryansk to Belarus 1 artillery moved from Bryansk to Belarus 1 infantry moved from Western Ukraine to Eastern Poland 1 Soviet_Commisar moved from Russia to Belarus 2 armour moved from Russia to Belarus 2 guard_infantrys moved from Russia to Belarus 2 guard_infantrys moved from Russia to Western Ukraine 2 guard_infantrys moved from Russia to Volgograd 1 infantry moved from Northwest Persia to Caucasus 1 Russian_Rail moved from Russia to Urals 1 Russian_Rail and 1 armour moved from Urals to Eastern Poland 1 armour moved from Yenisey to Buryatia 4 infantry moved from Timguska to Novosibirsk Place Units - Russians 3 Army_Conscripts placed in Novgorod 3 Army_Conscripts placed in Bryansk 3 Army_Conscripts placed in Volgograd 17 Army_Conscripts placed in Russia Trigger RussiansReplaceConscriptsNovgorod: has removed 3 Army_Conscripts owned by Russians in Novgorod Trigger RussiansReplaceConscripts17: has removed 17 Army_Conscripts owned by Russians in Russia Trigger RussiansReplaceConscriptsNovgorod: Russians has 3 infantry placed in Novgorod Trigger RussiansReplaceConscripts17: Russians has 17 infantry placed in Russia Turn Complete - Russians Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger RussiansParaBoost atSlovakia Hungary: Russians has 1 russian_paraBoost placed in Slovakia Hungary Russians collect 46 PUs; end with 63 PUs Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 68 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 12 PUs; end with 80 PUsYour Kriegsmarine rolled snake eyes and killed my Russian aircraft
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@trout said in EXP G40 Game 3 Trout vs JCat:
0cc3cde2-ef7d-4d9b-8821-a496e852193d-trout-cat-game-3-r5.tsvg
That's the least of your worries mate. Unless there is some intervention I don't know of, you are about to lose your three US carries. And I don't even have to make any magical carriers to collect my fighters tho I might still do that. heehee
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@Trout Speaking of which, how did you pull that off last game? Because I have carriers that can reach I don't have to worry about it maybe but I may want to send out more fighters and buy some new carriers anyway so in cases like that is the game smart enough to read my production and allow for the new carrier?
I'd have to check our old game to see but I recall thinking that you could not reach my transports for that sneaky Sea Lion Operation I was going to do, but then you were able to send your fighters out during combat phase and somehow land them on carriers that were not there until placement???
I really need to understand how you did that since I seem to be able to do pretty much the same thing here.
Thanks
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@trout Wow so this is Russia's big growth phase.
What is the difference between regular ing and those conscripts? And why. does the game show 17 regular inf in Russia but the notes say 17 conscripts?
I guess I need to know how that tank army works too - the one in Poland.. Can we not use the little tags and top boxes? Or at last can I change that into real pieces for this turn?
I never understood that top box thing anyway. This is not an actual boardgame so it's not like we'd run out of space or the cat will knock over the pieces, lol. What am I missing?
Cheers
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@johnnycat Best to let you figure out any tricks. After all, you have already shown you know a few yourself
But for conscripts, they are the same as infantry for all intents and purposes after they are deployed. Also you had a question about panzer grenadiers, you can build 4 Hitler fanatics for those and they pack a bigger punch on offense and defense than the regulars. But for all Waffen, you have to build a regular and then upgrade them the next turn. But they have to be in Berlin when they get upgraded so that Fuehrer can brainwash them before they go into combat -
@trout ok well I just have an important procedural question: does the TripleA engine properly roll the dice for all these special armies and other units or do we need to do something special ?
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@johnnycat Yes - only things needed special are the Panzer and SS Armies. Along with the paratroopers that need to attack with a para boost. But they only attack and defend with a para boost if they are doing so alone. Read the rules for paratroopers if you want to understand why that is
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@trout I’m trying to get through japans turn but stumped at some rules-issues
I think I need to wipe out your Carriers so how does that work
In terms of order of loss?In the rules are a section about carriers being primary targets but all that is about when they are grouped with a BB
In this case they are all alone so how is this handled ?
Ideally your carriers would take hits first and they are two hit right ?
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@johnnycat OOL depends on how many planes you are attacking with. Am at zoo with sweetie pie and two of my kids now but can respond if you tell me what you are attacking with
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@johnnycat No battleships so the rule about carriers first doesn't apply. Here's the Order of Loss (OOL) for me.
- Carrier (two hits)
- Tac B then one fighter
- Next carrier
- Two more fighters
- Carrier (one hit)
- Two more fighters
- Last carrier
Reason for this is that I don't think you will kill them all on the 1st round. So I am avoiding a situation where I lose all my carriers and no planes because in that situation, you could retreat after the 1st round and then any remaining airplanes would just crash into the ocean since no carriers to land on. If this doesn't make sense to you, then you can do the combat in Edit Mode but you may not know how to do that.
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@trout I totally get it. And that was my point. I wanted to find some way to easy kill them.
That’s the fascinating thing about this game; whether they make sense or not we need to know the rules. I’m still laughing at the UK magic carrier production so “go get em boys the pilots were told…”.
In fact, and I’m sure you’re aware of this, there are all sorts of ways to basically use kamakasi air planes by just knowing the rules
And I recall something about transports gets taken last but I’m assuming that the player can override all that with their own order of loss.
With each time I Play this game I can see how to better run the japs and even Anzac. Italy is still a riddle tho.
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@johnnycat You will get better each game and even each turn. I can see that already in playing you. No - transports always get taken last. You'll need to enforce that yourself as Triple A won't do it automatically. That's not an issue here as I have no transports in the SZ with my carriers
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@trout wait What?!???
Transports are taken last ALWAYS?
That has huge strategy implications. So a BB and a transport get hit by 2 fighters the second hit MUST BE the transport?.
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@johnnycat No - in your scenario. Battleship gets sunk with the two hits. Transports take hits last always. Yes, that does effect naval strategy
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