EXP G40 Game 3 Trout vs JCat
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@beelee OMG - so that means that I could “use” it the turn I place it. Like that magic aircraft carrier right!
So some units are totally use and abuse and some are like, wait wait, gotta wait your turn…. I LOVE IT !!!
As I said I don’t care about makes sense or feels like should be or not… I just want to learn what IS and use that to victory, Moooooohahahaha
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@johnnycat said in EXP G40 Game 3 Trout vs JCat:
I'm tempted to ignore the UK and France and just plow to Moscow but I dunno.
Not a bad startegy well except for the France part
However the Soviet Conscription usually slows the Wehrmacht down for a couple turns and the UK with Paras and LCVs, if not blocked, keep the Western Front active to a certain extent.My guess is that is done for Historical reasons mostly, although Dieppe did happen. But primarily to force the Reich to leave some Forces in the West.
Otherwise Conscripts or no, SSR would be fckd
Idk though, I usually get caught up playing with the U-boats and have never done a full on fck everything else attack on Moscow. -
@johnnycat said in EXP G40 Game 3 Trout vs JCat:
OMG - so that means that I could “use” it the turn I place it.
yes
however you would have been better off spending the 3 bucks on a Inf as you have plenty of current placement capacity.
Also, if/when you move the Fctry Underground to avoid Strategic Bombing Raids, SBR, you will lose the upgrade.
So the better move is to move underground and then upgrade capacity if needed

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@johnnycat Game History
Round: 1 Purchase Units - Russians Russians buy 1 Soviet_Commisar, 2 armour, 1 elite, 3 mine_unarmeds and 4 russian_paras; Remaining resources: 0 PUs; 3 AirLendLease; 3 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Combat - Russians Non Combat Move - Russians Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Buryatia Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Belarus Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Caucasus 6 infantry moved from Novgorod to Belarus 1 artillery moved from Novgorod to Belarus 2 aaGuns moved from Novgorod to Belarus 2 infantry moved from Karelia to Novgorod 3 infantry moved from Vyborg to Novgorod 3 infantry moved from Baltic States to Belarus 1 mech_infantry moved from Volgograd to Caucasus 1 armour moved from Volgograd to Caucasus 2 infantry moved from Ukraine to Rostov 1 artillery moved from Western Ukraine to Bryansk 2 infantry moved from Eastern Poland to Belarus 1 infantry moved from Bessarabia to Eastern Poland 1 infantry moved from Western Ukraine to Bryansk 2 aaGuns moved from Russia to Bryansk 1 Russian_Rail moved from Russia to Sakha 1 Russian_Rail and 1 aaGun moved from Sakha to Caucasus 1 Russian_Rail and 1 artillery moved from Russia to Buryatia 1 R_Europe_Rail moved from Russia to Sakha 1 R_Europe_Rail and 1 infantry moved from Sakha to Belarus 1 infantry moved from Russia to Bryansk 1 fighter moved from Novgorod to Russia 1 infantry moved from Archangel to Belarus 1 submarine moved from 127 Sea Zone to 111 Sea Zone 3 infantry moved from Buryatia to Yakut S.S.R. 4 infantry moved from Sakha to Buryatia 1 aaGun moved from Sakha to Buryatia 3 infantry moved from Amur to Buryatia 1 infantry moved from Amur to Buryatia 1 infantry moved from Amur to Buryatia 1 infantry moved from Buryatia to Yakut S.S.R. Place Units - Russians 1 Soviet_Commisar, 2 armour, 1 elite, 3 mine_unarmeds and 4 russian_paras placed in Russia Turn Complete - Russians Russians collect 37 PUs; end with 37 PUsIf you take Moscow, you win. Unless I take it back on a Soviet counter-attack. The only special capitol rules are Flak Towers which are normally only bought when the capitol is threatened but it's the best defensive build in the game. But since they cannot attack and not move from the capitol, their only role is capitol defense. The other one is that two Panzer Generals can be active in capitol defense instead of the usual rule of one only. Besides that nothing special. Take the capitol and you get all of his bank vaults. Then if you survive the counter-attack you win the game.
642f8aa3-cf58-4d10-ab6c-77c46c221b84-trout-cat-game-3-r1.tsvg
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@beelee OK THAT JUST SUCKS hahahaha
Had I known that I would not have spent the money. There are so many details to this game
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@johnnycat On your J turn, you can do Edit to build an infantry and take back the factory upgrade. That would not change the game too much.
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@johnnycat said in EXP G40 Game 3 Trout vs JCat:
@beelee OK THAT JUST SUCKS hahahaha
Had I known that I would not have spent the money. There are so many details to this game
Thought you were gonna build 12 Transports

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@johnnycat said in EXP G40 Game 3 Trout vs JCat:
There are so many details to this game

Edit
I'll quit buggin you guys. Gotta go cypher what todo against the "Texan Trout Onslaught" I'm experiencing
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@Trout
It's all good mate. I will want to see you come bombing anyway cause I gotta learn that too. I can't put that fancy flack tower in west Germany ?Trout Cat Game 3 J1 GAME NOTES.txt
This turn many beautiful Japanese women go on many cruises. All very peaceful...
(shhh don't mind those nasty Chinese. And those whitey blokes, that was all a misunderstanding), so no need to attack peaceful Japanese ladies this turn... -
Yea flakTower Capital only. G SSR UK and Italy only ones that get it. I think lol Maybe the yanks do I can't remember
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@johnnycat Hey JC. Just looked at your J1 turn. A few issues and/or potential issues:
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You can only railroad thru territories that you owned at the beginning of the turn so no can do choo choo to the country with the finest curry in the world.
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Attacking France, ANZAC or UK triggers USA entering the war. The only country J can attack that the USA doesn't care about is Soviets. You can crush them all you want and USA will remain at peace. It appears you did not realize that.
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So let me know if you want to redo your J1 turn in order to keep USA at peace.
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@trout OMG hahahaha
OK so let's just keep it but I will Choo Choo my dudes to a better place. back in 2
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@trout OK best if you do it I guess. Just move those two suckers (inf and art) from Siam Land of Mystery to Kiangsi land of I dunno.
ANd I get it, USA is at war... ok well this time so sneaky sub attacks are gonna work haha
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@johnnycat Will do tomorrow. Done for the evening
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@trout Would you like Italian scrambled eggs this morning with your coffee? Specifically in SZ 97?
da51b3f4-4b7f-4903-8c87-82a62ba853c1-trout-cat-game-3-uk1.tsvg -
@trout Gosh I have no idea - do what you would do.
The Mafia is too busy with parties now so no flights today
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@johnnycat Game History
Round: 1 Purchase Units - Americans Americans buy 3 Fortifications, 1 Heavy_BB, 1 demo_harbour, 1 destroyer, 1 elite and 2 transports; Remaining resources: 3 PUs; Politics - Americans Americans takes Political Action: Political Action Americans To War With Germans Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Germans and Americans from Neutrality to War Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Chinese and Americans from Neutrality to Allied Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for British and Americans from Neutrality to Allied Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for ANZAC and Americans from Neutrality to Allied Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Americans and French from Neutrality to Allied Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Americans and Dutch from Neutrality to Friendly Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral Americans takes Political Action: Political Action Americans To War With Japanese Americans succeeds on action: Political Action Americans To War With Japanese: Changing Relationship for Japanese and Americans from Neutrality to War Americans takes Political Action: Political Action Americans To War With Italians Americans succeeds on action: Political Action Americans To War With Italians: Changing Relationship for Italians and Americans from Neutrality to War Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States Combat Move - Americans Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 1 destroyer moved from 35 Sea Zone to 54 Sea Zone 1 submarine moved from 35 Sea Zone to 54 Sea Zone Non Combat Move - Americans Trigger RailMovementAutoPlaceRemoveAmericans: has removed 6 Rails owned by Americans in Eastern United States 1 infantry moved from Central United States to 101 Sea Zone 1 infantry and 1 transport moved from 101 Sea Zone to 86 Sea Zone 1 infantry moved from 86 Sea Zone to Brazil Americans take Brazil from Neutral_Allies 1 infantry moved from Mexico to 10 Sea Zone 1 infantry moved from Mexico to Western United States 1 artillery moved from Western United States to 10 Sea Zone 1 artillery, 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 1 infantry, 1 transport, 1 usa_fighter and 1 usa_tactical_bomber moved from 10 Sea Zone to 26 Sea Zone 1 transport moved from 26 Sea Zone to 10 Sea Zone 1 artillery moved from 26 Sea Zone to Hawaiian Islands 1 infantry moved from 26 Sea Zone to Hawaiian Islands 1 bomber moved from Central United States to Hawaiian Islands Place Units - Americans Units in Philippines being upgraded or consumed: 1 harbour 3 Fortifications and 1 demo_harbour placed in Philippines 1 destroyer and 1 transport placed in 101 Sea Zone 1 Heavy_BB and 1 transport placed in 10 Sea Zone 1 elite placed in Eastern United States Turning on Edit Mode EDIT: Adding units owned by Japanese to Kiangsi: 1 artillery and 1 infantry EDIT: Removing units owned by Japanese from Siam: 1 infantry EDIT: Removing units owned by Japanese from Siam: 1 artillery EDIT: Turning off Edit Mode Turn Complete - Americans Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 1,6,2,3,5,4,5,4,5,4,2,3 Americans collect 52 PUs (2 lost to blockades); end with 55 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 69 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 79 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 84 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 89 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 94 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 5 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 2 infantry moved from Szechwan to Yunnan 1 fighter moved from Szechwan to Yunnan 1 infantry moved from Szechwan to Yunnan Combat - Chinese Battle in Yunnan Chinese attack with 1 fighter and 3 infantry Japanese defend with 1 artillery and 1 infantry Chinese win, taking Yunnan from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 1 Casualties for Chinese: 2 infantry Casualties for Japanese: 1 artillery and 1 infantry Non Combat Move - Chinese Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Yunnan to Shensi 2 infantry moved from Kweichow to Shensi 2 infantry moved from Suiyuyan to Shensi 1 infantry moved from Szechwan to Shensi Place Units - Chinese 3 infantry placed in Shensi 2 infantry placed in Szechwan Turn Complete - Chinese Chinese collect 9 PUs; end with 9 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 18 PUs Purchase Units - British Trigger Seafire: buySeafire added to productionBritish British buy 1 Repair_BB, 1 UndrgroundFctry, 1 elite, 7 infantry, 1 uk_fighter and 1 uk_para; Remaining resources: 1 PUs; 3 AirLendLease; 3 NavyLendLease; Place Units - British 1 Repair_BB placed in 110 Sea Zone Units in United Kingdom being upgraded or consumed: 1 factory_major 1 UndrgroundFctry placed in United Kingdom Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa 1 unit repaired. Trigger British RemoveRepair BB: has removed 1 Repair_BB owned by British in 110 Sea Zone 1 cruiser moved from 91 Sea Zone to 96 Sea Zone 1 uk_fighter moved from Malta to 97 Sea Zone 1 uk_tactical_bomber moved from 98 Sea Zone to 97 Sea Zone 1 carrier, 1 cruiser and 1 destroyer moved from 98 Sea Zone to 97 Sea Zone 2 uk_fighters moved from United Kingdom to 97 Sea Zone 1 bomber moved from United Kingdom to 97 Sea Zone 1 uk_fighter moved from Gibraltar to 96 Sea Zone 1 infantry moved from Malaya to Shan State 1 uk_fighter moved from Burma to Shan State 1 uk_tactical_bomber moved from India to Shan State 1 uk_fighter moved from India to Shan State Combat - British Battle in 96 Sea Zone British attack with 1 cruiser and 1 uk_fighter Italians defend with 1 destroyer and 1 transport British win with 1 cruiser and 1 uk_fighter remaining. Battle score for attacker is 13 Casualties for Italians: 1 destroyer and 1 transport Battle in 97 Sea Zone British attack with 1 bomber, 1 carrier, 1 cruiser, 1 destroyer, 3 uk_fighters and 1 uk_tactical_bomber Italians defend with 1 battleship, 1 cruiser and 1 transport British win, taking 97 Sea Zone from Neutral with 1 bomber, 1 carrier, 1 cruiser, 3 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 23 Casualties for British: 1 destroyer Casualties for Italians: 1 battleship, 1 cruiser and 1 transport Battle in Shan State British attack with 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber Japanese defend with 1 infantry British win with 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Anglo Egyptian Sudan 2 uk_fighters moved from Shan State to India 1 uk_tactical_bomber moved from Shan State to India 1 battleship moved from 37 Sea Zone to 39 Sea Zone 1 infantry moved from Alexandria to 98 Sea Zone 1 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone 1 infantry moved from 80 Sea Zone to Persia British take Persia from Neutral_Allies 1 infantry moved from Anglo Egyptian Sudan to Egypt 1 uk_armour moved from Alexandria to Egypt 1 artillery moved from Alexandria to Egypt 1 infantry moved from Alexandria to Egypt 1 uk_fighter moved from 96 Sea Zone to Malta 1 bomber moved from 97 Sea Zone to Malta 1 uk_tactical_bomber moved from 97 Sea Zone to Malta 1 uk_fighter moved from 97 Sea Zone to Malta 1 battleship moved from 110 Sea Zone to 107 Sea Zone 1 destroyer moved from 106 Sea Zone to 107 Sea Zone 1 Rail and 1 infantry moved from Union of South Africa to Anglo Egyptian Sudan 1 uk_armour moved from Egypt to Anglo Egyptian Sudan 1 Rail and 1 infantry moved from Union of South Africa to Anglo Egyptian Sudan 1 artillery moved from Egypt to Anglo Egyptian Sudan 1 destroyer moved from 71 Sea Zone to 81 Sea Zone 1 uk_fighter moved from Scotland to United Kingdom 2 infantry moved from Scotland to United Kingdom 1 aaGun moved from Scotland to United Kingdom 1 artillery moved from Ontario to Quebec 1 infantry moved from Ontario to Quebec 1 infantry moved from West India to Eastern Persia British take Eastern Persia from Neutral_Allies Place Units - British 1 infantry placed in India 1 elite, 6 infantry, 1 uk_fighter and 1 uk_para placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 8 Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 3,2,3,6 British collect 35 PUs (8 lost to blockades); end with 36 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 42 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 47 PUsc82b39a5-eb44-42e8-8ac6-6e4493dfb897-trout-cat-game-3-uk1.tsvg