11L-Game 2 '41 Ol'Blood&Guts (x) v. PGMatt (+9) no tech

  • 16

    Quick US turn.

    China builds inf (x1)
    Build: Ft (x2), Tr, BB spend 47 save 1.

    Combat
    Inf Mid + Rt w.us m Iwo

    NCM
    BB, CA, DD z56 m 59
    Tr + Inf w.ca + Inf Haw m z45
    Inf (x2) nin + inf (x3) sik m chi

    Build: Inf Sik
    Build: BB, Ft (x2), Tr z56

    Collect: 48 + 1 saved = 49

    OBG_v_PGMatt_Gm2_03aUS.AAM


  • Ger4-Buy: 9 inf, 4 arm…save 0

    CM

    1. arm Eaf/5arm Pol/2bmr Ger => Ukr 6inf 2arm

    Ukr
    A-6arm 2bmr
    DiceRolls: 6@3 2@4; Total Hits: 46@3: (4, 4, 2, 4, 6, 1)2@4: (1, 1)
    D-6inf 2arm
    DiceRolls: 6@2 2@3; Total Hits: 36@2: (6, 3, 3, 1, 1, 6)2@3: (6, 2)


  • Ukr
    A-3arm 2bmr
    DiceRolls: 3@3 2@4; Total Hits: 43@3: (3, 2, 4)2@4: (1, 4)
    D-2inf 2arm
    DiceRolls: 2@2 2@3; Total Hits: 22@2: (1, 6)2@3: (6, 2)


  • Ukr twlo 5arm

    NCM
    2bmr Ukr => Ger
    3art Fra => Ger
    5inf 4arm 2ftr aa gun Ger => Pol
    inf Pol => Bul

    Mobilize
    3inf in Fra
    6inf 4arm in Ger

    Collect: 39

    I noticed I forgot to move the 2inf from Alg to Lib on the map. It was listed in Italy’s noncoms…I moved them on this map.

    OBG_v_PGMatt_Gm2_04aG.AAM

  • 16

    ussr 4

    Buy w/34: Inf (x10), Repair rus (x4) spend 34 save 0

    Combat
    #1 vs Bry
    Inf Far

    #2 vs Ukr Arm
    inf, Ft Cau
    inf e.po

    Dice
    DiceRolls: 2@1 1@3; Total Hits: 12@1: (5, 5)1@3: (2)
    DiceRolls: 1@3; Total Hits: 11@3: (3)

  • 16

    #2 vs Ukr lwlo inf; Inf remain

    NCM
    ft uk m cau
    Inf, Rt bel m e.uk
    Inf bst m e.po
    inf (x4), Rt bst m bel
    Inf (x2) kar m bel
    arm (x6) bst m e.uk
    arm rus m cau

    Build: Inf Kar; Inf (x5) rus; Inf (x4) Cau

    Collect: 35

    OBG_v_PGMatt_Gm2_04bR.AAM


  • Jap4-Buy: cv, 2 ftr, dd, cru…save 1

    CM

    1. inf art Ind/arm Bur => Per inf
    2. inf Hup => Nin
    3. 3inf 2arm Jap with bb support/2ftr sz62 => Bry inf

    Per
    A-inf art arm
    DiceRolls: 2@2 1@3; Total Hits: 22@2: (2, 6)1@3: (3)
    D-inf
    DiceRolls: 1@2; Total Hits: 01@2: (5)


  • Per twol

    Bry
    A-3inf 2arm bb
    DiceRolls: 3@1 2@3 1@4; Total Hits: 33@1: (6, 5, 4)2@3: (2, 3)1@4: (2)
    D-inf
    DiceRolls: 1@2; Total Hits: 11@2: (1)


  • Bry twlo inf

    NCM
    inf Yun => Hup
    2inf Bur => Yun
    2inf Bur => Aus
    3inf 2art Man => Nin
    trn sz37 => sz35
    cv ftr sz35/cru bb sz37 => sz36

    Mobilize
    cv 2ftr dd cru in sz62

    Collect: 57

    OBG_v_PGMatt_Gm2_04cJ.AAM

  • 16

    The company I work for moved me on the weekend to a place with no internet access; i’m going to be unable to play until this weekend.  I have to apologise for the short notice, it was unplanned.

    Matt.


  • No worries Matt…see you when you can.

  • 16

    uk 4

    buy w/25:  inf (x5), ft spend 25 save 0

    combat
    #1 vs Fra
    inf nwy + inf (3), rt (2) uk
    ca 3, bb 3 z7 support

    dice
    DiceRolls: 6@2 3@3 3@4; Total Hits: 96@2: (2, 2, 5, 2, 1, 1)3@3: (3, 6, 4)3@4: (1, 2, 1)
    DiceRolls: 10@2 2@4; Total Hits: 310@2: (4, 1, 4, 4, 6, 6, 4, 3, 5, 6)2@4: (4, 2)

  • 16

    very bloody.  now im really missing all my planes from last turn!

    #1 vs Fra Inf, ft (2)
    inf rt (2) uk

    dice
    DiceRolls: 3@2; Total Hits: 03@2: (6, 4, 6)
    DiceRolls: 1@2 2@4; Total Hits: 11@2: (4)2@4: (6, 2)

  • 16

    #1 vs Fra Inf, ft (2)
    rt (2) uk

    dice
    DiceRolls: 2@2; Total Hits: 12@2: (3, 2)
    DiceRolls: 1@2 2@4; Total Hits: 21@2: (1)2@4: (2, 6)

  • 16

    #1 vs Fra holds ft (2)

    ncm\dd, tr z24 m z26

    build inf (5), ft uk

    collect 29

    OBG_v_PGMatt_Gm2_04dUK.AAM


  • :?  5 out of 6 @2

    One problem though….you sent 4inf and 2art, so you should have had 2@1 and 4@2…not 6@2

    Not sure what the best way to handle this is…


  • Ok, here is a proposal…since you had a such a great first round, I do not think you should have to do it again since my troops might get better rolls. How about this…

    1. Drop the first two hits which were 2’s for your 2inf
    2. Roll for 2 inf for the Germans for round 2. If they both hit, then round 3 goes away. If both do not hit, then round 3 is the end of the battle with 2inf left in
  • 16

    ok, so you get two more guys in round two

    DiceRolls: 2@2; Total Hits: 02@2: (3, 6)

  • 16

    and that should tidy that up nicely.  thats what I get for trying to rush a turn i guess.  your move!


  • No worries Matt!

    Ita4-Buy: 3inf 3art…save 0

    CM

    1. 2art Ita/2inf Lib/bb sz14/2cru sz16 => Cau 5inf 2arm ftr
    2. 2arm Blk => Ukr inf

    Cau
    A-2inf 2art 2cru bb
    DiceRolls: 4@2 2@3 1@4; Total Hits: 44@2: (2, 1, 4, 1)2@3: (5, 5)1@4: (3)
    D-5inf 2arm ftr
    DiceRolls: 5@2 2@3 1@4; Total Hits: 35@2: (1, 5, 2, 3, 5)2@3: (6, 3)1@4: (5)

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