13L G40 Boldfresh vs. Karl7 (Allies +11)

  • 22 20 19 18 17 16 15 14 12

    The is the damnedest game… I keep thinking the Allies are dying and they manage to limp along…

    Of course I say that, and you probably have some killer move ready to end this thing…  :lol:

  • 12

    I think this one is over whenever I want it to be over…  :-)

  • 22 20 19 18 17 16 15 14 12

    Probably.  When you going to visit Cairo?

  • 12

    I’m just having fun now… get ready for a big fleet battle!  :lol:

  • 12

    i attacked z91 with everything the italians can get there…  you got one sub hit in the first round (even though you should not be aware of that yet, tripleA does this wrong.  the subs only fire first when there is no attacking destroyer present.  give me your losses and i will continue.

  • 12

    here is the map.

  • 22 20 19 18 17 16 15 14 12

    cash out subs and hit to BB and brit cv

  • 12

    you hit 7 times in defense in round 1 (including the sub hit) and i damaged the 3 acc and 2 bats and lost 2 des.

    round 2 attack was 7 more hits - ool?

  • 12

    I14 - tough one for the allies.

  • 12

    if you want different casualties in round 2 defense go ahead
    and choose them.  i may then want to choose my casualties
    differently and continue the battle.

  • 12

    by rule, once you see your defense roll you should not be allowed to change casualties (just in case you did not know that) but i have no problem with it in this case, since the axis are so far ahead.

  • 22 20 19 18 17 16 15 14 12

    Could I just swap out a brit fts and cc from a us cv?

  • 22 20 19 18 17 16 15 14 12

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.5

    Game History

    Round :14

    Research Technology - ANZAC

    Purchase Units - ANZAC
                ANZAC buy 1 destroyer, 1 fighter and 1 submarine; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 44 Sea Zone
                1 artillery and 1 infantry moved from 44 Sea Zone to Celebes

  • 22 20 19 18 17 16 15 14 12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5

    Game History

    Round :14

    Research Technology - ANZAC

    Purchase Units - ANZAC
                ANZAC buy 1 destroyer, 1 fighter and 1 submarine; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 44 Sea Zone
                1 artillery and 1 infantry moved from 44 Sea Zone to Celebes

    Combat - ANZAC
                Battle in Celebes
                    ANZAC attack with 1 artillery and 1 infantry
                    Japanese defend with 1 infantry
                    ANZAC win, taking Celebes from Japanese with 1 artillery remaining. Battle score for attacker is 0
                    Casualties for Japanese: 1 infantry
                    Casualties for ANZAC: 1 infantry

    Non Combat Move - ANZAC
                1 fighter moved from Queensland to 33 Sea Zone
                2 infantry moved from 33 Sea Zone to Caroline Islands
                1 carrier moved from 62 Sea Zone to 33 Sea Zone
                1 destroyer moved from 62 Sea Zone to 34 Sea Zone

    Place Units - ANZAC
                1 destroyer and 1 submarine placed in 62 Sea Zone
                1 fighter placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 17 PUs; end with 17 PUs total
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs

  • 22 20 19 18 17 16 15 14 12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5

    Game History

    Round :14

    Combat Move - French

    Non Combat Move - French

    Turn Complete - French

  • 12

    @Karl7:

    Could I just swap out a brit fts and cc from a us cv?

    yes you could lose a brit cru, ftr instead of the US acc

  • 12

    ok, you decided you wanted to lose differently so instead of taking 2 hits to the US acc, you want to lose brit ftr, cru.  in that case, instead of losing 3 ftr, i will lose 3 acc.

    Round 3

    Attackers - 2 cru, 3 ftr, 2 damaged bat, 2 bombers
    DiceRolls: 5@3 4@4; Total Hits: 65@3: (6, 5, 3, 3, 3)4@4: (1, 3, 5, 1)

    Defenders - acc, 2 cru, 2 ftr, damaged bat
    DiceRolls: 1@2 2@3 3@4; Total Hits: 41@2: (2)2@3: (1, 5)3@4: (5, 2, 3)

  • 12

    now what do you want to keep?  you have one unit remaining, either damaged acc or a cru or ftr or damaged bat.

  • 22 20 19 18 17 16 15 14 12

    Cruiser

  • 12

    hold on a minute… you want to keep the cruiser over the damaged battleship?

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