• '10

    No need of an AB for interceptors.

    Here are all the rules for Alpha + 2 Sbr.

    8. Strategic Bombing Raids procedure:
    • Escorts fire @1, and interceptor casualties are immediately removed.
    • Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties (escorts may be taken as casualties only after all bombers are eliminated).
    • Surviving bombers are assigned a specific target (IC, airbase or naval base) if more than one type is in the territory.
    • The target fires its AA defenses at the attacking aircraft - @1
    • Surviving bombers attack their target, looking for the highest number possible.

    When bombing, each Strategic bomber rolls one die and 2 is added to each die result, giving the total number of hits the target will receive. Gray chips are placed under the target for each hit received.

    Tactical bombers
    Tactical Bombers can also conduct bombing raids. They are limited to attacking only naval bases and airbases, however. Other wise they follow the exact procedure as strategic bombers presented above. When bombing they roll one die. The number rolled is the number of hits the target receives. Do not add to the dice roll when bombing with tactical bombers.

    Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
    It cost 1 IPC to remove each damage marker.

    Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned.

    Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

    Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

    Airbases provide additional range and the ability to scramble. If an airbase has 3 damage markers it can no longer provide these services. An airbase can only receive up to 6 damage markers, after that they are no longer assigned damage markers. Note: Aircraft can still land in territory whose airbase is out of service.


  • RUS9
    Purchase
    None

    CM

    NOR  -blitz
    1 tank from KAR blitz through FIN

    ROM - walk in
    1 art, 13 inf

    NCM

    NOV
    3 inf, 1 art, 1 m.inf from KAR

    KOR
    4 inf from AMU

    MAN
    5 inf, 1 AAGun from JEH

    Mobilize Units
    None
    Collect Income
    None

    Axisp_vs_TheDef_G40_bR_9.AAM

  • '10

    J9

    Buy:
    4inf (12)
    2mec (8 )
    2fgt (20)

    CM

    Mal (1inf)
    1mec Bur
    1tnk Fic » tr sz36 » sz37 » Mal
    1CA sz36 » sz37 Bombard

    sz20 (1dd)
    1dd sz 16
    3dft, 1tac sz 6

    Yun (17inf, 5fgt, 2tac)
    2art, 1tnk Bur
    2tnk Fic
    9inf, 1art, 6tnk Kwa
    4fgt sz36

    Mal

    Bombard

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

    Attack

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

    Defense

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

  • '10

    Mal rd2

    DiceRolls: 1@1 1@3; Total Hits: 01@1: (6)1@3: (5)

    DiceRolls: 1@2; Total Hits: 11@2: (1)

  • '10

    Mal rd3 (1st hit win)

    DiceRolls: 10@3; Total Hits: 510@3: (4, 6, 4, 4, 1, 3, 6, 1, 3, 1)

    DiceRolls: 10@2; Total Hits: 410@2: (6, 5, 1, 6, 1, 1, 4, 2, 5, 5)

  • '10

    Mal holds lol

    sz20

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

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

  • '10

    sz20 cwol

    Yun

    DiceRolls: 6@1 6@2 13@3; Total Hits: 126@1: (2, 1, 5, 2, 3, 1)6@2: (5, 1, 3, 5, 6, 3)13@3: (4, 6, 1, 3, 2, 3, 3, 3, 1, 1, 6, 3, 5)

    DiceRolls: 17@2 2@3 5@4; Total Hits: 1017@2: (1, 5, 2, 5, 2, 2, 1, 2, 6, 3, 5, 1, 1, 6, 3, 5, 5)2@3: (6, 3)5@4: (5, 6, 5, 6, 3)

  • '10

    Yun rd2

    DiceRolls: 2@2 13@3; Total Hits: 52@2: (2, 4)13@3: (4, 3, 6, 5, 5, 3, 6, 6, 6, 1, 5, 4, 3)

    DiceRolls: 5@2 2@3 5@4; Total Hits: 85@2: (2, 4, 5, 2, 2)2@3: (6, 2)5@4: (1, 2, 2, 4, 6)

  • '10

    Yun rd3

    DiceRolls: 7@3; Total Hits: 47@3: (1, 1, 2, 5, 5, 3, 4)

    DiceRolls: 2@3 5@4; Total Hits: 52@3: (4, 2)5@4: (1, 2, 3, 6, 1)

  • '10

    lose 3 last tnks and 2fgt

    I let it like that, but you have 4 planes to remove on Yun.

    NCM

    2fgt Yun sz37
    1AC, 1dd sz36 » sz37
    3fgt, 1tac sz 20 » sz36
    1dd sz6 » sz35
    1dd, 2AC sz6 » sz36

    Place units:
    3inf Fic
    1inf, 2mec Ind
    2fgt Jap

    Collect : 31 IPC

    Axisp_vs_TheDef_G40_J_9.AAM


  • US9
    Purchase Units 75 IPCs
    2 trns @ 14
    1 mIC @12
    4 DD @32
    2 art @8
    3 inf @ 9

    CM

    FIC
    1 bmb from WAU SBR

    ALG - walk in
    2 inf, 2 m.inf from MOR

    sz 35
    1 DD, 1 sub, 1 fig, 1 tac from sz 33

    sz 20
    1 DD from sz 22
    4 figs from CAR
    1 DD from sz 33


  • CC

    FIC SBR
    D - AAGun
    DiceRolling 1d6:
    (2)  
    A - bmb+2 IC
    DiceRolling 1d6:
    (5)


  • FIC IC damage max hits 6

    sz 35
    A
    DiceRolls: 2@2 1@3 1@4; Total Hits: 22@2: (1, 4)1@3: (3)1@4: (5)
    D
    DiceRolls: 1@2; Total Hits: 11@2: (1)


  • sz 35 cwlo 1 sub

    sz 20
    A
    DiceRolls: 2@2 4@3; Total Hits: 42@2: (5, 1)4@3: (2, 2, 3, 4)
    D
    DiceRolls: 1@2; Total Hits: 11@2: (2)


  • sz 20 cwlo 1 DD

    NCM

    YUN
    1 bmb from FIC

    HON
    4 fig from sz 20

    sz 33
    1 fig, 1 tac from sz 35
    1 DD from sz 23

    MOR
    2 inf, 2 art from EUS via 2 trns in sz 101

    sz 91
    2 BB, 1 ss from sz 101

    sz 101
    3 trns from sz 91

    Mobilize Units
    2 trns, 4 DD in sz 10
    1 mIC in KOR
    2 art, 3 inf in EUS

    Collect Income
    59(territories)+20(NOs)= 79 IPCs

    Axisp_vs_TheDef_G40_dUS_9.AAM


  • C9
    Purchase Units 27 IPCs
    9 inf @ 27

    CM

    KWA - walk in
    1 inf from HUN

    NCM

    KWA
    3 inf from HON

    HON
    1 inf from KSI

    Mobilize Units
    9 inf in YUN

    Collect Income
    26 IPCs (territories)……KWA does have a convoy raid but im not to sure if the Chinese can get convoy raided, if they can remove 1 IPC from the Chinese.

    Axisp_vs_TheDef_G40_eC_9.AAM


  • UK9
    Purchase Units
    UKE 21 IPCs
    4 inf @ 12
    1 DD @ 8
    save 1
    UKP
    None

    CM

    SFR
    1 bmb from UK SBR

    CC

    SFR
    D - AAGun
    DiceRolling 1d6:
    (1)  
    A - bmb+2 IC
    DiceRolling 1d6:
    (4)


  • AA Gun hit bmb destroyed

    NCM

    MOR
    1 inf, 1 art from QUE via trns in sz 106

    sz 91
    3 DD from sz 106

    SUD
    2 tanks, 1 m.inf from CON

    Mobilize Units
    4 inf in UK
    1 DD in sz 106

    Collect Income
    26 (territories) + 1 (saved)= 27

    Axisp_vs_TheDef_G40_fUK_9.AAM


  • A9
    Purchase Units 22 IPCs
    1 DD @ 8
    1 inf @ 3
    1 art @ 4
    1 trns @ 7

    CM

    CEL - walk in
    1 art from NTE via trns in sz 54

    NCM

    sz 110
    1 DD from sz 91

    sz 91
    2 DD from sz 86

    sz 86
    1 trns from sz 91

    Mobilize Units
    1 DD in sz 86
    1 inf, 1 art in BRA
    1 trns in sz 62

    Collect Income
    15(territories)+10(NOs)=25 IPCs

    French Pass

    Axisp_vs_TheDef_G40_gA_9.AAM

  • '10

    Italy 9

    Buy:
    1tr (7)
    1tnk (6)
    3inf (9)
    3art (12 )
    1tac (11)

    NO CM

    NCM

    1tnk Cau » Irq
    1inf, 1art Trj » Egy
    1inf Cpr » Irq
    1tr sz95 with 2inf NIta » sz92 » Gib
    1tr sz92 » sz95
    4dd, 3ss sz95 » sz92
    1fgt Ger » SIta

    Place units:
    1tr sz95
    2inf, 1art, 1tnk NIta
    1inf, 2art Egy
    1tac SIta

    Collect 44 IPC

    Axisp_vs_TheDef_G40_IT_9.AAM

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