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Wheatbeer (axis) vs kilroynothere (allies) G40 A3

  • 22 21 19 18 17 16

    YUN twol

    Oops… also arm ETH to BSO back to ETH

    NCM:
    1inf, 1art CPR to KEN via tt z80
    1mech NPR to EPR
    1inf ISO to ETH
    ftr SUD to IRQ
    1bb, 1dd z80 to z72
    1tt, 1dd z80 to z39
    2ftrs, 1bbr GIB to UK
    1inf CPR to IRQ
    10inf IND to BUR
    1art BUR to IND

    Build as above

    Collect 31 – convoy on TRJ

    DiceRolls: 6@3; Total Hits: 56@3: (2, 2, 3, 2, 2, 6)

  • 22 21 19 18 17 16

    UK E collects 30, P collects 7+2 left over = 9 on hand

  • 22 21 19 18 17 16

  • 22 21 19 18 17 16

    DON’T FORGET WE ARE USING LOW LUCK!

    … looking a little dicey for the allies at this point. Seems like this round will make the big difference. US has committed maybe too much to the Atlantic side. Jap navy is HUGE. Going to be hard to stop that.  What are your thoughts?

  • 17

    Sorry! I can’t believe I forgot again.  :oops:  Thankfully every one of the battles was a 1-round auto on offense, so defenders’ rolls were all that was needed.

  • 17

    As for the current board … Japan is strong at sea, but China and Calcutta have plenty of men.  This could be Japan’s peak.

    UK-London is in a good position to pressure Cairo or to make the USSR nigh-invincible.  I don’t think either side has a compelling advantage yet.

  • 17

    Italy 4

    Buy (28/28)
    2 inf
    1 art
    1 dest
    1 fig

    CM:

    SBR on IRQ
    1 strat egy
    2 fig sz98

    BEL
    1 tank bal blitz in and to nov

  • 17

    assuming no intercept since it’s 3 to 1 in a dogfight

    IRQ aa fire

    DiceRolls: 1@1; Total Hits: 01@1: (4)

  • 17

    IRQ bomber roll

    DiceRolling 1d6:
    (4)

  • 17

    bel twol

    NCM:
    2 fig, 1 strat irq >> egy
    3 trans, 1 dest, 1 cru, 1 dest sz98 >> sz95
    1 sub sz95 >> sz98

    Mobilize:
    2 inf, 1 art nita
    1 dest sz95
    1 fig sita

    Collect 17 + 10 = 27 IPC

    kilroy vs wheat a3 g2 4gItaly.AAM

  • 17

    Germany 5

    Buy (60/60)
    8 inf
    4 art
    2 fig

    CM:

    NUKR
    1 inf epl
    1 fig wgr
    1 tact bes

    SUKR
    1 mech, 1 tact bes
    2 strat sita

    ARCH
    1 fig, 2 tact epl
    1 art nov

  • 17

    NUKR

    A auto
    D 1 inf

    DiceRolls: 1@2; Total Hits: 01@2: (5)

    SUKR

    A auto
    D 2 inf

    DiceRolls: 1@4; Total Hits: 11@4: (4)

    ARCH

    A auto
    D 2 inf

    DiceRolls: 1@4; Total Hits: 11@4: (2)

  • 17

    nukr twol

    sukr cwlo 1 mech
    arch cwlo 1 art

  • 17

    convoy roll sz105

    DiceRolls: 2@3; Total Hits: 22@3: (3, 3)

  • 17

    NCM:
    1 dest sz113 >> sz110
    1 cru, 1 carrier sz113 >> sz115
    1 tact arch >> nov
    1 tact arch >> bel
    2 fig sita >> wgr
    1 fig egy >> sita
    1 tact, 2 strat sukr >> bel
    1 fig arch >> bel
    1 fig nukr >> epl
    1 tact nukr >> bes
    1 aa nita load trans sz95
    13 inf, 5 art nov >> bel
    22 inf, 9 art, 7 tank, 3 aa epl >> bel
    1 inf epl >> bes
    2 tank bes >> bel
    1 inf, 3 art pol >> epl
    3 trans sz115 >> sz114 load 5 inf, 1 art ger >> sz115 unload nov
    2 inf, 1 art fin >> vyb
    2 inf, 1 art fra >> wgr
    3 art wgr >> ger

    Mobilize:
    3 art nov
    2 inf, 1 art fin
    3 inf ger
    3 inf, 2 fig wgr

    Collect 48 + 10 - 2 = 56 IPC

    (skipped ANZAC/France as usual)

    kilroy vs wheat a3 g2 5aGermany.AAM

  • 17

    By the way, just to prevent a possible issue.  You intended to land on DGU even though the US can’t claim DGU?

    You didn’t place a flag (which would be accurate based on the rules about the Dutch), but it seemed a little weird to land there.

  • 22 21 19 18 17 16

    Yes, a bit strange, but…. it gives ANZAC a +5NO, unless I’m mistaken. If I’m mistaken, then I’d do something else. the NO indicates “allies” and that includes US, so figured it worked.

  • 17

    DGU remains under Dutch control if the US lands there.  The US cannot take any Dutch territories unless they are recapturing it from Japan.  The ANZAC NO isn’t met currently as a result.  I don’t mind if you do something else with those units since it wouldn’t influence the other Axis powers.

  • 17

    Alternatively, we could play ignoring that rule.  I don’t understand entirely why the US isn’t the same as ANZAC/UK with regards to the Dutch.

  • 22 21 19 18 17 16

    I was writing this when you replied…

    Really?  Didn’t know that. Has that been clarified with Krieg or others?  It’s just noted in the original rules (and boy have those needed some clarifications) that only UK or ANZAC can control PRIOR to being at war with Japan. Figured not an issue after being at war because technically the Dutch are at war as well with Japan.

    So, can ANZAC take control of the territory?

    I’ve never actually done the move before, so just curious.

    I’ll ask in the QA area, but if you have seen it, please let me know.

    … I’m cool with ignoring, because I don’t understand it, but there MUST be a reason if that is the rule. I really do think, even with all the game testing changes, that the designers have firm reasons for what they are doing. This is a VERY tough game to balance and to design.

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