• A 7

    Buy:
    2 destroyers
    save 1 IPC

    CM:

    CEL (1inf, 1art)
    2tt sz 33, 3inf, 1art car

    CEL
    DiceRolls: 2@1 2@2; Total Hits: 12@1: (6, 5)2@2: (1, 3)
    DiceRolls: 2@2; Total Hits: 02@2: (6, 6)


  • CEL Round 2
    DiceRolls: 2@1 2@2; Total Hits: 12@1: (5, 2)2@2: (2, 3)
    DiceRolls: 1@2; Total Hits: 01@2: (6)


  • cel cwol

    NCM:
    1inf, 1art nsw to que
    1tt sz62 to sz54

    Build:
    2dd sz62

    Collect 13 + 5 NO + 1 saved = 19 IPC

    Axisp_vs_Susanoo_G40_A_7.AAM

  • '10

    Italy 7

    Buy:
    1AC (16)
    2fgt (20)
    1dd (8 )
    1tr (7)
    save 2

    CM

    Gol
    1art Fwa walk in

    Rho
    2tnk Tang Blitz » Rho » Con

    Cpr
    1mec Egy » 1tr sz98 » sz 80 » Cpr walk in

    Irq
    2inf, 2art Syr walk in
    2inf, 1art, 1tnk Trj walk in

    NCM

    All sz81 fleet + 2tr loaded with 1tnk Egy, 2inf, 1art Sud » sz 80 » Irq
    1tac Sud » sz80
    2dd, 1AC, 2fgt sz98 » sz80
    3tr sz98 » sz95
    1inf Fea » Con

    Place units:
    1AC, 1dd, 1tr sz 95
    2fgt SIta

    Collect: 55 + 2 saved = 57 IPC

    Axisp_vs_Susanoo_G40_It_7.AAM

  • '10

    Germany 8

    Buy:

    5inf (15)
    1art (4)
    repair Mic (6)
    repair IC (1)
    8 mec (32)
    1tnk (6)
    Tot = 64

    CM

    Nuk (2inf)
    3inf, 2fgt, 1tac Epl

    Bel (1inf)
    1inf Bal
    2inf Nov
    1fgt Wger

    Suk (2inf)
    1inf Bes
    1tnk, 2fgt, 2tac Epl

    Nuk

    DiceRolls: 3@1 2@3 1@4; Total Hits: 03@1: (6, 2, 3)2@3: (5, 6)1@4: (5)

    DiceRolls: 2@2; Total Hits: 02@2: (5, 6)

  • '10

    Nuk rd2

    DiceRolls: 3@1 2@3 1@4; Total Hits: 43@1: (6, 5, 1)2@3: (2, 2)1@4: (1)

    DiceRolls: 2@2; Total Hits: 02@2: (3, 3)

  • '10

    Nuk twol

    Bel

    DiceRolls: 3@1 1@3; Total Hits: 13@1: (3, 6, 4)1@3: (3)

    DiceRolls: 1@2; Total Hits: 01@2: (4)

  • '10

    Bel twol

    Bes

    DiceRolls: 1@1 3@3 2@4; Total Hits: 51@1: (2)3@3: (3, 2, 1)2@4: (2, 2)

    DiceRolls: 2@2; Total Hits: 12@2: (6, 2)

  • '10

    Suk twlo 1inf

    NCM

    1fgt Bel » Nov
    2fgt Nuk » Nov
    1tac Nuk » Epl
    2fgt, 2tac Suk » Epl
    6inf, 1art Pol » Epl
    8mec Ger » Epl
    2tnk Wger » Pol
    6inf Kar » Nov
    1inf Vyb » Nov
    1bmb Wger » Mor
    2ss sz110 » sz109
    1dd sz112 » sz109
    1tr sz113 with 1inf, 1art Wger » sz109 » Eir
    2dd, 2AC, 1CA sz113 » sz109
    2inf, 1AAgun Epl » Nuk

    Repair:
    6 Nov
    1 Ger

    Place units:
    8mec, 1tnk Ger
    2inf, 1art Nov
    3inf Wger

    Collect 66 IPC

    Axisp_vs_Susanoo_G40_G_8.AAM

  • '10

    forgot to type it, but it’s on the map : 1fgt Wger » sz109


  • R 8

    Buy:
    1 fighter
    2 artillery
    6 infantry

    CM:

    SUK
    2inf bry
    1 bmb smo

    NUK
    7inf bry
    2fgt, 1tac smo

    BEL
    3inf, 5 fgt smo
    1fgt rus

    SUK
    DiceRolls: 2@1 1@4; Total Hits: 22@1: (3, 1)1@4: (2)
    DiceRolls: 1@3; Total Hits: 01@3: (4)


  • NUK AA Fire
    DiceRolls: 2@1; Total Hits: 02@1: (4, 5)
    DiceRolls: 1@1; Total Hits: 01@1: (2)


  • NUK
    DiceRolls: 7@1 2@3 1@4; Total Hits: 37@1: (6, 6, 3, 6, 1, 1, 4)2@3: (5, 5)1@4: (2)
    DiceRolls: 5@2; Total Hits: 35@2: (6, 1, 6, 1, 2)


  • NUK Round 2
    DiceRolls: 4@1 2@3 1@4; Total Hits: 34@1: (1, 4, 4, 4)2@3: (3, 6)1@4: (1)
    DiceRolls: 2@2; Total Hits: 12@2: (5, 1)


  • BEL
    DiceRolls: 3@1 6@3; Total Hits: 43@1: (6, 2, 6)6@3: (1, 5, 3, 2, 5, 1)
    DiceRolls: 3@2; Total Hits: 03@2: (6, 4, 3)


  • bel cwol
    nuk cwlo 4inf
    suk cwol

    NCM:
    6fgt bel to bry
    1bmb suk to bry
    2fgt, 1tac nuk to bry
    10inf, 7art smo to bry
    15inf, 1art rus to bry
    4inf, 1AA vol to cau
    4mec, 2art, 2tnk npr to cau

    Build:
    6inf, 2art, 1fgt rus

    Collect 32 IPC

    Axisp_vs_Susanoo_G40_R_8.AAM


  • Looking at the map, moving into Northern Ireland and Eire are both combat moves and were not declared. I do not think troops should be allowed to land as there is no way for me to know if the moves were made as an afterthought or were part of the planned attacks for that round. Part of the game is to make your moves in the proper sequence and not looking back with hindsight, it’s the same reason why when I didn’t move the UK tac bomber out of Western Australia I did not ask to adjust the map on the ANZAC turn.

  • '10

    @Susanoo:

    Part of the game is to make your moves in the proper sequence and not looking back with hindsight

    I sooooo totally agree with you !  :-)

    Explanation of my move : I just thought Eir was neutral so i had to do it during NCM that’s all…But if i’m mistaken, no problem, the transport can stay with the others and the land units stay in Wger. Whatever solution that will suit you.


  • Either is fine by me, I just don’t want to establish a precendent where moves and move orders are reworked after the moves and map is published.

  • '10

    Ok, I have put back the German tr in sz112 and 1inf+art in Wger as per the rules i had to take Eir during Combat move.

    J8

    Buy:
    3tnk (18)
    2inf (6)
    1Mec (4)
    1art (4)
    2dd (16)
    1ss (6)
    1fgt (10)
    = 64 IPC

    CM

    sz 44 (2tr)
    1bmb Kwa

    sz35 (1dd, 1tr) 1 TAC POSSIBLE SCRAMLE
    1dd sz6
    3fgt, 1tac sz 36

    Anh (2inf)
    2inf Jeh
    1tac Kwa

    Ind (3inf, 1art)
    2art Fic » 2tr sz36 » sz 41 pick up 2inf Sum » sz39 » Ind
    1bmb, 2tac Kwa
    1fgt Fic

    sz22 (1dd)
    1dd, 2fgt sz6
    1tac Jap

    sz23 (1dd)
    1dd, 3fgt sz6

    sz25 (1dd)
    1dd, 1fgt sz6
    1tac Jap

    NEED SCRAMBLING ORDERS FOR SZ35

    CM MAP

    Axisp_vs_Susanoo_G40_J_8.AAM

Suggested Topics

  • 4
  • 17
  • 11
  • 82
  • 55
  • 20
  • 88
  • 232
Axis & Allies Boardgaming Custom Painted Miniatures

37

Online

17.8k

Users

40.5k

Topics

1.8m

Posts