G40 A2 game: Lemming vs Alsch91
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Transports in the Atlantic or Pacific?
In the Pacific, the two that US starts with is usually enough, since small-scale island hopping is all that’s really necessary.
Warships are more useful in the Pacific.As far as a low-luck game, I don’t really know. I agree we’ve had some reeeaally weird dice, but low-luck is just kind of boring, if you ask me. Having huge swings in the dice sucks, I agree, but the average amount of randomness is kinda a part of the game. If you’d really like, though, we could try low luck next time.
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By the way it’s been fun watching your German and Italian naval moves.
Since we’re not on an actual board, it gets tough sometimes to see - large scale - where they can go. Each turn they’re doing something different. :lol: -
I’m a navy kinda guy as you can prob tell :lol:
you got me beat on land though, your Soviets are a real pain squatting in East Pol.
I still think a few more trannies in pacific would have kept me honest. It gives you the ability to strike multiple places at once, which is scary. Your fleet is pretty much indestructible as is. In the atlantic, you could have kept my Ger and Italian navies pinned down in Gibraltar if you put some fleet and transports there too. -
I might grab one or two more transports in the Pacific in the next couple rounds, but I needed to be sure that my navy could stand up to when I get closer to Asia and will be vulnerable to both your navy and your giant airforce.
And in the Atlantic, once I saw you really wanted to try Sealion (especially since we had already discussed it) I figured Russia would be able to hold you off long enough to justify not putting stuff in the Atlantic for a while. Even though you diverted those Sealion resources elsewhere, I think I was still pretty correct in that assumption.
Russia won’t be taking Berlin, but it’ll be several rounds before Moscow’s in any sort of trouble. -
Italy5
Buy 6Inf(18), 2Arm(12), 1Tac(11) save 1.
Combat:
2Inf, 2Fig Hun >> Rom
1Inf Yugo >> Rom
1Tac Syr >> Rom
AttRolls: 3@1 2@3 1@4; Total Hits: 23@1: (1, 2, 6)2@3: (6, 4)1@4: (3)
DefRolls: 3@2; Total Hits: 03@2: (4, 6, 6)
1Inf, 2Arm, 1Tac Syr >> Irq
2Inf, 1Arm Trj >> Irq
1TT load 1Inf, 1Art (Bso) z76 >> z80 unload Irq
1Cru z76 >> z80 bombard Irq
AttRolls: 3@1 2@2 4@3 1@4; Total Hits: 53@1: (1, 6, 5)2@2: (4, 2)4@3: (1, 6, 3, 1)1@4: (5)
DefRolls: 3@2; Total Hits: 33@2: (2, 1, 2)
1TT load 1Inf, 1Art z81 >> z80 unload Cpr
1Cru, 1BB z76 >> z80 bombard Cpr
AttRolls: 2@2 1@3 1@4; Total Hits: 22@2: (4, 1)1@3: (4)1@4: (1)
DefRolls: 1@2; Total Hits: 01@2: (4)
1TT load 1Inf, 1Art z81 >> z79 unload Wind
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Ouch in Iraq!!!
Rom R2
AttRolls: 3@1 2@3 1@4; Total Hits: 33@1: (1, 2, 1)2@3: (5, 5)1@4: (4)
DefRolls: 1@2; Total Hits: 11@2: (1)
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non-combat as per map.
Place 1Tac in Sita, 6Inf and 2Arm in Nita.
Collect 48+1=49IPCs.
map -
France does nothing.
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Germany6.
Buy 10Art (40), 1SS (6), 1Arm(6), 1Fig(10) save 1Combat:
3Arm Trj >> Npr
AttRolls: 3@3; Total Hits: 03@3: (6, 5, 4)
DefRolls: 1@2; Total Hits: 01@2: (3)
1TT load 1Inf (Swf) z70 >> z72 unload (Mad)
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Att
Rolls: 3@3; Total Hits: 23@3: (5, 1, 3)
DefRolls: 1@2; Total Hits: 01@2: (4)
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Will also land a TT with 1Inf, 1Arm z98 >> z80 in Epr.
Non-combat as per map.
Place 10 Art (Ger), 1Arm, 1Tac (Wgr), 1SS (z112).
Collect 66IPCs. -
Sorry refer to this map, adjusted IPCs.
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R6
43 IPCs
4 Art (16)
9 Inf (27)save 0
Combat
2 Inf Epl to Pol
1 Fig, 1 Tac Epl to Pol3 Inf Epl to Rom
1 Fig Epl to Rom
1 Fig Rus to Rom1 SS SZ 87 to SZ 92 (TT destroyed)
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Poland
Attack (2 Inf, 1 Fig, 1 Tac)
Rolls: 2@1 1@3 1@4; Total Hits: 12@1: (6, 6)1@3: (5)1@4: (1)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (6)
Romania
Attack (3 Inf, 2 Fig)
Rolls: 3@1 2@3; Total Hits: 23@1: (6, 5, 5)2@3: (3, 3)
Defense (2 Inf)
Rolls: 2@2; Total Hits: 02@2: (4, 4)
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Poland twol
Romania twol
SZ 92 cwolNon-coms
1 Fig, 1 Tac Pol to Epl
2 Fig Rom to Epl
2 Mech Bel to Epl
2 Inf, 1 Art Sukr to Nukr
3 Art Nov to Bel
6 Inf Sam to Vol
12 Inf, 1 AA gun Novo to Kaz
2 Inf Rus to Bry
3 Inf Vol to CauPlace
3 Art Vol
2 Inf, 1 Art Sukr
3 Inf Nov
5 Inf RusCollect
42 + 6 NO = 48 IPCs -
how does your sub go through to the Medit sea? I’m still holding Gibraltar right?
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Ah I see.
Enemy subs can always pass through Gibraltar.
Since you didn’t know that, it would would be fine if you’d like to move those German transports to a less vulnerable place.
I’d like to change that sub move, though. -
Thanks. I don’t seem to know alot of sub rules! Will park them In sz95 w the Italian transport then. I’ll wait for my German fleet to come back. Feel free to change your sub movement.
By the way, can I check if subs block destroyer movement?
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Is there a thread with all the global rules explained? V confused having to read rules in so many places.
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Not a problem. Subs do not block the movement of Destroyers, or any other ship for that matter.
The only thing that subs block is transports trying to attempt an amphibious assault, if they do not have an escort.
Other than that, all ships can pass or stop on top of subs with no issue.This is a good thread from Larry’s site that answers some big FAQs.
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=39&t=4278In addition this site has a thread for any Global Rules questions.
http://www.axisandallies.org/forums/index.php?topic=24408.0