@Panzerstahl-Helm Thanks, I added one infantry and one bunker as described. Nothing to note for the minor allies, back to Germany
Purchase Units Turning on Edit Mode EDIT: Adding units owned by British to United Kingdom: 1 infantry EDIT: Adding units owned by British to Borneo: 1 Fortification EDIT: Turning off Edit Mode ANZAC buy 2 air_transports; Remaining resources: 2 PUs; Combat Move Resetting and Giving Bonus Movement to Units Combat Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 fighter moved from Queensland to Malaya 2 infantry moved from New Guinea to Dutch New Guinea ANZAC undo move 2. 2 infantry moved from New Guinea to Dutch New Guinea 1 aaGun and 1 infantry moved from New South Wales to 62 Sea Zone ANZAC undo move 3. 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 destroyer moved from 62 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 cruiser moved from 63 Sea Zone to 54 Sea Zone 2 fighters moved from New Zealand to Queensland 2 aaGuns moved from New South Wales to Queensland Cleaning up during movement phase Place Units 2 air_transports placed in New South Wales Turn Complete ANZAC collect 14 PUs; end with 16 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 Optional[PUs]; end with 18 Optional[PUs] Combat Move Resetting and Giving Bonus Movement to Units 1 infantry moved from Tunisia to Libya Combat Recording Battle Statistics Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 infantry moved from French West Africa to French Central Africa 1 infantry moved from Algeria to Tunisia 1 infantry moved from Morocco to Algeria 1 destroyer moved from 72 Sea Zone to 81 Sea Zone Cleaning up during movement phaseKil vs. Jerc, A3
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You’ve got to be kidding me! I’ve had nothing but horrible rolls for about two weeks now….
rd 3
aRolls: 1@2 2@3 1@4; Total Hits: 31@2: (2)2@3: (1, 5)1@4: (1)
dRolls: 2@3; Total Hits: 22@3: (2, 1)
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Can you tell me where to get that download? The file doesn’t work, but I believe it is because I need to download the A3 background first, and I can’t seem to find it.
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Nevermind, I am good to go, thx
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jeez…. I give up! there was a 3% chance for this outcome!
BES NOT taken with retreat of 1ftr, 1tac to BRY. That was amazingly bad… Going to be a short fight on the Eastern front. Already lost an air unit for the Russians…
NCM:
3inf VYB to NOV
2inf KAR to NOV
3 inf BAL to NOV
1inf ARCH to NOV
2ifn CAU to ROS
1mech, 1arm VOL to BRY
1inf, 1art, 1mech, 1arm RUS to BRY
2aa RUS to BRY
1ca z115 to 114
2inf AMU to SIB
4inf AMU to BURY
6inf BURY to YAK
6inf, 2aa SAK to BURY
1ss z127 to z125Build:
2art, 1inf NOV
7inf, 1art RUSCollect:
36 +5NO = 41 -
Russia 1 map… a very, very sad Russia map! :cry:
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I see what you mean about the font… yeesh.
I’d like to sit down and do Japan 1 now, but it’s so uncormfortable with this horseshoe up my ass :wink:
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Go under Sgt Wonko’s sticky thread under Global 40. It’s a few posts in but he has updated the background pieces you have to have to run the module… you will find it. Not so easy, but it is there.
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You might consider standing while you play…. :-D
Seriously, the Russian planes missed 6 times in two rounds! I mean I know they weren’t all that good… but that’s awful!
It’s not like your troops did all that much better, just the Russians sucked.
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It’s always been my theory that the allure of this game is the fundamental differences in strategy between the two sides. I have a group of friends in real life who play… it’s amazing how bad people suddenyl become when they switch from Axis to Allies or vice versa.
Allies need to be patient, ‘bend but don’t break,’ and good with logistics in the case of the US. The Axis need to breath fucking fire. In that spirit, I give you the following…
J1 - 26 IPCs
PURCHASE
-3 transports (21)
-save 5ATTACKS
-KWA land (-1 inf.), KSI air, 2 bombers from Japan vs. Yunnan
-10 inf. (Korea and Manchuria) take AMUR
-1 inf. (JEH) takes CHA
-MAN mech, SHA and KSU units (save for 1 KSU art.), 1 art (JEHOL), take ANHWE
-1 inf. (KWA), MAN air vs. Hunan
-2 inf. (KSU), 1 f. (Formosa), 1 f. (Japan), 2 tac (Japan) vs. Hong Kong
-2 BB, 2 cruisers, 1 dd, 3 empty carriers, 1 sub vs. sz35
-1 inf. (JAPAN), 1 inf. (OK), 1 inf. (KSI), 1 art. (MAN), 1 art. (JAPAN), 1 art. (KSI), 1 tac, 1 f. (sz33) vs. PHI
-2 Siam inf. take FIC -
SZ35 - NOTE: No scramble assumed
Rolls: 2@2 2@3 2@4; Total Hits: 12@2: (5, 5)2@3: (3, 4)2@4: (6, 5)
Rolls: 1@1 1@2; Total Hits: 01@1: (2)1@2: (6)
HK
Rolls: 2@1 2@3 2@4; Total Hits: 32@1: (5, 3)2@3: (1, 4)2@4: (3, 4)
Rolls: 2@2; Total Hits: 12@2: (6, 1)
HUNAN
Rolls: 1@1 2@3 2@4; Total Hits: 21@1: (5)2@3: (3, 6)2@4: (4, 5)
Rolls: 2@2; Total Hits: 02@2: (3, 4)
YUNNAN
Rolls: 1@1 2@2 1@3 3@4; Total Hits: 41@1: (5)2@2: (3, 2)1@3: (5)3@4: (4, 3, 3)
Rolls: 4@2; Total Hits: 34@2: (1, 1, 2, 3)
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SZ35
Rolls: 2@2 2@3 2@4; Total Hits: 32@2: (3, 3)2@3: (2, 6)2@4: (4, 2)
Rolls: 1@2; Total Hits: 11@2: (1)
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PHI
Rolls: 6@2 1@3 1@4; Total Hits: 46@2: (6, 4, 1, 3, 6, 1)1@3: (3)1@4: (2)
Rolls: 2@2 1@4; Total Hits: 12@2: (4, 4)1@4: (3)
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So…
-Yunnan is cleared but remains Chinese
-SZ35 cleared with a damaged carrier
-HK taken with one Japanese inf.
-Hunan taken with 2 Japanese inf.NC
-all mainland air lands in KWA
-1 art. from KSU to KSI
-1 inf. from Jehol to Manchuria
-PHI air lands on 1 of two good carriers
-2 f., 2 tac. from sz6 land in Carolines
-1 f. (Korea), 1 f. (OK) land in Japan
-1 sub, 1 dd from sz6 to sz33PLACEMENTS
-3 trans. in sz6COLLECTS
37 (tt) + 5 (saved) = 42 IPCs -
Just to note, it may be a good idea to keep the Alpha 3 rules open as you do stuff. The map we’re using lacked a Japanese dd and fighter (in sz33 and Korea, respectively). Obviously, if I’m making some huge mistake, please correct me.
Otherwise, Japan scrambles 3 f. for any attack on SZ6 AND will likely use kamikazes (poor BBB forgot that the last time we played…)
I just realized I neglected to place those three J transports on the map; you can do it, I can do it on I1, whatever…
Your luck is bound to change my friend, have at 'er!
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I noticed the tts not being placed… I’ll check the rest of the map as well on the allies side to see if there are any errors.
Like the opening moves! VERY aggressive… I’m with you on allies vs axis playing styles. Always been good with Axis (naturally aggressive player I guess) and somewhat poor with Allies. Although, if I can always remember to bend not break and then wait for the appropriate counter and weak spots (like I thought BES was - trade tanks for inf is always a good thing) then I can do OK.
This is certainly a brand new type of game for me. Only played the Allies twice and have certainly not seen this type of aggressive opening. Much fun!
Gotta run but will get the Allies moves in tomorrow.
Enjoy your evening.
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BES was a weak spot, you just had horrible luck… what can you expect with a game that is 99% dice rolling?
Someone needs to start an A&A bad beats thread.
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Have you notified Jenn of the setup issues? I think she is managing the startup file.
And I love the Bad Beat thread! Be THE most popular of all threads!
Going to dive into the US here shortly….
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OK, noticed needed 1 xtra fighter in Hawaii for the US…
and 2 fighters for the Russians!!! :-D… um, no.
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US 1:
The Arsenal of Democracy Comes Alive
Declare war on all Axis Nations!
All US factories upgraded to Majors
Purchase 52/47 save 5
2cv = 32
1dd = 8
1tt = 7NCM:
Brazil – 1mech CUS via tt to z86 – activate 3inf
1bb CUS to London
Fleet z10 to z26 with 1inf, 1art
Tt z26 to z10
1ftr EUS to z26
1ss z26 to z54
1inf, 2mech, 1arm CUS to WUSBuild:
2cv, 1tt z10
1dd z101 -
Forgot to Collect 52 +20NO = 72 +5not spent = 77 on hand