tv time with wife. away for a few hours.
Axisplaya(Axis) vs NoMercy (Allies) G40\. A+2
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Yugo rd2
Rolls: 3@1 2@2 4@3; Total Hits: 33@1: (6, 5, 6)2@2: (3, 5)4@3: (2, 2, 5, 1)
Rolls: 2@2; Total Hits: 02@2: (6, 5) -
I would almost trade the navy hits for more France hits, if your doing sealion I guess I need the fgts…otherwise yeah potentially killing 3-4 air units on bad dice in sz110 is cool but i’m not risking it…lol
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Yugo twlo 2inf
NCM
1inf Nor » Fin Activate
1inf Rom » Bul Activate
1fgt Yugo » SIta
1fgt, 1tac sz111 » sz112
1bmb sz111 » Wger
3fgt, 3tac sz110 » Wger
3inf, 1art Sge » Wger
2inf Den » Wger
1tr sz113 » sz112
1art Ger » WgerPlace units: 1AC, 2tr sz112
Collect : 68 IPC
Map
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I would almost trade the navy hits for more France hits, if your doing sealion I guess I need the fgts…otherwise yeah potentially killing 3-4 air units on bad dice in sz110 is cool but i’m not risking it…lol
Yeah, it’s generally admited that scrambling is bad in sz110 when Germany send 6 planes. It’s another matter with only 5 german planes though…
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I guess Russia is pretty limited for the first few turns in this new game.
I think these will be reasonable purchases and non-combat movesR1
Buy:
7 Inf (21), 4 Art (16)Combat None
Non-Combat:6 Inf, 1 Art from Nod > Bel
1 Inf from Arc > Bel
3 Inf vib > Nod
2 inf Kar > Nod
2 Inf Bal > Bel
1 Inf Epl > Bel
1 Mech, 1 Arm Vad > Bsk
1 Inf, 1 Art Mos > Smo
1 Mech, 1 Arm Mos > Bsk
3 Inf suk > nuk
1 Inf Bes > nuk
2 Inf Cau > ros
1 ftr, 1 tac Mos > Nod
6 Inf Bry > Yak
6 Inf Amu > Bry
6 Inf + 1 AA Sak > BryPlace:
3 Art on Nod
1 Art, 2 Inf on Suk
5 Inf on MosCollect $37
I may learn the hard way on some moves but that’s the only way to learn
I figure some extra artillery will help multiple types of units for a bit. -
From my experience of G40, I can tell you that with the size of this map, mecs and tanks are very useful to russia. Mec are as cheap as art, but can protect more territories well used with planes (even just the 3 planes you start with).
Buy:
1Mic (12)
2tr (14)DOW RUSSIA (Russia gains 12 IPC from NO)
CM
Cha
2inf, 1art Jeh walk inAnh
3inf, 1art Sha walk in
3inf, 1art KsuHun (2inf)
3inf, 1art Ksi
2fgt, 2tac Man
1fgt ForYun (4inf)
3inf, 1art Kwa
2bmb Jap
1fgt, 1tac KsuAmu
6inf, 1art, 1mec Man walk in
4inf KorSib
1inf Oki » tr sz 19 » sz6 pick up 1tnk Jap » sz5 » Sib walk inHun
Rolls: 2@1 2@2 3@3 2@4; Total Hits: 42@1: (4, 1)2@2: (2, 5)3@3: (4, 5, 2)2@4: (5, 3)
Rolls: 2@2; Total Hits: 12@2: (3, 1) -
Hun twlo 1inf
Yun
Rolls: 2@1 2@2 1@3 3@4; Total Hits: 32@1: (1, 6)2@2: (2, 6)1@3: (5)3@4: (6, 6, 1)
Rolls: 4@2; Total Hits: 14@2: (6, 6, 2, 6) -
Yun Rd2
Rolls: 1@1 2@2 1@3 3@4; Total Hits: 41@1: (1)2@2: (4, 5)1@3: (1)3@4: (4, 2, 5)
Rolls: 1@2; Total Hits: 01@2: (4) -
Yun twlo 1inf
NCM
All air Yun + Hun » Kwa
AAgun Man » Amu
1fgt Kor » Jeh
1fgt Oki » Jeh
2fgt, 2tac Jap » Jeh
2tac sz6 » Jeh
All fleet sz6 excepted 1dd + 1inf, art Jap » sz36 » Kwa
2fgt sz6 » sz36
ss, dd, BB sz19 » sz36
tr sz20 » sz6
CA sz20 » sz36
all units sz33 » sz36Place units
Mic » Man
2tr sz6Collect : 42 IPC
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USA Round 1:
Purchase: 2 CV (32), 2 SS (12), 1 DD (8)
Combat NoneNon-Combat:
1 fgt, 1 Tac SZ > hawaii
1 AC from SZ 10 > SZ 30
1 Fgt from Philipines > 30 (land on AC)
Rest of SZ 10 > SZ 26 (trn carries 1 Inf, 1 Art from WUS and drops off on Hawaii)
1 Fgt from WUS to hawaii
1 DD, 1 Trn from SZ 35 to SZ 23 (let me know if there allowed to move, I know there was limitations on the Atlantic Side…)
1 fgt EUS > 10 (land on new AC)
1 bmb CUS > hawaii
1 Trn, 1 CA from SZ 101 > 28 (trn loads 1 Inf, 1 Art from EUS)
1 Inf, 3 Mech, 1 Arm from CUS > EUSPlacement:
2 AC, 1 DD in SZ 10
2 SS in SZ 101Collect 52$
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China
Purchases 4 Inf (12)
Combat:
6 In (5 Sze, 1 kwe) + 1 fgt (sze) vs 2 Inf, 1 Art (Yun)
Attack:
Rolls: 6@1 1@3; Total Hits: 26@1: (5, 6, 6, 5, 5, 1)1@3: (1)
Defense:
Rolls: 3@2; Total Hits: 03@2: (5, 5, 5) -
I thought about retreating for a split second and save some inf but realized all the jap air power would land in there and have fun.
what a waste of extra inf…Round2
Attack:
Input ErrorThere was an error in your dice throw: “/>Defense” is not correct syntax.
Rolls: 1@2; Total Hits: 11@2: (2) -
Lets try the attack again:
Rolls: 6@1 1@3; Total Hits: 16@1: (2, 1, 2, 3, 6, 6)1@3: (5) -
Results
Yun taking with 5inf, 1 ftNon-Combat
1 fgt Yun > 1 sze
1 Inf She, 1 Inf kwe > sze
2 Inf sui > shePlace 4 Inf on sze
Collect: $15 minus 1 convoy raid = $14?
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UK Europe
Purchase 6 Inf (18) save 2$Combat:
I see potentially 2 fgt in sountern italy for a scramble (SCRAMBLE Orders?)
SZ 98 fleet (except Trn) + tac from SZ 98 > SZ 97
1 Fgt gib, 1 fgt mta > 971 Inf WFR > Hol
1 fgt Wfr > Hol
2 fgt London > hol
1 fgt sct > hol -
Might as well roll for Holand
Attack:
Rolls: 1@1 4@3; Total Hits: 21@1: (4)4@3: (4, 5, 1, 1)
Defense:
Rolls: 1@2; Total Hits: 11@2: (1)I thought of a potential mini improvement (maybe move the AA gun from WGE to Hol next time around; this would probably stop any attempt on Hol)
Also unless otherwise provoked USA enters the war on Turn 3 or only after they collect income on Turn 3 (they get the big income boost but can only attack turn 4 unless attacked in turns 1,2,3 or the Uk/AUs were unprovoked attacked byt he Jap.) I may have small questions like this here and there, the FAQ is big :)
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1- I will scramble 2fgt in sz97
2- China can’t get convoy raided, so they currently have 15 IPC on hand.
3-USA, if not triggered into war before, can declare war during the collect income phase of their 3rd turn. So impossible to make any CM before turn 4 in that scenario.
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I hope this attacks goes ok; a little bad dice for either side can hurt this battle fast; that’s war I guess.
SZ 97 Attack:
1 DD (2), 1 CA (3), 1 AC (0), 2 fgts (3) , 1 tac (4)
Rolls: 1@2 3@3 1@4; Total Hits: 11@2: (3)3@3: (5, 1, 6)1@4: (5)SZ 97 Defense:
1 CA (3), 1 BB(4), 2 Fgts(4), 2 trn (0)
Rolls: 1@3 3@4; Total Hits: 21@3: (3)3@4: (5, 3, 6) -
I will take a hit on my BB.
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retreat a fgt or fight to the death?





