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    EXP G40 Game 3 Trout vs JCat

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    • JohnnyCatJ Offline
      JohnnyCat @Trout
      last edited by

      @trout Gosh I have no idea - do what you would do.

      The Mafia is too busy with parties now so no flights today

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

        @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 PUs
        

        c82b39a5-eb44-42e8-8ac6-6e4493dfb897-trout-cat-game-3-uk1.tsvg

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

          @trout trout-cat-game-3-Mafia1.tsvg

          Must be the 1940 Incredible Air Show of Malta now. Look at all those planes there.

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

            @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 - French
            

            Combat Hit Differential Summary :

            e2a15216-64b0-4178-b4e5-6dc214cfa85f-trout-cat-game-3-f1.tsvg Third Reich goose-steppers up!

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

              @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?

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

                @johnnycat

                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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                • JohnnyCatJ Offline
                  JohnnyCat @Trout
                  last edited by JohnnyCat

                  @trout @beelee
                  Hey Guys... Got another big QUESTION

                  I 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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                  • JohnnyCatJ Offline
                    JohnnyCat
                    last edited by

                    @trout @beelee

                    German turn done -

                    More QUESTIONS:

                    1. Game says I can buy pioneers - so I did. But the game will not allow me to place it. WTF?

                    2. 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?

                    3. 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.

                    trout-cat-game-3-GERMANY2.tsvg

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

                      @johnnycat

                      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.

                      Screenshot from 2026-01-29 08-40-35.png

                      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.

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

                        @JohnnyCat

                        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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                        • T Online
                          Trout @JohnnyCat
                          last edited by Trout

                          @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

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

                            @trout

                            @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:

                            1. 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?

                            2. WHY do I want a German Waffle Pioneer ?

                            3. Why would I want a German Combat Engineer? To remove mines?

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                            • B Offline
                              beelee
                              last edited by

                              @johnnycat

                              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.

                              Screenshot from 2026-01-29 11-07-13.png

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

                                @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

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

                                  @beelee Thank you

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

                                    @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

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

                                      @johnnycat

                                      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.

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

                                        @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 PUs
                                        

                                        bd223a19-6abf-469b-b0d6-bdc487deb72e-trout-cat-game-3-r2.tsvg
                                        Emperor of the Rising Sun is up next

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

                                          @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...

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

                                            @johnnycat

                                            heh heh I still keep two open at all times. One for table of contents and one to scroll lol

                                            f03a1a42-6b2a-4c3b-b9a2-4960c786eaaa-image.png

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

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