Oof. Very good dice for the Soviets this turn:
Net Allies dice swing: +4.31 swing
Net Axis dice swing: -4.31 swing
This means the Soviets ended up with 4.31 more units than they would’ve had otherwise.
cha, anh twol
HUN
A 3 inf, 1 art, 2 fig, 2 tact
Rolls: 2@1 2@2 2@3 2@4; Total Hits: 52@1: (2, 3)2@2: (2, 5)2@3: (1, 3)2@4: (3, 4)
D 2 inf
Rolls: 2@2; Total Hits: 22@2: (1, 2)
hun twlo 2 inf
YUN
A 2 inf, 1 art, 1 fig, 1 tact, 2 strat
Rolls: 1@1 2@2 1@3 3@4; Total Hits: 51@1: (1)2@2: (2, 6)1@3: (6)3@4: (4, 4, 4)
D 4 inf
Rolls: 4@2; Total Hits: 04@2: (4, 6, 6, 3)
yun twol
NCM:
1 fig, 1 tact, 2 strat yun >> kwa
2 fig, 2 tact hun >> kwa
1 fig, 1 tact sz33 >> kwa
1 fig man >> kwa
1 fig kor >> kwa
1 fig oki >> kwa
2 fig, 2 tact sz6 >> kwa
2 fig, 2 tact jap >> kwa
1 cru sz20 >> sz36
1 dest, 1 cru sz33 >> sz36
1 sub, 1 dest, 1 bsh sz19 >> sz36
1 sub, 1 dest, 1 cru, 1 bsh, 2 carrier sz6 >> sz36
1 inf oki, 1 inf man load trans sz19 >> sz36 unload kwa
1 inf, 1 art jap load trans sz6 >> sz36 unload kwa
5 inf, 1 art, 1 aa man >> jeh
4 inf kor >> man
1 trans sz20 >> sz6 load 1 inf, 1 tank jap unload kor
Mobilize:
2 trans, 2 sub sz6
Collect 30 + 10 = 40 IPC
US 1
Buy 3 tech : 15
tech
Rolls: 3@6; Total Hits: 33@6: (5, 1, 5)
No hit…sigh
Rest of buy:
AC (16)
dd (8 )
tr (7)
ss (6)
NCM per map
Place units:
tr, dd, AC sz10
ss sz101
Collect : 52 IPC
China 1
Buy: 4inf
CM
Yun (2inf, art)
2inf Kwe
2inf, fgt Sze
Yun
Rolls: 4@1 1@3; Total Hits: 14@1: (2, 2, 4, 4)1@3: (2)
Rolls: 3@2; Total Hits: 23@2: (6, 2, 1)
Yun rd 2
Rolls: 2@1 1@3; Total Hits: 02@1: (4, 6)1@3: (6)
Rolls: 2@2; Total Hits: 02@2: (4, 6)
Yun rd 3
Rolls: 2@1 1@3; Total Hits: 12@1: (6, 2)1@3: (2)
Rolls: 2@2; Total Hits: 22@2: (1, 2)
UK 1
Buy:
UK= 6inf (18), fgt (10)
Ind=3inf (9), 2mec (8 )
CM
sz96 (tr, dd)
fgt Mal
tac sz98
Wger
Sbr bmb UK
sz106 (2ss)
dd sz109
fgt Sco
sz96
Rolls: 1@3 1@4; Total Hits: 21@3: (3)1@4: (4)
Rolls: 1@2; Total Hits: 01@2: (5)
sz96 cwol
Wger AAgun
Rolls: 1@1; Total Hits: 01@1: (5)
Wger damages
Rolls: 1@6; Total Hits: 11@6: (3)
Wger IC damage = 5
sz 106
Rolls: 1@2 1@3; Total Hits: 11@2: (5)1@3: (3)
Rolls: 1@1; Total Hits: 01@1: (2)
oops, 1@1 was missing for defense
Here it is
Rolls: 1@1; Total Hits: 01@1: (6)
sz106 rd2
Rolls: 1@2 1@3; Total Hits: 01@2: (6)1@3: (5)
Rolls: 1@1; Total Hits: 01@1: (5)
sz106 rd3
Rolls: 1@2 1@3; Total Hits: 11@2: (5)1@3: (3)
Rolls: 1@1; Total Hits: 01@1: (5)
sz106 cwol
NCM per map
Place units:
6inf, fgt UK
3inf, 2mec Ind
Collect :
UK = 33 IPC
Ind= 21 IPC
Do you want to play with tech tokens so those rolls still count for something?
I am not entirely sure how they worked in older games, but I gather it’s something along the lines of:
You would get to reroll the 3 dice you bought for US1 on US2.
If you get something, no more free rolls
If you don’t get something, you get 3 free rolls again for US3
And like normal, you can’t ever get more than 1 tech for a power in one turn.
If you would have bought more or loss tech rolls on US1 with that kind of system, we could adjust your Buy. Or we could just stick with normal tech rules if you don’t want to mess with some kind of token system.
Italy 1
Buy (10/10)
1 inf
1 trans
CM:
GRE
2 inf, 1 tank alb
2 inf sita load trans sz95 >> sz97 unload gre
2 fig sita
1 strat nita
TRJ
1 inf sita load trans sz97 >> sz98 unload trj
ALX
1 tob
SUD
1 inf eth
KEN
1 inf iso