@dawgoneit feel free to use either file…
JMite(Allies) v Jen(Axis) Game 7 No Tech
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Collect
UKL 36 tt – 8 convoy + 10 left over = 38
UKI 19tt + 2 left over = 21ANZ 5
Buy 30
2 fgt (20)
1 arm (6)
4 left overCombat
1 dest 1 crui 2 fgt z54 1 subz54 1
A
Rolls: 1@2 3@3; Total Hits: 31@2: (6)3@3: (2, 2, 3)
D
Rolls: 1@2; Total Hits: 11@2: (2) -
Collect
17tt + 4 left over + 5 + 5 = 31 -
Italy:
Buy(30)
- 3 Transports
- 3 Infantry
Combat Moves:
Infantry, Artillery, 3 Fighters, Tactical to Egypt
MI to LibyaCombat:
Attacker:
Rolls: 2@2 3@3 1@4; Total Hits: 42@2: (4, 1)3@3: (2, 4, 3)1@4: (2)
Defendeer:
Rolls: 2@2; Total Hits: 22@2: (2, 1) -
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 YugoBuild: 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:
Rolls: 2@1 1@4; Total Hits: 32@1: (1, 1)1@4: (3)
Defender:
Rolls: 1@2; Total Hits: 01@2: (4) -
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. FranceBuild: 3 DD in SZ 110
Build: 7 Inf, Art in GerCollect: 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?
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Russia 6
Buy 36
2 arm (12)
3 art (12)
4 inf (12)Combat
2 inf 2 fgt 1 tach NOV 2 infNOV 1
A
Rolls: 2@1 2@3 1@4; Total Hits: 22@1: (3, 5)2@3: (6, 1)1@4: (2)
D
Rolls: 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 infCollect 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…
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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 54Combat:
SZ 54:
Attacker:
Rolls: 2@2; Total Hits: 02@2: (4, 4)
Defender:
Rolls: 1@2; Total Hits: 01@2: (3) -
SZ 54:
Attacker:
Rolls: 2@2; Total Hits: 22@2: (2, 1)
Defender:
Rolls: 1@2; Total Hits: 11@2: (2) -
Philippines:
Attacker:
Rolls: 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:
Rolls: 2@2; Total Hits: 02@2: (4, 3) -
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.
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You forgot to post the map
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Oh sorry. I see it now
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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 subz109 1
A
Rolls: 2@2 3@3; Total Hits: 22@2: (3, 2)3@3: (4, 5, 3)
D
Rolls: 2@1; Total Hits: 12@1: (1, 5)z54 1
A
Rolls: 1@2 2@3 2@4; Total Hits: 31@2: (1)2@3: (3, 5)2@4: (1, 6)
D
Rolls: 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
Rolls: 2@2 3@3 2@4; Total Hits: 22@2: (4, 1)3@3: (4, 5, 4)2@4: (5, 3)
D
Rolls: 1@2; Total Hits: 11@2: (1)
AA fgt
Rolls: 1@1; Total Hits: 01@1: (2)
AA tach
Rolls: 1@1; Total Hits: 11@1: (1) -
missed the other 2 subs in z109 for round 1
D
Rolls: 2@1; Total Hits: 02@1: (4, 2) -
z109 2
A
Rolls: 1@2 3@3; Total Hits: 11@2: (5)3@3: (5, 5, 3)
D
Rolls: 2@1; Total Hits: 02@1: (6, 2) -
z109 3
A
Rolls: 1@2 3@3; Total Hits: 21@2: (2)3@3: (5, 3, 4)
D
Rolls: 1@1; Total Hits: 01@1: (2) -
Collect
50tt + 10 + 5 +5 = 70China 6
Buy 15
3 art (12)
1 inf (3)1 inf 1 fgt KWA1 inf
3 inf HUN 1 infHUN 1
A
Rolls: 3@1; Total Hits: 03@1: (6, 4, 5)
D
Rolls: 1@2; Total Hits: 11@2: (2)KWA 1
A
Rolls: 1@1 1@3; Total Hits: 01@1: (5)1@3: (6)
D
Rolls: 1@2; Total Hits: 01@2: (6) -
HUN 2
A
Rolls: 2@1; Total Hits: 02@1: (3, 2)
D
Rolls: 1@2; Total Hits: 01@2: (5)KWA 2
A
Rolls: 1@1 1@3; Total Hits: 21@1: (1)1@3: (1)
D
Rolls: 1@2; Total Hits: 01@2: (5)





