Stalingradski vs Gargantua Alpha 3 No Tech


  • Man, I mangled that in my hotheaded bad-luck state. Please forgive me!

    My sub hit, which means your damaged Battleship was gone, with no counter. That means you had two fighters. Since I didn’t declare before battle, are you cool with the random roll of which one would have been your battleship?

    It also means that I can’t lose the sub, but will lose the Tac.


  • Ok. Germany 41 + 10 NO + 19 France = 70 IPCs.

    I’ll need your blessing to continue. I want you to either be ok with how the rolls happened and the way I resolved it, or propose a different way to resolve the fighter/battleship dice rolls.

    StalingradskiGargantuaT1GERend.AAM

  • Liaison TripleA '11 '10

    My understanding is, from the dice you rolled, That the Battleship was the THIRD roll.  Which even makes sense because the battleship was the last roll on the last round, which by default, WOULD have been assumed.

    Thus, you rolled 3 hits,

    and I rolled 1 hit  (5,1)

    So, you lose a tac,  I lose everything! :S

    It was worth the gamble… 3 planes for 4 I guess?


  • It was worth the gamble - you taught me a lesson in games w/o some form of LL - take things decisively. From now on, I’ll pull a Tac from Normandy. I think you made a great choice to scramble - I got lucky to bring that battle back around, but you created your own chance for good luck with the scramble. I tip my cap.

    Now, SZ106 and France were just plain bad luck for me…  :)

    Hopefully it evens out somewhere. The Axis can’t afford bad dice for very long, or it’s curtains.

    But I ain’t complainin’. I’ll take my lumps, improve, and keep fighting.

  • Liaison TripleA '11 '10

    I hear what your saying Gradski!

    This is my problem with Alpha +3,  one or two bad round with the axis  (Who are my favourite to play) and it’s over.  Imagine if Japan folds hard on J1! :S

    In my game against Jen, her G1 was nye perfect, and I’m still going to eat her alive…

    I hope you are rethinking your position on Alpha + 3!  Isn’t that why we’re playing this game? :P

    As for the luck,  someone on these forums told me about MEDIUM luck.  basically, for each and every dice roll, each player can choose straight ODDS + added remainder, or choose DICE.

    LOL, more often than not, like 90% of the time, I choose DICE,  unless the battle is an auto kill.  I like it.  And definetely do it face to face.

    Maybe that should be the rule then?  for the battles where you have more than enough odds, to kill everything in the battle in the single or remaining round?  consider it an auto kill?  To avoid those chincy battles that really screw you, like when you send your last units in africa 1 inf 2 art at 1 inf to take south africa, and lose everything!

    Dunno, your call,  you’ve redeemed your position off Sea Zone 110, this ain’t over.  We’ve got a sea-lion to “Suss out”, And a war to fight!

    As for RUSSIA

    Purchase: 7 inf, 1 arm, 1 fgt

    **Placements and NCM per attached map[/b

    Enjoy!

    StalingradskiGargantuaT1RUSend.AAM**


  • For A&A.org’s villain, you’re pretty friendly to play against… I appreciate the banter! It’s a big part of what makes the game fun.

    I’m ok with no LL rules - I need to get used to it if I’m going to play people online. Infrastructure and I play with a simple LL variant that we created - the first 6 pips in a battle count as a hit, as long as 7 pips are present. You count from the lowest to the highest… example:

    Attacker 6 infantry and a fighter = a hit plus a roll at 3. Defender 2 infantry and an armor = a hit plus a roll at 1. The nice part is, as the battles get bigger, you roll more dice. And, with very small battles, you still have to sweat it out… a sub vs a destroyer is still just a sub vs a destroyer.

    With 24 infantry, 4 artillery, 6 armor etc. only the first 6 attacking infantry count as an auto hit on offense, for example, so you still have plenty of dice rolling.

    It tends to make games last a little longer, and be more strategy based… but luck certainly rears it’s head, and you deal with it. The thing I hate is the vast swings in luck, as it is a narrow indication of ability in either direction. I’m not better than someone else because I was able to knock two planes out of the sky with three rolls of an AA… though maybe placing the AA in the territory in the first place gave me the chance for luck…  :)

    I do recognize that many times, people create their own opportunity to get good dice, like your decision to scramble. That’s where dice meets choice to create an advantage.

    Also, I do like the idea of a choice for dice or LL… but it’s for another time and place.

    That’s my soliloquy for the day.

    I see that my German turn allowed an aggressive first purchase for Russia… a villain after my own heart! Personally I like aggressive play when playing either side.

    As far as rethinking my position, I have many playtests to go! What I’ve found is that as Germany, you really have to sweat the first round, and in A2 that wasn’t the case as much. It really stems from the French AA gun. I don’t mind it from a historical perspective, I just wish 1 infantry had been removed to account for the new casualty and the new probability of hitting a plane. I don’t think Germany needed harder decisions up front.

    And you’re right, it ain’t over! I have one hand tied behind my back, but I’ll claw and scrape my way out, if I can.

    Japan purchases a Minor IC and 2 Transports.

    Combat

    Swim into Siberia, walk into Chahar and Anhwe.

    Hunan
    aDiceRolls: 2@1, 2@2, 3@3, 2@4; Total Hits: 32@1,: (2, 4)2@2,: (6, 6)3@3,: (2, 5, 4)2@4: (2, 4)
    dDiceRolls: 2@2; Total Hits: 02@2: (6, 6)

    Yunnan
    aDiceRolls: 2@1, 2@2, 1@3, 3@4; Total Hits: 52@1,: (1, 2)2@2,: (2, 6)1@3,: (2)3@4: (1, 6, 4)
    dDiceRolls: 4@2; Total Hits: 24@2: (3, 2, 6, 2)

    StalingradskiGargantuaT1JAPcom.AAM


  • Ok, a normal turn. Japan collects 31 + 10 = 41 IPCs.

    Go mighty Allies!

    StalGarT1JAPend.AAM

  • Liaison TripleA '11 '10

    “Cmon Boys! Let’s get the LEAD out and Kill some JAPS!”

    I’ll post later tonight!


  • That’s not how the Chinese talk!

    Please use this map instead - forgot to shuck Imperial Marine Division and attached Artillery Division to Korea.

    StalGarT1JAPend.AAM

  • Liaison TripleA '11 '10

    USA 1

    Purchase

    2 acc
    1 bat

    0 Remaining

    NCM:
    As per Map

    Collect 52 IPC’s

    Placement as per map

    China 1

    Purchase Units:
    12 IPC’s

    4 inf

    0 IPC’s Remaining

    Combat Moves:

    1. 2 inf KWE 2 inf 1 fgt SZE vs 1 inf 1 art YUN

    http://www.youtube.com/watch?v=mj6haLBe8s4

    1) Liberation of Yunnan R1!!!

    Chinese Forces under Air Cover assault the new JAP positions.  The Sun flag is lowered, and the flying tigers rule the day.

    A
    DiceRolls: 4@1 1@3; Total Hits: 24@1: (3, 1, 3, 5)1@3: (2)

    D
    DiceRolls: 2@2; Total Hits: 02@2: (4, 4)

    StalGarT1CHIcom.AAM

  • Liaison TripleA '11 '10

    NCM and Unit Placement:

    As per Map

    Collect:
    9 + 6 NO’s = 15 IPC’s

    Map attached…

    UK 1

    Purchase Units:
    LONDON
    28 IPC’s

    6 inf = 18
    1 fgt = 10

    CALCUTTA
    17 IPC’s

    3 inf = 9
    2 art = 8

    Combat Moves:
    1)
    2)

    1) First Rolled battle!

    Results:

    1. 1 inf SUD 1 mec EGY 1 inf 1 art IND via 1 trn 1 cru Sz39 to Sz76 vs 2 inf 1 art
    2. 1 cru Sz91 1 dst Sz98 to Sz96 vs 1 dst
    3. 1 dst Sz111 to Sz110 vs 1 sub
    4. 1 fgt GIB 1 fgt SCO 1 fgt MAL 1 cru 1 tac 1 acc Sz98 to Sz97 vs 1 cru 1 bat SCRAMBLE ORDER REQUESTED

    1) Ethiopa Democricized Round 1

    British Troops POUR in.  Italy Surrenders.

    A
    DiceRolls: 2@1 2@2 1@3; Total Hits: 12@1: (5, 5)2@2: (1, 3)1@3: (6)

    D
    DiceRolls: 3@2; Total Hits: 13@2: (3, 1, 6)

    2) Mediterranean CLEARED !!

    A
    DiceRolls: 2@2 2@3; Total Hits: 12@2: (4, 3)2@3: (3, 5)

    D
    DiceRolls: 1@2; Total Hits: 01@2: (6)

    3) Clearing the Atlantic R1!

    A
    DiceRolls: 1@2; Total Hits: 01@2: (3)

    D
    DiceRolls: 1@1; Total Hits: 01@1: (3)

    StalGarT1UKcom.AAM

  • Liaison TripleA '11 '10

    1) Ethiopa Democricized Round 2!!!

    Chitlins raise the white flag.

    A
    DiceRolls: 1@1 2@2; Total Hits: 11@1: (6)2@2: (3, 1)

    D
    DiceRolls: 2@2; Total Hits: 02@2: (6, 6)

    2) Mediterranean CLEARED !!

    Ok I rolled 2 dice too many… typo.

    Normally in this instance we just count the last valid dice,  IE the first dice rolled.  extra dice are ignored.

    However, if you want me to re-roll I’m happy to do so?

    Frack it, I’ll just re-roll it

    A
    DiceRolls: 1@2 1@3; Total Hits: 01@2: (3)1@3: (5)

    3) Clearing the Atlantic R2! (Sz110)

    A
    DiceRolls: 1@2; Total Hits: 11@2: (1)

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

  • Liaison TripleA '11 '10

    1) Ethiopa Democricized Round 3!!!

    Game.

    A
    DiceRolls: 1@1 2@2; Total Hits: 11@1: (1)2@2: (5, 4)

    D
    DiceRolls: 1@2; Total Hits: 01@2: (6)

    2) Mediterranean CLEARED (Sz96) Round 2!!

    A
    DiceRolls: 1@2 1@3; Total Hits: 11@2: (5)1@3: (2)

    D
    DiceRolls: 1@2; Total Hits: 11@2: (1)

  • Liaison TripleA '11 '10

    I await your scramble command.


  • I scramble 'em all!! That’s right! It’s my turn to be insane, and let the dice speak. This will either pull things even, or dig a deeper hole…

    http://www.youtube.com/watch?v=OAvmLDkAgAM

  • Liaison TripleA '11 '10

    4) The Battle of Taranto R1!!!

    The British listen to the speech of Henry the V and rally their troops… The attack begins.  The Italians and German conglomerate FAILS to get organized.  It’s a massacre.

    A
    DiceRolls: 4@3 1@4; Total Hits: 24@3: (5, 2, 4, 2)1@4: (5)

    D
    DiceRolls: 2@3 3@4; Total Hits: 22@3: (3, 6)3@4: (5, 1, 6)

  • Liaison TripleA '11 '10

    I’ll assume you tip, and kill your cruiser or Tac.

    My carrier gets NUKED.

    4) The Battle of Taranto R2!!!

    Now my fair Cousin if we are to die, we’ll take some Chitlins and Gerhuns with us!

    A
    DiceRolls: 4@3 1@4; Total Hits: 14@3: (4, 5, 2, 4)1@4: (6)

    D
    DiceRolls: 1@3 3@4; Total Hits: 11@3: (4)3@4: (5, 5, 4)

  • Liaison TripleA '11 '10

    4) The Battle of Taranto R3!!!

    Be he nair so vile!  The Germans must DIE! And their happy band of Italian Brothers WITH THEM!  The lords of Britain, MUST Prevail!

    A
    DiceRolls: 3@3 1@4; Total Hits: 33@3: (3, 1, 3)1@4: (6)

    D
    DiceRolls: 3@4; Total Hits: 33@4: (3, 4, 1)

  • Liaison TripleA '11 '10

    NCM and Placement as per map

    London Collects 36 IPC’s

    Calcutta Collects 17 IPC’s

    Anzac 1

    Purchase:

    10 IPC’s

    1 inf = 3
    1 trn = 7

    0 IPC’s remaining

    NCM and Placement as per map

    Collect 14 IPC’s

    StalGarT1ANZend.AAM


  • Good Sir Knight - a damaged carrier is still on the map in SZ97 - you had 7 total hits you could absorb and took 6 hits - I assume you have a cruiser only? I’ll wait to hear from you, though the cruiser makes sense for you to keep.

    By the way, a very nice British opener in the Med. I like it - a good use of resources. A good way to limit NOs. A good use of the Scottish Fighter! I don’t see a downside to being able to take out an Italian battleship and two of their three precious transports. Although England did (and should) bleed for it.

    Italy purchases a Fighter.

    Combat

    Southern France
    aDiceRolls: 4@2, 1@3; Total Hits: 14@2,: (2, 3, 3, 5)1@3: (5)
    dDiceRolls: 2@2; Total Hits: 12@2: (2, 6)

    Tunis
    aDiceRolls: 1@1, 2@2, 1@3; Total Hits: 31@1,: (1)2@2,: (1, 3)1@3: (1)
    dDiceRolls: 1@2; Total Hits: 01@2: (6)

    SZ97
    aDiceRolls: 1@2, 1@3; Total Hits: 11@2,: (4)1@3: (2)
    dDiceRolls: 1@3; Total Hits: 01@3: (4)

    SZ96
    aDiceRolls: 1@2, 1@4; Total Hits: 01@2,: (6)1@4: (5)
    dDiceRolls: 1@3; Total Hits: 01@3: (4)

    If 96 cleared, swim into Malta.

    SZ99 cleared.

    StalGarT1ITAcom.AAM

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