2021 PTV Simon v 666 (axis +15)

  • '19 '17 '16

    TripleA Turn Summary: Russians round 24

    TripleA Turn Summary for game: WW2 Path to Victory, version: 5.1.0

    Game History

    Round: 24
    
        Purchase Units - Russians
            Russians buy 3 artilleries, 1 factory_minor and 6 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
            1 infantry moved from Saratov to Tambov
                  Russians take Tambov from Germans
            1 infantry moved from Urals to Timguska
                  Russians take Timguska from Germans
            1 infantry moved from Komi to Evenkiyskiy
                  Russians take Evenkiyskiy from Germans
            3 infantry moved from Urals to Western Sinkiang
            1 fighter moved from Russia to Western Sinkiang
            1 infantry moved from Kazakhstan to Uzbekistan
                  Russians take Uzbekistan from Germans
            1 infantry moved from Stalingrad to Northern Caucasus
                  Russians take Northern Caucasus from Germans
            1 fighter moved from Russia to Baltic States
            1 fighter and 1 infantry moved from Leningrad to Baltic States
            1 fighter moved from Russia to Vyborg
            1 infantry moved from Leningrad to Vyborg
            1 fighter moved from Russia to Vyborg
            1 armour and 1 mech_infantry moved from Siberia to Korea
            1 fighter and 1 tactical_bomber moved from Jehol to Korea
            1 armour, 1 artillery, 2 infantry and 1 mech_infantry moved from Buryatia to Yakut S.S.R.
    
        Combat - Russians
            Battle in Yakut S.S.R.
                Russians attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry
                Germans defend with 1 mech_infantry
                    Russians roll dice for 1 armour, 1 artillery, 2 infantry and 1 mech_infantry in Yakut S.S.R., round 2 : 1/5 hits, 1.67 expected hits
                    Germans roll dice for 1 mech_infantry in Yakut S.S.R., round 2 : 0/1 hits, 0.33 expected hits
                    1 mech_infantry owned by the Germans lost in Yakut S.S.R.
                Russians win, taking Yakut S.S.R. from Germans with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 5
                Casualties for Germans: 1 mech_infantry
            Battle in Western Sinkiang
                Russians attack with 1 fighter and 3 infantry
                Germans defend with 1 armour
                    Russians roll dice for 1 fighter and 3 infantry in Western Sinkiang, round 2 : 2/4 hits, 1.00 expected hits
                    Germans roll dice for 1 armour in Western Sinkiang, round 2 : 0/1 hits, 0.50 expected hits
                    1 armour owned by the Germans lost in Western Sinkiang
                Russians win, taking Western Sinkiang from Germans with 1 fighter and 3 infantry remaining. Battle score for attacker is 6
                Casualties for Germans: 1 armour
            Battle in Baltic States
                Russians attack with 2 fighters and 1 infantry
                Germans defend with 2 infantry
                    Russians roll dice for 2 fighters and 1 infantry in Baltic States, round 2 : 1/3 hits, 1.17 expected hits
                    Germans roll dice for 2 infantry in Baltic States, round 2 : 0/2 hits, 0.67 expected hits
                    1 infantry owned by the Germans lost in Baltic States
                    Russians roll dice for 2 fighters and 1 infantry in Baltic States, round 3 : 1/3 hits, 1.17 expected hits
                    Germans roll dice for 1 infantry in Baltic States, round 3 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Baltic States
                Russians win with 2 fighters remaining. Battle score for attacker is 3
                Casualties for Germans: 2 infantry
                Casualties for Russians: 1 infantry
            Battle in Vyborg
                Russians attack with 2 fighters and 1 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 2 fighters and 1 infantry in Vyborg, round 2 : 1/3 hits, 1.17 expected hits
                    Germans roll dice for 1 infantry in Vyborg, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Vyborg
                Russians win with 2 fighters remaining. Battle score for attacker is 0
                Casualties for Russians: 1 infantry
                Casualties for Germans: 1 infantry
            Battle in Korea
                Russians attack with 1 armour, 1 fighter, 1 mech_infantry and 1 tactical_bomber
                Japanese defend with 1 infantry
                    Russians roll dice for 1 armour, 1 fighter, 1 mech_infantry and 1 tactical_bomber in Korea, round 2 : 2/4 hits, 2.00 expected hits
                    Japanese roll dice for 1 infantry in Korea, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese lost in Korea
                Russians win, taking Korea from Japanese with 1 armour, 1 fighter, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - Russians
            1 fighter and 1 tactical_bomber moved from Korea to Siberia
            1 aaGun moved from Buryatia to Northern Manchuria
            1 fighter moved from Western Sinkiang to Stalingrad
            20 infantry moved from Stalingrad to Northern Caucasus
            1 aaGun, 22 artilleries and 34 infantry moved from Kazakhstan to Northern Caucasus
            1 infantry moved from Urals to Kazakhstan
            2 infantry moved from Komi to Urals
            1 submarine moved from 38 Sea Zone to 21 Sea Zone
            1 aaGun, 1 artillery and 14 infantry moved from Russia to Smolensk
            2 fighters moved from Baltic States to Leningrad
            2 fighters moved from Vyborg to Leningrad
            1 artillery and 2 infantry moved from Ukraine to Bessarabia
            10 infantry moved from Leningrad to Northern Belarus
    
        Place Units - Russians
            1 factory_minor placed in Leningrad
            3 infantry placed in Ukraine
            3 artilleries placed in Siberia
            3 infantry placed in Stalingrad
    
        Turn Complete - Russians
            Total Cost from Convoy Blockades: 4
                Rolling for Convoy Blockade Damage in 5 Sea Zone. Rolls: 2,2
            Russians collect 39 PUs (4 lost to blockades); end with 39 PUs
            Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 41 PUs
    

    Combat Hit Differential Summary :

    Japanese regular : -0.33
    Germans regular : -0.17
    Russians regular : -0.17
    

    Savegame


  • TripleA Move Summary: Japanese round 24

    TripleA Move Summary for game: WW2 Path to Victory, version: 5.1.0

    Game History

    Round: 24
    
        Purchase Units - Japanese
            Japanese buy 1 carrier and 2 destroyers; Remaining resources: 1 PUs; 3 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 submarine moved from 5 Sea Zone to 9 Sea Zone
            5 fighters moved from Japan to 22 Sea Zone
            6 fighters moved from Kiangsi to 22 Sea Zone
            2 fighters moved from Kiangsi to 22 Sea Zone
            4 fighters moved from Kiangsi to 20 Sea Zone
            4 transports moved from 7 Sea Zone to 6 Sea Zone
            3 artilleries and 7 infantry moved from Japan to 6 Sea Zone
            3 artilleries and 7 infantry moved from 6 Sea Zone to Korea
            1 armour moved from Kwangtung to Yunnan
            1 infantry moved from Kweichow to Yunnan
            1 infantry moved from Hunan to Szechwan
                  Japanese take Szechwan from Chinese
            3 carriers, 3 destroyers, 6 fighters and 4 submarines moved from 7 Sea Zone to 22 Sea Zone
    

    Savegame


  • TripleA Manual Gamesave Post: Japanese round 24

    TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 5.1.0

    Game History

    Round: 24
    
        Purchase Units - Japanese
            Japanese buy 1 carrier and 2 destroyers; Remaining resources: 1 PUs; 3 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 submarine moved from 5 Sea Zone to 9 Sea Zone
            5 fighters moved from Japan to 22 Sea Zone
            6 fighters moved from Kiangsi to 22 Sea Zone
            2 fighters moved from Kiangsi to 22 Sea Zone
            4 fighters moved from Kiangsi to 20 Sea Zone
            4 transports moved from 7 Sea Zone to 6 Sea Zone
            3 artilleries and 7 infantry moved from Japan to 6 Sea Zone
            3 artilleries and 7 infantry moved from 6 Sea Zone to Korea
            1 armour moved from Kwangtung to Yunnan
            1 infantry moved from Kweichow to Yunnan
            1 infantry moved from Hunan to Szechwan
                  Japanese take Szechwan from Chinese
            3 carriers, 3 destroyers, 6 fighters and 4 submarines moved from 7 Sea Zone to 22 Sea Zone
    
        Combat - Japanese
    

    Combat Hit Differential Summary :

    Savegame


  • @simon33 I didn’t even notice this scramble option, but I have to ask…do you want to send any fighters to z22?

  • '19 '17 '16

    @666 said in 2021 PTV Simon v 666 (axis +15):

    @simon33 I didn’t even notice this scramble option, but I have to ask…do you want to send any fighters to z22?

    None to SZ20, but this attack should not be possible by my reckoning. Fighters on Japan/SZ6/7 can attack and land on land, but the fighters from Kiangsi only six of those can land on the CVs. The rest can’t attack SZ22. Or did I miss something?


  • @simon33 said in 2021 PTV Simon v 666 (axis +15):

    @666 said in 2021 PTV Simon v 666 (axis +15):

    @simon33 I didn’t even notice this scramble option, but I have to ask…do you want to send any fighters to z22?

    None to SZ20, but this attack should not be possible by my reckoning. Fighters on Japan/SZ6/7 can attack and land on land, but the fighters from Kiangsi only six of those can land on the CVs. The rest can’t attack SZ22. Or did I miss something?

    I’ll Check this again!


  • @simon33 said in 2021 PTV Simon v 666 (axis +15):

    @666 said in 2021 PTV Simon v 666 (axis +15):

    @simon33 I didn’t even notice this scramble option, but I have to ask…do you want to send any fighters to z22?

    None to SZ20, but this attack should not be possible by my reckoning. Fighters on Japan/SZ6/7 can attack and land on land, but the fighters from Kiangsi only six of those can land on the CVs. The rest can’t attack SZ22. Or did I miss something?

    you are right, only six, but I can’t find the text for this rule changes, “fighters can’t attack and then land on newly built carriers”, are we playing and old version. I thought I read that somewhere?

    I wish this and the other unallowable scramble options were corrected in the game.

  • '19 '17 '16

    @666 said in 2021 PTV Simon v 666 (axis +15):

    I wish this and the other unallowable scramble options were corrected in the game.

    You only bought 1CV so that should only make a 2 plane difference. I think there are limitations in the checker for unallowable attacks.

    It’s in the notes, 4th paragraph after “**REVISIONS FROM GLOBAL1940 BALANCE MOD RULES**”

       Revised Plane Landing Rules: It is legal to land air on newly built carriers. However, it is not legal to make a combat move that is only possible because of a newly built carrier.
    

    So it applied in the version we started.


  • @simon33 said in 2021 PTV Simon v 666 (axis +15):

    @666 said in 2021 PTV Simon v 666 (axis +15):

    I wish this and the other unallowable scramble options were corrected in the game.

    You only bought 1CV so that should only make a 2 plane difference. I think there are limitations in the checker for unallowable attacks.

    It’s in the notes, 4th paragraph after “**REVISIONS FROM GLOBAL1940 BALANCE MOD RULES**”

       Revised Plane Landing Rules: It is legal to land air on newly built carriers. However, it is not legal to make a combat move that is only possible because of a newly built carrier.
    

    So it applied in the version we started. So…if a plane can land on land or a newly built CV, it can do either, but if it can’t land on a land territory, it can’t land on a newly built CV. Sorry, I am also encountering this in another game. G1, the tac from Poland can’t hit either British sz battles even if G buys a cv on t1, correct?

  • '19 '17 '16

    @666 A plane can land on a newly built CV but you just can’t do an attack that depends on being able to do so.

    Is it clear?


  • @simon33 yes, thanks, I wonder how many times I haven’t abided by this or didn’t catch my opponent doing it…


  • TripleA Move Summary: Japanese round 24

    TripleA Move Summary for game: WW2 Path to Victory, version: 5.1.0

    Game History

    Round: 24
    
        Purchase Units - Japanese
            Japanese buy 2 carriers; Remaining resources: 1 PUs; 3 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 armour moved from Kwangtung to Yunnan
            1 infantry moved from Kweichow to Yunnan
            6 fighters moved from Kiangsi to 20 Sea Zone
            6 fighters moved from Kiangsi to 22 Sea Zone
            3 carriers, 3 destroyers, 6 fighters and 4 submarines moved from 7 Sea Zone to 22 Sea Zone
            5 fighters moved from Japan to 22 Sea Zone
            4 transports moved from 7 Sea Zone to 6 Sea Zone
            3 artilleries and 7 infantry moved from Japan to 6 Sea Zone
            3 artilleries and 7 infantry moved from 6 Sea Zone to Korea
            1 submarine moved from 5 Sea Zone to 9 Sea Zone
    

    Savegame


  • TripleA Turn Summary: Japanese round 24

    TripleA Turn Summary for game: WW2 Path to Victory, version: 5.1.0

    Game History

    Round: 24
    
        Purchase Units - Japanese
            Japanese buy 2 carriers; Remaining resources: 1 PUs; 3 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 armour moved from Kwangtung to Yunnan
            1 infantry moved from Kweichow to Yunnan
            6 fighters moved from Kiangsi to 20 Sea Zone
            6 fighters moved from Kiangsi to 22 Sea Zone
            3 carriers, 3 destroyers, 6 fighters and 4 submarines moved from 7 Sea Zone to 22 Sea Zone
            5 fighters moved from Japan to 22 Sea Zone
            4 transports moved from 7 Sea Zone to 6 Sea Zone
            3 artilleries and 7 infantry moved from Japan to 6 Sea Zone
            3 artilleries and 7 infantry moved from 6 Sea Zone to Korea
            1 submarine moved from 5 Sea Zone to 9 Sea Zone
    
        Combat - Japanese
            Battle in 9 Sea Zone
                Japanese attack with 1 submarine
                Americans defend with 1 transport
                    1 transport owned by the Americans lost in 9 Sea Zone
                Japanese win with 1 submarine remaining. Battle score for attacker is 6
                Casualties for Americans: 1 transport
            Battle in 22 Sea Zone
                Japanese attack with 3 carriers, 3 destroyers, 17 fighters and 4 submarines
                Americans defend with 7 carriers, 1 destroyer, 6 fighters, 1 submarine, 2 tactical_bombers and 1 transport; ANZAC defend with 2 fighters and 1 transport
                    Japanese roll dice for 4 submarines in 22 Sea Zone, round 2 : 0/4 hits, 1.33 expected hits
                    Japanese roll dice for 3 carriers, 3 destroyers and 17 fighters in 22 Sea Zone, round 2 : 11/20 hits, 9.50 expected hits
                Units damaged: 4 carriers owned by the Americans
                    Americans roll dice for 1 submarine in 22 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                    Americans roll dice for 7 carriers, 1 destroyer, 8 fighters, 2 tactical_bombers and 2 transports in 22 Sea Zone, round 2 : 10/18 hits, 7.83 expected hits
                    1 submarine owned by the Americans, 3 carriers owned by the Japanese, 3 carriers owned by the Americans and 4 submarines owned by the Japanese lost in 22 Sea Zone
                    Japanese roll dice for 3 destroyers and 17 fighters in 22 Sea Zone, round 3 : 7/20 hits, 9.50 expected hits
                    Americans roll dice for 4 carriers, 1 destroyer, 8 fighters, 2 tactical_bombers and 2 transports in 22 Sea Zone, round 3 : 9/15 hits, 7.33 expected hits
                    6 fighters owned by the Japanese, 1 destroyer owned by the Americans, 2 tactical_bombers owned by the Americans, 3 destroyers owned by the Japanese and 4 carriers owned by the Americans lost in 22 Sea Zone
                    Japanese roll dice for 11 fighters in 22 Sea Zone, round 4 : 4/11 hits, 5.50 expected hits
                    Americans roll dice for 8 fighters and 2 transports in 22 Sea Zone, round 4 : 7/8 hits, 5.33 expected hits
                    7 fighters owned by the Japanese and 4 fighters owned by the Americans lost in 22 Sea Zone
                    Japanese roll dice for 4 fighters in 22 Sea Zone, round 5 : 2/4 hits, 2.00 expected hits
                    Americans roll dice for 4 fighters and 2 transports in 22 Sea Zone, round 5 : 1/4 hits, 2.67 expected hits
                    1 fighter owned by the Japanese and 2 fighters owned by the ANZAC lost in 22 Sea Zone
                    Japanese roll dice for 3 fighters in 22 Sea Zone, round 6 : 1/3 hits, 1.50 expected hits
                    Americans roll dice for 2 fighters and 2 transports in 22 Sea Zone, round 6 : 1/2 hits, 1.33 expected hits
                    1 fighter owned by the Japanese and 1 fighter owned by the Americans lost in 22 Sea Zone
                    Japanese roll dice for 2 fighters in 22 Sea Zone, round 7 : 1/2 hits, 1.00 expected hits
                    Americans roll dice for 1 fighter and 2 transports in 22 Sea Zone, round 7 : 1/1 hits, 0.67 expected hits
                    1 fighter owned by the Japanese and 1 fighter owned by the Americans lost in 22 Sea Zone
                    1 transport owned by the ANZAC and 1 transport owned by the Americans lost in 22 Sea Zone
                Japanese win with 1 fighter remaining. Battle score for attacker is -18
                Casualties for Japanese: 3 carriers, 3 destroyers, 16 fighters and 4 submarines
                Casualties for Americans: 7 carriers, 1 destroyer, 6 fighters, 1 submarine, 2 tactical_bombers and 1 transport
                Casualties for ANZAC: 2 fighters and 1 transport
            Battle in 20 Sea Zone
                Japanese attack with 6 fighters
                Americans defend with 1 destroyer
                    Japanese roll dice for 6 fighters in 20 Sea Zone, round 2 : 4/6 hits, 3.00 expected hits
                    Americans roll dice for 1 destroyer in 20 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    1 destroyer owned by the Americans lost in 20 Sea Zone
                Japanese win with 6 fighters remaining. Battle score for attacker is 8
                Casualties for Americans: 1 destroyer
            Battle in Korea
                Japanese attack with 3 artilleries and 7 infantry
                Russians defend with 1 armour and 1 mech_infantry
                    Japanese roll dice for 3 artilleries and 7 infantry in Korea, round 2 : 2/10 hits, 2.67 expected hits
                    Russians roll dice for 1 armour and 1 mech_infantry in Korea, round 2 : 1/2 hits, 1.00 expected hits
                    1 mech_infantry owned by the Russians, 1 infantry owned by the Japanese and 1 armour owned by the Russians lost in Korea
                Japanese win, taking Korea from Russians with 3 artilleries and 6 infantry remaining. Battle score for attacker is 8
                Casualties for Japanese: 1 infantry
                Casualties for Russians: 1 armour and 1 mech_infantry
            Battle in Yunnan
                Japanese attack with 1 armour and 1 infantry
                Chinese defend with 1 infantry
                    Japanese roll dice for 1 armour and 1 infantry in Yunnan, round 2 : 1/2 hits, 0.67 expected hits
                    Chinese roll dice for 1 infantry in Yunnan, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
                Japanese win, taking Yunnan from Chinese with 1 armour remaining. Battle score for attacker is 0
                Casualties for Japanese: 1 infantry
                Casualties for Chinese: 1 infantry
    
        Non Combat Move - Japanese
            Turning on Edit Mode
            EDIT: Changing ownership of Szechwan from Chinese to Japanese
            EDIT: Turning off Edit Mode
            1 mech_infantry moved from Hopei to Kweichow
            1 infantry moved from Hunan to Szechwan
            1 infantry moved from Kiangsi to Hopei
            1 infantry moved from Kiangsu to Kiangsi
            4 infantry moved from Kiangsu to Fukien
            1 infantry moved from Kwangtung to Hunan
            2 infantry moved from Kwangtung to Kwangsi
            1 infantry moved from Kwangtung to Hunan
            1 destroyer moved from 7 Sea Zone to 6 Sea Zone
            1 fighter moved from 22 Sea Zone to 6 Sea Zone
            3 fighters moved from 20 Sea Zone to 6 Sea Zone
            3 fighters moved from 20 Sea Zone to Japan
            2 carriers, 1 fighter and 1 tactical_bomber moved from 83 Sea Zone to 82 Sea Zone
            1 carrier and 2 fighters moved from 100 Sea Zone to 94 Sea Zone
            1 carrier, 1 fighter and 1 tactical_bomber moved from 100 Sea Zone to 94 Sea Zone
            1 carrier, 1 fighter and 1 tactical_bomber moved from 100 Sea Zone to 82 Sea Zone
            1 carrier moved from 83 Sea Zone to 82 Sea Zone
            1 carrier moved from 83 Sea Zone to 97 Sea Zone
            2 fighters moved from 83 Sea Zone to 97 Sea Zone
            2 submarines moved from 83 Sea Zone to 97 Sea Zone
            1 battleship moved from 100 Sea Zone to 82 Sea Zone
            1 battleship moved from 100 Sea Zone to 97 Sea Zone
    
        Place Units - Japanese
            2 carriers placed in 6 Sea Zone
    
        Turn Complete - Japanese
            Total Cost from Convoy Blockades: 8
                Rolling for Convoy Blockade Damage in 21 Sea Zone. Rolls: 2,2,2,1
                Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 6,3,3,4
                Rolling for Convoy Blockade Damage in 132 Sea Zone. Rolls: 6,2,5,3,4,6,2,6,4,6,3,4,3,6,3,1,1,6,3,4,5,6,2,6,5,6,5
            Japanese collect 23 PUs (8 lost to blockades); end with 24 PUs
            Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 27 PUs
    

    Combat Hit Differential Summary :

    Chinese regular : 0.67
    Americans regular : 3.33
    Japanese regular : -3.67
    Russians regular : 0.00
    

    Territory Summary for Japanese :

    Kiangsu : 1 flag, 1 factory_minor
    Korea : 3 artilleries and 6 infantry
    Japan : 1 airfield, 1 factory_major, 3 fighters, 1 harbour and 3 infantry
    Kwangsi : 1 flag, 2 infantry
    Fukien : 1 flag, 4 infantry
    Midway : 1 flag, 1 airfield
    Aleutian Islands : 1 flag, 1 artillery
    Kweichow : 1 mech_infantry
    Hopei : 1 flag, 1 infantry
    Honan : 1 flag, 1 infantry
    Kiangsi : 1 flag, 1 infantry
    Hunan : 1 flag, 2 infantry
    Kwangtung : 1 flag, 1 factory_minor and 1 harbour
    Yunnan : 1 flag, 1 armour
    Szechwan : 1 flag, 1 infantry
    Eastern India : 1 aaGun
    French Indo China : 1 flag
    9 Sea Zone : 1 submarine
    94 Sea Zone : 2 carriers
    97 Sea Zone : 1 battleship, 1 carrier, 2 fighters and 2 submarines
    82 Sea Zone : 1 battleship, 4 carriers and 1 submarine
    6 Sea Zone : 2 carriers, 1 destroyer, 4 fighters and 5 transports
    

    Production/PUs Summary :

    Germans : 78 / 107
    Russians : 40 / 41
    Japanese : 31 / 27
    Americans : 61 / 87
    Chinese : 14 / 16
    British : 18 / 20
    UK_Pacific : 1 / 0
    Italians : 16 / 34
    ANZAC : 18 / 27
    French : 1 / 0
    Dutch : 0 / 0
    Mongolians : 0 / 0
    Neutral_Axis : 0 / 0
    Neutral_Allies : 0 / 0
    Neutral_True : 20 / 0
    

    Savegame


  • @simon33 ouch, that hurt

  • '19 '17 '16

    Can I add attacks to Midway and SZ3? Will assume so.

    1DD in SZ3: [dice 1d6]

    1sub: [dice 1d6]


  • 1d6: 6
    1d6: 3

  • '19 '17 '16

    1DD in SZ3: [dice 1d6]

    1sub: [dice 1d6]


  • 1d6: 5
    1d6: 5

  • '19 '17 '16

    1DD in SZ3: [dice 1d6]

    1sub: [dice 1d6]


  • 1d6: 2
    1d6: 5

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