11L '41 Ol' Blood&Guts (Axis) vs. ExtraBilly (Allies+9)


  • Bst twlo 2inf

    Fin twol

    Noncombat
    2inf Arc - Bel
    3inf, 1art Mos - Bel
    2inf Kaz - Cau
    2inf Nov - Mos
    2inf Stc - Bry
    2inf Far - Bry
    1inf Eve - Nov
    1inf Yak - Eve

    build
    2arm, 1inf, 1art Kar
    3inf, 1arm Cau

    collect 34 IPCs

    OBG_vs._BB_01bR.AAM


  • @ExtraBilly:

    That was a pretty cool opener.

    Something different I guess. I have not seen anyone do it that way and wanted to give it a shot.

    @ExtraBilly:

    31 IPCs buys 3arm, 4inf, 1art

    Russia only has 30 IPCs…so I am not sure how you want to do it, but you could change the art to an inf, or an arm to an art…I will let you resolve that before doing UK

    @ExtraBilly:

    I am not 100% positive how a sub vs sub battle goes. I am going to roll one time. If no hits would you mind resolving it before J1 and perhaps explaining how it works.

    A sub can always submerge and chose not to fight unless a destroyer is present. Also, an attacker can ignore them when passing through a sea zone, as well as during an amphibious assault if there are no other enemy surface ships present (excluding transports)


  • @ExtraBilly:

    build
    2arm, 1inf, 1art Kar
    3inf, 1arm Cau

    You are only allowed to place the amount of troops that the IPC is equal to…i.e. you can only place 2 troops in Karelia, 4 troops in Caucasus, and 6 troops in Russia…so 2 of the troops in Karelia must go to Russia


  • Sorry I really messed up that turn.

    1. the sub battle I assume you will submerge. If not feel free to roll.
    2. with 30 IPCs I would like to go 3arm and 5inf
    3. the placement kind of messes me up. I want to kind of change a few things if that is OK. I am obviously still trying to figure this out.

  • Noncombat
    1aa Kar - Bel

    Build
    3inf, 1arm Cau
    2inf, 2arm Mos

    I hope that this is OK with you. If not let me know, and I will fix it if possible.
    As for G1 that was different. It definitely made me wish I had a different bid placement. Taking Gib was nice. The trn blocks any attempted sinking of the Italian fleet as well as being a pain for a UK NO. I didn’t even realize the Ger BMB could reach sz9 safely. Very Cool. I hope I can provide a little competition for your plan. Unfortunately as you can tell I am a novice. Anyway thanks again for the game and I apologize for my mistakes.

    OBG_vs._BB_01bR.AAM


  • Jap1-Buy: IC…save 2

    CM
    1. 2inf Car via trn sz51 => Sum
    2. inf art sz61/2inf FIC => Bur inf
    3. 2inf on sz61 trn => Bor
    4. cru bb sz61 => sz50 dd
    5. inf Car & inf Oki via trn sz51/ftr For => Kwa inf
    6. inf FIC/inf arm Jap via trn sz62 => Fuk inf
    7. 3inf Man/ftr Jap => Sui inf
    8. 3inf Kia/ftr Man => Hup inf
    9. 2ftr sz62 => sz35 dd
    10. 2ftr sz57 => sz56 dd
    11. 2ftr sz57/dd sz51 => sz53 bb

    Bur
    A-3inf art
    DiceRolls: 2@1 2@2; Total Hits: 12@1: (4, 4)2@2: (1, 5)
    D-inf
    DiceRolls: 1@2; Total Hits: 11@2: (2)


  • Bur twlo inf

    sz50
    A-cru bb
    DiceRolls: 1@3 1@4; Total Hits: 11@3: (6)1@4: (2)
    D-dd
    DiceRolls: 1@2; Total Hits: 01@2: (4)


  • sz50 cwol

    Kwa
    A-2inf ftr
    DiceRolls: 2@1 1@3; Total Hits: 02@1: (4, 5)1@3: (5)
    D-inf
    DiceRolls: 1@2; Total Hits: 11@2: (2)


  • Kwa
    A-inf ftr
    DiceRolls: 1@1 1@3; Total Hits: 11@1: (6)1@3: (3)
    D-inf
    DiceRolls: 1@2; Total Hits: 01@2: (6)


  • Kwa twlo inf

    Fuk
    A-2inf arm
    DiceRolls: 2@1 1@3; Total Hits: 12@1: (4, 5)1@3: (2)
    D-inf
    DiceRolls: 1@2; Total Hits: 01@2: (3)


  • Fuk twol

    Sui
    A-3inf ftr
    DiceRolls: 3@1 1@3; Total Hits: 23@1: (5, 5, 1)1@3: (2)
    D-inf
    DiceRolls: 1@2; Total Hits: 11@2: (1)


  • Sui twlo inf

    Hup
    A-3inf ftr
    DiceRolls: 3@1 1@3; Total Hits: 23@1: (1, 4, 2)1@3: (1)
    D-inf
    DiceRolls: 1@2; Total Hits: 01@2: (3)


  • Hup twol

    sz35
    A-2ftr
    DiceRolls: 2@3; Total Hits: 12@3: (4, 3)
    D-dd
    DiceRolls: 1@2; Total Hits: 01@2: (4)


  • sz35 cwol of dd trn…sub remains

    sz56
    A-2ftr
    DiceRolls: 2@3; Total Hits: 22@3: (1, 3)
    D-dd
    DiceRolls: 1@2; Total Hits: 11@2: (2)


  • sz56 cwlo ftr

    sz53
    A-dd 2ftr
    DiceRolls: 1@2 2@3; Total Hits: 11@2: (3)2@3: (5, 3)
    D-bb
    DiceRolls: 1@4; Total Hits: 11@4: (3)


  • sz53
    A-2ftr
    DiceRolls: 2@3; Total Hits: 12@3: (5, 1)
    D-damaged bb
    DiceRolls: 1@4; Total Hits: 01@4: (6)


  • sz53 cwlo dd

    NCM
    2cv sz57 => sz60
    2ftr sz53/ftrsz56 => sz60
    cv sz61 => sz37
    2ftr sz35 => sz37
    ftr Hup/ftr Kwa => FIC
    ftr Sui => Kia

    Mobilize
    IC in FIC

    Collect: 36

    OBG_vs._EB_01cJ.AAM


  • @ExtraBilly:

    Sorry I really messed up that turn.

    1. the sub battle I assume you will submerge. If not feel free to roll.
    2. with 30 IPCs I would like to go 3arm and 5inf
    3. the placement kind of messes me up. I want to kind of change a few things if that is OK. I am obviously still trying to figure this out.

    Don’t worry about it. We are all beginner’s at one time  :-)

    @ExtraBilly:

    I hope that this is OK with you. If not let me know, and I will fix it if possible.
    As for G1 that was different. It definitely made me wish I had a different bid placement. Taking Gib was nice. The trn blocks any attempted sinking of the Italian fleet as well as being a pain for a UK NO. I didn’t even realize the Ger BMB could reach sz9 safely. Very Cool. I hope I can provide a little competition for your plan. Unfortunately as you can tell I am a novice. Anyway thanks again for the game and I apologize for my mistakes.

    If you look on page 16 in the rulebook, transports can be ignore when passing through a seazone. So you can move warships through sz13. If you chose to sink the transport with one, it must stay in that zone.

    You can find the rulebook at this website if you do not have one…
    http://www.wizards.com/default.asp?x=ah/prod/axisanniv


  • Uk

    buys 3bmb save 5

    Combat
    sz14 - 1ftr Egy, 1bmb Gbr, 1dd, 1cru sz12
    sz38 - 1ss sz35

    sz14
    DiceRolls: 1@2 2@3 1@4; Total Hits: 31@2: (2)2@3: (4, 2)1@4: (4)
    DiceRolls: 2@3 1@4; Total Hits: 12@3: (4, 6)1@4: (3)


  • sz14 rd2
    DiceRolls: 2@3 1@4; Total Hits: 22@3: (2, 4)1@4: (4)
    DiceRolls: 1@4; Total Hits: 01@4: (5)

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