Nothing to see here (Axis) vs. James Aleman (Allies) g40 alpha3


  • then Anzac would send two mech to Bury and Sak, here is where losing my dd to the jap sub after 3 rounds of combat hurts…I have to commit my air to z6 since you can kamikaze and scramble to prevent the landing on Japan.

    On Japan I land 3art, 5inf, ftr, tac on sea I land 4 ftr, tac assuming you kamikaze the ca

    air battle:
    DiceRolls: 4@3 1@4; Total Hits: 24@3: (4, 4, 5, 2)1@4: (2)
    DiceRolls: 3@4; Total Hits: 23@4: (5, 3, 2)

    or if you choose to defend on land
    DiceRolls: 2@1 6@2; Total Hits: 02@1: (2, 2)6@2: (4, 3, 4, 6, 4, 3)
    DiceRolls: 3@4; Total Hits: 23@4: (4, 6, 2)


  • air battle round 2:
    DiceRolls: 2@3 1@4; Total Hits: 32@3: (3, 1)1@4: (2)
    DiceRolls: 1@4; Total Hits: 11@4: (1)

    land battle round 2, I did so well again
    DiceRolls: 6@2; Total Hits: 46@2: (1, 3, 2, 4, 2, 1)
    DiceRolls: 3@4; Total Hits: 13@4: (2, 6, 5)


  • So, as a result of dice, I failed to get Aleutians and Sfr and Sib, add that to the loses in Ura and USSR won’t hold as long.

    Also, I had to commit more than desired to seize Japan

    Oh well.


  • I mistyped the first battle description…I chose to send all air to the sea zone…Japan was hit by only land units…5 inf, 3artillery


  • You can transport them. The rule explicitly states that you are allowed to transport if it’s the Seazone you started in. On the other hand you totally forgot about those Antiairhits, which kind of defeated the purpose of me byuing so many of the things.


  • And by the way did you think you’d have kept Washington with what you build there?


  • Yes, I sent 17 ftrs into Japan and only rolled for 14 since I lost 3.

    Well, I thought I had 12 air units in Mexico…oh well. I’d have to land the UK ftrs on the fleet, if you take the navy out, you’d get Washington. That was an oversite. The only thing I could have done different was build an airbase in CUS and land 3 ftrs from Mid. Without them, I’d only have 2 dd, 7 cv, bb, 6ftr, 2 tac vs 2 subs, 3 dd, 4 cv, 7 ftr, 4 tac. The other 3 dd would be used to block the Italian navy from taking Scotland and Panama.

    Here is what could have happened in that scenario.
    DiceRolls: 5@2 7@3 4@4; Total Hits: 65@2: (2, 5, 6, 6, 4)7@3: (5, 3, 5, 5, 5, 3, 6)4@4: (1, 4, 3, 6)
    DiceRolls: 9@2 2@3 7@4; Total Hits: 129@2: (2, 6, 1, 1, 1, 3, 4, 4, 3)2@3: (1, 2)7@4: (1, 2, 2, 3, 3, 6, 3)


  • Looks like I gave you 7 fighters instead of 6(I thought there were 3 in Gib not 2), does matter cause it was lopsided in my favor anyway.

    Lets do it by averages: You hit 7 I hit 7. If you take off carriers and I damage carriers, nothing changes in terms of hits, so 7 and 7 again yields:

    You: 4 tac, 5 ftrs
    Me: 3 damaged cv, damaged bb, 2tac, 6 ftr

    Round 3: you get 5 or 6, say 6 hits, I get 6 or 7 we’ll say 6

    You: 2 tac, 1 ftr or 1 tac 2 ftr-same rolls
    Me: 5 ftr, damaged bb

    Round 4: you get 1-2 hits say 2; I’ll get 4 hits battle ends with the UK having 2 ftr, US having a ftr and a damaged bb. Basically you’d need to hit 4 more times to continue with the amphibious assault.

    I would be out of position if you landed in Canada, but by then the 7 air in Mid would be able to help attack/defend as they land in Wus this turn. EUS would have more land units and air units than Germany.

    Anyway, you already won. So its all moot at this point.


  • Awesome game.  Thanks to both of you.  Crappy rolls played a part, but it could have turned easily enough the other way.  Such is life.

    Start a new one already!


  • Sorry for the long wait. I was otherwise occupied do you still want a rematch with me as axis. If yes I wanted to ask if you would be okay with the Setup of alpha+3 except for all those additional AAGuns with the rules from Alpha+2. If not I’ll go with Alpha+2.


  • sure, we can try the a3 setup.


  • NSTH,

    could you post a blank board prior to the combat moves so I can save it to file?

    Thanks

    Aus



  • I’ll probably have a G1 up Later today.
    I’ll try my luck with a G1 Barbarossa.


  • Germany 1:

    Buy (30):

    6 Inf (18)
    1 Art (4)
    1 DD (8)

    DOW Russia

    Combat Movement:

    To Wfr: 1Inf, 1Arm Hol, 1Mec, 1Tac WGr vs. 1Inf, 1Art
    To Fra: 3Inf, 2Art 2Arm, 1Fgt Hol, 3Inf, 1Art, 3Mec WGr vs. 6Inf, 2Art, 2Arm, 1Fgt, 1AAGun
    To Yugo: 6Inf, 2Art SGr vs. 5 Inf
    To Bes: 2Inf, 1Arm Rom, 1Tac Pol vs. 2Inf
    To Epl: 2Inf, 1Arm Hun, 2Inf, 1Arm Pol, 2Arm SGr vs. 2Inf
    To Bal: 1Inf Pol, 1Inf, 1Art Ger via Trp Z114, 1Fgt Hun, 1Tac Ger
    To Z106: 1Sub Z117, 1Sub Z188 vs. 1DD, 1Trp
    To Z110: 1Sub Z103, 1Sub Z108, 1Fgt Nor, 2Fgt, 2Tac WGer, 1Bmb Ger
    To Z115: 1Cru 114, 1BB 113, 1Bmb Ger

    I’ll need scrambling orders for Z110 and 115. I can’t do Bal before i win Z115 so that’ll have to wait too.
    I’ll do the rest of the battles to see how bad the dice punish me for cutting it close here and there.

    01aGermany_NothingtoseeherevsJamesAleman.AAM


  • Combat:

    Wfr: 1Inf, 1Arm, 1Mec, 1Tac vs. 1Inf, 1Art
    DiceRolls: 2@1 1@3 1@4; Total Hits: 32@1: (1, 6)1@3: (2)1@4: (4)
    DiceRolls: 2@2; Total Hits: 02@2: (4, 3)

    Fra: 6Inf, 3Mec, 3Art, 3Arm, 1Fgt vs. 6Inf, 2Art, 2Arm, 1Fgt, 1AAGun
    AAGun:
    DiceRolls: 1@1; Total Hits: 01@1: (2)
    if it hits ignore the last 3
    DiceRolls: 6@1 6@2 4@3; Total Hits: 56@1: (5, 3, 1, 4, 4, 5)6@2: (2, 5, 4, 3, 2, 5)4@3: (2, 4, 5, 1)
    DiceRolls: 8@2 2@3 1@4; Total Hits: 28@2: (4, 4, 3, 1, 5, 4, 5, 6)2@3: (5, 5)1@4: (2)

    Yugo: 6Inf, 2Art vs. 5 Inf
    DiceRolls: 4@1 4@2; Total Hits: 14@1: (2, 2, 4, 3)4@2: (6, 1, 4, 4)
    DiceRolls: 5@2; Total Hits: 15@2: (5, 2, 6, 3, 5)

    Bes: 2Inf, 1Arm, 1Tac vs. 2Inf
    DiceRolls: 2@1 1@3 1@4; Total Hits: 12@1: (2, 4)1@3: (4)1@4: (4)
    DiceRolls: 2@2; Total Hits: 12@2: (2, 3)

    Epl: 4Inf, 4Arm SGr vs. 2Inf
    DiceRolls: 4@1 4@3; Total Hits: 24@1: (4, 6, 6, 1)4@3: (1, 4, 5, 6)
    DiceRolls: 2@2; Total Hits: 02@2: (4, 3)

    Z106: 2Sub vs. 1DD, 1Trp
    DiceRolls: 2@2; Total Hits: 02@2: (4, 5)
    DiceRolls: 1@2; Total Hits: 01@2: (5)


  • I forgot to mention Fin if you thin it should be a combat move since it’s technically a Noncombat Move.
    So 3Inf from Nor to Fin.

    Round 2:

    Fra: 4Inf, 3Mec, 3Art, 3Arm, 1Fgt vs. 1Inf, 2Art, 2Arm, 1Fgt
    DiceRolls: 4@1 6@2 4@3; Total Hits: 74@1: (5, 4, 4, 5)6@2: (4, 6, 2, 2, 1, 5)4@3: (1, 3, 1, 2)
    DiceRolls: 3@2 2@3 1@4; Total Hits: 43@2: (4, 4, 1)2@3: (1, 2)1@4: (3)

    Yugo: 5Inf, 2Art vs. 4 Inf
    DiceRolls: 3@1 4@2; Total Hits: 33@1: (2, 4, 1)4@2: (5, 2, 1, 4)
    DiceRolls: 4@2; Total Hits: 04@2: (5, 6, 4, 3)

    Bes: 1Inf, 1Arm, 1Tac vs. 1Inf
    DiceRolls: 1@1 1@3 1@4; Total Hits: 21@1: (5)1@3: (1)1@4: (1)
    DiceRolls: 1@2; Total Hits: 01@2: (4)

    Z106: 2Sub vs. 1DD, 1Trp
    DiceRolls: 2@2; Total Hits: 12@2: (5, 1)
    DiceRolls: 1@2; Total Hits: 01@2: (6)


  • It seems the dice are nice to me instead.

    Only Yugo remaining and the fights that depend on you scrambling orders.

    Yugo: 5Inf, 2Art vs. 1 Inf

    DiceRolls: 3@1 4@2; Total Hits: 23@1: (4, 2, 2)4@2: (3, 3, 1, 1)
    DiceRolls: 1@2; Total Hits: 01@2: (5)


  • z115: sub submerges, no scramble
    z110: no scramble


  • Ok that’ll help.

    Bal: 2Inf, 1Art, 1Fgt, 1Tac vs. 3Inf
    DiceRolls: 1@1 2@2 1@3 1@4; Total Hits: 31@1: (5)2@2: (2, 6)1@3: (2)1@4: (1)
    DiceRolls: 3@2; Total Hits: 13@2: (2, 5, 4)

    Z110: 2Sub, 3Fgt, 2Tac, 1Bmb
    sneak attack:
    DiceRolls: 2@2; Total Hits: 22@2: (1, 2)
    ignore the last defending 3 if both hit
    DiceRolls: 3@3 3@4; Total Hits: 43@3: (3, 4, 2)3@4: (6, 1, 1)
    DiceRolls: 2@3 1@4; Total Hits: 22@3: (2, 3)1@4: (5)

    Z115: 1Cru, 1BB, 1Bmb vs. 1Cru
    DiceRolls: 1@3 2@4; Total Hits: 31@3: (3)2@4: (1, 3)
    DiceRolls: 1@3; Total Hits: 11@3: (3)

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