Gsh34 (axis) vs. Axisplaya (allies) Alpha +3

  • '10

    Don’t know what are the new rules for Sbr.
    But when we started, bmb were doing 1d6+2, escort shot at 1, and interceptor at 2.

    Think we should stick to that one for this game.

    No problem with your italian NCM change.


  • @Axisplaya:

    Don’t know what are the new rules for Sbr.
    But when we started, bmb were doing 1d6+2, escort shot at 1, and interceptor at 2.

    Think we should stick to that one for this game.

    No problem with your italian NCM change.

    Alright.  I had thought the original Alpha +3 had bombers at 1d6.  Also, one of the bombing rule versions had escorts firing first, and then those casualites were removed before interceptors and bombers fired at each other.  This was so bombers were not shielded by fighter escorts (which could not be taken as casualties).  Was that the version of the rule going on when we started?

    Anyways, the new SBR rules are this:

    Air Battle.
    All escorts and bombers (Strategic & Tactical) fires @ 1
    Jets fires @ 2

    Generated casualties are placed behind the casualty line and will return fire before being eliminated.

    Interceptors. fires @ 1
    Jet interceptors fires @ 2

    All casualties, both sides, are removed.
    Surviving escorts retreat.

    Bombing Run
    Bombers are assigned to targets.
    Strategic bombers can be assigned to any target (IC’s, naval bases. airbase).
    Tactical bombers can be assigned only to naval bases and airbases.

    Each targeted facility fires @ 1, each can fire one time at each bomber that is attacking it.
    All casualties at both stages of the raid are chosen by the owners of the units involved.

    Bombs Away
    Strategic bombers roll a 1d6+2
    Tactical bombers roll a 1d6

    Damage Report

    The damage to the target (hits) is equal to the total number rolled on the die/dice. Place 1 gray chip (damage marker) under the target for each hit scored.

    Major industrial complexes can mobilize up to 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned. A major IC with 20 damage markers would have to remove 11 of them before it could build 1 new unit.

    Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned. A minor IC with 6 damage markers would have to remove 4 of them before it could build 1 new unit.

  • '10

    Actually, don’t remember exactly if it was 1d6 or 1d6 + 2…lol

    Doesn’t matter.

    In fact, i will let you chose any Sbr rule you want (Alpha2, Alpha 3 1st version, Alpha 3 latest version).

    Once you have chosen the version, tell me what you’re sending exactly, and i’ll tell you if i send interceptors or not.


  • Well, I guess I’m going to choose Larry’s latest version for Strategic Bombing rules.  We may as well get used to it I guess. (If it doesn’t get changed again that is. :-) )  This time those rules are posted in our thread, so if it does change, we have a place to look for them.

    Let me try this again….

    Germany, round 7

    Purchase: 64 ipc to spend

    10 mech (40)
    3 art (12)
    4 inf (12)

    Combat:

    to Tam: (walk in)
    mech Bel

    to Surkr: (walk in)
    tank Epl blitzes through Bes

    to Nukr: (inf)
    mech Epl
    tank Bel
    1 tac Rom (2 movement remain)
    1 tac Nov (2 movement remain)

    to Ros: (2 inf)
    4 tank Bel
    2 tac Nov (2 movement remain)

    to Arch: (walk in)
    1 inf Nov

    to Smo: (walk in)
    1 inf Bel

    to Russia: Strategic Bombing Raid
    4 fighter escorts from Nov (2 move remain)
    2 sbr Nov (4 move remain)

    Do you send up interceptors for Moscow?

    See attached map for combat movements.

    gsh34_vs_axisplaya_7aGermany_combat_movement.AAM

  • '10

    no interceptors


  • Per rules:  Strategic bombing raid is first

    Combat:

    SBR of Moscow:

    AA gun fire:
    DiceRolls: 2@1; Total Hits: 12@1: (4, 1)


  • SBR of Moscow:

    attacker: 1 strategic bomber
    DiceRolls: 1@6; Total Hits: 11@6: (1)


  • Oh, why do I do the things I do when the payout is sooooo small…… :|

    Three damage to major complex in Russia


  • Battle for Nukr

    attacker: mech, tank, 2 tac
    DiceRolls: 1@1 2@3 1@4; Total Hits: 11@1: (3)2@3: (4, 1)1@4: (6)

    defender: inf
    DiceRolls: 1@2; Total Hits: 11@2: (1)


  • Nukr twlo mech

    Battle for Ros:

    attacker: 4 tank, 2 tac
    DiceRolls: 4@3 2@4; Total Hits: 34@3: (2, 4, 6, 3)2@4: (3, 5)

    defender: 2 inf
    DiceRolls: 2@2; Total Hits: 02@2: (3, 3)


  • Ros twol

    NCM:

    to Bry:

    42 inf, 19 art, 2 tank, AA gun Bel
    4 fig Rus
    3 tank Nov
    2 tac Nukr
    2 tac Ros

    to Nita:
    fig, tac Rom
    6 inf, AA gun Wgr

    to Sita:
    2 inf Nita

    to Wgr:
    2 inf, 2 art, AA gun Ger

    to Bel:
    5 inf, 2 art Nov
    2 inf, AA gun Bal

    to Nov:
    sbr Rus

    to z104:
    DD z113

    to z127:
    SS z112

    to Fin:
    6 inf in Ger via TTs in z115

    to z115:
    CV z113

    Placement:
    3 art France
    3 mech Nov
    4 inf, 6 mech Wgr
    1 mech Ger

    Collect Income:
    55 territory + 15 NO = 70 ipc

    Russia, I must compliment you on your shooting that round.  Your guys are definitely well rested and ready to fight. :wink:

    gsh34_vs_axisplaya_7aGermany.AAM


  • I can really see your experience coming out in our game.  You switched your purchases to the European theater at exactly the right time.  If you had waited even one more round to place in the Atlantic with the USA, I think Italy and Germany would have had enough of a leg up that it would have almost been a foregone conclusion that Russia would fall.  As it stands, even without placing units in the Pacific, you will still be thwarting me for a few rounds at a minimum.  Man, you are good.

  • '10

    @gsh34:

    I can really see your experience coming out in our game.  You switched your purchases to the European theater at exactly the right time.  If you had waited even one more round to place in the Atlantic with the USA, I think Italy and Germany would have had enough of a leg up that it would have almost been a foregone conclusion that Russia would fall.  As it stands, even without placing units in the Pacific, you will still be thwarting me for a few rounds at a minimum.  Man, you are good.

    Actually, i think i panicked a bit too much in the early game. I didn’t have to spend that much in the pacific, and i should have threaten to come at Gibraltar 1 round sooner. After all, winning in the pacific is not so easy. You would sure have a better position than now, but i would have diverted your spending in europe 1 round sooner, and that would be a big relief for the russian.
    So, you are right to say that i switched my purchase at the right time, but i would add : at the right time to save the game (or maybe just delay the fall of Moscou). But that’s still too late for someone (like me  :-D)who likes to be in control of his game…
    It’s gonna be 100% europe spending for a while now.
    In the pacific, my fleet has the kind of proportion that i like to go all in against the Japanese fleet (lots of fodders).

    Russian turn tomorrow.

  • '10

    Russia 7

    Buy:
    repair (2)
    8inf (24)
    1tnk (6)
    save 1

    CM

    Arc (1inf)
    inf Volo
    fgt, tac Rus

    Tam (1mec)
    inf, fgt, tac Rus

    Smo (1inf)
    inf Volo
    fgt Rus

    Arc

    DiceRolls: 1@1 1@31@4; Total Hits: 11@1: (6)1@31: (5)

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

  • '10

    Arc cwlo 1inf

    Tam

    DiceRolls: 1@1 1@3 1@4; Total Hits: 11@1: (4)1@3: (2)1@4: (6)

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

  • '10

    Tam cwlo 1inf

    Smo

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

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

  • '10

    Smo rd 2

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

    :aaa 1@2

  • '10

    Smo defense

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

  • '10

    Smo twol

    NCM

    All air » Rus
    All units Volo » Rus
    tnk Vol » Rus

    Place 8inf, tnk Rus

    Collect : 22 + 1 saved = 23 IPC

    gsh34_vs_axisplaya_7bRus.AAM


  • Well, I have no idea if this is the “right” move or not.  It sure doesn’t feel like it knowing what I am going to do, but, at least it buys me another round against your fleet even if I am just “treading water”.

    Japan, round 7

    Purchase: 65 ipc to spend

    4DD (32)
    2 TT (14)
    6 inf (18)
    save 1
    total = 65

    Combat:

    to Sze: inf
    inf, art Yun
    sbr FIC (4 move remain)

    to Kwe: (6 inf)
    2 mech, 2 art, 2 tank Yun
    tac, (2 move remain), sbr (4 move remain) FIC

    to Bur: (walk in)
    tank Yun blitzes into Bur and to Shn

    to She: (walk in)
    inf Kan

    to z44: (DD)
    SS, 9 fig, 3 tac z35

    to z41: (TT)
    2 CV, fig z20

    to Sum: (2 inf)
    inf, art Phi via TT z35 > z41
    art FIC, inf Mal via TT from z20 > z41
    tac Mal (1 move remain)

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