BOOM AND DOOM!
Stalingradski vs Infrastructure Alpha2 game 4.
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Germany purchases Tac Bomber, Destroyer, Transport, 2 Armor, Mech Infantry, 3 Artillery, 7 Infantry = 75 IPCs.
Combat
Kazahkstan
a Hit+
Rolls: 1@1, 1@3, 2@4; Total Hits: 31@1,: (2)1@3,: (1)2@4: (1, 3)
d
Rolls: 3@2; Total Hits: 13@2: (5, 6, 2) -
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Russia
Volgo;
aa;
Rolls: 1@1; Total Hits: 01@1: (4)Kaza;
A; Hit+
Rolls: 1@2, 1@3; Total Hits: 11@2,: (3)1@3: (2)
d;
Rolls: 3@3; Total Hits: 23@3: (2, 6, 1) -
Volgo;
bombs away;
Rolls: 1@6; Total Hits: 11@6: (4)+2Kaza;
A; Hit
D;
Rolls: 1@2; Total Hits: 11@2: (1) -
russia end
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Japan purchases Naval Base, Fighter, Destroyer, Transport, Sub, 5 Infantry, 2 Mech Infantry, Armor = 75 IPCs.
Combat
Burma
a Hit+
Rolls: 1@3, 1@4; Total Hits: 21@3,: (1)1@4: (2)
d
Rolls: 2@2; Total Hits: 22@2: (2, 1)S F East
a Hit+
Rolls: 1@1, 1@4; Total Hits: 11@1,: (5)1@4: (4)
d
Rolls: 2@2; Total Hits: 12@2: (1, 5)SZ54 cleared.
SZ45
a Hit
d
Rolls: 1@2; Total Hits: 01@2: (4)Dutch New Guinea
a Hit+
Rolls: 1@2, 3@3, 1@4; Total Hits: 01@2,: (3)3@3,: (5, 5, 5)1@4: (5)
d
Rolls: 2@2; Total Hits: 12@2: (2, 6)SZ42
a Hit
d
Rolls: 1@2; Total Hits: 01@2: (3) -
Your Burmese were rugged… my fault for not bringing 3 Infantry.
Dutch New Guinea
a Hit
d
Rolls: 1@2; Total Hits: 01@2: (5) -
why do I play. I knew I had to leave an anzac ftr tyo defend that transport in queensland. thats what I get for taking my turn over two days. this stupidity makes me want to give up. That transport was all important and I f’ed it the f’ up.
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how do i not hit one of those destroyers. again huge. I just needed to hit one of those 2 2s to open a hole.
grr. -
I’m done being a bad loser. sorry. I will take my lumps. looking forward to your impressive japan end map.
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My man, I got lucky with the destroyers. I’ve learned in this particular game, with Japan, it’s ok to kill blockers with air power… should be one fighter hit for every three destroyers. We keep learning!
Japan collects 72 + 5 NO = 77 IPCs.
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Please use this map instead - changed placement.
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If your still there. You can bring an aircraft toa battle as long as a carrier can make it there. If the ftr dies the carr doesn’t have to move there, right?
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I can check -
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Ok - if the aircraft dies, you don’t have to move the carrier. If the aircraft lives, you must move the carrier to allow it to land.
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USA $; 1bomb, 2ftr, 2dest, 3subs, 1tran, 1art, 4inf = 89.
SZ25;
A; Hit
D;
Rolls: 1@2; Total Hits: 01@2: (4)SZ45;
A; Hit
D;
Rolls: 1@2; Total Hits: 01@2: (3) -
sorry to use my complaining to get my way with rolls…
New Guinea;
A;
Rolls: 1@3, 2@1; Total Hits: 01@3,: (4)2@1: (3, 4)
D;
Rolls: 1@2; Total Hits: 01@2: (3) -
Round 2
New Guinea;
A;
Rolls: 1@3, 2@1; Total Hits: 01@3,: (5)2@1: (2, 6)
D;
Rolls: 1@2; Total Hits: 01@2: (3) -
Round 3
New Guinea;
A;
Rolls: 1@3, 2@1; Total Hits: 01@3,: (5)2@1: (5, 6)
D;
Rolls: 1@2; Total Hits: 01@2: (5) -
Round 4
New Guinea;
A;
Rolls: 1@3, 2@1; Total Hits: 11@3,: (2)2@1: (4, 3)
D;
Rolls: 1@2; Total Hits: 11@2: (1)





