Game History
Round: 6 Research Technology - Germans Purchase Units - Germans Germans buy 1 artillery, 2 destroyers, 3 fighters and 8 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 armour and 1 mech_infantry moved from Leningrad to Archangel Germans take Archangel from Russians 1 armour and 1 mech_infantry moved from Archangel to Karelia Germans take Karelia from Russians 1 armour moved from Leningrad to Vologda Germans take Vologda from Russians 1 armour moved from Vologda to Leningrad 1 armour moved from Leningrad to Novgorod Germans take Novgorod from Russians 1 armour moved from Novgorod to Leningrad 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys moved from Leningrad to Vyborg 1 transport moved from 116 Sea Zone to 117 Sea Zone 1 artillery and 1 infantry moved from Poland to 117 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 117 Sea Zone to 116 Sea Zone 1 armour, 2 artilleries and 2 infantry moved from Germany to 116 Sea Zone 1 artillery and 2 infantry moved from Western Germany to 116 Sea Zone 1 armour, 4 artilleries and 5 infantry moved from 116 Sea Zone to Norway 1 fighter and 2 tactical_bombers moved from France to Norway 1 bomber, 2 fighters and 1 tactical_bomber moved from Western Germany to Norway 1 fighter and 2 tactical_bombers moved from Germany to Norway 1 armour moved from Eastern Poland to Southern Belarus Germans take Southern Belarus from Russians 1 armour moved from Southern Belarus to Eastern Poland Combat - Germans Russians scrambles 2 units out of 128 Sea Zone to defend against the attack in Norway Battle in Norway Germans attack with 1 armour, 4 artilleries, 1 bomber, 4 fighters, 5 infantry and 5 tactical_bombers British defend with 1 armour, 1 artillery and 2 infantry; Americans defend with 1 armour, 1 artillery, 1 bomber, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber; Russians defend with 1 aaGun, 3 armour and 1 mech_infantry Germans win, taking Norway from Russians with 1 armour, 3 fighters and 5 tactical_bombers remaining. Battle score for attacker is 57 Casualties for Germans: 4 artilleries, 1 bomber, 1 fighter and 5 infantry Casualties for Americans: 1 armour, 1 artillery, 1 bomber, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber Casualties for British: 1 armour, 1 artillery and 2 infantry Casualties for Russians: 1 aaGun, 3 armour and 1 mech_infantry Battle in Vyborg Germans attack with 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys Russians defend with 1 infantry Germans win, taking Vyborg from Russians with 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Germans 1 aaGun, 2 armour, 2 artilleries, 11 infantry and 2 mech_infantrys moved from Bessarabia to Eastern Poland 1 destroyer moved from 118 Sea Zone to 116 Sea Zone 1 transport moved from 94 Sea Zone to 95 Sea Zone 1 artillery and 1 infantry moved from Southern France to 95 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 95 Sea Zone to 93 Sea Zone 1 artillery and 1 infantry moved from 93 Sea Zone to Morocco 1 carrier, 1 cruiser, 1 destroyer, 1 submarine and 1 transport moved from 94 Sea Zone to 93 Sea Zone 1 submarine moved from 116 Sea Zone to 108 Sea Zone 2 fighters and 1 tactical_bomber moved from Norway to Leningrad 1 fighter and 4 tactical_bombers moved from Norway to Western Germany Place Units - Germans 1 artillery, 3 fighters and 1 infantry placed in Western Germany 5 infantry placed in Germany 2 infantry placed in Western Germany Germans undo move 1. 3 fighters placed in France 1 artillery and 1 infantry placed in Western Germany Germans undo move 3. 2 fighters placed in France 1 fighter placed in Western Germany 2 destroyers placed in 116 Sea Zone Turn Complete - Germans Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 128 Sea Zone. Rolls: 4,3,1,6,5,2,3,6,4,3,4,5,4,1,4 Germans collect 54 PUs (3 lost to blockades); end with 54 PUs Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 57 PUs Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 62 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 67 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 3 PUs; end with 70 PUs Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 5 PUs; end with 75 PUs12L, AA50-41, Ol' Blood&Guts (Axis) vs. Boldfresh (Allies+7), no tech, + NOs
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:lol: what a roll to start back up with.
alg2
Rolls: 1@1 2@2 2@3; Total Hits: 21@1: (1)2@2: (4, 6)2@3: (6, 3)
Rolls: 1@2 1@3; Total Hits: 11@2: (6)1@3: (2)
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alg twlo inf
egy - 2 inf, bom vs. 2 inf
Rolls: 2@1 1@4; Total Hits: 32@1: (1, 1)1@4: (2)
Rolls: 2@2; Total Hits: 02@2: (6, 6)
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not gonna lie, that one had me real worried. this one does too
ind - inf, art vs. inf
Rolls: 2@2; Total Hits: 12@2: (3, 1)
Rolls: 1@2; Total Hits: 01@2: (4)
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:?
ind twol
NC
trj - bom (egy), ftr (z34), 2 inf, aa (per)
z13 - des, cru, bat, acc (z7), ftr (alg)
z55 - trn (z43)
mex - inf (wus), arm (wca)
cng - 2 inf (rho)place 3 inf, arm, ftr, bom (gbr)
place trn (z2)collect 37, has 37
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cuts out all ambiguity. had kar gone horribly, you would not want those tanks in bst. so for the sake of cutting out all possible issues, i go with combat moves as typed, including walkins, sbrs, and autokills of transports
from the previous post - “I always prefer to stick to combat moves exactly as typed”. again, i was talking about combat moves only here.
so what i was saying here is, imagine that attack in kar goes completely sideways - you get 3 of 4 planes shot down and you hit me like once in the whole battle. in a case like that, you may not want 4 tanks sitting in bst where i could attack with the karelia stack.
not trying to belabor the point, just wanting to make sure all is now as clear as possible.
thanks
that was the point i was trying to make, and i’m sorry i didn’t state it very clearly.
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one other thing while we are on the topic of the noncombat move. � i am NOT saying that the noncombat move post is final and i have never heard of anyone even playing this way. � i think the noncombat move is often revised slightly after the inital post, often several times. � i am fine with this, and in fact, i do not mind if it’s even done a day or two later, as long as I have not posted a dice roll on my next turn. � i am NOT ok with it being revised AFTER i have started rolling on my turn.
I agree with you and to make sure we are seeing it the same way…
1. Noncom moves can be changed anytime as long as the next turn has not begun.
2. No changing anything after that…and the typed posts are what is ruling. -
@Ol’:
one other thing while we are on the topic of the noncombat move. � i am NOT saying that the noncombat move post is final and i have never heard of anyone even playing this way. � i think the noncombat move is often revised slightly after the inital post, often several times. � i am fine with this, and in fact, i do not mind if it’s even done a day or two later, as long as I have not posted a dice roll on my next turn. � i am NOT ok with it being revised AFTER i have started rolling on my turn.
I agree with you and to make sure we are seeing it the same way…
1. Noncom moves can be changed anytime as long as the next turn has not begun.
2. No changing anything after that…and the typed posts are what is ruling.Almost. I suggest that we do our best to compare typing with map and if we find a discrepancy we ask the other to clarify which they meant. if it isn’t caught then I would probably prefer the map to control, especially if we are using the same map. if we were not using the same map then I would say its most practical to let typing control.
Is that cool?
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@Ol’:
one other thing while we are on the topic of the noncombat move. � i am NOT saying that the noncombat move post is final and i have never heard of anyone even playing this way. � i think the noncombat move is often revised slightly after the inital post, often several times. � i am fine with this, and in fact, i do not mind if it’s even done a day or two later, as long as I have not posted a dice roll on my next turn. � i am NOT ok with it being revised AFTER i have started rolling on my turn.
I agree with you and to make sure we are seeing it the same way…
1. Noncom moves can be changed anytime as long as the next turn has not begun.
2. No changing anything after that…and the typed posts are what is ruling.Almost. I suggest that we do our best to compare typing with map and if we find a discrepancy we ask the other to clarify which they meant. if it isn’t caught then I would probably prefer the map to control, especially if we are using the same map. if we were not using the same map then I would say its most practical to let typing control.
Is that cool?
I am good with asking for clarification
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Also, it appears the 2inf and 2art were not place in Japan like I posted for mobilizing troops.
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Ita3-Buy: 5 inf…save 0
CM
1. inf art Lib => Egy 2inf
2. inf art Ita/cru bb sz14 => Trj 2inf ftr bmrTrj
A-inf art cru bb
Rolls: 2@2 1@3 1@4; Total Hits: 32@2: (1, 5)1@3: (1)1@4: (2)
D-bmr 2inf ftr
Rolls: 1@1 2@2 1@4; Total Hits: 21@1: (1)2@2: (6, 3)1@4: (4)
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Need casualty choices in Trj
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Ugggh. well I guess I will keep the fighter :| was really hoping you only get two hits.
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Regarding placement of units they should always be able to be placed, at least up to a full turn later with no consequence. if the person who bought them isn’t missing them when their turn comes around again with that power then they are so far ahead it wouldot matter if they didn’t have them!! :lol:
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Regarding placement of units they should always be able to be placed, at least up to a full turn later with no consequence. if the person who bought them isn’t missing them when their turn comes around again with that power then they are so far ahead it wouldot matter if they didn’t have them!! :lol:
:lol:
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Egy
A-inf art
Rolls: 2@2; Total Hits: 12@2: (5, 1)
D-2inf
Rolls: 2@2; Total Hits: 02@2: (4, 4)
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Egy
A-inf art
Rolls: 2@2; Total Hits: 02@2: (4, 6)
D-inf
Rolls: 1@2; Total Hits: 11@2: (2)
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Egy 1st hit
A-art
Rolls: 10@2; Total Hits: 410@2: (2, 1, 3, 4, 2, 3, 5, 5, 3, 1)
D-inf
Rolls: 10@2; Total Hits: 710@2: (2, 1, 6, 2, 4, 4, 2, 2, 2, 2)
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Egy hwlo 2inf
NCM
2arm Fra => Ita
cru sz14 => sz15Mobilize
5inf in ItaCollect: 10
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USA2 - with 49 buys inf, arm, trn, 2 ftr, acc
CM
fra (aa) - sbr with 2 bom (gbr)
combat:
fra aa fire
Rolls: 2@1; Total Hits: 02@1: (6, 5)
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i’ll take those again!
fra sbr dmg
Rolls: 2@6; Total Hits: 22@6: (2, 3)