@Panzerstahl-Helm Thanks, I added one infantry and one bunker as described. Nothing to note for the minor allies, back to Germany
Purchase Units Turning on Edit Mode EDIT: Adding units owned by British to United Kingdom: 1 infantry EDIT: Adding units owned by British to Borneo: 1 Fortification EDIT: Turning off Edit Mode ANZAC buy 2 air_transports; Remaining resources: 2 PUs; Combat Move Resetting and Giving Bonus Movement to Units Combat Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 fighter moved from Queensland to Malaya 2 infantry moved from New Guinea to Dutch New Guinea ANZAC undo move 2. 2 infantry moved from New Guinea to Dutch New Guinea 1 aaGun and 1 infantry moved from New South Wales to 62 Sea Zone ANZAC undo move 3. 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 destroyer moved from 62 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 cruiser moved from 63 Sea Zone to 54 Sea Zone 2 fighters moved from New Zealand to Queensland 2 aaGuns moved from New South Wales to Queensland Cleaning up during movement phase Place Units 2 air_transports placed in New South Wales Turn Complete ANZAC collect 14 PUs; end with 16 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 Optional[PUs]; end with 18 Optional[PUs] Combat Move Resetting and Giving Bonus Movement to Units 1 infantry moved from Tunisia to Libya Combat Recording Battle Statistics Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 infantry moved from French West Africa to French Central Africa 1 infantry moved from Algeria to Tunisia 1 infantry moved from Morocco to Algeria 1 destroyer moved from 72 Sea Zone to 81 Sea Zone Cleaning up during movement phaseG40 A2 game: Lemming vs Alsch91
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Ita9
50IPCs buy 8Inf(24), 1Des, 1CV (24) save 2.Combat:
2Inf, 2Fig, 4Tac Npr >> Cau
AttRolls: 2@1 4@3 2@4; Total Hits: 32@1: (1, 6)4@3: (4, 3, 6, 6)2@4: (6, 3)
DefRolls: 1@2; Total Hits: 01@2: (3)
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Non-combat as per map.
Place 3Inf Cpr, 3Inf Irq, 2Inf Nov, 1CV and 1Des in z95
Collect 56+2=58IPCs.
Map. -
Ger10
90IPCs buy 6Inf(18), 12SS(72) spend all.Combat:
1Inf Epr >> Wind
1Fig, 1Tac Npr >> Wind
AttRolls: 1@1 1@3 1@4; Total Hits: 21@1: (3)1@3: (2)1@4: (1)
DefRolls: 1@2; Total Hits: 01@2: (5)
1Inf Bel >> Arch
1Fig, 1Tac >> Arch
AttRolls: 1@1 1@3 1@4; Total Hits: 21@1: (6)1@3: (3)1@4: (2)
DefRolls: 1@2; Total Hits: 01@2: (4)
2Inf Man >> Amu
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non-combat as per map.
Place 10SS z112, 2SS z105, 3Inf Saf, 3Inf Sukr.
Map. -
R 10
27 IPCs
9 Inf (27)
save 0
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Combat
1 Inf Volo to Arch
1 Fig Rus to Arch1 Inf Bry to Bel
1 Fig Rus to Bel3 Inf Bry to Sukr
1 Fig Rus to Sukr2 Inf Vol to Cau
1 Tac Rus to Cau -
Arch
Attack (1 Inf, 1 Fig)
Rolls: 1@1 1@3; Total Hits: 11@1: (2)1@3: (3)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 11@2: (1)
Bel
Attack (1 Inf, 1 Fig)
Rolls: 1@1 1@3; Total Hits: 01@1: (5)1@3: (6)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (5)
Sukr
Attack (3 Inf, 1 Fig)
Rolls: 3@1 1@3; Total Hits: 23@1: (3, 1, 5)1@3: (3)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (3)
Cau
Attack (2 Inf, 1 Tac)
Rolls: 2@1 1@3; Total Hits: 22@1: (6, 1)1@3: (2)
Defense (2 Inf)
Rolls: 2@2; Total Hits: 12@2: (4, 1)
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Whoops.
Remaining Sukr rolls
Rolls: 2@2; Total Hits: 12@2: (1, 5)
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Bel R2
Rolls: 1@1 1@3; Total Hits: 01@1: (5)1@3: (6)
Rolls: 1@2; Total Hits: 01@2: (3)
Sukr R2
Rolls: 2@1 1@3; Total Hits: 02@1: (4, 2)1@3: (4)
Rolls: 1@2; Total Hits: 11@2: (2)
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Bel R3
Rolls: 1@1 1@3; Total Hits: 11@1: (5)1@3: (2)
Rolls: 1@2; Total Hits: 01@2: (5)
Sukr R3
Rolls: 1@1 1@3; Total Hits: 11@1: (4)1@3: (3)
Rolls: 1@2; Total Hits: 01@2: (3)
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Jap10
66IPCs buy 3Inf(9), 5Inf(15), 7SS(42) spend all.Combat:
2SS z6 >> z16
AttRolls: 2@2; Total Hits: 22@2: (1, 1)
DefRolls: 1@2; Total Hits: 01@2: (4)
1Des z33 >> z31
1SS z6 >> z31
AttRolls: 2@2; Total Hits: 02@2: (5, 4)first roll is sneak
DefRolls: 1@1; Total Hits: 01@1: (4)
1SS, 5Fig, 5Tac z33 >> z46
AttRolls: 1@2 5@3 5@4; Total Hits: 31@2: (6)5@3: (5, 3, 6, 5, 5)5@4: (6, 5, 4, 5, 1)
DefRolls: 1@2; Total Hits: 11@2: (1)
1Des, 10SS z33 >> z54:
3Fig Car >> z54:
AttRolls: 1@2 10@2 3@3; Total Hits: 51@2: (4)10@2: (4, 3, 4, 1, 5, 5, 1, 5, 4, 1)3@3: (1, 6, 2)
DefRolls: 1@1; Total Hits: 11@1: (1)
3Inf NSW >> Sau
2Sbr Car >> Sau
AttRolls: 3@1 2@4; Total Hits: 13@1: (4, 6, 4)2@4: (1, 5)
DefRolls: 1@2 1@3; Total Hits: 11@2: (3)1@3: (3)
2Inf Kwa >> Fic
1Fig, 1Tac Hun >> Fic
AttRolls: 2@1 1@3 1@4; Total Hits: 32@1: (5, 1)1@3: (1)1@4: (4)
defRolls: 1@2; Total Hits: 01@2: (5)
2Inf load z6 >> z2 unload Ala
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z31 R2:
attRolls: 2@2; Total Hits: 02@2: (4, 4)first roll sneak
defRolls: 1@1; Total Hits: 01@1: (6)
Sau R2:
AttRolls: 2@1 2@4; Total Hits: 22@1: (1, 2)2@4: (5, 1)
DefRolls: 1@3; Total Hits: 01@3: (6)
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z31 R3:
AttRolls: 2@2; Total Hits: 12@2: (6, 1)first roll sneak
DefRolls: 1@1; Total Hits: 01@1: (6)
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non-combat as per map.
Place 3Inf Hon, 5Inf Jap, 7SS z6.
Collect 65IPCs.
Map. -
Yeah Iām gonna have to throw it in at this point.
If I had remembered to not throw both transports at Alaska on Round 4, things would probably be much better; Japan would have been crushed by now.
But alas.If youād like to try a new game, thatād be okay with me.
Actually Iād be interested in trying again starting with that American turn, but Iād understand completely if youād rather not - it probably wouldnāt be very fair.Ā :lol:Completely up to you.
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Youāre right that US4 was the turning point. It set you back 2 turns at least and gave Jap the chance to take NSW. I think at this point your US fleet is too much out of position to make an impact and Axis economy is way too strong, though I was surprised you didnāt pressure Jap instead of going to NSWās rescue?
Great game though. I got to try out my big move going after Washington early game, after that fell apart with the super airbase save I was pretty screwed and deployed all wrong, so Iām sure if we re-did the game from US4 you would have probably won easily playing carefully.Ā :-D
You up for alpha3? I can take either side. Iām kinda confused with the all the rules changes thoughā¦
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Yeah really wish I hadnāt turned around to Alaska like that.Ā That was pretty dumb.
But ah well.I got to show you how to hurt Sealion, at least.Ā :-DĀ
I will say though that if Germany had waited until G4, they couldāve taken London.Ā Wouldāve payed for it even more in the East though.Iām not terribly sure what to make of A3 just yet.Ā Iām testing the newest iteration with Axisplayer right now and some of the changes confuse me.
UK was nerfed so hard that I canāt quite figure out why. :?I was interested in the first A3 version - if only to see exactly how hard Allies could stomp Axis.Ā :lol:
The changes are starting to getting more and more drastic as they go on.
Iād be interested in trying it, but frankly wouldnāt know where to start.Ā Or we could give A2 another shot.Ā It seems quite a bit more balanced to me.Thoughts?
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Letās stick with A2 then. I find it rather balanced and like the option of going after the Yanks, however difficult it isĀ :lol:
But you wanna take Axis this time? Now that I know all about Sealion hahar -
Sure, Iām fine with Axis.Ā Actually I might want to try Sealion anyway.Ā After looking pretty thoroughly into it with Jim I think I know the optimal strat to take London, might just want to see how you react.Ā :lol:
Iāll start a new thread, this oneās getting heavy.