Game History
Round: 1 Research Technology - Russians Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat - Russians Trigger Russians Can Move: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians Non Combat Move - Russians 1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone 1 armour moved from Soviet Far East to Novosibirsk 2 infantry moved from Soviet Far East to Yakut S.S.R. 2 infantry moved from Evenki National Okrug to Yakut S.S.R. 1 infantry moved from Yakut S.S.R. to Soviet Far East 4 infantry moved from Caucasus to Karelia S.S.R. 2 armour, 1 fighter and 4 infantry moved from Russia to Karelia S.S.R. Place Units - Russians 8 infantry placed in Karelia S.S.R. Turn Complete - Russians Russians collect 24 PUs; end with 24 PUsG40a3.9 MrGreen(axis) vs SethTheNewt(allies)
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You’re not the only one who can clear a fleet w/just air �:mrgreen: I was going to go after your italian fleet w/my brits before you sunk them. :x
sz91 cleared w/loss of ftr ,bmbOh and I’m playing on a small screen until I can get my desktop working again. So these pieces are a little small . . . I swear I’m not screwing up on purpose. Sadly . . . this is all me. :|
ncm
inf, art que > mor v/t
3ftr sz91 > mor
ftr mal > mor
dd sz80 > sz39
inf malay > jav v/t
dd, ca, bb sz41 > sz39
inf epr > cpr
ftr, tac ind > wind
ftr ind sz39
2inf, art, aa, ftr ind > burPlace
3 ftr UK
ac sz39
inf indconvoy raiding in sz109 (2sub)
Rolls: 4@3; Total Hits: 14@3: (5, 6, 6, 2)EUK collects 28ipc + 3 saved minus convoy raiding
PUK collects 25ipc + 2 saved -
I can’t even count the number of things I’ve managed to screw up in a&a so I don’t judge. :-)
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…but a map would rock! :mrgreen:
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Final EUK ipc stands at 30.
Well, I don’t always play fast and loose. It depends on the game situation. This early though, I’m trying to stunt the axis as much as possible until US/USSR get into the war. I figure I can make up ground later if these 50/50 battles don’t go my way. I didn’t expect that light of losses though, hence the 3 ftr purchase. It’s a learning experience for me, so we’ll see what happens.
Btw, I get the naming convention for the map except for the ‘a’ and ‘c’ that change for some of your maps.
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…but a map would rock! :mrgreen:
I was waiting for the results of the convoy damage so I could add that to the map. But then it kept saying that there were new posts, so I had to pause and double check what you’d written just in case I’d missed something again. :-P
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but then it kept saying that there were new posts
:roll:Actually what I am doing is adding the next letter of the alphabet. Like:
01aG
01bR
01cJ
01dUKetc that way the saves are all in order…
No need to follow my naming method (not that it is mine picked it up from here)
if you don’t like, since I just edit the name when I save the map. :-) -
I’m a little curious if you are overlooking the uses of air bases and naval bases for extra range? The fig, tac in wind and fleet in sz12 seems like a odd choice, but perhaps I’m missing something?
If you want to alter those ncm (->sz10 and ->ind) when you do Anzac it won’t upset Italy’s turn.
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sz12 doesn’t really matter either way. I moved them there to help cover the blocker that was falling back. I don’t think your air could reach, but I figured it didn’t hurt any if I moved the fleet up.
The ftr/tac however were misplaced. I was going for epr as I could potentially hit irq w/them and still be in position to hit burma if need be.
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I’ll move the fig, tac to epr.
Italy 2:
bank=33
3 inf@3=9
trn@7
cv@16
saved=1cm:
2 inf, art sud > egy
inf, art sfr > egy /v trn sz93 > sz98
bmb sita > egy
cc sz98 > sz93 (bombard trj)
inf sita + arm alb > trj /v trn sz95 > sz98
inf, art sfr > alx /v trn sz93 > sz98
inf, art lib > tun
arm tob > tun
2 fig sita > tun
inf ken > tang(mt)trj rd1:
A(inf, arm, cc)
Rolls: 1@2 2@3; Total Hits: 01@2: (3)2@3: (4, 5)
D(inf)
Rolls: 1@2; Total Hits: 11@2: (2) -
trj rd2+: (first hit wins)
A(arm)
Rolls: 33@3; Total Hits: 1733@3: (5, 1, 4, 3, 2, 3, 3, 2, 5, 2, 3, 5, 2, 6, 6, 3, 6, 2, 5, 4, 4, 4, 2, 1, 4, 2, 5, 5, 3, 6, 5, 2, 1)
D(inf)
Rolls: 33@2; Total Hits: 1033@2: (3, 4, 2, 5, 1, 4, 4, 3, 6, 3, 5, 5, 2, 2, 5, 4, 6, 2, 1, 3, 4, 2, 1, 6, 6, 5, 3, 6, 4, 4, 6, 1, 2) -
trj twlo inf.
egy rd1:
A(3 inf, 2 art, bmb)
Rolls: 1@1 4@2 1@4; Total Hits: 11@1: (2)4@2: (5, 1, 5, 3)1@4: (6)
D(3 inf)
Rolls: 3@2; Total Hits: 03@2: (3, 6, 6) -
egy rd2:
A(3 inf, 2 art, bmb)
Rolls: 1@1 4@2 1@4; Total Hits: 21@1: (3)4@2: (3, 1, 4, 2)1@4: (5)
D(2 inf)
Rolls: 2@2; Total Hits: 02@2: (3, 4) -
egy twol.
alx rd1:
A(inf, art)
Rolls: 2@2; Total Hits: 02@2: (5, 6)
D(inf)
Rolls: 1@2; Total Hits: 11@2: (1) -
alx rd2+: (first hit wins)
A(art)
Rolls: 21@2; Total Hits: 721@2: (6, 4, 4, 5, 6, 3, 1, 6, 2, 1, 3, 2, 5, 1, 6, 3, 6, 4, 2, 1, 5)
D(inf)
Rolls: 21@2; Total Hits: 1121@2: (4, 4, 6, 1, 2, 6, 1, 4, 2, 1, 3, 6, 4, 1, 5, 1, 1, 5, 2, 2, 1) -
alx holds with inf.
tun rd1:
A(inf, art, arm, 2 fig)
Rolls: 2@2 3@3; Total Hits: 22@2: (1, 5)3@3: (4, 5, 1)
D(2 inf)
Rolls: 2@2; Total Hits: 12@2: (2, 6) -
tun twlo inf.
ncm:
2 fig tun > sz95
bmb egy > gre
2 inf alb > gre
2 inf sfr > nita
dd sz93 > sz98
ss sz92 > sz92placement:
trn, cv > sz95
3 inf > sitacollect:
24+10+1=35 ipc -
Anzac Rd 2
Purchase 1inf @3, 1tac @11 save 1ipccm
N/Ancm
inf dgu > cel
inf nze > que v/t
inf nsw > que
ca > sz49place
inf, tac nswCollect 13 + 5NO + 1saved
France Rd2
cm
N/Ancm
dd sz80 > sz39
inf mor > alg
inf fca > fea
ftr UK > fwa -
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One of the advantages of PBF, there is no hurry. :-)
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Germany 3:
bank=49
ss@6
dd@8
11 inf@3=33
saved=2cm:
bmb wgr > sz91 (sink trn)ncm:
bmb sz91 > hol
mech, 2 art, 6 arm wgr > hol
mech wgr > nita
2 inf gre > bul
3 arm gre > rom
10 inf, aa ger > pol
5 inf wgr > ger
tac sita > wgr
5 inf, 2 art hun > romplacement:
10 inf > ger
inf > wger
dd, ss > sz113collect:
39+10+2=51 ipc





