At the end I did a NCM and placement edit. I decided to move an infantry from Karelia to Caucasus and then place 6 infantry in Karelia and 3 in Russia.
S02 - Gamerman01 (axis) vs. DutchmanD (allies +13)
-
J13 with 73, buy 3 ARM, 4 SS, 3 DD, FTR
Combat moves -
Sum - 2 INF (Phi)
Aus - 2 INF (Phi) offload from 39
Z57 - BMB (Jpn)
Eve - 2 INF, ARM (Yak) BMB (Jpn)
Rus - SBR X 2 (Ind)Rus AA
Rolls: 2@1; Total Hits: 02@1: (4, 2) -
Rus
Rolling 2:
(4, 6)
Eve
Rolls: 2@1 1@3 1@4; Total Hits: 22@1: (2, 5)1@3: (2)1@4: (1)
Rolls: 1@2; Total Hits: 01@2: (4) -
Yak - BMB (Eve) BMB (Rus)
Kaz - 2 INF, ART (Chi) FTR (Cng)
Cau - 4 ARM (Ind)
Per - 2 INF (Ind)
Egy - AA, ARM (TrJ) FTR (Cng)
Z33 - TP, BB (Z27)
Z62 - All (Z50)
Ind - BMB (Rus)
Sui - FTR (Ind)
Bry - BMB (Z57) 2 INF, 2 ARM (Jpn) offload from 62Place 3 ARM (Ind)
Place 4 SS, 3 DD, FTR (Z62)
Collect 72, 72 on hand -
Only transport 2 armor to Bry, and leave 2 infantry on the home islands to protect against a last ditch desperation effort.
Also, bomber from 57 lands on Japan. -
Since you haven’t posted anything -
I’m going to go even more conservative. Don’t land anything at all on Bry - keep it all on the home islands.
Even if you’ve started planning the UK move, this has no bearing on their turn. Plus, you’ve made more late adjustments (more than a half hour after posting) than I have this game, so this should be acceptable. -
UK 13
Has $31
Purchases
3 arm
5 inf
Save $1Combat Moves
Pol (2 inf)
2 inf, 2 ftrs Bst
2 ftrs z5Balk ( )
1 inf AlgNWE (2 inf)
2 inf, 2 ftrs England
BB, cru bombard from z7z39 (1 tnp)
1 ftr z51Epl
1 inf BstCombat
Pol
A:
Rolls: 2@1 4@3; Total Hits: 22@1: (1, 6)4@3: (6, 2, 6, 4)D:
Rolls: 2@2; Total Hits: 12@2: (2, 6) -
Pol taken with 1 inf + 4 ftrs
NWE
A:
Rolls: 2@1 3@3 1@4; Total Hits: 22@1: (3, 4)3@3: (3, 1, 5)1@4: (6)D:
Rolls: 2@2; Total Hits: 02@2: (5, 6) -
NWE taken with 2 inf + 2 ftrs
Balk taken with 1 inf
z39 cleared
epl taken with 1 infNonCom
2 art Brazil > Alg
3 inf, 1 art england > Alg
BB, AC, dd z12 > z14
2 ftrs Pol > z14
2 ftrs NWE > z12
fleet z5 > z7
2 ftrs Pol > Moscow
2 ftrs Lib > Moscow
2 arm, 1 inf Alg > Lib
1 ftr z39 returns z51
aa gun > Bst > Epl
8 inf, 3 art Bst > EplMobilization
3 arm, 5 inf englandCollect $39+1
Has $40 -
I13 with 24, buy 3 INF, ART, ARM, AA
Combat moves -
Blk - 2 INF, ART (Ita)
Rolls: 1@1 2@2; Total Hits: 21@1: (5)2@2: (2, 1)
Rolls: 1@2; Total Hits: 01@2: (6) -
Blk - AA (Ita)
Ger - INF (Fra)
Fra - INF (Ita)
Per - 2 ARM (Ukr) 3 INF (Ind)
EUk - INF (Ukr)Place 3 INF, ART, ARM, AA (Ita)
Collect 24, 24 on hand -
US 13
Has $48Purchases
2 ftrs
1 AC
1 tnp
1 arm
Save $2Combat Moves
Sum (2 inf)
1 arm Caro
5 ftrs z51NG (1 inf)
1 art NZ
3 ftr z51z38 (1 tnp)
1 AC z51 (non-Brit mule)Combat
Sum
A:
Rolls: 6@3; Total Hits: 16@3: (5, 4, 6, 4, 4, 1)D:
Rolls: 2@2; Total Hits: 22@2: (1, 1) -
US loses 2 ftrs
Jsp lose 1 infRound 2
A:
Rolls: 4@3; Total Hits: 44@3: (2, 3, 3, 1)D:
Rolls: 1@2; Total Hits: 01@2: (6) -
Sum taken with 1 arm, 3 ftrs
NG
A:
Rolls: 1@2 3@3; Total Hits: 11@2: (5)3@3: (6, 2, 5)D:
Rolls: 1@2; Total Hits: 01@2: (3) -
NG taken with 1 art + 3 ftr
z38 cleared
NonCom
1 AC, 1 dd, 1 sub z51 > z38
AC (brit mule) z51 > z48
14 subs, 5 dd 2 AC z51 > z48
3 ftrs Sum > z38
3 ftrs NG > z48
2 ftrs z51 > z48
4 subs z56 > z46
1 AC, 5 dd z51 > z56
2 ftrs W US > z56
bom Brazil > Sol Is
2 inf E Ca > AlgeriaMobilization
1 AC, 2 ftrs, tnp z56
1 arm W USCollect $48+2
Has $50 -
G14 with 44, buy ART, 8 ARM
Combat moves -
Rus - BMB (Fra) BMB (Sui) 2 INF (Kaz) INF (EUk) ARM (Ukr) 42 INF, 6 ART (Cau)
NWE - 3 INF, 2 FTR (Fra)
Pol - 16 INF, 3 ART, 2 ARM (Ger) 3 ARM (Bul)Not aimed at you, DD, but to explain my decision here (about 8-10 people are watching our game, apparently) before the dice tumble:
This is a 41% shot on Moscow. Obviously, I would be happy to capture Moscow, but I think as long as I can eliminate all ground units (52% chance) it will be a success for the Axis. Especially if I can keep my bombers. Or, I might get cold feet after the first round, in which case I may have given up a differential of about 8 infantry. But with all 3 axis powers having a decent presence near Moscow, I think going round by round is a good move here, since there are only 4 UK fighters there right now, and a lot of the Russian ground forces are away. I realize by these facts, that Dutchman is prepared for me to attack Moscow, but I think it’s the move to make (obviously, or I wouldn’t do it). Plus, we are going to be the last round 2 game to finish, and I really don’t have the patience.
One more look at it before I roll dice…. -
Or, I might get cold feet after the first round, in which case I may have given up a differential of about 8 infantry.
Make that 8 infantry and 2 bombers, which would be horrible, but very unlikely. You can’t play this game effectively being worried about the worst that can happen, you just have to ask yourself if you’re prepared for the worst to happen, and sometimes you’re not, but you want to attack anyway.
Rus AA
Rolls: 2@1; Total Hits: 02@1: (6, 2) -
Rolls: 39@1 12@2 1@3 2@4; Total Hits: 1339@1: (6, 3, 2, 6, 2, 1, 2, 3, 2, 6, 3, 4, 1, 2, 1, 4, 4, 5, 2, 6, 4, 5, 1, 3, 2, 2, 6, 3, 1, 4, 6, 1, 6, 2, 6, 1, 2, 2, 4)12@2: (4, 1, 6, 1, 1, 2, 2, 5, 5, 1, 6, 4)1@3: (5)2@4: (5, 5)
Rolls: 34@2 4@3 5@4; Total Hits: 1934@2: (2, 6, 6, 1, 2, 1, 4, 2, 2, 3, 3, 1, 4, 5, 3, 1, 2, 3, 1, 3, 4, 2, 5, 2, 1, 6, 1, 4, 5, 6, 3, 6, 6, 3)4@3: (6, 1, 3, 4)5@4: (3, 4, 1, 5, 5) -
Ow. Bombers must have been seriously damaged by flak. And the panzers didn’t make it there yet. But the 88’s went crazy.
Rus2
Rolls: 20@1 12@2 1@3 2@4; Total Hits: 820@1: (4, 6, 2, 5, 4, 1, 5, 1, 5, 6, 3, 3, 4, 6, 4, 3, 3, 4, 3, 2)12@2: (2, 2, 4, 3, 6, 3, 5, 3, 6, 2, 3, 3)1@3: (1)2@4: (4, 2)
Rolls: 21@2 4@3 5@4; Total Hits: 1021@2: (5, 5, 1, 5, 3, 1, 1, 6, 4, 6, 3, 6, 3, 6, 3, 5, 2, 5, 2, 4, 4)4@3: (5, 2, 6, 4)5@4: (3, 3, 1, 4, 6) -
Rus3
Rolls: 10@1 12@2 1@3 2@4; Total Hits: 710@1: (1, 2, 5, 3, 5, 6, 3, 1, 5, 3)12@2: (4, 5, 1, 1, 3, 5, 4, 3, 5, 4, 2, 6)1@3: (2)2@4: (6, 2)
Rolls: 13@2 4@3 5@4; Total Hits: 913@2: (1, 3, 5, 6, 1, 5, 6, 2, 3, 3, 1, 3, 5)4@3: (1, 1, 1, 4)5@4: (5, 1, 5, 2, 6) -
Rus4
Rolls: 1@1 12@2 1@3 2@4; Total Hits: 51@1: (5)12@2: (4, 6, 1, 4, 2, 2, 5, 2, 4, 2, 6, 6)1@3: (5)2@4: (6, 5)
Rolls: 6@2 4@3 5@4; Total Hits: 56@2: (3, 5, 5, 5, 3, 5)4@3: (4, 5, 2, 1)5@4: (2, 1, 5, 5, 1)





