1940 GLOBAL -EPIC 2- Alpha+.2 Gargantua/Canuck12 (Axis) VS Kungfujew/Kobu


  • US buys

    2CR 2 DD 2trans

    non coms only… and ON MAP!!!

    US Collects 52

    China buys 5 inf

    Combat

    Yunnan

    DiceRolls: 1@1 1@3; Total Hits: 01@1: (4)1@3: (6)
    def
    DiceRolls: 1@2; Total Hits: 01@2: (4)

    Garg-Canuck_vs_Kung-Kobu_02China.AAM


  • DiceRolls: 1@1 1@3; Total Hits: 11@1: (2)1@3: (2)
    def
    DiceRolls: 1@2; Total Hits: 11@2: (1)


  • nuts

    ah well

    Consulting and will post final part later

  • 20 18 16 13 12

    Whew, well that maks up a little bit for China’s unbelieveable rolling on Japan’s turn…


  • I don’t think this will have bearing on anything else, so while we wait–

    UK will be attacking SZ 97 with 2 ftrs, 1 tac, 1 dst if you would like to scramble.


  • kungfujew didn’t get to post last night so I’m finishing up China and moving on.

    UK can no longer ignore the bloodshed in Yunnan province and declares a peacekeeping mission against Japan.

    England buys

    7 inf = 21
    2 art = 8
    1 dst = 8

    Spend 37, save 1.

    India buys

    1 AA gun = 5
    2 art = 8
    2 inf = 6

    Spend 19.

    Then I need to know scramble or not.

    Garg-Canuck_vs_Kung-Kobu_02fUKcombat.AAM


  • Forgot one little thing.

    Garg-Canuck_vs_Kung-Kobu_02fUKcombat.AAM

  • Liaison TripleA 11 10

    No Scramble.

  • Liaison TripleA 11 10

    Also, I am quite time restricted, so when I get time to post my Italian moves, it would be helpful if I had a comment about how you want to move the French pieces.  So I can then do Germanies turn.

    There are only7 French units on the board. And assuming 1 inf 1 fgt in the U.K. are going to remain there, that’s only 5 units to move.

    The only interference could come from Italy.  Assuming I take morocco And you attack from Algeria.

    Regardless, it won’t matter much, and could also be accomplished on the following Russian turn.

    Please let me know what you are willing to do.  If there really is some “special” maneuver, that’s ok I could wait, but I don’t believe there is.


  • kungfujew is controlling them, but I can probably give the moves if needed. Morocco is probably the only thing we need to consider and it does depend on what Italy does.

    SZ 97

    DiceRolls: 1@4 2@3 1@2; Total Hits: 11@4: (4)2@3: (5, 6)1@2: (6)

    DiceInput ErrorThere was an error in your dice throw: “1@0” is not correct syntax.

    Kenya

    DiceRolls: 4@2; Total Hits: 24@2: (2, 5, 5, 1)

    DiceRolls: 1@2; Total Hits: 01@2: (4)


  • The undefended transport sinks, sadly never knowing why it was ever purchased. :-(

    I did find out that it won’t roll at 0.  :mrgreen:

    England collects 29 - 3 convoy + 1 saved = 27. India collects 17 + 5 NO = 22.

    ANZAC buys 1 AC, saves 1. Declaration of war on Japanese whaling vessels. All NCM.

    Collect 18 + 10 NO + 1 saved = 29.

    Garg-Canuck_vs_Kung-Kobu_02gANZACfinished.AAM

  • Liaison TripleA 11 10

    Out of Curiosity, what was the point of the Destroyer in Sz110?  To stop the bombard?

    FYI, I hope you are aware that it doesn’t stop me from picking up units in Holland.


  • Transports can’t load from hostile sea zone unless they start there. You can’t conduct combat, then load for an amphibious assault.


  • Tee hee
    :)
    I’ll take credit for any anger that ensues, and feel free to execute your naval strategist.  :)


  • Actually, transports can’t load in a hostile sea zone even if they start there.  My understanding is that the only exception is if they start in that zone the turn that war is declared.

  • Liaison TripleA 11 10

    BS

    I am wholly unaware of that rule.  I’m also not seeing it in the book anywhere  My moves would have been completely different if that was the case.

    Can we get an official ruling on this?

    You load and unload as part of your combat.  It all happens at the same time.  That’s the way I’ve always played :S

    That said, its the same for you, if the destroyer is not going to block any amphibious loading / unloading, you wouldn’t have built it.


  • Shoot, you’re right. I was thinking of that exception.


  • Pages 13 and 31 of the Pacific book. You can only load in friendly zones, you have to load during the combat move phase, encountering a hostile surface warship puts the transport into the conduct combat phase.


  • Sure, you can ask Krieghund. I’d search the FAQ, but, ugh, that’s a mess.


  • It depends on what you want to fix.  Since this is a friedly game, I have no real objection to you fixing that one mistake, I supposed you could, before Italy goes, post a map with the new position of the German fleet, although you’d be unable to land in scotland unless you went to sz 111, although that doesn’t fix the holland issue.  Are you proposing redoing the German turn or just moving your fleet to sz 110 and leaving scotland free?

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