Axisplaya(Axis) vs NoMercy (Allies) G40\. A+2

  • 10

    Hun twlo 1inf

    Yun

    DiceRolls: 2@1 2@2 1@3 3@4; Total Hits: 32@1: (1, 6)2@2: (2, 6)1@3: (5)3@4: (6, 6, 1)

    DiceRolls: 4@2; Total Hits: 14@2: (6, 6, 2, 6)

  • 10

    Yun Rd2

    DiceRolls: 1@1 2@2 1@3 3@4; Total Hits: 41@1: (1)2@2: (4, 5)1@3: (1)3@4: (4, 2, 5)

    DiceRolls: 1@2; Total Hits: 01@2: (4)

  • 10

    Yun twlo 1inf

    NCM

    All air Yun + Hun » Kwa
    AAgun Man » Amu
    1fgt Kor » Jeh
    1fgt Oki » Jeh
    2fgt, 2tac Jap » Jeh
    2tac sz6 » Jeh
    All fleet sz6 excepted 1dd + 1inf, art Jap » sz36 » Kwa
    2fgt sz6 » sz36
    ss, dd, BB sz19 » sz36
    tr sz20 » sz6
    CA sz20 » sz36
    all units sz33 » sz36

    Place units
    Mic » Man
    2tr sz6

    Collect : 42 IPC

    Axisp_vs_NoMercy_G40_1cJap.AAM

  • 2007 AAR League

    USA Round 1:

    Purchase: 2 CV (32), 2 SS (12), 1 DD (8)
    Combat None

    Non-Combat:

    1 fgt, 1 Tac SZ > hawaii
    1 AC from SZ 10 > SZ 30
    1 Fgt from Philipines > 30 (land on AC)
    Rest of SZ 10 > SZ 26 (trn carries 1 Inf, 1 Art from WUS and drops off on Hawaii)
    1 Fgt from WUS to hawaii
    1 DD, 1 Trn from SZ 35 to SZ 23 (let me know if there allowed to move, I know there was limitations on the Atlantic Side…)
    1 fgt EUS > 10 (land on new AC)
    1 bmb CUS > hawaii
    1 Trn, 1 CA from SZ 101 > 28 (trn loads 1 Inf, 1 Art from EUS)
    1 Inf, 3 Mech, 1 Arm from CUS > EUS

    Placement:
    2 AC, 1 DD in SZ 10
    2 SS in SZ 101

    Collect 52$

  • 2007 AAR League

    China

    Purchases 4 Inf (12)

    Combat:

    6 In (5 Sze, 1 kwe) + 1 fgt (sze) vs 2 Inf, 1 Art (Yun)

    Attack:
    DiceRolls: 6@1 1@3; Total Hits: 26@1: (5, 6, 6, 5, 5, 1)1@3: (1)
    Defense:
    DiceRolls: 3@2; Total Hits: 03@2: (5, 5, 5)

  • 2007 AAR League

    I thought about retreating for a split second and save some inf but realized all the jap air power would land in there and have fun.
    what a waste of extra inf…

    Round2
    Attack:
    DiceInput ErrorThere was an error in your dice throw: “/>Defense” is not correct syntax.
    DiceRolls: 1@2; Total Hits: 11@2: (2)

  • 2007 AAR League

    Lets try the attack again:

    DiceRolls: 6@1 1@3; Total Hits: 16@1: (2, 1, 2, 3, 6, 6)1@3: (5)

  • 2007 AAR League

    Results
    Yun taking with 5inf, 1 ft

    Non-Combat

    1 fgt Yun > 1 sze
    1 Inf She, 1 Inf kwe > sze
    2 Inf sui > she

    Place 4 Inf on sze

    Collect: $15 minus 1 convoy raid = $14?

  • 2007 AAR League

    UK Europe
    Purchase 6 Inf (18) save 2$

    Combat:

    I see potentially 2 fgt in sountern italy for a scramble (SCRAMBLE Orders?)
    SZ 98 fleet (except Trn) + tac from SZ 98 > SZ 97
    1 Fgt gib, 1 fgt mta > 97

    1 Inf WFR > Hol
    1 fgt Wfr > Hol
    2 fgt London > hol
    1 fgt sct > hol

  • 2007 AAR League

    Might as well roll for Holand

    Attack:
    DiceRolls: 1@1 4@3; Total Hits: 21@1: (4)4@3: (4, 5, 1, 1)
    Defense:
    DiceRolls: 1@2; Total Hits: 11@2: (1)

    I thought of a potential mini improvement (maybe move the AA gun from WGE to Hol next time around; this would probably stop any attempt on Hol)

    Also unless otherwise provoked USA enters the war on Turn 3 or only after they collect income on Turn 3 (they get the big income boost but can only attack turn 4 unless attacked in turns 1,2,3 or the Uk/AUs were unprovoked attacked byt he Jap.) I may have small questions like this here and there, the FAQ is big :)

  • 10

    1- I will scramble 2fgt in sz97

    2- China can’t get convoy raided, so they currently have 15 IPC on hand.

    3-USA, if not triggered into war before, can declare war during the collect income phase of their 3rd turn. So impossible to make any CM before turn 4 in that scenario.

  • 2007 AAR League

    I hope this attacks goes ok; a little bad dice for either side can hurt this battle fast; that’s war I guess.

    SZ 97 Attack:
    1 DD (2), 1 CA (3), 1 AC (0), 2 fgts (3) , 1 tac (4)
    DiceRolls: 1@2 3@3 1@4; Total Hits: 11@2: (3)3@3: (5, 1, 6)1@4: (5)

    SZ 97 Defense:
    1 CA (3), 1 BB(4), 2 Fgts(4), 2 trn (0)
    DiceRolls: 1@3 3@4; Total Hits: 21@3: (3)3@4: (5, 3, 6)

  • 10

    I will take a hit on my BB.

  • 2007 AAR League

    retreat a fgt or fight to the death?

  • 2007 AAR League

    n/m I looked at the wrong number I will continue round 2

  • 10

    This is not my decision anymore. I’m on defense, and when i order scramble, i cannot retreat the planes when i want. They have to stay as long as combat is going on in the sz they defend.
    So you can chose to retreat anytime you like because you’re the attacker, but i have no choice but to figth with all the units declared until the resolution of the combat.

  • 2007 AAR League

    I lose the AC, DD (you would think at least 2-3 avg hits…)
    SZ 97 Round 2

    Attack
    DiceRolls: 3@3 1@4; Total Hits: 43@3: (1, 2, 3)1@4: (1)
    Defense:
    DiceRolls: 1@3 3@4; Total Hits: 41@3: (2)3@4: (2, 3, 3)

  • 2007 AAR League

    Is the SZ97 battle pretty standard and usually a UK win with heavy losses?
    I can’t think of 3 trns being a good thing for turn 1, lol

    2 trns left in SZ 97

    1 trn from SZ 98 grabs 1 Inf from Egypt + 1 inf from Malt > gib
    1 DD from SZ 109 > sz 92
    1 CA SZ 91 > SZ 94
    1 Inf from Scot to London
    1 Inf, 1 arm from Quebec to London via trn in SZ 106 > SZ 109
    1 trn SZ 109 > SZ 106
    1 Inf, 1 Art from Ont > quebec
    1 Inf Sud > egypt
    2 Inf, 1 Art, 1 Arm from Alex > Egypt
    1 DD SZ 73 > SZ 79
    4 fgts Hol > London

    Placement
    6 Inf on London

    Collect $20 + 10$ = $30

    I’m assuming the french ships still defend, I noticed you changed their color?
    Otherwise I guess that would change some of my med plans if it was different

  • 10

    Ok, i reviewed the combat, and it appears there is a mistake.

    The AC is a 2 hit warship. So since i did 6 total hits on your units, you technically have one unit left, and my transports are dead.

    You have one unit remaining ( i would strongly suggest to you a fgt  :-) ) and you have to declare where it is. If you want to keep the CA or the damaged AC, it has to be in sz97, if you want to keep a plane, then it has to land in Mal.

    So, what do you chose ?

  • 2007 AAR League

    UK Pacific

    5 Inf (save 2$)

    Combat None
    Non-Combat:

    1 trn SZ 39 > 80 (carry 1 Inf from West India) and drop off on CPR (if this is a combat move let me know as thats what I will do then)
    3 Inf Mal > Shm
    6 Inf, 1 Art from India to Bur
    1 fgt from Bur to India
    1 BB SZ 37 > SZ 39

    Place 5 Inf on India
    collect 17$ + 2 = 19$

    Australia:
    Purchase 3 Inf ($9) save 1$

    Combat None:
    non-Combat:
    1 Inf NSW > Java (trn in SZ 62 > SZ 42)
    1 DD SZ 62 > SZ 54
    1 Bb SZ 63 > SZ 54
    2 Inf, 1 art Que > NSW
    2 fgts NZ > que

    Place 3 Inf on NSW

    Collect 14$ + 1 saved = 15$

    Please add a fgt to Malta on the attached map, sorry about that

    Axisp_vs_NoMercy_G40_1Aus.AAM

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