Good luck, and have fun! And as you said a few years back: May the best German win ;-)
The best of luck to you too, may the best Anglo-Saxon win ;-)
3d10: 7, 9, 4
@VictoryFirst im going to assume youre defending for many good reasons.
Here is the German roll:
Flanking German armor [dice 1d7]
German infantry [dice 2d10]
German arty/infantry [dice 2d10]
German atg [dice 1d10] targeted tanks
German fighters [dice 2d10]
German bombers [dice 2d10] targeted tanks
1d7: 5
2d10: 5, 4
2d10: 9, 5
1d10: 9
2d10: 8, 5
2d10: 1, 8
@VictoryFirst the british must lose the armor and one other unit. Which other unit would you like to lose?
@The_Good_Captain Let’s lose the AA gun.
British return fire, all 9s and 10s of land units are rerolled, equivalent to rolling a d8.
UK fighter [dice 1d10<=5]
Matilda [dice 1d8<=5]
UK antitank [dice 1d8<=3] targetting tanks
UK infantry [dice 6d8<=3]
1d10<=5: 1; Hits: 1
1d8<=5: 5; Hits: 1
1d8<=3: 4; Hits: 0
6d8<=3: 4, 1, 8, 2, 7, 1; Hits: 3
The Germans must choose five units that die, can be anything
@VictoryFirst even after the extra mine hit, we both should have hit roughly four… huh. what a mess. our games have been very swingy lately. I’ll keep the air and the anti-tank gun. I think that is the end of the “push” part of the game.
@The_Good_Captain Yeah that was quite an unlucky battle for you. But it’s only round 3 so anything can happen still.
Malta convoy isn’t adjacent to Malta, I have that fixed in version 1.5
Game History
Round: 3
Combat Move - British
1 UK-fighter moved from Malta to Sicily
Combat - British
Battle in Sicily
British attack with 1 UK-fighter
Italians defend with 1 aaGun and 1 factory
Italians roll AA dice in Sicily : 0/1 hits, 0,20 expected hits
British roll dice for 1 UK-fighter in Sicily, round 2 : 1/1 hits, 0,40 expected hits
Italians roll dice for 1 aaGun in Sicily, round 2 : 0/0 hits, 0,00 expected hits
1 aaGun owned by the Italians lost in Sicily
British win with 1 UK-fighter remaining. Battle score for attacker is 3
Casualties for Italians: 1 aaGun
Non Combat Move - British
Trigger AddCoastRoadCairo: British has 1 coast_road placed in Cairo
Trigger AddCoastRoadMersa Matruh: British has 1 coast_road placed in Mersa Matruh
Trigger RemoveCoastRoadMersa Matruh: has removed 1 coast_road owned by British in Mersa Matruh
Trigger RemoveCoastRoadCairo: has removed 1 coast_road owned by British in Cairo
1 UK-fighter moved from Sicily to Malta
1 UK-aaGun moved from Mersa Matruh to Tobruk
1 UK-antitank and 1 infantry moved from Cairo to Mersa Matruh
1 matilda moved from Cairo to Mersa Matruh
1 infantry moved from Mersa Matruh to Tobruk
1 UK-truck moved from Cairo to Mersa Matruh
1 5-supply and 1 UK-truck moved from Mersa Matruh to Tobruk
1 UK-truck moved from Cairo to Mersa Matruh
5 1-supplys and 1 UK-truck moved from Mersa Matruh to Cairo
Place Units - British
1 UK-aaGun and 2 UK-fighters placed in Malta Convoy
1 UK-aaGun, 1 infantry and 2 matildas placed in Atlantic Ocean Convoy
Assign Convoy Escorts - British
Trigger SetBritishAircraftToKamikaze: Setting isKamikaze to true for unitAttachment attached to UK-fighter
Trigger SetBritishAircraftToKamikaze: Setting isKamikaze to true for unitAttachment attached to bomber
Trigger ReduceMovementBritishAircraft: Setting movement to 2 for unitAttachment attached to UK-fighter
Trigger ReduceMovementBritishAircraft: Setting movement to 2 for unitAttachment attached to bomber
Trigger RemoveSupplySaharaDesert: has removed 20 1-supplys and 5 5-supplys owned by Uncontrolled in Sahara Desert 1
Trigger 1British5-supplyCairo: Uncontrolled has 1 5-supply placed in Sahara Desert 1
Trigger 4British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 2British1-supplyMalta Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 7British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 1British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 6British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 1British1-supplyMalta Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 1British1-supplyMalta: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 2British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 9British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 2German1-supplyEl Agheila: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 3German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 2British1-supplyMalta: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 8British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 2British5-supplyCairo: Uncontrolled has 1 5-supply placed in Sahara Desert 1
Trigger 1British5-supplyTobruk: Uncontrolled has 1 5-supply placed in Sahara Desert 1
Trigger 5British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 1German1-supplyEl Agheila: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 1German5-supplyTripoli Convoy G: Uncontrolled has 1 5-supply placed in Sahara Desert 1
Trigger 2German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 1Italian1-supplyTripoli Convoy I: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 1German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 3British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
Trigger 1German5-supplyBenghazi: Uncontrolled has 1 5-supply placed in Sahara Desert 1
Trigger IncreaseAircraftMovementTo4: Setting movement to 4 for unitAttachment attached to UK-fighter
Trigger RemoveKamikaze: Setting isKamikaze to false for unitAttachment attached to UK-fighter
Trigger RemoveKamikaze: Setting isKamikaze to false for unitAttachment attached to bomber
Trigger IncreaseAircraftMovementTo6: Setting movement to 6 for unitAttachment attached to bomber
Trigger AddCarrierToSea Zone 12British: British has 1 carrier placed in Sea Zone 12
2 UK-fighters moved from Malta Convoy to Sea Zone 12
1 UK-fighter moved from Malta to Sea Zone 12
End Turn - British
British collect 0 PUs; end with 5 PUs
Objective British Base Income: British met a national objective for an additional 6 PUs; end with 11 PUs
Turning on Edit Mode
EDIT: Removing units owned by British from Mersa Matruh: 1 coast_road
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Italians from Tripoli: 1 coast_road
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Italians regular : 0,00
British regular : 0,60
Italians AA : -0,20
I just realized we made a rules mistake on round 1.
I attacked Benghazi and Mersa Brega with one scout car each. The Supply Raider ability destroys one supply, but you also need a supply to defend against the attack, which I forgot. I only removed one supply from each territory while it should have been two.
I think if you remove two supply from Benghazi, that would fix it. I’ve looked at the history and I don’t think this had an impact as you always had enough supply for your attacks.
@VictoryFirst ah, I found part of the problem and sorry I didn’t see this earlier. You can only deploy one mine per territory per turn.
“You may either deploy or upgrade 1 token in each such territory in each turn.” Page 14
It’s too late to go back to the early turns but I will ask that one of the Tobruk mines disappear. I have no issue if you want to adjust your entire purchase/turn.
@VictoryFirst also, are there the black “axis” mines somewhere? I captured a mine in Bir-Jal and need to convert it.
@The_Good_Captain I am not sure about the mines. I think if the limit was only one mine per turn, it should have said “You may either deploy or upgrade 1 token each turn.” and not “…in each such territory in each turn.” That sounds like the limit is just one per territory and the limit resets every turn.
Should we ask Krieghund?
@The_Good_Captain No, I removed the black mines because the land mines are technically generic. And also this way it is much easier to check for the land mine stack/piece limits. Otherwise there are two separate unit types. In that case, mines would have to be placed via triggers in Sahara Desert 1 just like the supply and the sea mines to get the total number of units on the board, and this would make the module even more computation heavy. But it could be done though. If you really liked the Axis mines, I could put them back in.
@VictoryFirst we can ask no problem.
However, I am confused as to how you’re confused. The rule is not about deploying a single mine each turn.
It’s that you cannot place two mines on the Tobruk border on one turn. You can only place one mine on a Tobruk boarder per turn.
For example, on round 2 you placed two mines on two boarders of Tobruk. You also placed two mines on two sides of Bir Hachiem. You should have only laid one mine from Tobruk and one mine from Bir Hachiem.
You can place as many mines per turn as you have territories/units to lay them. Limit: one per territory.