EXP G40 Game 3 Trout vs JCat
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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
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@trout trout-cat-game-3-Mafia1.tsvg
Must be the 1940 Incredible Air Show of Malta now. Look at all those planes there.
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@johnnycat Game History
Round: 1 Purchase Units - ANZAC ANZAC buy 1 infantry and 1 transport; Remaining resources: 1 PUs; Combat Move - ANZAC 1 infantry moved from Malaya to Shan State British take Shan State from Japanese 1 infantry moved from New Guinea to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch Combat - ANZAC Non Combat Move - ANZAC 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 2 infantry moved from 42 Sea Zone to Java ANZAC take Java from Dutch 2 fighters moved from New Zealand to 54 Sea Zone 1 cruiser moved from 63 Sea Zone to 62 Sea Zone 2 fighters moved from 54 Sea Zone to Queensland 1 fighter moved from Queensland to Malaya Place Units - ANZAC 1 infantry placed in New South Wales 1 transport 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 Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 27 PUs Combat Move - French Non Combat Move - French 1 destroyer moved from 93 Sea Zone to 91 Sea Zone 1 cruiser moved from 93 Sea Zone to 91 Sea Zone 1 infantry moved from Algeria to Morocco 1 infantry moved from French West Africa to French Central Africa 1 destroyer moved from 72 Sea Zone to 79 Sea Zone 1 infantry moved from Syria to Trans-Jordan Turn Complete - FrenchCombat Hit Differential Summary :
e2a15216-64b0-4178-b4e5-6dc214cfa85f-trout-cat-game-3-f1.tsvg Third Reich goose-steppers up!
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@trout said in EXP G40 Game 3 Trout vs JCat:
e2a15216-64b0-4178-b4e5-6dc214cfa85f-trout-cat-game-3-f1.tsvg
Awesome. finally at German turn 2 again...
So these army groups are a question now. Does one typically purchase a Panzer General now and group 5 tanks - the benefit is some extra rolls or something and I guess I just need to know if that computer game supports that stuff?
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Yep PanzerGeneral a good turn 2 buy. To activate it it has to start or end it's turn with 5 Panzers in the TTy it is in. You then switch to PG 3 the red dot one.
Explained in the in game Game Notes
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@trout @beelee
Hey Guys... Got another big QUESTIONI got a territory of 3 and I want to place a minor factory but I want it to make more than 3
I need to know if I can do BOTH purchases and builds in the same turn and what those are?
So I assume I buy a minor factory for 10 but if I buy underground or Hvy_minor or Minor_underground how it really works and what this game software will support and what I must edit.
THANKS
PS. Looked everywhere I could for info on SUB PENs. How I find this?
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German turn done -
More QUESTIONS:
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Game says I can buy pioneers - so I did. But the game will not allow me to place it. WTF?
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I see I lose out my 3 bucks or whatever on that factory I made big in Germany when I make it underground. so what should I have done? Just made it underground first?? then made it Hvy?
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SWEEDEN - I am getting some "Swedish Ore" bonus of 5 IPU each turn. HOW CAN I GET MORE MONEY? Now that the population is Hooked on Meth, we need more dough! Please tell me how and if stacking neutrals is a good thing.
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Hi Cat
Some optional rules came out after the rulebook. Subpens is one of them. Those rules are found here https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion
The in game "Game Notes" has these new rules listed and should have a link to where you can find the detailed rules.

The Game Notes follow the order of when Units/Rules appear in the rulebook. The newer options will be towards the end of Game Notes.
The Waffen Pioneer needs a Combat Engineer to be placed. It works the same as a Waffen Infantry replacing a Wehrmacht/regular Infantry.
Any upgrades to Fctrys are lost when they are moved underground. You can move underground and upgrade in the same turn. This requires some manipulation with edit.
Edit in a Underground Fctry of the type that is being upgraded during 1st place. Then place both the Underground Fctry you bought and the upgraded Undrg Fctry. Then remove the extra/non upgraded Undrg Fctry.
I'll look at the save after bit.
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So if you want to place a Fctry in a 3 PU value TTy, you can place a Minor and next turn upgrade to a Major or place the Major initially.
Remember, only original Fctries from Game Start can be upgraded to Heavy Industry.
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@johnnycat Hey JC. Looks like you will need to edit your turn. So Waffen Pioneer buy requires that there be a Combat Engineer previously purchased and located in Berlin. Likewise you bought multiple Gruppens. Buying a Gruppen requires there to be an SS Hitler Fanatic dude previously purchased and located in Berlin. In both cases, assuming that previously purchased unit is in Berlin, they are considered upgrades so you place them in 1st phase so that you can move out immediately with them. It's the exact same process you used in G1 when you turned your dudes into SS fanatics in the 1st phase before they ran into Paris to do whatever those SS guys do in such cases during Combat Movement.
Also a Gruppen only works if it forms a Waffen Army. Same for a Panzer General, it only works if it forms a Panzer Army. Otherwise, they operate like any other SS dude or Panzer
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@trout you do know (I hope) that the real reason I play this game is your AMAZING HUMOR !!!
I will fix this today. Thanks.
This is what I need to fully learn this game.
important QUESTIONS:
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So in order for a Gruppen to be whatever a Gruppen is, he needs a WaffleHouse Army. Which is what? 4 other any units or must be special zealots?
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WHY do I want a German Waffle Pioneer ?
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Why would I want a German Combat Engineer? To remove mines?
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The Oberst is explained page 44 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view
You will want to read the triplea Game Notes on them as well.Basically you don't. I've never seen someone buy one but they could be useful in certain situations.
The SS boys have strict membership requirements. They don't play well with outsiders.
Combat Engnrs are pretty handy. Can do a multitude of tasks. I like to have a couple anyways. One thing to be careful with the Reich is all the sexy units they have. At the end of the day, you still need bullet stoppers.
They are in the link I posted about 2 hours ago.

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@johnnycat For the Waffle House Army, need three Hitler-worshipers plus a Grumpy. They hit with six dice when active. For Engineers they can do several things but the most effective uses, and the only reason I ever buy them is moving factories and clearing LM’s. I have three sons so I have to be funny in order to keep them positive if I ever have to discipline them. They have daily fights with each other so humor helps while I instill “behavior changing measures” such as…. Well … You can guess
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@beelee Thank you
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@trout
THREE sons!!! Wow. I have a nephew and well never got to the breeding option in my Game of Life Thrones or whatever it is called.OK to make things easy I just redid the turn. Those darn Greeks got me again tho... Surely because of the Spartan blood. Fun Fact: My Spartan Grandfather came here to the US in 1915
Here is a cleaner version.trout-cat-game-3-GERMANY 2.tsvg
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Something you may find helpful, is looking at the TimeTable before you purchase, so you can see what Units are going to be available the next turn, as some of them will require Units already in Berlin in order to place them.
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