ANZAC and France moved all of the things:
Germany-turn-2-complete-game-32.tsvg
Nothing to see here (Axis) vs. James Aleman (Allies) g40 alpha3
-
air battle round 2:
Rolls: 2@3 1@4; Total Hits: 32@3: (3, 1)1@4: (2)
Rolls: 1@4; Total Hits: 11@4: (1)
land battle round 2, I did so well again
Rolls: 6@2; Total Hits: 46@2: (1, 3, 2, 4, 2, 1)
Rolls: 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.
Rolls: 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)
Rolls: 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 ftrRound 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 bbRound 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
-
Here you go
-
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 GerI’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. -
Combat:
Wfr: 1Inf, 1Arm, 1Mec, 1Tac vs. 1Inf, 1Art
Rolls: 2@1 1@3 1@4; Total Hits: 32@1: (1, 6)1@3: (2)1@4: (4)
Rolls: 2@2; Total Hits: 02@2: (4, 3)
Fra: 6Inf, 3Mec, 3Art, 3Arm, 1Fgt vs. 6Inf, 2Art, 2Arm, 1Fgt, 1AAGun
AAGun:
Rolls: 1@1; Total Hits: 01@1: (2)
if it hits ignore the last 3
Rolls: 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)
Rolls: 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
Rolls: 4@1 4@2; Total Hits: 14@1: (2, 2, 4, 3)4@2: (6, 1, 4, 4)
Rolls: 5@2; Total Hits: 15@2: (5, 2, 6, 3, 5)
Bes: 2Inf, 1Arm, 1Tac vs. 2Inf
Rolls: 2@1 1@3 1@4; Total Hits: 12@1: (2, 4)1@3: (4)1@4: (4)
Rolls: 2@2; Total Hits: 12@2: (2, 3)
Epl: 4Inf, 4Arm SGr vs. 2Inf
Rolls: 4@1 4@3; Total Hits: 24@1: (4, 6, 6, 1)4@3: (1, 4, 5, 6)
Rolls: 2@2; Total Hits: 02@2: (4, 3)
Z106: 2Sub vs. 1DD, 1Trp
Rolls: 2@2; Total Hits: 02@2: (4, 5)
Rolls: 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
Rolls: 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)
Rolls: 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
Rolls: 3@1 4@2; Total Hits: 33@1: (2, 4, 1)4@2: (5, 2, 1, 4)
Rolls: 4@2; Total Hits: 04@2: (5, 6, 4, 3)
Bes: 1Inf, 1Arm, 1Tac vs. 1Inf
Rolls: 1@1 1@3 1@4; Total Hits: 21@1: (5)1@3: (1)1@4: (1)
Rolls: 1@2; Total Hits: 01@2: (4)
Z106: 2Sub vs. 1DD, 1Trp
Rolls: 2@2; Total Hits: 12@2: (5, 1)
Rolls: 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
Rolls: 3@1 4@2; Total Hits: 23@1: (4, 2, 2)4@2: (3, 3, 1, 1)
Rolls: 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
Rolls: 1@1 2@2 1@3 1@4; Total Hits: 31@1: (5)2@2: (2, 6)1@3: (2)1@4: (1)
Rolls: 3@2; Total Hits: 13@2: (2, 5, 4)
Z110: 2Sub, 3Fgt, 2Tac, 1Bmb
sneak attack:
Rolls: 2@2; Total Hits: 22@2: (1, 2)
ignore the last defending 3 if both hit
Rolls: 3@3 3@4; Total Hits: 43@3: (3, 4, 2)3@4: (6, 1, 1)
Rolls: 2@3 1@4; Total Hits: 22@3: (2, 3)1@4: (5)
Z115: 1Cru, 1BB, 1Bmb vs. 1Cru
Rolls: 1@3 2@4; Total Hits: 31@3: (3)2@4: (1, 3)
Rolls: 1@3; Total Hits: 11@3: (3)
-
Wfr twol
Fra twlo 6Inf
Yugo twlo 1Inf
Bes twlo 1Inf
Epl twol
Bal twlo 1Inf
Z106 cwol
Z110 cwlo 1Sub
Z115 cwlo 1BmbNoncombat Movement:
To Sita: 1Tac Wfr, 1Fgt Fra
To WGr: 2Inf Den: 3Fgt, 2Tac, 1Bmb Z110
To Ger: 1AAGun WGr
To Pol: 5Inf, 2Art Ger
To Hun: 5 Inf Ger
To Z125: 1Sub Z124Placement:
To Ger: 6Inf, 1Art
To Z113: 1DD