@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 phaseLemming (Allies) v Wheatbeer (Axis) g40 a2
-
KEN r3
A 1 inf, 1 mech, 1 tank
Rolls: 2@1 1@3; Total Hits: 12@1: (4, 4)1@3: (2)
D 1 inf
Rolls: 1@2; Total Hits: 01@2: (6)
-
ken twol
NCM:
1 fig uk >> gib
1 dest SZ83 >> SZ91
2 inf cel load trans SZ44 >> SZ41 unload sum
1 inf epr >> cpr (activate 2 inf)
2 inf rho >> con
2 inf, 2 art egy >> sud
1 trans SZ76 >> SZ71
1 cru SZ76 >> SZ98
1 inf, 1 art que load 1 trans SZ106 >> SZ91 unload gib
3 inf, 2 art, 2 aa gun ind >> burUKE Mobilize:
7 inf, 2 art uk
1 dest SZ110UKP Mobilize:
3 inf, 1 tact indUKE Collect 29 IPC
UKP Collect 24 IPC -
Sorry for the long hiatus. Busy at work recently and kids fell ill.
Italy2.
14IPCs buy 2SS save 2.Combat:
1SS z93 >> z993Inf, 1Art, 1Mech, 1Arm Alx >> Egy
3Fig, 1Sbr Sita >> z110
Do you scramble and risk sea lion? :-) -
Good question … was afraid you’d do that. Gotta think a minute.
-
btw can I check, if I send a TT to z99 with an attempted landing in Cyp to deny your fighter a landing spot, they’ll just be auto-killed by the fighter as I don’t have surface warships right? No way I can kill the CV and end the combat before that happens right?
-
This is a risky move for me too, I’m giving up Italy’s usual expansion into North Africa and cleaning out the Medit for this, can go horribly wrong too.
-
I believe it will be autokilled by the fighter, but I am not 100% sure.
-
You would need to use both transports if that does work, to kill the fighter, since syr is a valid landing spot too.
-
Sadly, no scramble :| … I would love to trash Italy’s airforce, but it isn’t worth losing Britain.
-
haha. I might just kill your destroyer and retreat anyhow, no stomach for it either. You have tied down my air force this turn anyhow.
Ok, will leave the TTs as a thought exercise then and roll dice:z110:
AttRolls: 3@3 1@4; Total Hits: 23@3: (4, 4, 1)1@4: (3)
DefRolls: 1@2; Total Hits: 11@2: (1)
z99:
Att sneakRolls: 1@2; Total Hits: 01@2: (3)
DefRolls: 1@2; Total Hits: 01@2: (5)no point rolling fighter.
Egy:
AttRolls: 3@1 2@2 1@3; Total Hits: 13@1: (4, 2, 2)2@2: (1, 4)1@3: (6)
DefRolls: 2@2; Total Hits: 02@2: (5, 3)
-
Ouch!
z99 R2:
AttRolls: 1@2; Total Hits: 01@2: (5)
DefRolls: 1@2; Total Hits: 01@2: (4)
Egy R2:
AttRolls: 3@1 2@2 1@3; Total Hits: 23@1: (2, 4, 4)2@2: (2, 6)1@3: (3)
DefRolls: 1@2; Total Hits: 11@2: (2)
-
z99 R3:
AttRolls: 3@2; Total Hits: 13@2: (1, 3, 3)
DefRolls: 3@2; Total Hits: 03@2: (3, 5, 6)
-
z99:
AttRolls: 3@2; Total Hits: 03@2: (6, 3, 5)
DefRolls: 3@2; Total Hits: 23@2: (1, 1, 6)
-
Since the carrier’s damaged, my fighter will land in SYR.
-
Ouch again! worth a shot I guess, but just abit shy on the dice.
Non-combat as per map.
Place 2SS in z95
Errr not too sure of convoy rules but here goes:
z98 convoyRolls: 1@6; Total Hits: 11@6: (2)
-
So I collect 16+5NO-2convoy+2saved=21IPCs.
Map. -
Did i screw up? :-)
-
I think that’s right.
-
ANZAC2
Buy (14/14)
2 mech
1 tankNCM:
1 cru SZ62 >> SZ49
1 trans SZ42 >> SZ39
2 inf, 1 art nsw >> sau
3 fig nsw >> nzeMobilize:
2 mech, 1 tank nswCollect 14 IPC
France 2
NCM:
1 inf nig >> fea
1 inf alg >> mor
1 dest SZ71 >> SZ58 -
G3.
50IPCs buy 2Des(16), 5SS(30) save 2.Combat:
1Fig, 1Tac Wgr >> z99
AttRolls: 1@3 1@4; Total Hits: 01@3: (6)1@4: (6)
DefRolls: 1@2; Total Hits: 01@2: (5)
1Fig, 1Tac Alx >> z98
AttRolls: 1@3 1@4; Total Hits: 11@3: (1)1@4: (6)
DefRolls: 1@3; Total Hits: 01@3: (5)
1SS z109 >> z91
1SS, 1Cru, 1BB, 1CV, 1Fig, 1Tac z112 >> z91
1Sbr Wgr >> z91
AttRolls: 2@2 2@3 3@4; Total Hits: 32@2: (3, 6)2@3: (2, 5)3@4: (3, 1, 6)
DefRolls: 1@2; Total Hits: 01@2: (5)
10TT load 10Inf, 5Art, 5Arm from Wgr, Hol, Wfr z112 >> z91 unload Gib
AttRolls: 5@1 10@2 5@3; Total Hits: 95@1: (3, 6, 2, 3, 6)10@2: (4, 1, 4, 5, 3, 2, 3, 5, 2, 2)5@3: (1, 2, 1, 1, 1)
DefRolls: 2@2 2@4; Total Hits: 32@2: (2, 1)2@4: (5, 4)