JMite(Allies) v Jen(Axis) Game 7 No Tech


  • Collect 8 + 6 + 1 left over = 15

    UK 5

    Buy
    UKL 30
    UKI 19

    UKL
    2 arm (12)
    1 dest (8)
    Save 10

    UKI
    1 dest (8)
    1 inf (3)
    1 arm (6)
    2 left over

    Combat
    1 inf 1 art 3 fgt 1 tach EGY 1 inf

    EGY 1
    A
    DiceRolls: 2@2 3@3 1@4; Total Hits: 42@2: (6, 6)3@3: (3, 1, 2)1@4: (3)
    D
    DiceRolls: 1@2; Total Hits: 11@2: (2)


  • Collect
    UKL 36 tt – 8 convoy + 10 left over = 38
    UKI 19tt + 2 left over = 21

    ANZ 5
    Buy 30
    2 fgt (20)
    1 arm (6)
    4 left over

    Combat
    1 dest 1 crui 2 fgt z54 1 sub

    z54 1
    A
    DiceRolls: 1@2 3@3; Total Hits: 31@2: (6)3@3: (2, 2, 3)
    D
    DiceRolls: 1@2; Total Hits: 11@2: (2)


  • Collect
    17tt + 4 left over + 5 + 5 = 31

    JMite_v_Jenn_7_5_Dusa.AAM

  • '18 '17 '16 '11 Moderator

    Italy:

    Buy(30)

    • 3 Transports
    • 3 Infantry

    Combat Moves:

    Infantry, Artillery, 3 Fighters, Tactical to Egypt
    MI to Libya

    Combat:

    Attacker:
    DiceRolls: 2@2 3@3 1@4; Total Hits: 42@2: (4, 1)3@3: (2, 4, 3)1@4: (2)
    Defendeer:
    DiceRolls: 2@2; Total Hits: 22@2: (2, 1)

  • '18 '17 '16 '11 Moderator

    Taken with loss of infantry, fighter

    NCM:

    4 INfantry, Artillery, Armor from Yugo to Alex
    Artillery, 2 Armor from Hun to Yugo
    2 Infantry, ARmor from Hun to E. Pol
    AA Gun from N ITaly to Yugo

    Build: 3 INfantry in S. Italy, 3 Transports in SZ 97

    Collect: 5 Egypt Trilogy, 5 Med, 16 TT = 26 IPC


    Germany:

    Buy(49)

    • 3 Destroyers
    • 7 Infantry
    • 1 Artillery

    Combat Moves:

    2 INfantry, Strategic to Novogorod

    Combat:

    Attacker:
    DiceRolls: 2@1 1@4; Total Hits: 32@1: (1, 1)1@4: (3)
    Defender:
    DiceRolls: 1@2; Total Hits: 01@2: (4)

  • '18 '17 '16 '11 Moderator

    2 Infantry E. Pol to Bal
    6 MI, 4 Arm from Ger to E. Pol
    2 FIg, 2 Tac, 2 AC, BB, CA, DD, SS, 3 Trn from SZ 125 to SZ 110
    Strat from Nov to E. pol
    5 Inf, Art from Nor to W. France

    Build: 3 DD in SZ 110
    Build: 7 Inf, Art in Ger

    Collect: 5 Novo, 5 Sweeden, 46 TT = 56 IPC


    Question:

    Generally speaking people have been defaulting to either run France with the rest of the allies or with Russia, right?  Just because France generally has nothing to do.

    What if someone took advantage of that and created a move in which France could can open?  The French player does this.  Do you think the Axis player should be given a do over, the French player should be stuck not doing this because they have always gone with the rest of the allies not on their real turn, or that the French move should stand?

  • '18 '17 '16 '11 Moderator


  • Russia 6

    Buy 36

    2 arm (12)
    3 art (12)
    4 inf (12)

    Combat
    2 inf 2 fgt 1 tach NOV 2 inf

    NOV 1
    A
    DiceRolls: 2@1 2@3 1@4; Total Hits: 22@1: (3, 5)2@3: (6, 1)1@4: (2)
    D
    DiceRolls: 2@2; Total Hits: 12@2: (6, 1)


  • Russia 6

    Buy 36

    2 arm (12)
    3 art (12)
    4 inf (12)

    Combat
    2 inf 2 fgt 1 tach NOV 2 inf

    Collect 34

    on the question of the french canopener…

    My opinion is that moving the french with the allies or russia is just a mechanism for moving the game faster, as most of the time they can not do much or relevance. Personally I think they should be moved with the Russians as after the French are kicked out of Europe, it is mostly the Italians that deal with them.

    If there is an opportunity for a French capopener, typically the axis sees it and should request the french go in their normal turn order. Especially if the canopener is going to be obvious. I think if the axis player takes their turn based on the out of sequence french movement to “prevent” a french canopener, that is against the spirit of the game. It can put the axis player in a tough situation if the axis player knows there is a possible french canopener but thinks the french player may not see it and then calls for a normal turn order that round, as it draws attention to a possible opening for the French.

    In general, I like to give the other player the benefit of the doubt and play honestly – if I am the axis and I saw a french canopener possibility I ask the French to take their turn in normal turn order. If I am the axis and missed it but the French comeback and want to redo their move, I would let them. If I was the French I would avoid requesting a remove to take advantage of the canopener, unless it is blatantly clear that the axis player was just moving their units to take advantage of the out of order French turn and it is obvious that if the French went in normal turn order they would have done the canopener.

    Just my thoughts, but I guess if both players are not aligned this should be agreed beforehand. I play the games on the board for fun and am not a stickler for the rules – I think without seeing the actual board and having other players there to help catch mistakes, retroactive changes are fine as long as they are not major (ie like our first game together where we both, though mostly me, made very large rule mistakes over multiple turns, eg treating AZN IC as major instead of minor).

    Hope this helps…

    JMite_v_Jenn_7_6_Brussia.AAM

  • '18 '17 '16 '11 Moderator

    Japan:

    Buy(43)

    • 3 Transports
    • 5 Infantry
    • 1 Artillery

    Combat Moves:

    Infantry, Artillery from Carolines to Celebes
    Infnatry, Artillery from Carolines to Java
    Infantry, Artillery from Carolines to Borneo
    2 INfantry, Artillery, Armor from Carolines to Philippines
    2 Cruiser, Battleship Bombardments of Philippines
    Submarine from SZ 63 to SZ 54
    Submarine from SZ 46 to SZ 54

    Combat:

    SZ 54:
    Attacker:
    DiceRolls: 2@2; Total Hits: 02@2: (4, 4)
    Defender:
    DiceRolls: 1@2; Total Hits: 01@2: (3)

  • '18 '17 '16 '11 Moderator

    SZ 54:
    Attacker:
    DiceRolls: 2@2; Total Hits: 22@2: (2, 1)
    Defender:
    DiceRolls: 1@2; Total Hits: 11@2: (2)

  • '18 '17 '16 '11 Moderator

    Philippines:
    Attacker:
    DiceRolls: 1@1 2@2 3@3 1@4; Total Hits: 31@1: (4)2@2: (2, 6)3@3: (6, 5, 1)1@4: (3)
    Defender:
    DiceRolls: 2@2; Total Hits: 02@2: (4, 3)

  • '18 '17 '16 '11 Moderator

    Fighters in Japan are available to protect the transports in SZ 6 against the American bomber. (No other enemy units can reach.)

    I feel the same in regards to the French.  IN this circumstance there was no way possible to protect a battleship, except by explointing the opponent in such a manner.

    JMite_v_Jenn_7_6_Cjapan.AAM


  • You forgot to post the map


  • Oh sorry. I see it now


  • USA 6

    Buy 71

    1 trans (7)
    2 inf (6)
    4 dest (32)
    1 ac (16)
    1 fgt (10)

    Combat
    1 inf 1 art 1 fgt 1 tach 1 bb 1 crui CAR 1 inf
    1 dest 2 fgt 2 tach 1 sbm z54 1 sub
    Walk ins on map
    2 dest 3 fgt z109 4 sub

    z109 1
    A
    DiceRolls: 2@2 3@3; Total Hits: 22@2: (3, 2)3@3: (4, 5, 3)
    D
    DiceRolls: 2@1; Total Hits: 12@1: (1, 5)

    z54 1
    A
    DiceRolls: 1@2 2@3 2@4; Total Hits: 31@2: (1)2@3: (3, 5)2@4: (1, 6)
    D
    DiceRolls: 1@1; Total Hits: 01@1: (4)

    CAR 1
    A – assume planes are second hits for 3s and 4s, if survive the AA fire, if fgt shot, tach is 3rd 3
    DiceRolls: 2@2 3@3 2@4; Total Hits: 22@2: (4, 1)3@3: (4, 5, 4)2@4: (5, 3)
    D
    DiceRolls: 1@2; Total Hits: 11@2: (1)
    AA fgt
    DiceRolls: 1@1; Total Hits: 01@1: (2)
    AA tach
    DiceRolls: 1@1; Total Hits: 11@1: (1)


  • missed the other 2 subs in z109 for round 1
    D
    DiceRolls: 2@1; Total Hits: 02@1: (4, 2)


  • z109 2
    A
    DiceRolls: 1@2 3@3; Total Hits: 11@2: (5)3@3: (5, 5, 3)
    D
    DiceRolls: 2@1; Total Hits: 02@1: (6, 2)


  • z109 3
    A
    DiceRolls: 1@2 3@3; Total Hits: 21@2: (2)3@3: (5, 3, 4)
    D
    DiceRolls: 1@1; Total Hits: 01@1: (2)


  • Collect
    50tt + 10 + 5 +5 = 70

    China 6

    Buy 15

    3 art (12)
    1 inf (3)

    1 inf 1 fgt KWA1 inf
    3 inf HUN 1 inf

    HUN 1
    A
    DiceRolls: 3@1; Total Hits: 03@1: (6, 4, 5)
    D
    DiceRolls: 1@2; Total Hits: 11@2: (2)

    KWA 1
    A
    DiceRolls: 1@1 1@3; Total Hits: 01@1: (5)1@3: (6)
    D
    DiceRolls: 1@2; Total Hits: 01@2: (6)

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