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

  • 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)


  • Cau
    A-art
    DiceRolls: 1@2; Total Hits: 01@2: (3)
    D-inf 2arm ftr
    DiceRolls: 1@2 2@3 1@4; Total Hits: 21@2: (4)2@3: (3, 3)1@4: (5)


  • Cau hwlo 4inf

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


  • Ukr twol

    NCM
    inf Trj => Per
    2inf Ita => Fra

    Mobilize
    3inf 3art in Ita

    Collect: 23

    OBG_v_PGMatt_Gm2_04eI.AAM

  • 16

    i remain without any reasonable internet connection; my job is taking longer than planned; I havn’t vanished and will return to play as soon as my connection is restored


  • No worries Matt…I am not one that demands forfeits when circumstances prevent you from posting…see you when you can

  • 16

    USA 3.  I’m playing on a dicky sat. internet connection so take a turn for what it’s worth!

    China builds Inf SIK, NCM inf SIK to CHI

    Buy w/49: Tr, Inf (x2), CV, Ft (x2) spend 47 save 2

    No Combat
    Fleet z56 m z59, c Inf (x2) w.ca to Iwo

    Build: Inf (x2) w.us; CV, Ft (x2), Tr z56

    collect: 48 + 2 saved = 50

    OBG_v_PGMatt_Gm2_04fUS.AAM


  • Ger5-Buy: 2 arm, 4 inf, 4 art…save 1

    CM

    1. 2bmr Ger => UK sbr
    2. inf Bul/inf 2ftr Pol => Epl
    3. inf art Pol/ftr Fra => Bst

    UK sbr
    aa gun
    DiceRolls: 2@1; Total Hits: 12@1: (1, 6)
    damage
    DiceRolling 2d6:
    (3, 6)


  • At least the higher one did not get shot down  :cry:

    UK IC damaged 6

    Epl
    A-2inf 2ftr
    DiceRolls: 2@1 2@3; Total Hits: 02@1: (3, 4)2@3: (5, 5)
    D-inf
    DiceRolls: 1@2; Total Hits: 01@2: (6)


  • Epl
    A-2inf 2ftr
    DiceRolls: 2@1 2@3; Total Hits: 12@1: (3, 6)2@3: (3, 4)
    D-inf
    DiceRolls: 1@2; Total Hits: 01@2: (5)

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