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    EXP G40 Game 3 Trout vs JCat

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    • JohnnyCatJ Offline
      JohnnyCat @Trout
      last edited by JohnnyCat

      @trout @beelee

      Sorry it took me days. My (who was my fiancé last month) contacted me suggesting a future meeting so maybe that is good. It was difficult for me to concentrate on this game with all that emotion running around.

      trout-cat-game-3-GERMANY_9_4Gibraltar_Mined.tsvg

      GAME NOTES:
      Now that I am learning it everything from the army groups to factory strategies are feeling almost east now.

      Congrats to Field Marshal @Trout for taking my West German factory and squishing it down to a minor - I always felt you were wasting your time and money with those bothersome paratroopers always dropping into their demise but now I see the point of that.

      I formed a Panzer Group with a Waffle House Panzer Leader but not all the tanks are waffle tanks.

      I formed a Waffle House Wait staff lead by a special fanatic and containing a special waffle artillery (had to plan to make those) and a waffle tank and some elite guy.

      I HAVE NO IDEA what is the best make up for these groups - I would love to hear suggestions and even regroup them if that makes sense. I even have one of those Panzer Jagers (Tank Destroyer) that defends well so maybe he should join?

      STRATEGY - I have been struggling all game to figure out how to assess the map in terms of reality of battles and it is better now. Thank you for patience.

      While I WILL get into huge complicated battles with you, possibly next turn if you fall for my trap, I avoided the obvious blocking move because I know that you will just attack Slovakia even if you have a 1 percent chance and that makes sense because you have nothing to lose and my pieces are more precious in a sense.

      I am surprised that you gave me Africa and Egypt, however, so I took it. And I STILL kept going to India which was my goal. Because you did not blow Egypt, however, I had to slow down and the battle wiped out almost all my methamphetamine-addicted Waffle Water Boys YOU F-ING MONSTER YOU!

      Now I have to train more fanatics.

      The Naval Mines are all placed where you would think but the graphics don't allow me to place them on the line between the med and the Atlantic.

      If you do cross that line I would like to be online to see how you roll it. With 4 mines there and each one having a 33.3333% chance to hit and it being done for each vessel, odds are great that you would lose transports full of horny young seeman smoking cigarettes and reading National Geographic zines to see the naked African women... So don't cross the line, heeeheee. PS. I built two more naval mines so please leave one of my escort vessels so that I can build a wall.

      I don't think I have anything else say other than, unless I read it wrong, we should have a few more good turns and I can finally build out and use these army groups

      SSR up Sir

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

        @trout The Takeover thing worked perfectly - no need to revisit it now. I totally get how it works

        JohnnyCatJ 1 Reply Last reply Reply Quote 1
        • JohnnyCatJ Offline
          JohnnyCat @JohnnyCat
          last edited by

          @Trout

          sorry forgot one thing

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

            @trout I did not use any RR this time and should have but like I said my emotions about my lady...

            But please check the board and see if I have 3 RR units - I recall seeing more but should only have 3.

            Thanks

            PS. I think that they appear during non-combat - so if you look now you see two in Germany and I think that those might need to be removed.

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

              @johnnycat Hey JC. Something is wrong with your turn. I don't know where but there are some SS infantry in the Egypt attack but the SS guys cannot travel across Sea Zones. They are so in love with their Fuehrer that they never go very far from the Fatherland. I don't know if the rule is just for play balance or historical realism because they were never in Africa in the real WW2 but in any case, need to redo your turn for that. On another note, I am glad my AAA killed a plane. I usually never buy those but I saw that the only way you could attack Egypt was with multiple aircraft so glad that paid off.

              Okay, I looked at it closer and your Armies look wrong too. Waffen Armies can only contain Waffen units. So need an SS something instead of the Elite Infantry. Also for your Panzer Army, you have SS tanks in there but SS units can only be in Waffen Armies. There is one SS Panzer Army that G is allowed to build. For that, need SS Panzer General and three SS Panzers. But regular G units and SS units can never be in the same Army. So need to correct that also. Recommend you just redo your entire I8/G9 turn maybe if needed to correct those things.

              These things are all in the rulebook but you already knew that.

              Looks like your SS dudes went to Syria in your G8 turn. So do you want to go back to G8 and redo from there? Or just let it go as a learner game where you will get it right next time?

              JohnnyCatJ 2 Replies Last reply Reply Quote 0
              • JohnnyCatJ Offline
                JohnnyCat @Trout
                last edited by

                @trout wow I forgot about that water stuff. I hate to give up anything I do if I can correct it.

                And yea I forgot all about that no water thing.

                I’m on a hike now but will
                Look through the game and see what makes sense to me when I return as this game is proving very insightful. To me

                As far as the army group stuff goes. Well I read it all all again but I’ve read those rules dozens of times now so I’ll look at that too.

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

                  @trout so I converted a panzer general to SS panzer general right?

                  So far so good

                  But I recall the game said I can’t have 5 SS panzer tanks so how i make that?

                  Was my other warden group correct?

                  T 2 Replies Last reply Reply Quote 0
                  • T Offline
                    Trout @JohnnyCat
                    last edited by

                    @johnnycat The SS Panzer Army is SS PG and three SS Panzers

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

                      @johnnycat That army rolls 8 dice attacking at 4 and defending at 5. Very potent unit

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

                        @trout now I understand why I see you building them every game

                        But regular panzer army is one panzer general
                        And 5 regular tanks so it’s easy to forget. Hence the reason to use the upper boxes. Duh. Now I see the sense in that.

                        I just home so I’ll see if we can salvage this. Another option is to just stay in Europe. But what’s the fun in That ?

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

                          @johnnycat Ha Ha! Yes, the allure of conquering Africa and the Middle East is a strong temptation for Axis each game. But have to be careful to defend the homeland also.

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

                            @trout

                            I am reading and still need to ask

                            what is a Waffen PG and how is it used?

                            so 6 tanks for the panzer armies but only 4 units for the waffen guys?

                            Who leads the waffen guys:

                            The oberst obviously but maybe this guy can lead too? I cannot find rules for this Waffen PG. THANKS

                            Screenshot 2026-02-21 at 5.15.38 PM.png ,

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

                              @Trout

                              Turns out that German turn 8 is when I broke the rules and sent nazi fanatics on boats and that would have resulted in the end of the universe as we know it -

                              Screenshot 2026-02-21 at 5.23.28 PM.png

                              So it appears that I might be able to salvage this game by just redoing that turn.

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

                                @johnnycat Yes, that was my suggestion. Just go back to G8 and play from there. There was something I wanted to change in my US8 turn anyway so I don't mind just going back to G8 and we play forward from that point. There is a rulebook for the Waffen Panzer General in the same location as all of the other rulebooks.

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

                                  @trout

                                  OK how about this then. For me to start at G8 means that I sort of don't coordinate the mafia turn immediately prior that and in this game I can see how that pair is intimate so I propose restarting at Italy 7 - the photo here is after Italy 7 currently so I would redo that and also get this nazi fanatics back into their cages.

                                  Or we could just play checkers.

                                  Screenshot 2026-02-21 at 5.34.30 PM.png

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

                                    @johnnycat That’s fine

                                    JohnnyCatJ 2 Replies Last reply Reply Quote 0
                                    • JohnnyCatJ Offline
                                      JohnnyCat @Trout
                                      last edited by JohnnyCat

                                      OK. I will do that

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

                                        @johnnycat

                                        Right arm 💪 on the Takeover. I'm still gonna do an example for others. Actually I'm gonna do examples for all the complicated stuff. I have a few done but most need updating.

                                        Anyway, the ss boys are scared of the water. They get seasick. However they are fearless in the skies so they can use Air Trprt. Remember the reich is the only player that can Air Trprt Armor units.

                                        According to the Captain the reason for no naval transport for ss is game balance and the realism justification is they had much more equipment than their corresponding Wehrmacht units.

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

                                          @trout

                                          Take 38

                                          trout-cat-game-3-ITALY_7.tsvg

                                          nothing special this time. Hopefully this game will develop
                                          🙂

                                          Screenshot 2026-02-22 at 1.16.39 PM.png

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

                                            @johnnycat Game History

                                            Round: 7
                                            
                                                Purchase Units - ANZAC
                                                    ANZAC buy 1 Escort and 1 transport; Remaining resources: 2 PUs; 
                                            
                                                Combat Move - ANZAC
                                                    1 transport moved from 62 Sea Zone to 54 Sea Zone
                                                    1 artillery moved from Queensland to 54 Sea Zone
                                                    1 infantry moved from Queensland to 54 Sea Zone
                                                    1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 45 Sea Zone
                                                    1 infantry moved from 45 Sea Zone to Dutch New Guinea
                                                    1 artillery moved from 45 Sea Zone to Dutch New Guinea
                                                    2 infantry moved from New Guinea to Dutch New Guinea
                                            
                                                Combat - ANZAC
                                                    Battle in Dutch New Guinea
                                                        Changer loiter and taunt; ANZAC attack with 1 artillery and 3 infantry
                                                        Changer defend; Japanese defend with 1 infantry
                                                            ANZAC roll dice for 1 artillery and 3 infantry in Dutch New Guinea, round 2 : 0/4 hits, 1.00 expected hits
                                                            Japanese roll dice for 1 infantry in Dutch New Guinea, round 2 : 1/1 hits, 0.33 expected hits
                                                            1 infantry owned by the ANZAC lost in Dutch New Guinea
                                                            ANZAC roll dice for 1 artillery and 2 infantry in Dutch New Guinea, round 3 : 2/3 hits, 0.83 expected hits
                                                            Japanese roll dice for 1 infantry in Dutch New Guinea, round 3 : 0/1 hits, 0.33 expected hits
                                                            1 infantry owned by the Japanese lost in Dutch New Guinea
                                                        ANZAC win, taking Dutch New Guinea from Japanese with 1 artillery and 2 infantry remaining. Battle score for attacker is 0
                                                        Casualties for ANZAC: 1 infantry
                                                        Casualties for Japanese: 1 infantry
                                                    Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Norway
                                                    Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Bulgaria
                                                    Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 99 Sea Zone
                                                    Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 113 Sea Zone
                                            
                                                Non Combat Move - ANZAC
                                                    Trigger Wolfpack at99 SeaZones: Germans has 1 Wolfpack placed in 99 Sea Zone
                                                    Trigger ItaliansParaBoost atBulgaria: Italians has 1 italian_paraBoost placed in Bulgaria
                                                    Trigger BritishParaBoost atNorway: British has 1 uk_paraBoost placed in Norway
                                                    Trigger Wolfpack at113 SeaZones: Germans has 1 Wolfpack placed in 113 Sea Zone
                                                    1 battleship, 1 carrier, 1 cruiser, 1 destroyer and 1 transport moved from 62 Sea Zone to 54 Sea Zone
                                            
                                                Place Units - ANZAC
                                                    1 Escort and 1 transport placed in 62 Sea Zone
                                            
                                                Turn Complete - ANZAC
                                                    Trigger ANZAC RemoveANZACConvoySZ62Invert: has removed 1 Escort owned by ANZAC in 62 Sea Zone
                                                    Trigger ANZAC RemoveANZACConvoySZ62Invert: ANZAC has 1 Escort_Convoy placed in 62 Sea Zone
                                                    ANZAC collect 14 PUs; end with 16 PUs
                                                    Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 18 PUs
                                                    Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 23 PUs
                                            
                                                Combat Move - French
                                            
                                                Combat - French
                                                    Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Norway
                                                    Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Bulgaria
                                                    Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 99 Sea Zone
                                                    Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 113 Sea Zone
                                            
                                                Non Combat Move - French
                                                    Trigger Wolfpack at99 SeaZones: Germans has 1 Wolfpack placed in 99 Sea Zone
                                                    Trigger ItaliansParaBoost atBulgaria: Italians has 1 italian_paraBoost placed in Bulgaria
                                                    Trigger BritishParaBoost atNorway: British has 1 uk_paraBoost placed in Norway
                                                    Trigger Wolfpack at113 SeaZones: Germans has 1 Wolfpack placed in 113 Sea Zone
                                            
                                                Turn Complete - French
                                            

                                            Combat Hit Differential Summary :

                                            Japanese regular : 0.33
                                            ANZAC regular : 0.17
                                            

                                            77446a84-841f-462e-b84b-ef2844f9db68-trout-cat-game-3-f7.tsvg

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