EXP G40 Game 3 Trout vs JCat
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@johnnycat Game History
Round: 9 Purchase Units - ANZAC ANZAC buy 1 fighter and 2 infantry; Remaining resources: 2 PUs; Combat Move - ANZAC 2 infantry moved from New Guinea to Dutch New Guinea 1 fighter moved from New Guinea to Dutch New Guinea 1 infantry moved from New South Wales to 62 Sea Zone 1 artillery moved from New South Wales to 62 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone 1 artillery moved from 45 Sea Zone to Dutch New Guinea 1 infantry moved from 45 Sea Zone to Dutch New Guinea 1 fighter moved from 33 Sea Zone to Dutch New Guinea 1 fighter moved from 33 Sea Zone to Dutch New Guinea Combat - ANZAC Battle in Dutch New Guinea Changer loiter and taunt; ANZAC attack with 1 artillery, 3 fighters and 3 infantry Changer defend; Japanese defend with 2 artilleries ANZAC roll dice for 1 artillery, 3 fighters and 3 infantry in Dutch New Guinea, round 2 : 4/7 hits, 2.50 expected hits Japanese roll dice for 2 artilleries in Dutch New Guinea, round 2 : 2/2 hits, 0.67 expected hits 2 infantry owned by the ANZAC lost in Dutch New Guinea 2 artilleries owned by the Japanese lost in Dutch New Guinea ANZAC win, taking Dutch New Guinea from Japanese with 1 artillery, 3 fighters and 1 infantry remaining. Battle score for attacker is 2 Casualties for ANZAC: 2 infantry Casualties for Japanese: 2 artilleries Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Denmark Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 95 Sea Zone Non Combat Move - ANZAC Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger BritishParaBoost atDenmark: British has 1 uk_paraBoost placed in Denmark 1 fighter moved from Dutch New Guinea to 33 Sea Zone 1 fighter moved from Dutch New Guinea to New Guinea 1 fighter moved from Dutch New Guinea to New Guinea 1 transport moved from 46 Sea Zone to 62 Sea Zone 1 transport moved from 54 Sea Zone to 62 Sea Zone 1 Escort moved from 33 Sea Zone to 46 Sea Zone 1 destroyer moved from 45 Sea Zone to 33 Sea Zone Place Units - ANZAC 1 fighter and 2 infantry placed in New South Wales Turn Complete - ANZAC 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 Denmark Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 95 Sea Zone Non Combat Move - French Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger BritishParaBoost atDenmark: British has 1 uk_paraBoost placed in Denmark 1 destroyer moved from 91 Sea Zone to 110 Sea Zone 1 cruiser moved from 91 Sea Zone to 110 Sea Zone Turn Complete - FrenchCombat Hit Differential Summary :
Japanese regular : 1.33 ANZAC regular : 1.50Oops. Forgot that with the Takeover, need to do ANZAC/France also. Will post turn file when I can. Triple A seems to be having some technical difficulties right now
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I have some math/performance questions as I look through the battle results. And with that MS in math I earned I pretty much expect to have reasonable "luck" or don't bother playing certain games...
so just to learn:
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Is your sub immune to naval mines? In the med.
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Where are the battle results for the invasion of normandy - seems like you would have needed 20 inf and 5 fighters to get close statistically but then again I often get fooled by this game's special pieces. either way I am rather curious to see the details because as I recall I had like 9 forts there right? with 9 inf AND AA gun. So you would have lost something like 8 attackers round one not counting the average loss of at least 1 plane. I'm just now starting to get curious about the details because I need to refine my expectations to match any special capabilities that this game often throws out there. Anyway, I would have invaded Spain.
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Similar questions about the general lack of performance in the Pacific. Again I want those thousands of little mini subs that the WW2 books all say were terrifying and how any actual invasion of Japan would have cost a million souls, etc.
Finally. - I need a bid, hahaha. Seriously as we continue to play games I think I will need some extra units to just blow because otherwise I actually have to pay attention. And who wants to the do that?

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@johnnycat Naval Mines attack surface ships so yes subs are immune. I lost six infantry in the Normandy attack. You had nine fortified dudes so all defended at 3 with one AAA. Your AAA didn’t hit but you did roll about average overall. I always post Turn Summaries so you can see the combat results in those
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@johnnycat In this game, bids are not needed since it’s evenly matched. Unless you want to play a game where both sides get extra kwan. That may be a possibility
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@trout I was trying to be funny :).
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@johnnycat bc38595e-69dd-4efa-84f5-dfdc40488c08-trout-cat-game-3-f9.tsvg Looks like Triple A working again
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@trout said in EXP G40 Game 3 Trout vs JCat:
bc38595e-69dd-4efa-84f5-dfdc40488c08-trout-cat-game-3-f9.tsvg

Good Morning. so how many guys are here?
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@johnnycat Just one
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@trout so I don’t have to do anything right? Use the editor? I just want to send a couple guys and a plane so it’s just one paratrooper guy and that extra red dude always worries me

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@johnnycat Right. That's an automated process so don't need to do anything. The red dude is there just so TripleA understands that the para defends with a 3 on first round. If for some reason, he doesn't die in the first round. The red dude will automatically go away.
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@trout WOW what a challenging turn. FINALLY a super interesting turn that I sort of know what I am doing and have been hoping for.
I need to know how the panzer generals work beyond what I read in the manual. if one is upgraded to Waffle House can I still use it to command regular tanks ?
Or can I undo it back to normal from waffle?
Can a regular panzer general command 5 tanks that include a Waffle House tank?
Same question with the Oberst guy commanding Waffle House Panzer Gren and Waffle House Artillery. I need to know if a non-waffen can go into these groups?
I have two of these groups of Waffle House oberst, waffle art, waffle Panzer grenadier... but each group needs 4 units and I am not sure where to get them so I want to use a non waffle guy if possible. I could just buy two more and assume some will die in battle right?
And if you could please confirm the benefits of these little waffen groups? Seems like two of the 4 members get extra dice.
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@trout one more question
Can I upgrade the west Germany factory back to being big size and use it same turn?
All these factory options still confuse me.
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@johnnycat Once somebody goes through waffle training they cannot go back. Also no mixing of normal Germans and Hitler-fanatics in armies. For your factory question, yes to can upgrade and no to same turn
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@johnnycat for waffle armies, the grumpy Gruppen hits double and one of the units in the army hits double also. So six dice rolls total
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ok so I can build 3 guys in Western Germany then build the upgrade to regular size and build 10 guys the next turn?
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The weird thing here is panzer general Waffle House version
Because that makes no sense when compared to the regular way of 1 PG and 5 other tanks
If Waffen, its kist 1 PG and 3 other tanks. That is not consistent. What am I missing?
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Hi Cat
All waffen Armies have a total of 4 units. The Oberst or SS Panzer General commanding 3 other Waffen units.
Waffen Panzer Army has to be all Waffen Panzers and the SS PG
The other Waffen Armies can't have Oberst in them unless they are the Commander. So can't have 2 Oberst in one SS/Waffen Army
You could upgrade the now Minor in W GER to Hvy Industry for 2 bucks this turn and then place 4 dudes this turn. Next turn when you update to Major, you lose the Hvy Ind boost.
So just a Major produce 10 spot for that turn
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@beelee Thank you but West Germany needs to go back to large and I need to know the steps and so can I build 3 guys there this turn as normal, but then add the 20 IPU upgrade to large factory ?
Then build 10 guys next turn ?
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@beelee what is the benefit of upgrading any tanks to waffen? Seems like a down grade since it can only hold 4 units and the normal Panzer general and 5 tanks are 6 units
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@beelee said in EXP G40 Game 3 Trout vs JCat:
You could upgrade the now Minor in W GER to Hvy Industry for 2 bucks this turn and then place 4 dudes this turn. Next turn when you update to Major, you lose the Hvy Ind boost.
So just a Major produce 10 spot for that turnsorry still makes no sense to me
Can you please tell me what you would do this turn and next in order to get the west German factory back to normal?
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