Game History
Round: 1 Research Technology - Russians Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat Move - Russians Trigger Russians Can Move: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians Non Combat Move - Russians 1 armour moved from Soviet Far East to Novosibirsk 4 infantry moved from Caucasus to Karelia S.S.R. 2 armour moved from Russia to Karelia S.S.R. 1 fighter moved from Russia to Karelia S.S.R. 4 infantry moved from Russia to Karelia S.S.R. 1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone 1 infantry moved from Soviet Far East to Yakut S.S.R. 2 infantry moved from Evenki National Okrug to Yakut S.S.R. Place Units - Russians 8 infantry placed in Karelia S.S.R. Turn Complete - Russians Russians collect 24 PUs; end with 24 PUsKobu vs. alldescends Alpha+3, No Tech
-
Central Mongolia
Rolls: 2@4 5@3 1@1; Total Hits: 32@4: (5, 5)5@3: (6, 5, 3, 3, 2)1@1: (2)
Rolls: 2@3; Total Hits: 22@3: (2, 3) -
Japan collects 54 + 10 NO + 21 looted = 85.
Japan has 6 VC and will be victorious if one isn’t taken by their next turn.
-
US Turn 7
Spends 77 saves 2
Buys 4 Transports, 4 Infantry, 4 Artiller, 1 Fighter 1 Tac.
Borneo
Attack
Rolls: 2@2; Total Hits: 02@2: (3, 6)
Defense
Rolls: 1@2; Total Hits: 01@2: (3)Zone35
Destroyed.Kwangtung:
Bombardments
Rolls: 1@4, 2@3; Total Hits: 21@4,: (4)2@3: (5, 2)
Attack:
Rolls: 3@4 1@3 2@1; Total Hits: 23@4: (4, 5, 1)1@3: (6)2@1: (2, 4)
Defense:
Rolls: 5@3 2@1; Total Hits: 35@3: (1, 6, 1, 3, 4)2@1: (3, 5) -
I am going to need casualties for this.
-
Borneo 6 Rounds
Attack
Rolls: 12@2; Total Hits: 312@2: (1, 5, 2, 6, 4, 6, 2, 5, 6, 4, 6, 5)Defense
Input ErrorThere was an error in your dice throw: “6” is not correct syntax. -
Rolls: 6@2; Total Hits: 16@2: (4, 6, 5, 6, 1, 3) -
You rolled an extra bombardment. The second cruiser can’t fire without a third unit landing. Also, my fighters defend at 4. So one hit down for you, one more for me with those rolls.
I’ll take hits on the bombers first, then tanks, finally fighters.
-
Actually, no extra hit for me going highest to lowest.
-
My bad, I never knew about that bombardment rule. I will give you that extra hit on defense because of the ambiguity of the roll.
Attack:
Rolls: 1@4 1@1; Total Hits: 21@4: (2)1@1: (1)
Defense:
Rolls: 2@4 2@3; Total Hits: 32@4: (2, 2)2@3: (2, 6) -
US Turn 7 Complete
Collects 57 + 15 + 2 Saved = 74
I think that is the game at this point. Did you want me to continue on until Japan’s next turn?
-
Heh, no that’s okay. :-D
Let’s start fresh with the slightly updated rules. You have time? What side do you want?
-
I have time, but this week/weekend might be a little sporadic since we are packing and moving. I am good with starting a new one though as long as you don’t expect to much on response time.
I will let you pick the side, I don’t care too much.
-
Okay, we’ll switch it up. I’ll do Allies.
-
Sounds Good.
-
Did they post an update from the last time we started? Same map module?
-
It’s the same module, which is outdated anyway… Just some adjustments to NOs and England might get a bomber. I have to check to see what that’s all about. I’ll get it posted sometime tonight I think.
-
Wait a sec. I’m Allies. You can post your G1 in a new thread whenever you are ready. Here’s the starting map.





