@Panzerstahl-Helm Thanks, I added one infantry and one bunker as described. Nothing to note for the minor allies, back to Germany
Purchase Units Turning on Edit Mode EDIT: Adding units owned by British to United Kingdom: 1 infantry EDIT: Adding units owned by British to Borneo: 1 Fortification EDIT: Turning off Edit Mode ANZAC buy 2 air_transports; Remaining resources: 2 PUs; Combat Move Resetting and Giving Bonus Movement to Units Combat Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 fighter moved from Queensland to Malaya 2 infantry moved from New Guinea to Dutch New Guinea ANZAC undo move 2. 2 infantry moved from New Guinea to Dutch New Guinea 1 aaGun and 1 infantry moved from New South Wales to 62 Sea Zone ANZAC undo move 3. 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 destroyer moved from 62 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 cruiser moved from 63 Sea Zone to 54 Sea Zone 2 fighters moved from New Zealand to Queensland 2 aaGuns moved from New South Wales to Queensland Cleaning up during movement phase Place Units 2 air_transports placed in New South Wales Turn Complete ANZAC collect 14 PUs; end with 16 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 Optional[PUs]; end with 18 Optional[PUs] Combat Move Resetting and Giving Bonus Movement to Units 1 infantry moved from Tunisia to Libya Combat Recording Battle Statistics Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 infantry moved from French West Africa to French Central Africa 1 infantry moved from Algeria to Tunisia 1 infantry moved from Morocco to Algeria 1 destroyer moved from 72 Sea Zone to 81 Sea Zone Cleaning up during movement phaseG40 A2 game: Lemming vs Alsch91
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2Inf, 1Arm, 1Tac >> Fgr
AttRolls: 2@1 1@3 1@4; Total Hits: 02@1: (3, 5)1@3: (5)1@4: (5)
DefRolls: 2@3; Total Hits: 02@3: (4, 4)
2Inf 1Fig >> Sur
AttRolls: 2@1 1@3; Total Hits: 02@1: (6, 2)1@3: (5)
DefRolls: 1@4; Total Hits: 11@4: (2)
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Fgr R2:
AttRolls: 2@1 1@3 1@4; Total Hits: 42@1: (1, 1)1@3: (2)1@4: (2)
DefRolls: 2@3; Total Hits: 02@3: (6, 4)
Sur R2:
AttRolls: 1@1 1@3; Total Hits: 01@1: (6)1@3: (6)
DefRolls: 1@4; Total Hits: 01@4: (5)
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Sur R3:
AttRolls: 1@1 1@3; Total Hits: 11@1: (6)1@3: (3)
DefRolls: 1@4; Total Hits: 11@4: (3)
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non-combat as per map.
Place 1Inf, 1Art Saf, 10SS z110, 1Arm Ger save 4.
Collect 86+4=90IPCs.
Map. -
R 9
34 IPCs
10 Inf (30)
1 Art (4)save 0
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Combat
1 Inf Arch to Bel
1 Fig Bry to Bel1 Inf Bry to Nukr
1 Fig Bry to Nukr2 Inf Bry to Sukr
1 Fig, 1 Tac Bry to Sukr1 SS SZ 101 to SZ 88 (4 TT destroyed)
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Bel
Attack (1 Inf, 1 Fig)
Rolls: 1@1 1@3; Total Hits: 01@1: (2)1@3: (4)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 11@2: (2)
Nukr
Attack (1 Inf, 1 Fig)
Rolls: 1@1 1@3; Total Hits: 11@1: (1)1@3: (4)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 11@2: (2)
Sukr
Attack (2 Inf, 1 Fig, 1 Tac)
Rolls: 2@1 1@3 1@4; Total Hits: 22@1: (4, 2)1@3: (3)1@4: (2)
Defense (2 Mech)
Rolls: 2@2; Total Hits: 22@2: (2, 1)
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……
The dice have just never been very good to the Russians this game.Bel hwol
Nukr cwlo 1 Inf
Sukr cwlo 2 InfNon-coms
4 Inf Arch to Volo
2 Inf, 1 AA gun Arch to Smo
21 Inf, 3 Art, 1 AA gun Cau to Vol
2 Mech, 1 Arm Ros to Sam
5 Inf, 3 Art Rus to Bry
1 Fig Bel to Rus
1 Fig Nukr to Rus
1 Fig, 1 Tac Sukr to RusPlace
9 Inf, 1 Art Rus
1 Inf VolCollect
27 IPCsStupid dice.
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Jap9
65IPCs buys 6Inf(18), 1Art(4), 7SS(42) save 13Inf, 1Fig, 1Tac Kwa >> Yun
AttRolls: 3@1 1@3 1@4; Total Hits: 23@1: (5, 3, 5)1@3: (1)1@4: (2)
defRolls: 2@2; Total Hits: 12@2: (6, 2)
1Inf load z6 >> z31 unload Wak
1Inf load z43 >> z21 unload Gua1SS, 1Des z6 >> z25
AttRolls: 2@2; Total Hits: 12@2: (2, 4)
DefRolls: 1@2; Total Hits: 01@2: (3)
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NC as per map
Place 3 Inf in NSW, 2Inf, 1Art in Hon, 1Inf in Jap, 7SS in z6
Collect 65+1=66IPCs
Map. -
Agree Rus had it real tough on the dice. Still it’ll be a long while before Moscow falls, but do you see yourself reversing the slow descent with Ger economy at 90 and Italy at 50?
Now that I’ve shored up the Ger navy, I think US is in abit of a fix too between saving Hawaii or liberating NSW.
Up to you if you wanna cede and start a fresh game on yet another version of Alpha3… -
Yeah I agree, it’s pretty much not going to swing back towards Allies quickly enough, I think.
I think US will be able to revive UK quickly, with a tank or two swinging through Africa, but it probably won’t be enough.
My mistake was in moving both US transports towards Alaska once US was at war. I should’ve brought one or just taken it back through Canada, and then taken back Hawaii instantly and immediately started putting the pressure on Japan. For the Europe map to be salvagable, Japan would have to be a lot lower than it currently is now.No problem.
I’m curious about Alpha 3, but frankly am not sure what to do about it right now.
I think many of the changes ended up making the game tilted toward the Allies. Although Larry has made a handful of drastic pro-Axis changes recently. I don’t really know, but I think that the game isn’t any closer than Alpha 2 was. I guess it’d be fun to give A3 a shot, but I’ll leave it up to you. -
if you think it can still turn, then it’s good to see how it pans out. I’ve never actually taken Moscow, with you having more than 70 over troops amassed I’m starting to think London is the easier fight.
I’m curious what US is going to do anyway…
Agree that Alpha3 is somewhat of a letdown, maybe let’s wait for the dust on that to settle first. I’m already trying a coupla A3 games and frankly I think the only big impact is the airbase in Gibraltar. -
So let’s just continue a coupla more rounds?
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Guess we could give it a shot.
US 9
62 IPCs
9 SS (54)
1 DD (8)save 0
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Combat
1 Mech Smx to Pan (mt)
5 CA, 2 BB, 4 TT SZ 63 to SZ 61, take
4 Inf, 2 Art, 1 Arm Nze to Sau
8 Fig, 2 Tac SZ 63 to Sau1 SS SZ 63 to SZ 31 (TT destroyed)
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Pan lwol
SZ 31 cwolSau
Attack (4 Inf, 2 Art, 1 Arm, 5 CA, 2 BB, 8 Fig, 2 Tac)
Rolls: 2@1 4@2 14@3 4@4; Total Hits: 82@1: (4, 6)4@2: (5, 4, 6, 6)14@3: (4, 2, 4, 6, 5, 3, 6, 5, 6, 4, 1, 3, 2, 4)4@4: (6, 3, 3, 1)
Defense (6 Inf, 1 Art, 1 Arm, 1 Fig, 1 Tac)
Rolls: 7@2 2@3 1@4; Total Hits: 57@2: (1, 6, 5, 3, 5, 2, 1)2@3: (2, 2)1@4: (5)
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:x
R2
Attack (1 Art, 1 Arm, 8 Fig, 2 Tac)
Rolls: 1@2 9@3 2@4; Total Hits: 71@2: (2)9@3: (6, 6, 3, 1, 6, 2, 6, 3, 1)2@4: (2, 6)
Defense (1 Fig, 1 Tac)
Rolls: 1@3 1@4; Total Hits: 11@3: (1)1@4: (6)
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Sau lwlo 4 Inf, 1 Art, 1 Fig
Forgot to declare -
2 SS SZ 62 to SZ 54Rolls: 2@2; Total Hits: 22@2: (1, 2)
Rolls: 1@2; Total Hits: 11@2: (2)
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Dammit, and 1 DD SZ 26 to SZ 10, 1 Strat Wus to SZ 10
Rolls: 1@2 1@4; Total Hits: 01@2: (3)1@4: (6)
Rolls: 1@1; Total Hits: 01@1: (4)