Game History
Round: 3 Purchase Units - Americans Americans buy 1 fighter, 4 infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans Turning on Edit Mode EDIT: Turning off Edit Mode 1 destroyer and 1 submarine moved from British Convoy 2 Sea Zone to Strait of Gibraltar Sea Zone 1 destroyer moved from Denmark Strait Sea Zone to Soviet Convoy Sea Zone 1 bomber moved from United Kingdom to Soviet Convoy Sea Zone 1 fighter moved from Finland to Soviet Convoy Sea Zone 1 artillery and 1 infantry moved from United States to U.S. Eastern Coast Sea Zone 1 artillery, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 artillery and 1 infantry moved from South Atlantic Sea Zone to Morocco Americans take Morocco from Germans Combat - Americans Turning on Edit Mode EDIT: Removing units owned by Germans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Americans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Germans from Soviet Convoy Sea Zone: 2 submarines EDIT: Removing units owned by Russians from Soviet Convoy Sea Zone: 1 submarine EDIT: Changing ownership of Soviet Convoy Sea Zone from Germans to Russians EDIT: Turning off Edit Mode Battle in Soviet Convoy Sea Zone Americans attack with 1 bomber, 1 destroyer and 1 fighter Battle in Strait of Gibraltar Sea Zone Americans attack with 1 destroyer Non Combat Move - Americans 1 aaGun and 5 infantry moved from United States to U.S. Eastern Coast Sea Zone 4 infantry and 2 transports moved from U.S. Eastern Coast Sea Zone to Atlantic Sea Zone 4 infantry moved from Atlantic Sea Zone to United Kingdom 1 aaGun, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 aaGun and 1 infantry moved from South Atlantic Sea Zone to Morocco 1 fighter moved from United Kingdom to Norway 1 bomber moved from Soviet Convoy Sea Zone to United Kingdom 1 fighter moved from Soviet Convoy Sea Zone to Norway Place Units - Americans 1 fighter and 4 infantry placed in United States 2 transports placed in U.S. Eastern Coast Sea Zone Turn Complete - Americans Americans collect 41 PUs; end with 41 PUsCereal vs Booger-10
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I made some screw ups on the board. I may need to reroll some battles such as PHI, I have six planes landing in z56 which I wanted but I used planes in the PHI and need the carrier to land. I will have to reroll the Phil without the planes and I will have to see where the planes came from to see where they have to land. Sorry for the mix up. I write all my moves out in microsoft word and move them on the board as I go but I got busy during lunch today and went back to the game a few times and missed some moves. Sorry. I need to look back at the board and make the changes and rerolls. At least you haven’t not gone yet.
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ok so I see these changes:
PHI attack will still take place I made the mistake so I will deal with it if I don’t win so the I am still attacking with 2 inf and only bombarding with 2 bb’s. I will reroll to see the out come.
The carrier will goto z56 and planes from z44 will land on the carrier. 1 fght and 1 tac from z41 to sia instead of landing in the ocean as they are doing right now.
I will also like to make the inf landing on WAU with one art from bor if possible I second guessed myself but I remember why I wanted to take that in the first place just not with the whole force. I will not make that change so if that move is ok I will let you do it in your moves. I know this is screwed up and what ever you want to do let me know and we can find some other resolution.
PHI
att
Rolls: 2@1 2@4; Total Hits: 02@1: (5, 2)2@4: (6, 5)
def
Rolls: 2@2; Total Hits: 12@2: (6, 1) -
PHI continued
att
Rolls: 1@1; Total Hits: 01@1: (4)
def
Rolls: 2@2; Total Hits: 22@2: (1, 2) -
ok PHI lost wlo 2 inf
final total for Jap = 62
ipc = 56
NO = 5
Save 1If I am allowed to land in WAU with 1 art from cel not bor since the trans was only carrying an art my collection will be 63 instead of 62. Here is the new map if it makes sense. Sorry again it has been a crazy day so I am glad I caught this tonight before you made your moves. What ever you decide is fine, or if you want me to start Japan’s round over if you like.
map -
I was think WAU attack should not take place I canceled the attack and I do not think it would be fair for me to change my mind after the fact so I will live with the map I sent you.
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I noticed something with Russia, I see that you moved a mech into Finland with a move of two spaces. I thought a mech unit could only move two spaces with a tank. If I am right russia goes down 2 IPC’s.
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Hi, i have been without internet for the weekend, but im back now. Ill just use the last Japan Map you send, and all is good :)
i will do UK, Anzac, US and all that stuff asap :)the Mech in Russia can only Blitz with a tank, but have a movement of 2. So i can move 1 space and attack a oppo region. But cannot attack a empty region and blitz into another.
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ok with mech movement, I miss understood the movement rule.
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USA
IPC: 77
Buys:
1 Battleship = 57
1 Carrier = 41
1 Fighter = 31
1 Tactical Bomber = 20
1 Cruiser = 8
1 Destroyer = 0Combat Moves:
z123
1 bomber from Eus to z123 (will land in Nbr after battle)
Z123 cwol1 transport from z16 to z22 and unload 1 tank in Mar (walkin)
1 transport from z16 to z17 and unload 1 inf, 1 arty in Iwo (walkin)
1 transport from z101 (with 1 inf) to z86 and unload in Bra (activating 3 inf)Non Combat Moves:
3 Transport (with 3 tanks, 3 mech from Wus), 2 subs from z10 to z26
all fleet from z16 to z26
Strat from z123 to NbrPlacement:
All in z101Collects:
55 + 30 NO - 2 Convoy
Total: 83 IPCMap and onto China
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China:
IPC: 9
Buys:
3 InfCombat moves:
Kwe:
1 inf from Hop (walkin)Cha: (2 inf)
5 inf from HopBattle for Cha:
Att
Rolls: 5@1; Total Hits: 05@1: (3, 5, 2, 4, 6)
def
Rolls: 2@2; Total Hits: 12@2: (6, 2) -
Round 2
att
Rolls: 4@1; Total Hits: 14@1: (1, 6, 3, 2)
def
Rolls: 2@2; Total Hits: 12@2: (4, 2) -
Round 3:
att
Rolls: 3@1; Total Hits: 03@1: (4, 5, 4)
def
Rolls: 1@2; Total Hits: 01@2: (4) -
Round 4:
att
Rolls: 3@1; Total Hits: 03@1: (2, 3, 6)
def
Rolls: 1@2; Total Hits: 01@2: (3) -
Round 5:
att:
Rolls: 3@1; Total Hits: 03@1: (2, 4, 4)
def
Rolls: 1@2; Total Hits: 01@2: (4) -
Round 6:
att
Rolls: 3@1; Total Hits: 03@1: (6, 3, 6)
def
Rolls: 1@2; Total Hits: 01@2: (4) -
Round 7
att
Rolls: 3@1; Total Hits: 03@1: (4, 4, 6)
def
Rolls: 1@2; Total Hits: 01@2: (4) -
omg something hit something!
Round 8
att
Rolls: 3@1; Total Hits: 03@1: (3, 6, 2)
def
Rolls: 1@2; Total Hits: 01@2: (5) -
att
Rolls: 3@1; Total Hits: 03@1: (6, 5, 3)
def
Rolls: 1@2; Total Hits: 01@2: (4) -
Round 10
att
Rolls: 3@1; Total Hits: 03@1: (4, 3, 3)
def
Rolls: 1@2; Total Hits: 11@2: (2) -
Finally some hits
Well onto round 11
att
Rolls: 2@1; Total Hits: 02@1: (2, 5)
def
Rolls: 1@2; Total Hits: 01@2: (4)





