good luck
Nothing to see here(Axis) vs. JamesAleman(Allies)
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omg those French guys are persistent when they defend their homeland. At least in the Colonies or on Ships they are less motivated.
Rnd 3:
Input ErrorThere was an error in your dice throw: “@3” is not correct syntax.
Rolls: 1@2; Total Hits: 01@2: (6)
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reroll attacker:
Rolls: 1@2 1@3; Total Hits: 21@2: (2)1@3: (3)
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No problem, take your time with Italy, the first round is always the hardest, and I wouldn’t call a large fleet in the Mediterranean no aggression toward Italy ;)
Yea, I suppose I should have mentioned the 2 free infantry activated by entering a pro-allied neutral. The combat move for UK did neglect to show the invasion of Japanese held Chinese territory.
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finally, Sfr twlo 2 Inf
NCM:
1 Fgt Alg, 3Inf, 1Art Tob>>Lyb
1 Fgt Sfr>>SItaPlace:
1Tnk, 1 Art NIta
Collect 20 ICPI probably could do Germany now since France can’t do anything except Acts of Desperation with the Fighter In London.
If you did want to do any such thing you can do so during Russias turn and I will apply the resulting changes during Japans turn. -
Oh If your here you are probably able to finish France before I’m finished thinking about Germany.
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Here comes France
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France 1
No additional Combats
Non Combat Moves:
To Trj: inf-Syr
To z92: Board transport-inf-Mor; Land fighter on CarrierDone!
:)
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OOL z92:
BB-dam, CV-Dam, DD, CV-sink, 2 Cruisers, 4ftr-UK,ftr-France, BB-sink, Transport-sink
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Obviously I will scramble in z92 if attacked, also Italy is Convoyed for 1 IPC from the French Destroyer that was in z72. I confused you by doing a partial France, sorry.
Updated map
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So if i collect 1 IPC less with Italy everithing’s fine?
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G2:
Buy:
4Tr, 1DD, 5Art, 2InfRepair: 1BB Z112
No Combat Moves
NCM:
1Inf Yugo >>Tr Z97
3Tnk, 5Inf, 2Art Yugo, 5 Inf Bul>>Rom
3Tnk, 1Mec Fra>>Yugo
2Tnk, 1Art, Fra>>WGer
1Art Pol, 1Inf Den>>Nor via Tr Z115>>113
3Inf, 1Art Pol >>Ger
1Sub 110, 1BB, 1CA Z112>>Z113
1Tac SIta>> WGer
1AAgun Ger>>Pol
1AAgun Hun>>RomPlace:
2Inf, 5Art Rom
1DD, 4Tr Z113 -
forgot to adjust ICP. Take this map.
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I adjusted, Italy should be at 19, we are good.
**USSR 2
Production: 50** (37+1saved+12JapanDOW)
8 arilltery=32
6 infantry=18
32+12=50Non Combat Move:
To Bury: inf-Yak
To Yun: 2ftr, tac-Rus
To Sik: 5 mech, 2 arm
To Suk: 2inf-Ros
To Bes: inf-Nukr
To Nukr: 3art-Sukr; inf,art,aagun-Bry
To Bry: 3art-Rus; 11inf,art,aagun-Bel
To Bel: 5 inf-NovPlacement:
Sukr: 3art
Rus: 5art,5inf
Vol: inf
Collection: 36 -
Changed my mind, put the guy in Bes in Sukr
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I may be mistaken but I think this will end very bad for you very fast. I need confirmation on something I wanted to do during the German turn. If I kill the Russian battleship in combatphase and take Vyborg or Baltic States by foot can I transport troops there in noncombatphase if I escort them?
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yes
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Note: you do not need to escort them, during non combat you are fine, as subs do not make a sea zone hostile, they only prevent amphibious assaults in Alpha 2 when unescorted.
We’ll see about Russia, even if you land everything in Bal or Vyb, you are still 3 turns away from Moscow. We’ll see what happens :)
Besides, losing all 3 Russian cities does not end the game without either Egypt or London, Global is a strange beast, you can lose London or Moscow and still win with the allies, not saying its easy, but we shall see. :)
The allies have 9 air units within 3 turns of Moscow, plus 3 more builds, I typically see Russia fall on turn 9 or 10. That’s usually enough time to keep the game going for the other allies. If you grab both London and Moscow its over. I expect to add perhaps a dozen other allies to that fight by turn 6, we’ll see if I can keep my timetable.
I currently have 50 units in that theater as do you if we count all European Germans plus you have 7 air units, 3 turns from now expect 28 more or 78 units…That’s a lot to hold Moscow with and if it falls, then I shouldn’t have pulled 10 units out for China…We’ll see what happens, I haven’t faced a Romanian factory yet.
Depending on the Chinese theater, I may be able to recall the Far East task force. :)
This will be a fun and exciting game.
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J2:
Buy:
2Inf(6)
2Art(8)
1Tr(7)
1CV(16)
1DD(8)Combat move:
2Inf Amu, 1Fgt, 1Tac Jeh >>Bury
1Tnk Amu blitz >>Sib>>Sfe
1Inf Amu>>Sak
2Inf Cha>>Sui
2Inf,1ArtAnh>>Hop
2Inf Sia, 2Bmb Ksi>>Shn
2Inf Hun, 2Fgt Jeh, 1Fgt,1Tac Ksi>>Kwa
2Inf, 1Fgt Ksi, 2Inf, 1Fgt, 1Tac Jap via Tr Z6 1CA Z6 bombard>>Hon
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Sak twol
Sib twol
Sfe twol
Sui twol
Hop twolCombat:
Bury:
Attacker (2Inf, 1Fgt, 1Tac):
Rolls: 2@1 1@3 1@4; Total Hits: 22@1: (1, 4)1@3: (4)1@4: (3)
Defender(1Inf):
Rolls: 1@2; Total Hits: 11@2: (1)
Shn:
Attacker (2Inf, 2Bmb):
Rolls: 2@1 2@4; Total Hits: 22@1: (2, 1)2@4: (2, 6)
Defender(2Inf):
Rolls: 2@2; Total Hits: 02@2: (4, 4)
Kwa:
Attacker (2Inf, 3Fgt, 1Tac):
Rolls: 2@1 1@3 1@4; Total Hits: 12@1: (6, 5)1@3: (4)1@4: (2)
Defender(1Inf):
Rolls: 1@2; Total Hits: 01@2: (5)
Hon:
Attacker (4Inf, 2Fgt, 1Tac, 1CA):
Rolls: 4@1 3@3 1@4; Total Hits: 14@1: (6, 5, 6, 5)3@3: (4, 6, 6)1@4: (3)
Defender(1Inf):
Rolls: 1@2; Total Hits: 11@2: (1)
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Bury twlo 1Inf
Shn twol
Kwa twol
Hon twlo 1Inf