@SuperbattleshipYamato My turn is done. Onto your favorite, Japan. germany-turn-3-complete-game-32 (3).tsvg
Nothing to see here (Axis) vs. James Aleman (Allies) g40 alpha3
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Ok Map assumed 64. Didn’t expect no hits. New map
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@Nothing:
Ok Map assumed 64. Didn’t expect no hits. New map
I was rolling, you should have expected misses :-D
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Anzac and France turn 21:
Production: 21
2 mech=8
1 artillery=4
3 infantry=9
8+4=12+9=21Combat Moves:
To z17: trn-z33 loaded with inf-Car
To Iwo: inf-z17 uncontestedNoncombat Moves:
To z6: ca,3trn-z33 loaded with 5inf,art-Car; ftr-Car
To Kor: 2ftr-Haw; tac,8inf,2art,2mech-z6
To z26: trn-z54 loaded with inf,art-Que
To Haw: inf,art-z26
To z33: dd-z33
To Sau: inf-Nsw
To Que: arm,mech-NswPlacement:
Que: 2inf,art
Nsw: 2mech,infCollection: 22
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I’m going to dump 5 ICP into a research die again.
Rolling 1d6:
(4) -
Germany 22:
Buy (105):
1 research die (5)
2 Inf (6)
2 Art (8)
6 Mec (24)
2 Arm (12)
2 Trp (14)
2 DD (16)
2 Fgt (20)5 +6=11 +8=19 +24=43 +12=55 +14=69 +16=85 +20=105
Combat Movement:
To Nukr: 1Arm Bel uncontested
To Jav: 1Inf Sum via Trp Z41 uncontested
To Sukr: 1Inf, 1Art Ros, 1Fgt SIta vs. 1Arm vs. 1Arm
To Novo: 2Inf, 1Art Ura, 1Art Kaz, 2Arm Vol, 1Fgt Turk vs. 2Mec, 2Arm
To Tsi: 2Inf Kaz, 1Arm, 1Fgt, 1Tac Vol, 1Fgt, 1Tac Turk vs. 1Inf
To Ind: 1Inf Sum, 1Inf Cey via Trp Z38, 2Inf, 1Tac Bur, 2Tac Z41, 4Fgt Cpr, 3Bmb Turk, 1Inf, 3Mec, 3Art, 4Arm vs. 5Inf, 5Art, 1AAGun, 2 Arm, 1Fgt
To Z39: 2Fgt Turk (if you decide to scramble)I will assume you don’t scramble. feel free to roll the seabattle and loose your Fighterhits in the Landbattle
Combat:
Sukr: 1Inf, 1Art, 1Fgt vs. 1Arm
Rolls: 2@2 1@3; Total Hits: 22@2: (2, 6)1@3: (1)
Rolls: 1@3; Total Hits: 01@3: (4)
Novo: 3Inf, 2Art, 2Arm, 1Fgt vs. 2Mec, 2Arm
Rolls: 1@1 2@2 3@3; Total Hits: 31@1: (1)2@2: (4, 4)3@3: (2, 3, 6)
Rolls: 2@2 2@3; Total Hits: 22@2: (2, 2)2@3: (4, 5)
Tsi: 2Inf, 1Arm, 2Fgt, 1Tac vs. 1Inf
Rolls: 2@1 3@3 1@4; Total Hits: 32@1: (2, 6)3@3: (1, 4, 2)1@4: (1)
Rolls: 1@3; Total Hits: 11@3: (2)
Ind: 5Inf, 3Mec, 3Art, 4Arm, 4Fgt, 3Tac, 3Bmb vs. 5Inf, 5Art, 1AAGun, 2 Arm, 1Fgt
AAGun:
I’m going to assume you got for the Bmb but feel free to assign them to Tacs instead I don’t expect you to got for Fighter so hopefully I won’t have to reroll the battle because of your decision
Rolls: 3@1; Total Hits: 13@1: (6, 1, 5)
Any hits will void the hits of the last 4s
Attacker:
Rolls: 5@1 6@2 8@3 6@4; Total Hits: 105@1: (4, 3, 5, 1, 3)6@2: (6, 5, 5, 5, 6, 3)8@3: (6, 3, 6, 2, 6, 5, 3, 1)6@4: (3, 2, 3, 2, 2, 6)
Rolls: 10@2 2@3 1@4; Total Hits: 610@2: (4, 2, 2, 3, 3, 1, 1, 5, 5, 1)2@3: (2, 4)1@4: (6)
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Round 2:
Novo: 1Inf, 2Art, 2Arm, 1Fgt vs. 1Arm
Rolls: 3@2 3@3; Total Hits: 23@2: (4, 5, 6)3@3: (6, 3, 3)
Rolls: 1@3; Total Hits: 01@3: (6)
Ind: 2Mec, 3Art, 4Arm, 4Fgt, 3Tac, 3Bmb vs. 1Art, 2 Arm, 1Fgt
Rolls: 5@2 8@3 6@4; Total Hits: 125@2: (3, 1, 3, 4, 1)8@3: (2, 1, 3, 2, 4, 1, 1, 5)6@4: (1, 1, 2, 6, 5, 2)
Rolls: 1@2 2@3 1@4; Total Hits: 41@2: (1)2@3: (2, 3)1@4: (3)
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Sukr twol
Novo twlo 2Inf
Tsi twlo 1Inf
Ind twlo 5Inf, 2Mec, 3Art, 1BmbNoncombat Movement:
To Spa: 1Mec Por, 1Inf, 1Art Wfr, 1Mec Sfr, 5Inf, 5 Art WGer via trp Z112
To Gib: 2Fgt SIta
To Rho:1Inf Swf, 1Inf Moz
To Wind: 1Arm Cpr
To Cey: 2Fgt Z39
To Bes: 2Inf Rom
To Bry: 7Inf, 4Art, 4AAGun, 2Fgt, 1Tac, 1Inf Tam, 4Inf, 9 Art, 1AAGun Ros, 1Fgt Sukr
To Ros: 4Inf, 5 Art Vol
To Volo 1Inf Nen
To Ura: 1Inf, 1Art Nen
To Sam: 1Inf Vol
To Tam: 1Inf Vol
To Vol: 1Fgt Novo
To Kwe: 2Fgt, 2Tac Tsi
To Yun: 4Fgt, 2Tac, 2Bmb Ind
To Z19: 1Fgt Z41
To Z36: 1DD, 1Cru, 2Car, 1BB Z41, 1Tac Ind
To Z39: 1Sub Z80
To Z72: 1DD Z98
To Z80: 1Sub Z76, 1Sub, 1Car Z98, 1Fgt Rho
To Z91: 2Sub, 2DD, 2Car, 2Fgt, 2Tac Z109, 1DD, 2Car, 2Fgt, 2Tac Z112
To Z110: 2Sub Z118Placement:
To WGer: 2Art, 2Fgt
To Rom: 2Mec
To Nov: 3Mec
To Vol: 2Inf, 1Arm
To Cpr: 1Mec, 1Arm
To Z80: 1DD
To Z112: 1DD, 2TrpConvoydamage:
To Con+Swf: 1Sub Z70 (max 2)
Rolls: 2@3; Total Hits: 02@3: (6, 6)
To Moz: 1Sub Z71 (max 1)
Rolls: 2@3; Total Hits: 12@3: (4, 2)
Collection:
86(TT)+27(NO)-(Convoydamge)+10(plunder)=120-123ICP -
Well I really shouldn’t assume the convoydamage with only 2 dice.
Collection:122
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**USSR turn 22:
Production: 9**
3 infantry=9Placement:
Rus: 3 infCollection: 3
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So let’s see if Japan can survive one more round.
Japan 22:
Buy (46):
4 Inf (12)
4 AAGun (20)
1 Arm (6)
1 DD (8)Combat Movement:
To Olg: 1Inf Tim uncontested
To Tsa: 1Inf Kan uncontested
To She: 1Inf Sik, 1Inf Sui, 1Bmb Bur vs. 1Inf
To Z17: 1Fgt Z19 Trp autkill
To Z18: 1Sub, 6Fgt, 6Tac Z19 vs. 1DD
To Z34: 1Sub, 1DD Z19 vs. 1SubCombat:
She: 2Inf, 1Bmb vs. 1Inf
Rolls: 1@1 1@4; Total Hits: 11@1: (5)1@4: (2)
Rolls: 1@2; Total Hits: 01@2: (6)
Z18: 1Sub, 6Fgt, 6Tac Z19 vs. 1DD
Rolls: 1@2 6@3 6@4; Total Hits: 71@2: (6)6@3: (4, 4, 3, 6, 3, 3)6@4: (2, 6, 4, 3, 5, 1)
Rolls: 1@2; Total Hits: 01@2: (3)
Z34: 1Sub, 1DD Z19 vs. 1Sub
Rolls: 2@2; Total Hits: 02@2: (6, 5)
Rolls: 1@1; Total Hits: 01@1: (4)
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Round 2:
I just noticed I have a sneak attack in this battle.
I just roll multiple rounds
Z34: 1Sub, 1DD Z19 vs. 1Sub
sneak attack:
Rolls: 5@2; Total Hits: 25@2: (3, 3, 5, 1, 2)
regular attack:
Rolls: 5@2; Total Hits: 15@2: (4, 6, 1, 5, 3)
defense:
Rolls: 5@1; Total Hits: 25@1: (1, 6, 1, 5, 5)
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Well seems your sub really did a good job there. well at least your sub is dead.
She twol
Z18 cwol
Z34 cwlo 1Sub, 1DDNoncombat Movement:
To Kan: 2Art Tim
To Cmo: 1Mec Kan
To Man: 1Inf Buy, 1Inf Jeh
To Jap: 1Fgt Z17, 6Fgt, 6Tac Z18
To Kwe: 10Mec, 5Arm, 1Bmb She
To Yun: 1Inf, 11 Art, 1AAGun
To Fic: 2Inf, 2Art Yun, 2Arm Bur
To Shn: 2Inf Bur
To Z36: 4Trp, 1Sub, 1DD, 2Cru, 7Car(w 1 German Fgt), 2BBPlacement:
To Jap: 4Inf, 4AAGun, 1Arm
To Z6: 1DD (this’ll prevent American Bombardment)Convoy Raid:
To Jap:3Sub, 6DD, 5Cru, 1BB, 20 carrierbased Aircraft(max 8)
Rolls: 58@3; Total Hits: 3058@3: (1, 5, 3, 3, 3, 1, 2, 3, 3, 1, 1, 6, 6, 5, 1, 5, 2, 4, 3, 5, 5, 5, 5, 3, 2, 2, 1, 6, 2, 4, 5, 3, 2, 2, 5, 5, 2, 6, 1, 5, 1, 1, 4, 6, 5, 5, 4, 6, 2, 1, 5, 1, 5, 4, 3, 1, 5, 4)
I’m assuming maxdamage and I’m pretty sure this time I won’t be proven wrong about it.
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**USA turn 22:
Production: 77**
4 transports=28
2 destroyers=16
3 infantry=9
3 artillery=12
3 mechanized infantry=12
28+16=44+9=53+12=65+12=77Combat Moves:
To Ura: 5ftr,bmbr-Rus vs inf,art
Rolls: 5@3 1@4; Total Hits: 15@3: (6, 5, 4, 4, 6)1@4: (1)
Rolls: 2@2; Total Hits: 22@2: (1, 1)
To Amu: inf-Kor uncontested
To z8: 4cv,5trn,2 subs-z6 (I must move during combat phase to avoid being locked-see page 13 Europe1940 right column under “Sea Units Starting in Hostile Sea zones”-“Leave the sea zone and conduct no combat” is the last option of 4 listed options.)
To z19: dd-z6 (see above note) purpose: to prevent the Japanese navy from hitting me prior to a German assault
To z6: 11trn-z26 loaded with 12 inf, 9 art, 1 mech
To Jap: 7ftr-Mid; 10ftr,6tac,12inf,9art,mech-z6For the game (to see if we continue as I will surrender if USA/UK/Anzac do not seize Japan)
Battle for Japan, Phase 1-USA, Combat round 1
I assume no scramble, so that the fighters will defend Japan, if that changes, subtract the last 3 rolls from the corresponding 3’s and 4’s in your defense dice.
aa gun rolls: 5 x 3=15 at 1 (2.5 is the average hits)
Rolls: 15@1; Total Hits: 315@1: (4, 5, 3, 3, 2, 2, 1, 3, 4, 5, 1, 1, 5, 4, 5)
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Never mind, you win again.
I cannot hit twice with 5 fighters and a bomber in Ura, but the defender can with 2 2’s. Trading a bomber that defends at 1 for 2 attacking 2’s is worth it, losing a fighter and a bomber for 1 attacking 1 is not worth it. I can’t catch an average outcome in a small battle, so why bother with Japan.
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Thank you for playing, I’m frustrated by this game, I’m failing simple objectives when I send overwhelming forces to complete tasks.
If you want to start another game, I have an idea for the allies. I’m done with a3, if you want an a2 let me know.
You are a good opponent and I appreciate our games together.
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Why I was counting on URA to be cleared in one combat round:
Ura and then Novo-(by UK) were to be strafed with allied air units, eliminating 2 potential 1’s, 6 potential 2’s (3artillery grant that) and 2 potential 3’s for the battle for RUS for a cost of 2 tactical bombers-UK and 1 US bomber. Both were to be one round battles, and the loss of 1 additional air may still have justified the expense. In addition, these units would not be able to deploy East to prevent the Anzac mechs from liberating USSR IPCs. Only Japan and its bomber and mech in CMO would be able to eliminate one mech. UK was to land in Sfe, Sib, and Aleutian islands. USSR would collect 9, by clearing Volo and Sam(assumes one of the 2 defenders misses permitting 9 IPCs) under that plan, keeping USSR going a bit longer.
Anyway, you probably had this game all wrapped up even if I took Japan.
Let me know if you would like a rematch.
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Must be really frustrating to be hated by the dice to this extent. I mean you can only put off the inevitable disaster by moving in force and doing some minor battles with overwelming airsupport before your oponnent by far outearns you. Perhaps it works against oponnents that don’t at least think of the probable outcomes of soe major or medium battles. If you want to do a rematch as Allies with me as Axis I could try a strategy that worked frightingly well against me in a face to face game. Or I could play Allies with which I got by far less experience and totally blundered said face to face game.
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I have a good allies plan I want to test, feel free to start as the axis.
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Oh and dould you do me a favor and roll the battle of Japan. I’m just very curious how it would have turned out?