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    EXP G40 Game 4 Trout vs JCat

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    • 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 😁👍

                      1 Reply Last reply Reply Quote 0
                      • 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.

                          1 Reply Last reply Reply Quote 0
                          • 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.

                            1 Reply Last reply Reply Quote 0
                            • 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.

                                1 Reply Last reply Reply Quote 0
                                • 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.

                                      1 Reply Last reply Reply Quote 0
                                      • 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?

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

                                            @johnnycat

                                            Hi Cat

                                            Here are where the LMs defend

                                            Screenshot from 2026-03-25 12-11-37.png

                                            Screenshot from 2026-03-25 12-11-57.png

                                            It's unfortunate Mac doesn't allow the hover. I suggest making a Github issue as Mac, Windows and Linux should all work the same in triplea.

                                            Document it heavy 🙂 step by step 🙂

                                            https://github.com/triplea-game/triplea/issues

                                            hit the green button for new issue

                                            Screenshot from 2026-03-25 12-15-56.png

                                            Edit
                                            I am surprised this has never come up before. Maybe it has. Be sure to say what triplea version and your OS mac version as well, if applicable. I'm on a older ubuntu e.g.

                                            I know there aren't a lot of mac players and mac has been historically problematic with triplea, so your input will be helpful

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