38d11c04-02d3-4ad4-b098-78996723c779-dawg-64-v-mike-g40-start-round-5-russia-7.tsvg
Spoox (Allies) vs Alsch (Axis) Alpha 2
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Replace one of those Subs with 2 Inf
Combat
DoW on Russia, 12 IPCs added to Russia.
1 Inf Kan to Novo (mt)
1 TT SZ 6 to SZ 5, take
1 Arm Jap to Sfe (mt)4 Inf Man to Amu (mt)
1 Inf Kor to Amu1 TT SZ 6 to SZ 20, take
2 Inf Kor to Hon
2 Fig, 2 Tac Kwa to Hon2 Strat, 2 Fig Kwa to Ind (strat bomb)
1 Inf Sia to Shn
1 Fig, 1 Tac Kwa to Shn1 Inf Yun to Bur
1 Fig, 1 Tac Kwa to Bur7 Inf, 3 Art, 1 Mech She to Sik
1 Arm She blitz Tsi (mt) to Sik
1 Fig, 1 Tac Kwa to Sik2 SS SZ 20 to SZ 37
Fleet SZ 36 to SZ 37 (leave 1 TT), take
4 Inf Kwa to Mal
3 Fig, 3 Tac SZ 36 to Mal1 TT SZ 36 to SZ 43, take
1 Inf Kwa to Bor (mt)1 Fig Kwa to SZ 41 (TT destroyed)
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Novo twol
Sfe twol
Amu twol
Tsi twol
SZ 41 cwolSik
Attack (7 Inf, 3 Art, 1 Mech, 1 Arm, 1 Fig, 1 Tac)
Rolls: 5@1 6@2 2@3 1@4; Total Hits: 65@1: (2, 1, 6, 4, 2)6@2: (4, 5, 5, 1, 5, 2)2@3: (2, 3)1@4: (4)Defense (6 Inf, 1 Fig)
Rolls: 6@2 1@4; Total Hits: 36@2: (1, 3, 1, 3, 1, 6)1@4: (5)Hon
Attack (2 Inf, 2 Fig, 2 Tac)
Rolls: 2@1 2@3 2@4; Total Hits: 52@1: (1, 2)2@3: (2, 2)2@4: (2, 1)Defense (2 Inf)
Rolls: 2@2; Total Hits: 12@2: (3, 2)Bur
Attack (1 Inf, 1 Fig, 1 Tac)
Rolls: 1@1 1@3 1@4; Total Hits: 21@1: (6)1@3: (1)1@4: (3)Defense (1 Inf)
Rolls: 1@2; Total Hits: 11@2: (1) -
Hon twlo 1 Inf
Bur cwlo 1 InfSik R2
Attack (4 Inf, 3 Art, 1 Mech, 1 Arm, 1 Fig, 1 Tac)
Rolls: 2@1 6@2 2@3 1@4; Total Hits: 32@1: (3, 3)6@2: (5, 3, 2, 6, 4, 3)2@3: (3, 2)1@4: (6)Defense (1 Fig)
Rolls: 1@4; Total Hits: 11@4: (4) -
Bor twol
Sik twlo 4 InfShn
Attack (1 Inf, 1 Fig, 1 Tac)
Rolls: 1@1 1@3 1@4; Total Hits: 21@1: (5)1@3: (2)1@4: (2)Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (4)SZ 37
Attack (3 SS, 4 DD, 2 CA, 2 BB, 3 CV)
Rolls: 7@2 2@3 2@4; Total Hits: 47@2: (4, 5, 1, 3, 5, 2, 3)2@3: (1, 5)2@4: (5, 4)Defense (1 DD)
Rolls: 1@2; Total Hits: 01@2: (5)Mal
Attack (4 Inf, 3 Fig, 3 Tac)
Rolls: 4@1 3@3 3@4; Total Hits: 64@1: (1, 5, 3, 5)3@3: (2, 3, 5)3@4: (2, 3, 4)Defense (4 Inf)
Rolls: 4@2; Total Hits: 14@2: (6, 2, 3, 4) -
Shn twol
Mal twlo 1 Inf
SZ 37 cwolI’m assuming no intercept in Ind. Correct me if that’s wrong.
2 bombers
AA guns
Rolls: 2@1; Total Hits: 02@1: (3, 2) -
Damage
Rolls: 2@6; Total Hits: 22@6: (1, 4)+4
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9 Damage total.
Non-coms
2 Strat Ind to Kwa
2 Fig Ind to Yun
5 Inf, 1 Art, 1 AA gun Kwe to Yun
1 Fig, 1 Tac Sik to Yun
1 Fig, 1 Tac Bur to Kwa
2 Tac Hon to Kwa
2 Fig Hon to Jap
1 Fig, 1 Tac Shn to Kwa
1 Fig Mal to Yun
2 Fig, 3 Tac Mal to SZ 37
1 Fig SZ 41 to SZ 37
1 TT SZ 36 to SZ 6
1 DD SZ 6 to SZ 16
1 DD SZ 35 to SZ 37Place
1 SS, 1 DD SZ 6
2 Inf Jap
2 Mech, 3 Arm KorCollect
52 IPCs
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hold on a moment, need to look up some things.
I’m thinking of a move for the USA but I don’t know if everything is legal and according to the rules -
If you’re confused I could probably answer a rules question.
I’m pretty well versed in small rules stuff, and I can promise I’ll be objective. :lol: -
ok, found it, I was trying something that is not allowed, thanks for your offered help anyways :)
USA turn 4
–>Purchase & repair
purchase: 1 CV (16) + 1 Fig (10) + 1 TacB (11) + 1 BB (20) + 1 DD (8 + 2 SS (12) = 77
save 0 ipc–>Combat movement
Haw: 1 INF, 1 ART --> Car
Que: 1 INF, 1 ART --> Car
z26: 2 BB, 2 CA --> bombard Car
Haw: 1 INF, 1 Mech --> Mar (walk in)
Haw: 1 bomber --> z16 (land Haw)
z26: 1 SS --> z16–>Combat
Car
A:
bombard
Rolls: 2@3 2@4; Total Hits: 22@3: (4, 1)2@4: (5, 2)
round 1
Rolls: 4@2; Total Hits: 24@2: (4, 3, 1, 1)
D:
Rolls: 1@2; Total Hits: 01@2: (6)z16
A:
Rolls: 1@2 1@4; Total Hits: 01@2: (5)1@4: (5)
D:
Rolls: 1@2; Total Hits: 01@2: (6) -
Car twol
z16 round 2
A:
Rolls: 1@2 1@4; Total Hits: 01@2: (3)1@4: (5)
D:
Rolls: 1@2; Total Hits: 11@2: (1) -
Sure thing.
Just out of curiousity now, what were you thinking about doing?
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z16 retreat wlo 1 SS
–>NCM
z26: 1 DD --> z33
z26: 4 CV, 3 TacB, 5 Fig --> z22
z54: 1 DD --> z22
z54: 1 SS --> z33
z101: fleet --> z106–>Placement
z101: 1 CV, 1 Fig, 1 TacB, 1 BB, 1 DD, 2 SS
–>Income
territories: 52
no’s: 30
total: 82China does nothing obviously
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uhm well: I was thinking of letting my fleet except the carriers and planes attack your blocking DD in z16, and amphibious assault Japan with the 2 TT in z26, whilst the planes would kill of z6. Afterwards the CV’s would then NCM to z6, to let them land. It sounded cool to try and save the game this way. Well, it sounded cool untill I realised the TT’s are also blocked during a naval combat, I should have known that anyways because I have been playing this game long enough by now, but suddenly I was doubting about it and went looking in the manual.
That’s basically it :-) -
Aha.
Yup, the DD was pretty important. :-D
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UK turn 4
–>Purchase & repair
repair: Ind major ic: repair 2 damage, save 20 ipc
purchase:
UKe: 2 DD (16) + 1 INF (3) + 1 ART (4) = 23 save 3 ipc
UKp: 3 SS (18) = 18 save 2 ipc–>Combat movement
Cpr: 3 INF --> Irq
Ind: 1 Fig --> Irq (land Cpr)
Ind: 1 INF, 1 ART --> Irq
z39: 1 BB, 1 CA --> bombard Irq
z39: 2 Fig, 2 TacB --> Irq (land z80)
Sud: 2 INF, 2 ART, 1 ARM --> Eth
Ken: 1 INF --> Eth–>Combat
Irq
A:
bombard
Rolls: 1@3 1@4; Total Hits: 21@3: (2)1@4: (2)
round 1
Rolls: 3@1 2@2 3@3 2@4; Total Hits: 23@1: (2, 2, 2)2@2: (2, 4)3@3: (2, 6, 4)2@4: (6, 5)
D:
Rolls: 3@2; Total Hits: 13@2: (4, 1, 3)Eth
A:
Rolls: 1@1 4@2 1@3; Total Hits: 21@1: (1)4@2: (6, 6, 6, 6)1@3: (3)
D:
Rolls: 1@2; Total Hits: 01@2: (4) -
oops there are 4 INF in Irq for you
Rolls: 1@2; Total Hits: 01@2: (4)Eth twol
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Irq twlo 1 INF
–>NCM
z39: 1 DD --> z38
z39: rest of fleet --> z80
z71: 1 DD --> z80–>Placement
z106: 2 DD
Saf: 1 INF, 1 ART
z39: 3 SS–>Income
UKe: 30 - 6 + 3 = 27
UKp: 9 + 2 = 11 -
Anzac turn 4
–>Purchase & repair
purchase: 1 Fig (10) + 2 DD (16) = 26 save 4 ipc
–>Combat movement
z54: 1 SS --> z43 (defenseless TT)
–>NCM
z54: 1 DD --> z42
z62: 1 TT, 1 CV --> z54
Que: 2 Fig --> z54
Sud: 1 INF --> Eth–>Placement
Nsw: 1 Fig
z62: 2 DD–>Income
territories: 18
no’s: 5
saved: 4
total: 27 -
Italy 4
48 IPCs
8 Inf (24)
1 Art (4)
1 Fig (10)
1 DD (8)save 2





