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    EXP G40 Game 4 Trout vs JCat

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    • T Offline
      Trout @JohnnyCat
      last edited by

      @johnnycat For your AAA question, each AAA can shoot at 3. Two AAAs can shoot at six, etc. AAA don’t shoot when just flying over them. Not realistic but that’s the rule in every single Axis/Allies game; not just G40

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

        @trout

        Actually i think one of the early A&As had AA on all the time. They changed it because it shot the shit outta everything lol

        Or maybe that was just a triplea option 🙂

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

          @trout @beelee

          I think my question must of not been very clear so I will try again.

          NOTE: When I hover my mouse pointer over those symbols I DO NOT see any description.

          1. Could you please take a screen shot of that for me so I can see that is not being shown on my Mac?

          2. What is the symbol "2nd" in Belarus? What does it stand for and where are those units actually located?

          3. Are there 18 units or 24 units in the First Army Group ?

          4. What is "3rd Korps" in the upper box and why is there a one soviet commissar in the box there?

          5. The rules talk about "Army Groups" being comprised of two "armies" and 10 land units.

          What is an "Armie? Those 4-unit things or those 6-unit tank things?

          1. This is important so I will ask another way:

          Where does the 6-unit armor group fit into the Army Group? OR Does the 6-unit armor group NOT fit into the Army Group?

          1. The upper box has 6 tank units inside a box titled, "first tank", yet I do not see a symbol for this "1st tank" anywhere?

          THANK YOU very much. I just want to make sense of this because intuitively there is a huge gap between reality and what I see on my game board.

          PS Had the session today and despite my thinking that all would be good now, it aint. 😞

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

            @johnnycat Game History

            Round: 5
            
                Purchase Units - ANZAC
                    ANZAC buy 1 Escort, 1 air_transport, 1 destroyer, 1 fighter and 1 submarine; Remaining resources: 1 PUs; 
            
                Combat Move - ANZAC
                    Trigger Italians DemoHarbour: has removed 1 demo_harbour owned by Italians in Gibraltar
                    2 fighters moved from Queensland to 35 Sea Zone
            
                Combat - ANZAC
                    Battle in 35 Sea Zone
                        ANZAC attack with 2 fighters
                        Japanese defend with 1 Japan_destroyer and 1 transport
                            ANZAC roll dice for 2 fighters in 35 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits
                            Japanese roll dice for 1 Japan_destroyer and 1 transport in 35 Sea Zone, round 2 : 1/2 hits, 0.50 expected hits
                            1 fighter owned by the ANZAC lost in 35 Sea Zone
                            1 Japan_destroyer owned by the Japanese lost in 35 Sea Zone
                            ANZAC roll dice for 1 fighter in 35 Sea Zone, round 3 : 0/1 hits, 0.50 expected hits
                            Japanese roll dice for 1 transport in 35 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
                            ANZAC roll dice for 1 fighter in 35 Sea Zone, round 4 : 1/1 hits, 0.50 expected hits
                            Japanese roll dice for 1 transport in 35 Sea Zone, round 4 : 1/1 hits, 0.17 expected hits
                            1 fighter owned by the ANZAC lost in 35 Sea Zone
                            1 transport owned by the Japanese lost in 35 Sea Zone
                        Japanese win with no units remaining. Battle score for attacker is -5
                        Casualties for ANZAC: 2 fighters
                        Casualties for Japanese: 1 Japan_destroyer and 1 transport
                    Trigger Remove All ParaBoost: has removed 1 german_paraBoost owned by Germans in Iraq
                    Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium
                    Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Trans-Jordan
                    Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Southern Italy
                    Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Tobruk
                    Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 113 Sea Zone
                    Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 105 Sea Zone
            
                Non Combat Move - ANZAC
                    Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium
                    Trigger ItaliansParaBoost atTobruk: Italians has 1 italian_paraBoost placed in Tobruk
                    Trigger ItaliansParaBoost atSouthern Italy: Italians has 1 italian_paraBoost placed in Southern Italy
                    Trigger ItaliansParaBoost atTrans-Jordan: Italians has 1 italian_paraBoost placed in Trans-Jordan
                    Trigger Wolfpack at105 SeaZones: Germans has 1 Wolfpack placed in 105 Sea Zone
                    Trigger ParaBoost atIraq: Germans has 1 german_paraBoost placed in Iraq
                    Trigger Wolfpack at113 SeaZones: Germans has 1 Wolfpack placed in 113 Sea Zone
                    1 transport moved from 42 Sea Zone to 54 Sea Zone
            
                Place Units - ANZAC
                    1 fighter placed in Queensland
                    1 Escort and 1 submarine placed in 54 Sea Zone
                    1 destroyer placed in 62 Sea Zone
                    1 air_transport placed in New South Wales
            
                Turn Complete - ANZAC
                    Trigger ANZAC RemoveANZACConvoySZ54Invert: has removed 1 Escort owned by ANZAC in 54 Sea Zone
                    Trigger ANZAC RemoveANZACConvoySZ54Invert: ANZAC has 1 Escort_Convoy placed in 54 Sea Zone
                    ANZAC collect 17 PUs; end with 18 PUs
                    Trigger ANZAC Liberates Celebes: ANZAC met a national objective for an additional 1 PUs; end with 19 PUs
                    Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 21 PUs
                    Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 26 PUs
                    Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 31 PUs
            
                Combat Move - French
            
                Combat - French
                    Trigger Remove All ParaBoost: has removed 1 german_paraBoost owned by Germans in Iraq
                    Trigger Remove All BritishParaBoost: has removed 1 uk_paraBoost owned by British in Holland Belgium
                    Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Trans-Jordan
                    Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Southern Italy
                    Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Tobruk
                    Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 113 Sea Zone
                    Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 105 Sea Zone
            
                Non Combat Move - French
                    Trigger BritishParaBoost atHolland Belgium: British has 1 uk_paraBoost placed in Holland Belgium
                    Trigger ItaliansParaBoost atTobruk: Italians has 1 italian_paraBoost placed in Tobruk
                    Trigger ItaliansParaBoost atSouthern Italy: Italians has 1 italian_paraBoost placed in Southern Italy
                    Trigger ItaliansParaBoost atTrans-Jordan: Italians has 1 italian_paraBoost placed in Trans-Jordan
                    Trigger Wolfpack at105 SeaZones: Germans has 1 Wolfpack placed in 105 Sea Zone
                    Trigger ParaBoost atIraq: Germans has 1 german_paraBoost placed in Iraq
                    Trigger Wolfpack at113 SeaZones: Germans has 1 Wolfpack placed in 113 Sea Zone
            
                Turn Complete - French
            

            Combat Hit Differential Summary :

            Japanese regular : 1.17
            ANZAC regular : 0.00
            

            df20503f-1b4d-4c5b-b981-c8404856dcae-trout-cat-game-4-f5.tsvg

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

              @johnnycat

              Screenshot from 2026-03-24 06-08-14.png

              Screenshot from 2026-03-24 06-08-23.png

              Screenshot from 2026-03-24 06-10-15.png

              Screenshot from 2026-03-24 06-10-41.png

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

                @beelee thanks

                Ok so the program I have on the Mac is different but I think I get it. 18 guys in the 1 army group and 6 armor in the 1st armor group for a total of 24 units.

                Correct?

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

                  @johnnycat 1st AG is 6 (tank army) + 4 (1st commissar army) + 6 dudes + 3 arty + 1 mech = 20. 2nd Army is 1 commissar + 1 guard + 2 tanks =4. So somehow your total math is correct in that it's 24 for the AG and 2nd Army. Belarus has all of that plus whatever is showing up as being there

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

                    @trout thank you for das Clarification

                    So an army group is 10 land units plus 2 little armies. Little armies meaning : 4-unit OR 6-unit armor

                    So 20 units

                    But it could be 18 if your second little army was a 4-unit thing yes?

                    Cannot be 24 units ? 10 land plus two tank armies?

                    But the way
                    The confusion lies in the graphics. I am expecting to see some connection between what you have in the upper boxes and a clear unambiguous label down in the map and that is just not the case.

                    Not complaining but suggesting that Whoever is in charge of that could benefit all by updating the upper box names and upper box label with the markers that are put on the map @beelee

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

                      @trout

                      This is becoming our most interesting game I feel

                      df20503f-1b4d-4c5b-b981-c8404856dcae-trout-cat-game-4-GERMANY_5.tsvg

                      Now that I understand it I was very careful to fill up my two army groups this entire game. And it looks like I just made it correct with the Army group center being able to all move 2 while the army group north is slowed down by all the walking zombies. 🙂

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

                        @johnnycat Yep - after you learn all of the rules and the TripleA mechanics It’s a blast. Congratulations for sticking with it and graduating to the next level 😁👍

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                        • T Offline
                          Trout @JohnnyCat
                          last edited by

                          @johnnycat Game History

                          Round: 6
                          
                              Purchase Units - Russians
                                  Note to players Russians: It is Late 1942 and Our Factories have Begun Mass Tank Production !    You may now purchase 3 Tanks for 12 PUs. They can only be placed in Moscow.
                                  Trigger BuyMassTanks: buyMass_Tanks added to productionRussians
                                  Trigger Army ConscriptRemove: buyArmy_Conscript removed from productionRussians
                                  Trigger AlliesFtrAce: buyFighterAce added to productionRussians
                                  Russians buy 1 FighterAce, 3 Mass_Tankss, 1 SP_ArtilleryUSSR, 1 Soviet_Commisar, 1 UndrgroundFctry, 1 elite and 4 russian_paras; Remaining resources: 7 PUs; 3 AirLendLease; 3 TankLendLease; 
                          
                              Combat Move - Russians
                                  Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia
                                  1 guard_infantry moved from Kazakhstan to Shensi
                                  1 armour moved from Tsinghai to Kansu
                                        Chinese take Kansu from Japanese
                                  1 armour moved from Kansu to Shensi
                                  4 infantry moved from Tsinghai to Shensi
                                  1 infantry moved from Amur to Korea
                                        Russians take Korea from Japanese
                                  1 artillery and 11 infantry moved from Amur to Manchuria
                                  1 infantry moved from Northwest Persia to Iraq
                                        Russians take Iraq from Germans
                                  2 infantry moved from Belarus to Baltic States
                                  1 tactical_bomber moved from Belarus to Baltic States
                                  2 fighters moved from Belarus to Baltic States
                          
                              Combat - Russians
                                  Battle in Manchuria
                                      Russians attack with 1 artillery and 11 infantry
                                      Japanese defend with 2 infantry
                                      Russians win, taking Manchuria from Japanese with 1 artillery and 10 infantry remaining. Battle score for attacker is 3
                                      Casualties for Russians: 1 infantry
                                      Casualties for Japanese: 2 infantry
                                  Battle in Shensi
                                      Russians attack with 1 armour, 1 guard_infantry and 4 infantry
                                      Japanese defend with 3 infantry
                                      Russians win, taking Shensi from Japanese with 1 armour, 1 guard_infantry and 4 infantry remaining. Battle score for attacker is 9
                                      Casualties for Japanese: 3 infantry
                                  Battle in Baltic States
                                      Russians attack with 2 fighters, 2 infantry and 1 tactical_bomber
                                      Germans defend with 1 infantry
                                      Russians win, taking Baltic States from Germans with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                                      Casualties for Germans: 1 infantry
                                  Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Trans-Jordan
                                  Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Southern Italy
                                  Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Tobruk
                                  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 105 Sea Zone
                          
                              Non Combat Move - Russians
                                  Trigger ItaliansParaBoost atTobruk: Italians has 1 italian_paraBoost placed in Tobruk
                                  Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone
                                  Trigger ItaliansParaBoost atSouthern Italy: Italians has 1 italian_paraBoost placed in Southern Italy
                                  Trigger ItaliansParaBoost atTrans-Jordan: Italians has 1 italian_paraBoost placed in Trans-Jordan
                                  Trigger Wolfpack at105 SeaZones: Germans has 1 Wolfpack placed in 105 Sea Zone
                                  Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 2 Russian_Rails owned by Russians in Belarus
                                  2 fighters moved from Baltic States to Belarus
                                  1 tactical_bomber moved from Baltic States to Belarus
                                  3 Army_Conscripts and 1 elite moved from Bryansk to Belarus
                                  2 infantry moved from Volgograd to Kazakhstan
                                  4 infantry moved from Volgograd to Caucasus
                                  1 SP_ArtilleryUSSR moved from Vologda to Belarus
                                  1 Russian_Rail and 1 infantry moved from Russia to Belarus
                                  1 Russian_Rail and 1 infantry moved from Russia to Belarus
                                  1 R_Europe_Rail and 1 infantry moved from Russia to Belarus
                                  6 infantry moved from Russia to Bryansk
                                  2 infantry moved from Russia to Smolensk
                                  1 infantry moved from Russia to Samara
                                  3 infantry moved from Russia to Bryansk
                                  1 infantry moved from Russia to Smolensk
                                  1 infantry moved from Russia to Samara
                                  1 armour moved from Urals to Smolensk
                          
                              Place Units - Russians
                                  Units in Russia being upgraded or consumed: 1 factory_major
                                  3 Mass_Tankss, 1 Soviet_Commisar, 1 UndrgroundFctry, 1 elite and 4 russian_paras placed in Russia
                                  Turning on Edit Mode
                                  EDIT: Adding units owned by Russians to Russia: 1 FighterAce
                                  EDIT: Turning off Edit Mode
                                  1 SP_ArtilleryUSSR placed in Bryansk
                                  Trigger MassTanksPlace3: has removed 3 Mass_Tankss owned by Russians in Russia
                                  Trigger MassTanksPlace3: Russians has 3 armour placed in Russia
                          
                              Turn Complete - Russians
                                  Total Cost from Convoy Blockades: 3
                                      Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,2,5,5,6,4,1,4,5,3,2,1,3,5,5,2
                                  Russians collect 37 PUs (3 lost to blockades); end with 44 PUs
                                  Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 49 PUs
                                  Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 52 PUs
                          

                          8ef4faf4-1fe4-431a-b15b-2f37a9fac210-trout-cat-game-4-r6.tsvg

                          JohnnyCatJ 3 Replies Last reply Reply Quote 0
                          • JohnnyCatJ Offline
                            JohnnyCat @Trout
                            last edited by

                            @trout said in EXP G40 Game 4 Trout vs JCat:

                            8ef4faf4-1fe4-431a-b15b-2f37a9fac210-trout-cat-game-4-r6.tsvg

                            From what I see I can take India, wipe our your USA fleet, and then figure we will HAVE THE GAME THAT I HAVE BEEN LOOKING FORWARD TO ...

                            What I mean is that even if these two battles goes as the odds say, this game will be far far from over.

                            Panzer and I were talking about this - this game just ends too soon to really use all that great stuff so we are hoping to play till turn 20-something.

                            Anyway, I need your order of losses for that armada that you currently have next to the Center of the Universe of the Rising Sun.

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                            • JohnnyCatJ Offline
                              JohnnyCat @Trout
                              last edited by

                              @trout @beelee
                              And it looks like you have 3 or 4 land mines active but I am not sure...

                              So we will need to roll those for the India Invasion.

                              Good Night.

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                              • JohnnyCatJ Offline
                                JohnnyCat @Trout
                                last edited by

                                @trout One more thing. I again read the rules about Carriers and Battleships together so I also want to confirm how this is done in a large battle like this one.

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

                                  @johnnycat Good morning. I don't have the file open at this time but I remember that the airplanes in Kwangsi can reach due to the airbase but that's their max distance. Rules require that any planes participating in the fight have a legal landing place (unless they are being suicided via kamikaze and if you are doing that we need to check with Beelee as I am not sure how that works). So can't send all of them. You just have to work out your Combat Move to where any planes attacking the US Navy have a legal place to land before being able to fight. TripleA won't do that automatically for you. Of course any planes who can't reach from Kwangsi due to not having a legal landing place can attack India if you decide to attack there. I seem to remember that the landing space rules will make it close to mutual destruction or something approaching that if you attack the USN since naval battles favor the defense. Naval battles favor the defense since carriers defend at 2 and attack at 0. Transports can defend at 1 also but not attack.

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                                  • T Offline
                                    Trout @JohnnyCat
                                    last edited by

                                    @johnnycat For carriers/batts just need to have carrier hits greater than or equal to batt hits at all times. Some people on the attack choose to not send in carriers because of that rule, but if you hold them back and attack USN this turn, that will lessen your ability to absorb hits.

                                    JohnnyCatJ 4 Replies Last reply Reply Quote 0
                                    • JohnnyCatJ Offline
                                      JohnnyCat @Trout
                                      last edited by

                                      @trout I will record the dice rolls so you can see the order of loss.

                                      To be clear, according to the rules, the 4 carriers that are able to get to the sea zone with the yanks means that I can bring 8 fighters.

                                      And I can bring the Navy Fighter as well by doing that trick you did with the UK when I tried to Sea Lion you: I can purchase a carrier for it to land on!

                                      So hoping for good dice rolls I guess cause it still is close

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

                                        @trout Yea by buying that carrier my odds jump to 100 percent! Because that allows me to bring more planes.

                                        OK India I need to know the land mine situation please sir.

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                                        • JohnnyCatJ Offline
                                          JohnnyCat @Trout
                                          last edited by

                                          @trout Here are the rolls for the sea battle

                                          I am waiting on India for land mines rolls. THere are two color mines so I am not sure.

                                          Screenshot 2026-03-25 at 9.58.56 AM.png

                                          Screenshot 2026-03-25 at 9.59.02 AM.png

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

                                            @trout
                                            Something strange is happening here. I save the file and when I reload it is already running one round of battle.

                                            If there are no land mine hits then I can just proceed but if there is then I have to reset this battle. What to do?

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