EXP G40 Game 3 Trout vs JCat
-
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
-
@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?
-
German turn done -
More QUESTIONS:
-
Game says I can buy pioneers - so I did. But the game will not allow me to place it. WTF?
-
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?
-
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.
-
-
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.
-
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.
-
@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
-
@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:
-
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?
-
WHY do I want a German Waffle Pioneer ?
-
Why would I want a German Combat Engineer? To remove mines?
-
-
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.

-
@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
-
@beelee Thank you
-
@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
-
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.
-
@johnnycat Game History
Round: 2 Purchase Units - Russians Note to players Russians: It is Late 1940 and the Red Army has begun Organizing Army Groups. You may have up to 2 Army Groups. Only 1 may be active per Territory. Trigger Army GroupUSSR: buyArmy_Group added to productionRussians Russians buy 1 Soviet_Commisar, 4 armour and 1 elite; Remaining resources: 9 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 Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Russians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Russia Trigger RailMovementAutoPlaceRemoveRussians: has removed 2 Russian_Rails owned by Russians in Belarus 2 russian_paras moved from Russia to Novgorod 2 russian_paras moved from Russia to Caucasus 1 Soviet_Commisar moved from Russia to Belarus 2 armour moved from Russia to Belarus 1 mech_infantry moved from Russia to Belarus 1 mech_infantry moved from Caucasus to Bryansk 1 armour moved from Caucasus to Bryansk 1 elite moved from Russia to Bryansk 2 fighters moved from Russia to Novgorod 1 tactical_bomber moved from Russia to Novgorod 1 submarine moved from 111 Sea Zone to 119 Sea Zone 1 submarine moved from 119 Sea Zone to 109 Sea Zone 2 infantry moved from Bryansk to Belarus 1 Russian_Rail moved from Russia to Buryatia 1 Russian_Rail and 1 infantry moved from Buryatia to Belarus 1 Russian_Rail moved from Russia to Buryatia 1 Russian_Rail and 1 infantry moved from Buryatia to Belarus Place Units - Russians 1 Soviet_Commisar, 4 armour and 1 elite placed in Russia Turn Complete - Russians Russians collect 37 PUs; end with 46 PUsbd223a19-6abf-469b-b0d6-bdc487deb72e-trout-cat-game-3-r2.tsvg
Emperor of the Rising Sun is up next -
@beelee GREAT suggestion. Thank you. I now play with three pages open to the various rules, and will constult that thing every turn ; chess is nothing compared to this...
-
heh heh I still keep two open at all times. One for table of contents and one to scroll lol

Edit
and all the new ones bookmarked. Probably easier just to go to The Captain's page for those.