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    EXP G40 Game 3 Trout vs JCat

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    • B
      beelee @JohnnyCat last edited by beelee

      @johnnycat

      There are 20 units in the 1st AG in POL. An additional 5 Inf are outside the AG in POL

      Edit
      learning moving in and out of the Boxes is one of the most difficult things for triplea play. It usually takes 2-3 games before one starts to get comfortable with it.

      You are starting at a greater learning curve due to the limited number of OutOfBox game experience you have. So you are learning those rules as well, which will make it more difficult initially.

      You are improving 🙂

      The AG symbol next to AG 1 in the Boxes is AG 2. Has the same characteristics as AG 1

      JohnnyCat 1 Reply Last reply Reply Quote 0
      • JohnnyCat
        JohnnyCat last edited by

        @Trout @beelee
        I have read through page 18,19 etc about paratroopers but I cannot find any information in the rules for the word, "Boost" so I do not understand why paratroops turn into two guys: A regular guy and a doppelgänger guy with a big red circle (I recall this being called a boost).

        Can you please tell me where to find this information or what to search for?

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        • T
          Trout @JohnnyCat last edited by

          @johnnycat Yes, no problem changing your Italy turn

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

            @beelee OK yes 20 NOT 23 like I said. I keep getting fooled by that other group up there that is actually in the Caucasus

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            • B
              beelee @JohnnyCat last edited by

              @johnnycat

              ParaBoost is explained in in Game Notes

              Screenshot from 2026-02-09 20-41-53.png

              it is unique to triplea as it is what triplea uses to give the Para a +1 in the first round combat for Attack and Defense.

              Captain's Rules page 18 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view

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

                @beelee said in EXP G40 Game 3 Trout vs JCat:

                https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view

                Right but NO MENTION of the term "boost" in the Captains rules.

                I just assumed that TripleA knew what to do when rolling dice.

                OK now I have to wonder why there ever was those paratrooper units with the red dot still on the map. What I just read in the Game Notes (something I had not even thought to check OMG) it states that these are just first turn markers that get automagically removed - but they did not get removed so is that a known bug or a Mac thing?

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                • JohnnyCat
                  JohnnyCat @Trout last edited by JohnnyCat

                  @trout Much the same turn but now knowing about those upper boxes some obvious changes...

                  PS I guess we have to hunt down all those paratrooper boost units and remove them - or is that a Mac thing? Do you ever see the red boost guys still sticking around the map like I do? How do you handle those?

                  trout-cat-game-3-ITALY_5_REDONE.tsvg

                  Look at Trans Jordan to see what I am referring to. There is a new paratrooper guy there in red but he should have done away right?

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                  • B
                    beelee @JohnnyCat last edited by beelee

                    @johnnycat

                    yea the red boost is for triplea only. They auto remove during phases and reappear. That is when they are by themselves or only a AA Gun present, as any other unit negates there 1st rd +1 combat bonus.

                    So if you end your turn with only Para units, triplea will automatically deploy the red boost so you will defend correctly if attacked without anyone then having to do anything.

                    Offensively they behave the same. Paras only and the red boost will show up.

                    e.g. if you have 2 Paras and 2 Tanks in S Italy the red Boost will not showup. If the 2 Paras attack Syria by themselves you need to add a red Boost at start of CM and then move them to Syria to attack.

                    Basically, you need to move the red boost when attacking with Paras only to get the bonus.

                    Defense pretty much auto works

                    Edit
                    You don't take the red boost as a hit. It will auto die after first rd of combat and then respawn after combat if conditions are met

                    Edit 2
                    Yes so Jordan is correct. triplea auto spawned red Boost so if the Para gets attacked, it will automatically get it's defensive bonus of +1

                    Note that if other axis non Italian units show up in Jordan, it will not negate red Boost and you will heve to edit him out as your Allies have to be Para units only also or it negates the Bonus.

                    For the most part they work pretty good and you don't need to do much

                    Attacking with Paras only is risky because if they miss they only attack at 1. That's why i like to send air with them or LCV support.

                    Defense they just basically work except for the rare above circiumstance with their Allies present.

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

                      @beelee OK thanks that makes sense now

                      Is there some way that I could help to teach this wonderful game because without you helping me I doubt I could have made sense of half of this.

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                      • B
                        beelee @JohnnyCat last edited by beelee

                        @johnnycat

                        heh heh

                        When modding for triplea I read the rules at least once everyday for 3 years. Yep I got a life 🙂 The last year I may have had to take both shoes off to count the number of days I didn't read them but I didn't have to drop my trousers 🙂

                        I have a few examples at the other site. Ideally one would make a Tutorial similar to what triplea has but for HRE specific.

                        Edit
                        You can download the tutorial in download maps

                        Screenshot from 2026-02-09 21-27-05.png

                        It's an idea that I haven't really put any effort into yet 🙂

                        Edit 2
                        But with the number of new players showing up it's something i should probably do. You know how these things go, start small and then boom a buncha people are playing.

                        So a tutorial would be best I think. That and isolated situations of which of I have a few.

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                        • T
                          Trout @JohnnyCat last edited by

                          @johnnycat Game History

                          Round: 5
                          
                              Purchase Units - ANZAC
                                  Turning on Edit Mode
                                  EDIT: Changing ownership of Northwest Persia from Italians to Neutral
                                  EDIT: Turning off Edit Mode
                                  ANZAC buy 2 infantry and 1 transport; Remaining resources: 1 PUs; 
                          
                              Combat Move - ANZAC
                                  1 transport moved from 54 Sea Zone to 63 Sea Zone
                                  1 infantry moved from New Zealand to 63 Sea Zone
                                  1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone
                                  1 infantry moved from Queensland to 54 Sea Zone
                                  2 infantry and 1 transport moved from 54 Sea Zone to 46 Sea Zone
                                  2 infantry moved from 46 Sea Zone to New Guinea
                          
                              Combat - ANZAC
                                  Battle in New Guinea
                                  Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria
                                  Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Slovakia Hungary
                                  Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Trans-Jordan
                                  Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 115 Sea Zone
                                  Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 97 Sea Zone
                          
                              Non Combat Move - ANZAC
                                  Trigger Wolfpack at115 SeaZones: Germans has 1 Wolfpack placed in 115 Sea Zone
                                  Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria
                                  Trigger ItaliansParaBoost atTrans-Jordan: Italians has 1 italian_paraBoost placed in Trans-Jordan
                                  Trigger ItaliansParaBoost atSlovakia Hungary: Italians has 1 italian_paraBoost placed in Slovakia Hungary
                                  Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone
                                  1 carrier, 1 cruiser, 1 destroyer and 1 transport moved from 54 Sea Zone to 62 Sea Zone
                                  1 fighter moved from India to Java
                                  2 infantry moved from New South Wales to Queensland
                                  1 artillery moved from New South Wales to Queensland
                          
                              Place Units - ANZAC
                                  1 transport placed in 62 Sea Zone
                                  2 infantry placed in New South Wales
                          
                              Turn Complete - ANZAC
                                  ANZAC collect 14 PUs; end with 15 PUs
                          
                              Combat Move - French
                          
                              Combat - French
                                  Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria
                                  Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Slovakia Hungary
                                  Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Trans-Jordan
                                  Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 115 Sea Zone
                                  Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 97 Sea Zone
                          
                              Non Combat Move - French
                                  Trigger Wolfpack at115 SeaZones: Germans has 1 Wolfpack placed in 115 Sea Zone
                                  Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria
                                  Trigger ItaliansParaBoost atTrans-Jordan: Italians has 1 italian_paraBoost placed in Trans-Jordan
                                  Trigger ItaliansParaBoost atSlovakia Hungary: Italians has 1 italian_paraBoost placed in Slovakia Hungary
                                  Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone
                          
                              Turn Complete - French
                          

                          Combat Hit Differential Summary :

                          26b3c6f9-b972-4eab-864d-c80576033bca-trout-cat-game-3-f5.tsvg

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

                            @trout

                            Good Morning, I feel like I just earned a college degree in Axis and Allies so future turns and games will be much easier now. Thanks again for being patience.

                            HOPEfully this version of Italy 5/Germany 6 will suffice. My entire mental process with all the games we have played has been to build a good start so that there is an interesting mid game and even longer.

                            Trout-cat-game-3-GERMANY_6_FEB_10.tsvg

                            But I also learned that we do have to keep track of quick exits like Sea Lion or losing Berlin on turn 6! As we started this game I kept thinking that Germany would be able to block any early (Turn 6) Russian assault but obviously I was not seeing the actual situation.

                            Hopefully now we will be able to play out a reasonably interesting game now unless I have still miscalculated but your 24 units versus 35 plus 7 mines should be strong.

                            GAME NOTES:

                            1. First edit was to correct the forgotten move of those two Mafia tanks from Holland to Berlin - they did not participate in the attack upon West Germany and the entire point of redoing Italy turn 5!

                            2. I had to use edit to move those amazing super weapons (Landing Craft) and

                            3. The paras did a daring paratrooper invasion deep into Russia in Winter; which was probably a waste of 8 Deutsch Marks or whatever... Please return their frozen bodies after the end of the war.

                            4. I moved and armed 4 Land Mines on the Border of Slovakia-Poland (The RED mines correctly labeled). And, of course, armed the 7 new Land Mines (These are RED and armed but have no specific label) forthwith on the Berlin-Poland Border.

                            5. I also converted 4 inf in Berlin to jacked-up-on-Meth super soldiers bringing my total to 10, the max allowed.

                            6. And I built 3 Atlantic Wall forts in Normandy.

                            Mostly this was a move-things-around-the-chess-board type of phase and stack up on defense stuff.

                            What an amazing game.

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                            • T
                              Trout @JohnnyCat last edited by

                              @johnnycat Hi there. Your Berlin defense looks sufficient now. But still need a couple of more classes before getting your degree bestowed. I see 10 evil SS guys but G can only build six max for them. You had six at beginning of the turn, so can't build any more until some of them die. I only glanced at this but that's the only issue I see. At some point, you may want to learn how to form a Waffen Army or Panzer Army. Those things are powerful and G gets to build lots of them.

                              JohnnyCat 3 Replies Last reply Reply Quote 0
                              • JohnnyCat
                                JohnnyCat @Trout last edited by JohnnyCat

                                @trout ok that is weird as the game tells me I can build 10 - I mean the actually buying info by hovering over the units in the purchase menu.

                                I believe you but please tell me where to find this information. So I can better memorize it.

                                I’ll want to reallocate the 4 I paid for them to be something else but I’m driving.

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                                • JohnnyCat
                                  JohnnyCat @Trout last edited by

                                  @trout Screenshot 2026-02-10 at 11.32.26 AM.png

                                  Here is what I see regarding max number of Waffle House Fanatics.

                                  And I just found on page 15 of the Captain's Rules it says max of 6.

                                  How do you keep track of all this stuff when it is not consistent?

                                  I am uploading a new map with just the 4 Waffle House guys replaced with if and using the 4 IPU spent on something else.

                                  Thanks for catching this

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

                                    @trout

                                    Trout-cat-game-3-GERMANY_6_FEB_10 FIXED WAFFLES.tsvg

                                    I changed 4 Waffle House nuts to regular inf and added the 4 bucks as one of those Panzer Grenadier things that defends with 3

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

                                      @johnnycat

                                      Good Afternoon

                                      Yea sadly triplea isn't able to enforce the max build correctly for the Waffen Inf. Waffen Panzergrenadiers either. The reason being is that those units upgrade into other units and their upgrades are placed first place phase.

                                      so the "Waffen Oberst" replaces a "Waffen Inf" that was present in Berlin at the start of Germany's turn. You can have up to 4 Oberst.

                                      By rule, any Waffen Inf after being upgraded no longer counts as part of the maximum of 6. So if you have a wehrmacht Inf present in Berlin it can be upgraded at the same time the Waffen Inf is upgraded.

                                      The only way for triplea to allow that is by adding the max number of Oberst to the max total of waffen Inf.

                                      This is one of the more difficult things to keep track of and all players should help check for rule compliance. It is easy to miscount, especially later in the game when large number of units are all over the board.

                                      Panzergrenadiers are also hard to track. 6 regular Army but 4 can be upgraded to Waffen SS status, so same situation.

                                      I tried to code in a way to track them and have a notification popup saying you over purchased and not allowing placement .

                                      However that was unsuccessful as the upgrade units only place in Berlin.

                                      Anyway, it is something one has to keep an eye on same as you would on the physical board.

                                      I think it is explained in Game Notes. Haven't looked in a while.

                                      Screenshot from 2026-02-10 14-22-36.png

                                      I will add a extended explanation in next update.

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

                                        @beelee OK Thank you for that update. I will add to the basic strategy guide that I am building another parallel guide that is a DETAILS OF PLAY type of TripleA guide that also works for playing on the game board. Like a list of things to keep watch for and "player enforce" as you say

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

                                          @johnnycat

                                          Yes the Game Notes mention some at the start of Notes and then are explained in more detail in their individual "Note" explanation.

                                          It's an ongoing process but yea rules that you think need hilighted are good to point out. Victory and Panzer have mentioned things that they thought important.

                                          I just spent 4 hours last night updating how LMs work and am still only half done lol

                                          https://www.axisandallies.org/forums/topic/36998/global-1940-and-1943-expansion-for-use-with-triplea/251?page=11

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                                          • T
                                            Trout @JohnnyCat last edited by

                                            @johnnycat Okay. Looks like you fixed it. Yeah, only way to keep up with it is to know the rules. The 10 max is because that is the max for placing on a major complex. Unless you upgrade to 12 and the rulebook explains that. Anyway, looks like you did it right and yes, Berlin is very well defended while you still have quite the menacing push into Middle East and even added some navy to the Med 😲 So looks like a well revised turn. Will work on getting R6 out today.

                                            T 1 Reply Last reply Reply Quote 0
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