Game History
Round: 3 Purchase Units - Americans Americans buy 1 fighter, 4 infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans Turning on Edit Mode EDIT: Turning off Edit Mode 1 destroyer and 1 submarine moved from British Convoy 2 Sea Zone to Strait of Gibraltar Sea Zone 1 destroyer moved from Denmark Strait Sea Zone to Soviet Convoy Sea Zone 1 bomber moved from United Kingdom to Soviet Convoy Sea Zone 1 fighter moved from Finland to Soviet Convoy Sea Zone 1 artillery and 1 infantry moved from United States to U.S. Eastern Coast Sea Zone 1 artillery, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 artillery and 1 infantry moved from South Atlantic Sea Zone to Morocco Americans take Morocco from Germans Combat - Americans Turning on Edit Mode EDIT: Removing units owned by Germans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Americans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Germans from Soviet Convoy Sea Zone: 2 submarines EDIT: Removing units owned by Russians from Soviet Convoy Sea Zone: 1 submarine EDIT: Changing ownership of Soviet Convoy Sea Zone from Germans to Russians EDIT: Turning off Edit Mode Battle in Soviet Convoy Sea Zone Americans attack with 1 bomber, 1 destroyer and 1 fighter Battle in Strait of Gibraltar Sea Zone Americans attack with 1 destroyer Non Combat Move - Americans 1 aaGun and 5 infantry moved from United States to U.S. Eastern Coast Sea Zone 4 infantry and 2 transports moved from U.S. Eastern Coast Sea Zone to Atlantic Sea Zone 4 infantry moved from Atlantic Sea Zone to United Kingdom 1 aaGun, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 aaGun and 1 infantry moved from South Atlantic Sea Zone to Morocco 1 fighter moved from United Kingdom to Norway 1 bomber moved from Soviet Convoy Sea Zone to United Kingdom 1 fighter moved from Soviet Convoy Sea Zone to Norway Place Units - Americans 1 fighter and 4 infantry placed in United States 2 transports placed in U.S. Eastern Coast Sea Zone Turn Complete - Americans Americans collect 41 PUs; end with 41 PUsAxisplaya (Axis) vs Wheatbear(Allies) G40-A3
-
sukr twol 3 inf
NCM:
1 dest SZ127 >> SZ125
1 cru SZ125 >> SZ112
1 bsh, 1 carrier SZ115 >> SZ112
1 fig SZ110 >> SZ112
1 fig SZ110 >> wgr
1 fig SZ107 >> SZ107
1 fig SZ107 >> SZ112
4 tact, 1 strat bes >> wgr
7 inf, 4 art nita >> wgr
3 inf, 1 art nov load 2x trans SZ115 >> SZ112 unload wgr
6 tank rom >> wgr
7 inf, 7 art, 1 aa gun arch >> nov
2 aa, 3 mech, 31 inf, 15 art, 8 tank bes >> sukr
5 mech, 1 tank rom >> sukrMobilize:
8 trans SZ112Collect 50 + 10 - 3 = 57 IPC (61 total)
-
6tnk from Rom can’t go to Wger.
Where do you want to put them ?
-
I also forgot my fighter on gib, one sec, let me look
-
-
I also left the aa gun on arch (it’s typed to go to nov). You can kill it if you want as a penalty for all the erroneous maps.
Sorry again, was going too fast.
-
no problem man:
Just redo the map one last time with the changes you want.
Also, you had to repair at least 2 damages in your Wger IC to produce these 8 tr.
So that would leave you with 59 IPC, not 61.
-
here you go
subtracted repair cost and damage markers on WGR
all units should be legally moved and in their final spot -
russia 10
Buy: 9inf (27)
CM
Nukr
inf Bry walk inBel (inf)
inf Smo
1fgt, tac RusArc (inf)
inf Smo
fgt RusBel
Rolls: 1@1 1@3 1@4; Total Hits: 21@1: (3)1@3: (3)1@4: (1)
Rolls: 1@2; Total Hits: 11@2: (1) -
Bel cwlo inf
Arc
Rolls: 1@1 1@3; Total Hits: 01@1: (3)1@3: (6)
Rolls: 1@2; Total Hits: 11@2: (1) -
-
Japan 10
Buy (84/84)
6 dest
1 carrier
2 figCM:
SZ44
1 fig SZ37SZ46
1 dest SZ37
1 fig phiYUN
1 inf kweTSI
1 mech sheKAN
1 mech, 1 tank she
1 tact kweCEL
1x trans SZ20 >> SZ35 load 1 inf, 1 art phi >> SZ44 unload cel
2 fig phi -
sz44 cwol
SZ46
A 1 dest, 1 fig
Rolls: 1@2 1@3; Total Hits: 21@2: (2)1@3: (2)D 1 sub
Rolls: 1@1; Total Hits: 01@1: (5) -
sz46 cwol
yun, tsi twolKAN
A 1 mech, 1 tank, 1 tact
Rolls: 1@1 1@3 1@4; Total Hits: 01@1: (5)1@3: (4)1@4: (6)D 1 inf
Rolls: 1@2; Total Hits: 01@2: (6) -
KAN r2
A 1 mech, 1 tank, 1 tact
Rolls: 1@1 1@3 1@4; Total Hits: 01@1: (5)1@3: (5)1@4: (6)D 1 inf
Rolls: 1@2; Total Hits: 11@2: (2) -
KAN r3
A 1 tank, 1 tact
Rolls: 1@3 1@4; Total Hits: 11@3: (5)1@4: (3)D 1 inf
Rolls: 1@2; Total Hits: 01@2: (4) -
kan twlo 1 mech
CEL
A 1 inf, 1 art, 2 fig
Rolls: 2@2 2@3; Total Hits: 22@2: (2, 6)2@3: (6, 1)D 2 inf
Rolls: 2@2; Total Hits: 22@2: (1, 1) -
cel twlo 1 inf, 1 fig
NCM:
1 tact kan >> kwe
1 fig SZ46 >> SZ35
1 fig cel >> SZ35
1 fig SZ44 >> phi
1 dest SZ20 >> SZ34
1 dest SZ20 >> SZ22
1 dest SZ6 >> SZ23
1 tact SZ37 >> phi
1 fig, 1 tact SZ39 >> SZ35
3 sub, 1 cru, 2 carrier, 2 fig, 3 bsh SZ37 >> SZ35
4 sub, 1 carrier SZ20 >> SZ35
1 cru, 1 carrier, 1 trans SZ39 >> SZ27
1 tact kwe >> SZ37
1 tact fic >> SZ37
2 tact, 1 strat fic >> phi
2 inf, 2 art fic >> yun
1 inf, 4 art, 3 mech, 1 aa gun kwe >> yun
5 mech, 3 tank she >> yun
2 inf, 1 art anh >> kwe
1 trans SZ20 >> SZ19 load 2 inf ksu >> SZ35 unload phi
2 inf, 1 art sha >> anh
1 art ksu >> anh
2 inf jap load trans SZ6 >> SZ35 unload phiMobilize:
6 dest, 1 carrier, 2 fig SZ6Collect 67 + 5 = 72 IPC
-
Btw, Calcutta never rolled convoy damage for SZ39.
-
(just posting as a reminder)
-
I never forgot this game, don’t worry.
I apologize for the long “radio silence”To tell the truth, i’ve spend quite a few hours thinking about this position, and it’s very hard to come with a good plan. You have punished my mistakes a lot more in this game than you have in the other ones. How could i let you get out of the med like that ? And how in hell could i leave UK so defenseless….Usually, i’m the one pulling that kind of late Sealion… :-D
so there has been days when i wanted to just concede this game as i was discouraged, and days like today when i think i’m still gonna try anything to salvage this mess…So…
US 10
Buy:
inf (3)
art (4)
4tr (28)
CA (12)
2dd (16)
2ss (12)CM
sz23 (dd)
ss sz30
4fgt sz33sz46 (dd)
ss, fgt sz30
fgt Haw
1fgt sz33sz22 (dd)
4fgt, tac sz33Gib
tr sz94 with inf, mec > sz92 > Gib walk inTob
inf Lib walk insz23
Rolls: 1@2 4@3; Total Hits: 11@2: (1)4@3: (5, 6, 6, 5)
Rolls: 1@2; Total Hits: 01@2: (4)





