EXP G40 Game 3 Trout vs JCat
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@trout So is it really true that there are only a few of us playing this amazing game?
I wish I could get all these new guys I'm meeting to play - some already told me they are interested.
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@johnnycat Well that just ..... sucks. Guess I blew up a factory & harbor for nothing

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@trout Not for nothing - in fact, Europe has created a new National Holiday and your exploding factories were the center of the fireworks celebration...
But seriously I was trying to get to India and now I'm not sure
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@johnnycat Game History
Round: 8 Purchase Units - ANZAC ANZAC buy 1 carrier and 1 fighter; Remaining resources: 1 PUs; Combat Move - ANZAC 1 destroyer moved from 54 Sea Zone to 45 Sea Zone 2 fighters moved from Queensland to 45 Sea Zone Combat - ANZAC Battle in 45 Sea Zone ANZAC attack with 1 destroyer and 2 fighters Japanese defend with 1 pacific_submarine ANZAC roll dice for 1 destroyer and 2 fighters in 45 Sea Zone, round 2 : 1/3 hits, 1.33 expected hits Japanese roll dice for 1 pacific_submarine in 45 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 pacific_submarine owned by the Japanese lost in 45 Sea Zone ANZAC win with 1 destroyer and 2 fighters remaining. Battle score for attacker is 0 Casualties for Japanese: 1 pacific_submarine Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 99 Sea Zone Non Combat Move - ANZAC Trigger Wolfpack at99 SeaZones: Germans has 1 Wolfpack placed in 99 Sea Zone 1 artillery moved from New South Wales to Queensland 1 battleship, 1 carrier, 1 cruiser, 1 destroyer and 2 transports moved from 62 Sea Zone to 54 Sea Zone 1 infantry moved from New South Wales to Queensland 2 fighters moved from 45 Sea Zone to 54 Sea Zone 1 artillery moved from Dutch New Guinea to New Guinea 1 infantry moved from Dutch New Guinea to New Guinea Place Units - ANZAC 1 carrier placed in 62 Sea Zone 1 fighter placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 14 PUs; end with 15 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 17 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs Combat Move - French Combat - French Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 99 Sea Zone Non Combat Move - French Trigger Wolfpack at99 SeaZones: Germans has 1 Wolfpack placed in 99 Sea Zone 1 destroyer moved from 109 Sea Zone to 91 Sea Zone 1 cruiser moved from 109 Sea Zone to 91 Sea Zone Turn Complete - FrenchCombat Hit Differential Summary :
Japanese regular : -0.17 ANZAC regular : -0.334173a898-8a5d-4244-be30-f4d3c03d782b-trout-cat-game-3-f8.tsvg
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TAKE OVER ITALY Clause??
Please let me know if this is the case:
For the next turn I will, if possible, invoke the Take Over Italy Option and spend 5 - that means that I get a total of 19 added to the 71 Germany starts with when all is added up and all the units are converted and the outstanding Italy IPUs are added. The 3 mines that I bought will transfer as well
Is this correct?
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@johnnycat You’re on the right track but need to read up on that rule thoroughly. For example, you can’t do it if there are any Mafiosi in Africa. So you can’t do it until that is the case at the end of an Italy turn
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@trout I did read it many times and even prepared for this the entire game.
I have no Italian units in "continental Africa"
Perhaps our Yoda (@beelee) can comment?
The very definition of "continental" rules out Malta and Syria
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You need a Escort to deploy NMs. https://www.axisandallies.org/forums/assets/uploads/files/1717400187249-3.g40-naval-mines.pdf
You load them in NCM and then move them and either deploy or leave unarmed on the Escort.
Have to use edit in 2nd Plase Phase to remove the NMs and the escort. Then add the Escort back in and add Changer NMs.
Document in Comment Log where they defend. The Border they defend is in both directions.
I'm in the process of updating the examples for both LMs and NMs
They aren't very triplea user friendly. If you forget to remove in 2nd Place it won't let you. Just ignore and place the changer ones.
You only have 1 NM in Italy. The link explains how to buy and deploy
Edit
You need to evacuate Alexandia and Egypt to do the Takeover. It's somewhat involved, so you will want to go through the triplea Notes -
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@beelee I have no units in continental Africa
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@beelee In fact I have read those rules about the take over MANY times because I have been planning that this entire game.
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@johnnycat I just looked again at your Italy turn and I see Mafiosi in Alexandria and Egypt. Those count as Africa. I think you're okay with the two guys in TransJordan. But you can't do it this turn. If at the end of your next Italy turn, if you don't have any units in Africa along with the other two requirements which I assume you know since you read the rules, then you can do it. Yes, would be a good move to do.
There are Game Notes in TripleA for how you can get TripleA to convert the Italians into Germans so you will need to read those too
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@johnnycat said in EXP G40 Game 3 Trout vs JCat:
@beelee I have no units in continental Africa

this is what the above save shows for me.
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@beelee what! OK let me check
That looks like one of my practice files.
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This is what it looks like but I will load the file as well

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I hate to say this - but the Mac kind of sucks because it does not keep the windows current like in Unix. I almost always do a practice run and save to a similar file name - so I use a dash in the filename versus underscore./
I guess I need to be more aggressive because the Mac does not keep the file name current as UNIX would do.
Anyway this is the actual game file:
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@trout sorry about that - I uploaded my practice file. Please look through the file I just uploaded...
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It's easy to do. Yea Mac and triplea have had problems from the get go.
Edit
Yea that qualifies. So, the easiest way is to purchase and then place the Takeover Token for Italy. It will then auto change most stuff.Idk how much combat took place. But you can redo the turn and edit the combat results and place the Token or edit all the takeover stuff.
It's a little confusing but after you do it a few times it works pretty smooth. The biggest is getting the income correct, especially if there is Blockade/Convoy damage that has to be rolled for.
Gotta do that by hand but that is not the case here.
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Maybe I don't know the naval mines rules as much as I thought.
Can you take a look at the purchase for Italy and tell me what makes sense :

https://www.axisandallies.org/forums/assets/uploads/files/1692452838727-1.g40-naval-mines.pdf
says: A maximum of 3 Naval Mines can be loaded onto
an EscortPreviously in Japan I was loading only 1 naval mine per escort ! I had that wrong ?
In particular I am wondering why the game let me place all the mines except 3 land mines? @Trout said that I could go ahead and just consider that I spent $2 to make that south Italy factory larger but I will deal with it next turn as Germany - or as Italy if I have the wrong.
So some reason parts of this game still elude me, lol. And I have to remember that places that start with a factory are different than places that do not start with one
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yea so Mines are, as you can see, somewhat labor intensive with triplea. For starters, you can only buy as many as your Fctry can produce of regular Units.
So Italy can only produce 3 per turn, 4 if they upgraded. They can do that for NMs and LMs both so 3 a piece with starting Fctry plus any other builds