11L Game 3 '41 Ol'Blood&Guts (Axis) v. Battling Maxo (Allies+9) no tech

  • 10

    z14

    aDiceRolls: 3@3 2@4; Total Hits: 33@3: (1, 4, 1)2@4: (1, 5)  dDiceRolls: 1@4; Total Hits: 11@4: (1)

  • 10

    Thank God for the last hit z14 clr  2ftrs downed

    NCM

    bb cv 2dd z12/2ftr z10>>z6    ss 10>>z12  3trn dd z12/ cvz10>>z9  arm wus>>eca  2bmb 2ftr z14>>cau

    mobilize 3arm 2inf wus  bb z10  collect 44+2=46

    OBG_v_BM_Gm3_05fUS.AAM


  • I gotta tell you…that was a brillant move in sz14. When I first saw it, I was like what does he think he is doing??? Those ftrs cant come from India with no place to land! Then, I re-read the rules and saw in the section in the back on fighters where you can list all your battles, announce a carrier will noncom to the sea zone, and act like you will win all the battles. Then you do not even have to move it if the 2ftrs die…never saw that done…never even thought of it…but I will remember it for the future…

    Ger6-Buy: cv, 2 ftr, bb, 2 inf, art…save 0

    CM

    1. inf art Nwy with 2cru support from sz5/inf Fra => Nwe inf
    2. 2inf 2art Kar/2ftr sz5 => Arc 3inf art
    3. 2inf 2art Kar/2ftr sz5 => Bel 2inf arm
    4. 2inf art Epl/2bmr Ger => Ukr 2inf art
    5. inf Mad/art Eaf => Trj arm

    Nwe
    A-2inf art 2cru
    DiceRolls: 1@1 2@2 2@3; Total Hits: 11@1: (6)2@2: (4, 6)2@3: (2, 6)
    D-inf
    DiceRolls: 1@2; Total Hits: 11@2: (1)


  • Nwe lwlo inf

    Trj
    A-inf art
    DiceRolls: 2@2; Total Hits: 12@2: (1, 5)
    D-arm
    DiceRolls: 1@3; Total Hits: 11@3: (1)


  • Trj twlo inf

    Arc
    A-2inf 2art 2ftr
    DiceRolls: 4@2 2@3; Total Hits: 24@2: (4, 2, 3, 6)2@3: (3, 5)
    D-3inf art
    DiceRolls: 4@2; Total Hits: 04@2: (5, 6, 5, 5)


  • Arc
    A-2inf 2art 2ftr
    DiceRolls: 4@2 2@3; Total Hits: 24@2: (4, 1, 3, 1)2@3: (4, 5)
    D-inf art
    DiceRolls: 2@2; Total Hits: 12@2: (1, 5)


  • Arc twlo inf

    Bel
    A-2inf 2art 2ftr
    DiceRolls: 4@2 2@3; Total Hits: 24@2: (6, 1, 3, 1)2@3: (4, 6)
    D-2inf arm
    DiceRolls: 2@2 1@3; Total Hits: 22@2: (1, 6)1@3: (2)


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


  • Bel twlo 2inf

    Ukr
    A-2inf art 2bmr
    DiceRolls: 1@1 2@2 2@4; Total Hits: 21@1: (6)2@2: (3, 6)2@4: (4, 1)
    D-2inf art
    DiceRolls: 3@2; Total Hits: 23@2: (4, 2, 2)


  • gulp….

    Ukr
    A-art 2bmr
    DiceRolls: 1@2 2@4; Total Hits: 21@2: (2)2@4: (6, 3)
    D-art
    DiceRolls: 1@2; Total Hits: 11@2: (2)


  • Ukr hwlo 2inf art…G-men lose 2inf art…I knew I should have sent another inf!  :x

    NCM
    2ftr Arc/2ftr Bel => sz5
    2bmr Ukr => Ger
    3inf art 7arm Epl => Bul
    2inf 2art aa gun Kar => Bst
    7arm Kar => Pol
    arm Waf => Sud
    inf Fra => Ger

    Mobilize
    cv 2ftr bb in sz5
    2inf art in Ger

    Collect: 62

    OBG_v_BM_Gm3_06aG.AAM

  • 10

    @Ol’:

    I gotta tell you…that was a brillant move in sz14. When I first saw it, I was like what does he think he is doing??? Those ftrs cant come from India with no place to land! Then, I re-read the rules and saw in the section in the back on fighters where you can list all your battles, announce a carrier will noncom to the sea zone, and act like you will win all the battles. Then you do not even have to move it if the 2ftrs die…never saw that done…never even thought of it…but I will remember it for the future…

    Even a broken clock is right twice a day. :-D

    Well it’s good I’m showing you something in this series drubbing.  At least I took z13 to sort of make the move legit but it is a gag. If I remember correctly I could have commited the lone dd even if you had 10 units there. There only has to be a “potential” landing space. It got dicey when Rd 2 came along because if that carrier had to go to z14, z6 was toast.

  • 10

    Russia 6  buy 3arm 5inf save 0

    CM

    3inf art rus/arm kaz>>arc

    2inf arm euk>>epl

    3inf euk/art rus>>bel

  • 10

    I’m actually going to add an arm from euk to the arc attack

    ARC

    aDiceRolls: 2@1 2@2 2@3; Total Hits: 02@1: (2, 5)2@2: (4, 5)2@3: (4, 4)  dDiceRolls: 3@2; Total Hits: 03@2: (3, 5, 6)

  • 10

    Nice  :x

    ARC 2

    aDiceRolls: 2@1 2@2 2@3; Total Hits: 22@1: (5, 3)2@2: (3, 4)2@3: (1, 3)  dDiceRolls: 3@2; Total Hits: 13@2: (3, 4, 2)

  • 10

    ARC 3

    aDiceRolls: 1@2 2@2 2@3; Total Hits: 11@2: (4)2@2: (6, 6)2@3: (1, 6)  dDiceRolls: 1@2; Total Hits: 11@2: (2)

  • 10

    Figures  Arc twlo 2inf

    BEL

    aDiceRolls: 2@1 2@2; Total Hits: 22@1: (2, 1)2@2: (4, 1)  dDiceRolls: 2@2; Total Hits: 02@2: (5, 4)

  • 10

    Bel twol

    EPL

    aDiceRolls: 2@1 1@3; Total Hits: 12@1: (2, 2)1@3: (3)  dDiceRolls: 1@2; Total Hits: 01@2: (3)

  • 10

    Epl twol

    NCM

    inf euk>>ukr  4inf 4arm euk  4inf arm  aa euk>>rus  inf eve>>nov  6inf eve>>ura

    mobilize 2inf 2arm cau  arm 3inf rus  collect 24

    OBG_v_BM_Gm3_06bRus.AAM


  • Jap6-Buy: 4 arm, 4 inf, 4 art, bmr…save 0

    CM

    1. ftr Fra => sz12 autokill trn
    2. inf Stc/inf art Far => Yak
    3. 2inf 3art Sum via 3trn sz35 with cru bb support/2inf art Bur/2 arm FIC => Ind 3inf arm ftr
    4. ftr Fra => sz13 dd
    5. 2inf Chi/bmr Nin => Kaz inf

    Ind
    A-4inf 4art 2arm cru bb
    DiceRolls: 8@2 3@3 1@4; Total Hits: 68@2: (5, 2, 4, 6, 4, 5, 1, 1)3@3: (1, 1, 4)1@4: (3)
    D-3inf arm ftr
    DiceRolls: 3@2 1@3 1@4; Total Hits: 33@2: (5, 1, 4)1@3: (1)1@4: (3)

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