11L - RD (axis) v LL (allies), 10 bid, NO, - tech


  • Hey RD, I just started another game with a new apponent so I now have like 7 games going.  I think we better just play this one out before we start a game 2 or so many games will probably start to confuse me.  :?

    Cheers

  • '10

    k no prob.  that’s a lot of games at one time

    G6
    3 inf 1 rtl 2 dd 2 ftr

    -euk mt
    epl 1 inf twol
    -bst 1 inf 1 rtl
    epl 3 inf
    z7 2 ftr
    -z6 stack
    z7 1 ss
    -z4 3 trn
    z7 1 ftr cwol (i think this is permissible as i am attacking z7)
    -gbr sbr
    waf 1 bmb

    gbr
    aa
    DiceRolls: 1@1; Total Hits: 01@1: (3)
    b
    DiceRolls: 1@6; Total Hits: 11@6: (4)

    bst
    a
    DiceRolls: 3@1 2@3; Total Hits: 33@1: (5, 6, 1)2@3: (1, 3)
    d
    DiceRolls: 2@2; Total Hits: 02@2: (4, 5)

  • '10

    gbr -4 to -7
    bst twol
    z6 assume ss loss

    ncm
    bst-epl 2 ftr
    saf-rho 1 inf
    sud-egy 1 inf
    z7-z12 1 dd
    z7-z13 rest
    ger-fra 3 inf
    ger-pol 4 inf 1 rtl
    ger-epl 2 arm

    place
    z13 2 dd 2 ftr
    ger 3 inf 1 rtl

    48

    11L_RD_v_LL_06aG.AAM
    11L_RD_v_LL_06aG.AAM


  • The fighter you attacked z4 with can’t land can it?  Please explain.

  • '10

    the ss attack on z6 is an attempt to clear it, in theory allowing an ac to go to z3 for pickup in the event of a successful attack.

    fr pg14 of manual: A fighter can move its full four spaces to attack instead of saving movement, but only if a carrier could be there by the conclusion of the Mobilize New Units phase. (See Unit Profi les: Air Units, pg. 26.)


  • @RisingDragon:

    the ss attack on z6 is an attempt to clear it, in theory allowing an ac to go to z3 for pickup in the event of a successful attack.

    fr pg14 of manual: A fighter can move its full four spaces to attack instead of saving movement, but only if a carrier could be there by the conclusion of the Mobilize New Units phase. (See Unit Profi les: Air Units, pg. 26.)

    Looks like you are right, and I was not aware of that.  Yet another setback, and this time only I am to blame.


  • @LuckyLindy:

    @RisingDragon:

    the ss attack on z6 is an attempt to clear it, in theory allowing an ac to go to z3 for pickup in the event of a successful attack.

    fr pg14 of manual: A fighter can move its full four spaces to attack instead of saving movement, but only if a carrier could be there by the conclusion of the Mobilize New Units phase. (See Unit Profi les: Air Units, pg. 26.)

    Looks like you are right, and I was not aware of that.  Yet another setback, and this time only I am to blame.

    Seems like a silly rule but ok.  Chances of a carrier being able to ACTUALLY be in z3 for the fighter to land on were very small, but a rule is a rule, live and learn right?

  • '10

    guess so, sorry about that, was done to me before which is how i know.  i don’t think you are in a position to use those trannies soon anyway, and i had to sacrifice both a ftr and ss.  you might also have had to split your navy or move it which would have impacted a lot of downstream moves like your attempt to merge navies


  • If I had known this was possible, I would have sent only two or maybe even one transport to Z4 instead of 3.


  • I don’t suppose you would let me retroactively take only one transport to that KAR battle now and take the risk of not removing the German NO?


  • @LuckyLindy:

    I don’t suppose you would let me retroactively take only one transport to that KAR battle now and take the risk of not removing the German NO?

    Obviously I went in with huge overkill.  I thought the transports were completely safe in Z4 and could not be touched.  If I had known this was possible, I would have had to decide between bringing one and two transports to the KAR battle.  Of course the whole thing was necessary in the first place because of the failed Soviet attempt to take KAR, which SHOULD work most of the time  :|


  • Anyway, it is my responsibility to know the rules and it’s totally up to you whether you would allow it, but I am sure I would have taken in only one transport with the thought that if I failed to take KAR with TWO back to back attempts with very good odds, it just wasn’t meant to be.  And that I was willing to trade one transport for a submarine and a figher, although I really am not sure I can even afford that at this point  :-(

    Cheers.

  • '10

    ok, let’s give u the mulligan there and not attack your 3 trn.  i’ll leave your turn and mine as is to minimize as much as possible redoing the whole last round.  as a small favor in return though, i’d ask that you allow me to correct the typos from the last J round where I accidentally brought units from bur instead of sum, as i had forgotten where they had come from and obviously wanted to move the newly created island-bound units first.

    if fine with you, i’ve attached the updated map

    11L_RD_v_LL_06aG.AAM


  • I think that proposal is fair and I accept.  Probably still hurts me worse than you but I do think you were probably distracted on that move and I didn’t understand a rule so let’s just say it comes out in the wash and go with it.  :-)


  • So now we are even, both benefitting to some extent.  Let’s continue the game!  And thank you for teaching me an important rule.

    Soviet turn 6

    Purchase
    23 IPC

    infantry
    5 artillery

    Combat Moves
    CAU (artillery) v 9 infantry (PER), 3 infantry, artillery (RUS), 4 tanks (BEL)
    EUK (infantry) v infantry (BEL), ftr (CAU)

    dice


  • CAU
    A - 13 infantry, artillery, 5 tanks
    DiceRolls: 12@1 2@2 5@3; Total Hits: 512@1: (3, 5, 4, 5, 6, 5, 3, 4, 2, 1, 1, 2)2@2: (2, 2)5@3: (3, 4, 4, 6, 4)
    D - artillery
    DiceRolls: 1@2; Total Hits: 01@2: (3)


  • CAU taken with 13 infantry, artillery, 5 tanks

    EUK
    A - infantry, fighter
    DiceRolls: 1@1 1@3; Total Hits: 01@1: (2)1@3: (6)
    D - infantry
    DiceRolls: 1@2; Total Hits: 01@2: (6)


  • EUK round 2
    A - infantry, fighter
    DiceRolls: 1@1 1@3; Total Hits: 01@1: (4)1@3: (5)
    D - infantry
    DiceRolls: 1@2; Total Hits: 01@2: (5)


  • EUK round 3
    A - infantry, fighter
    DiceRolls: 1@1 1@3; Total Hits: 11@1: (4)1@3: (2)
    D - infantry
    DiceRolls: 1@2; Total Hits: 01@2: (5)


  • EUK taken with fighter, infantry

    RD, in typing the noncombat, I see I didn’t list the tank coming into CAU from PER but I rolled for it.  Doesn’t make a difference here but I’m sorry, I will try to be more accurate!  I had to type that entire move a second time, I lost it in my first attempt to post it.

    Noncombat Moves
    fighter from EUK to RUS
    2 tanks from PER to CHI
    tank from RUS to CHI
    AA gun from PER to CAU
    12 infantry from BEL to KAR
    6 infantry, 5 artillery, AA gun from BEL to RUS

    Mobilization
    infantry, 5 artillery in RUS

    Income
    21

    11L_RD_v_LL_06bRus.AAM

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