Axisplaya vs Susanoo
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Nuk twol
Bel
Rolls: 3@1 1@3; Total Hits: 13@1: (3, 6, 4)1@3: (3)
Rolls: 1@2; Total Hits: 01@2: (4)
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Bel twol
Bes
Rolls: 1@1 3@3 2@4; Total Hits: 51@1: (2)3@3: (3, 2, 1)2@4: (2, 2)
Rolls: 2@2; Total Hits: 12@2: (6, 2)
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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 » NukRepair:
6 Nov
1 GerPlace units:
8mec, 1tnk Ger
2inf, 1art Nov
3inf WgerCollect 66 IPC
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forgot to type it, but it’s on the map : 1fgt Wger » sz109
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R 8
Buy:
1 fighter
2 artillery
6 infantryCM:
SUK
2inf bry
1 bmb smoNUK
7inf bry
2fgt, 1tac smoBEL
3inf, 5 fgt smo
1fgt rusSUK
Rolls: 2@1 1@4; Total Hits: 22@1: (3, 1)1@4: (2)
Rolls: 1@3; Total Hits: 01@3: (4)
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NUK AA Fire
Rolls: 2@1; Total Hits: 02@1: (4, 5)
Rolls: 1@1; Total Hits: 01@1: (2)
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NUK
Rolls: 7@1 2@3 1@4; Total Hits: 37@1: (6, 6, 3, 6, 1, 1, 4)2@3: (5, 5)1@4: (2)
Rolls: 5@2; Total Hits: 35@2: (6, 1, 6, 1, 2)
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NUK Round 2
Rolls: 4@1 2@3 1@4; Total Hits: 34@1: (1, 4, 4, 4)2@3: (3, 6)1@4: (1)
Rolls: 2@2; Total Hits: 12@2: (5, 1)
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BEL
Rolls: 3@1 6@3; Total Hits: 43@1: (6, 2, 6)6@3: (1, 5, 3, 2, 5, 1)
Rolls: 3@2; Total Hits: 03@2: (6, 4, 3)
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bel cwol
nuk cwlo 4inf
suk cwolNCM:
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 cauBuild:
6inf, 2art, 1fgt rusCollect 32 IPC
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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.
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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.
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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.
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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 IPCCM
sz 44 (2tr)
1bmb Kwasz35 (1dd, 1tr) 1 TAC POSSIBLE SCRAMLE
1dd sz6
3fgt, 1tac sz 36Anh (2inf)
2inf Jeh
1tac KwaInd (3inf, 1art)
2art Fic » 2tr sz36 » sz 41 pick up 2inf Sum » sz39 » Ind
1bmb, 2tac Kwa
1fgt Ficsz22 (1dd)
1dd, 2fgt sz6
1tac Japsz23 (1dd)
1dd, 3fgt sz6sz25 (1dd)
1dd, 1fgt sz6
1tac JapNEED SCRAMBLING ORDERS FOR SZ35
CM MAP
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No scramble.
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sz35
Rolls: 1@2 3@3 1@4; Total Hits: 21@2: (5)3@3: (3, 4, 5)1@4: (1)
Rolls: 1@2; Total Hits: 01@2: (5)
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sz35 cwol
Anh
Rolls: 2@1 1@3; Total Hits: 02@1: (5, 6)1@3: (6)
Rolls: 2@2; Total Hits: 22@2: (2, 2)
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lol. Retreat.
Ind
Rolls: 4@2 2@3 2@4; Total Hits: 44@2: (5, 1, 3, 5)2@3: (3, 2)2@4: (6, 2)
Rolls: 4@2; Total Hits: 34@2: (1, 1, 6, 1)
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Ind twlo 2inf, 1art
sz22
Rolls: 1@2 2@3 1@4; Total Hits: 21@2: (4)2@3: (2, 6)1@4: (3)
Rolls: 1@2; Total Hits: 11@2: (1)
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sz 22 cwlo 1dd
sz 23
Rolls: 1@2 3@3; Total Hits: 21@2: (2)3@3: (2, 4, 4)
Rolls: 1@2; Total Hits: 01@2: (3)