@gamerman01 small edit - ill put both fighters in Germany
G40 NoMercy(Axis) vs TerrorBane(Allies)
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Italy Turn 4 ($33)
Purchase:
5 Inf ($15), 3 Arm ($18)Combats:
Iraq (2 Inf) - I move 1 INf, 1 Art from Syria and activate Iraq
SZ 91 (2 trns) vs 1 SS from SZ 92
Egypt (empty) vs 4 Inf (3 Alex, 1 Gre via 1 trn in SZ 97 which is also carrying the german Inf) , 1 Art (Alx)
TJ (empty) vs 1 Inf & 1 Art (greece) via 1 trn in SZ 99
Mor (1 Inf) vs 1 Inf (alg), 1 Mech & 1 Arm (Tun)
Gib (1 Mech) vs 3 Inf (2 SIT, 1 Gre), 1 Arm (NIT) via 2 trns in SZ 97Off to the dice:
SZ 91 - both trns destroyed
Egypt , TJ, Iraq - All taken WOLGib Bombard (1 CA)
Rolls: 1@3; Total Hits: 11@3: (1)
Gib attack (3 Inf, 1 Arm)
Rolls: 3@1 1@3; Total Hits: 13@1: (4, 2, 5)1@3: (2)
Gib Defense (1 Mech)
Rolls: 1@2; Total Hits: 01@2: (3)Mor Attack (1 Inf, 1 Mech, 1 Arm)
Rolls: 2@1 1@3; Total Hits: 12@1: (6, 6)1@3: (2)
Mor Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (3) -
I moved my CA for bombard there assuming I can use the naval base for my destroyers afterwards, if this isn’t allowed I wouldn’t have used it then.
Results,
SZ 91 - both trns destroyed
Egypt , TJ, Iraq, Mor, Gib - All taken WOLNCM:
1 Arm from Greece to RMA
1 AA from Rug to RMA
1 Inf, 1 Art from WFR to SFR
2 DD from SZ 92 to SZ 98Placement:
2 Inf on SFR
3 Inf on SIT
3 Arm on NITItaly collects: $23 + $15 (NO) = $38
Should be interesting in a few turns.
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You can’t kill tts with subs. You need to control gibraltar at begin of turn
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Destroyers can’t make it, you only can move plus one from a base you owned at begining of turn. Probably best if you are using a unit in combat to ask first. I don’t want to be a jerk… How about a compromise you move one dd to sz 98 and leave the cruiser in 92. I can’t mobe through the canal because you own both sides.
Ok france moves dd from 38 to 43.
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Subs can go through the Gibraltor strait regardless of ownership of Gibraltor. Pg 8&9 of the Europe rulebook.
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Go figure… Never read that last part. That would have been helpful to know
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No worries; I’ll leave both destroyers in SZ 92 then with my Cruiser still there (it was my bad for not asking in advance).
Just for clarification though so I can learn do you know what page of the rule book it says for NCM I need to own the naval base at the start of the turn (it makes sense); I read the part of at the beginning of the units movement if it starts at a friendly naval base it can move 3 (which is what the destroyers are doing beginning their movement and it’s a friendly naval base now).
Also Italy has $40 (I just caught the 2 extra for the Iraq NO).
Go figure… Never read that last part. That would have been helpful to know
I was wondering why you left them unprotected, mind you I had other options (planes from UK or WGE or a naval unit)
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Germany round 5 ($62)
Purchase:
8 Mech ($32), 5 Arm ($30) save $0Combats: None
NCM:
10 Arm from Ger to Hun
6 Arm from WGE to Hun
3 Arm from Hol Ger
1 Inf to Egypt from SZ 98
1 Inf from RMA to Hun
2 Inf from Ger to Hun
2 tacs from WGE to Egypt
3 Arm to Hol via 3 trns in SZ 110Placement:
3 Mech on WGE
5 Mech, 5 Arm on GerGermany collects: $49 + $15 (NO) - $6 (Convoy) = $58
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No I gave up on the manual and started referring to krieghund on larry harris’s page because a lot of it isn’t in there I can try and track it down
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Nevermind its right there… It says if you start the turn at a friendly naval base. You start the turn at an enemy naval base if you are capturing it.
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Russia
Purchase 36/37
1 Tank (6)
6 inf (18)
2 Mech inf (8)
1 Art (4)Combat
RMA
1 art 2 inf bes v 1 tankPol
2 art epl
2 fighters epl v. 1 infCPR
Walkin and activate 2 inf with 1 mech NPRRMA
Attack
Rolls: 1@1 2@2; Total Hits: 01@1: (4)2@2: (6, 5)defend
Rolls: 1@3; Total Hits: 01@3: (6)Pol
attack
Rolls: 2@2 2@3; Total Hits: 12@2: (3, 3)2@3: (1, 6)defend
Rolls: 1@2; Total Hits: 01@2: (5) -
RMA taken without losses
Pol
attack
Rolls: 2@2 2@4; Total Hits: 32@2: (1, 6)2@4: (3, 4)defend
Rolls: 1@2; Total Hits: 01@2: (5) -
Poland taken without losses
NCMs on map hope you don’t mind didn’t have time to write em out
Deploy
1 inf nod
2 inf rus
1 art rus
1 tk 2 mech inf Vad
3 inf SukCollect 50 (39 tts + 11 NOs) ipcs + 1 saved
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Japan Round 5 ($47)
Purchase: 3 Inf ($9), 3 bmb ($36) save $2
Combats:
Yak (empty) vs 7 Inf, 1 Art, 1 AA from Bry
Kaz (empty) vs 1 Inf from TSI
Nov (1 Inf) vs 1 Mech (Kan), 3 fgts & 3 tacs (SUI)
Tim (1 Inf) vs 1 Mech (kan), 3 fgts, 2 bmb (SUI)
She (1 Inf) vs 1 Mech (Sui), 2 fgts (1 Sha, 1 Ksu), 2 tacs (1 sha, 1 KSu)Nov attack (1 Mech, 3 fgts, 3 tacs)
Rolls: 1@1 3@3 3@4; Total Hits: 11@1: (4)3@3: (4, 6, 6)3@4: (5, 4, 5)
Nov Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (6)Tim Attack vs (1 Mech , 3 fgts, 2 bmb)
Rolls: 1@1 3@3 2@4; Total Hits: 21@1: (6)3@3: (5, 1, 2)2@4: (6, 5)
Tim Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (3)She vs (1 Mech , 2 fgts, 2 tacs)
Rolls: 1@1 2@3 2@4; Total Hits: 41@1: (3)2@3: (1, 1)2@4: (1, 1)
She Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (4) -
Results…
Yak, Kaz, Nov, Tim, She all taken WOL
NCM:
All planes from Nov and Tim to TSI
3 Art from Kan to TSI
2 Mech from Anh to SUI
2 Tacs from man to Kan
2 fgts, 2 tacs from She to TSI
All grounds forces from my 3 small factories to Cha
2 fgts from Sha to JapanPlacement: 3 Inf, 3 bmb on Japan
Japan collects $40 - $3 (Convoy) = $37
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You can only use bases that are friendly at the START of your turn. I think its under the unit descriptions for bases in the rulebook. Or in one of those random text boxes that they place in odd positions throughout the rule books.
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US 77 Save 2
Purchase
3 transports (21)
2 tanks (12)
1 art (4)
1 inf (3)
1 cruiser (12)
1 naval base (15)
1 destroyer (8)
Repair 2 battleships off coast of hkoCombat
1 inf 1 art load tt in sz 43 unload phil
Walkin sib w/ 1 inf 1 art via transport from hko
1 mech hko to ksu
Walkin man 1 inf 1 mech inf (via transport iwo jima)
Walkin brazil 1 art 1 mech inf eus 2 transports activate 3 infantryNCM
2 destroyers, 1 cruiser, 1 carrier, 1 tac bomber, 1 fighter sz 101/eus to sz 86
2 destroyers 1 transport w. 1 inf 1 mech inf sz 26 to sz 64
2 fighters sz 20 to sze
1 tac bomber caroline islands >> hko
1 tac bomber 1 fighter sz 23 >> hko
1 destroyer 1 carrier sz 23 to sz 26
2 subs sz 26 to sz 6
2 battleships, 1 cruiser, 1 carrier sz 20 to sz 33
Deploy
1 naval base cma
All land units eus
All sea units sz 101
Collect 85 +2 saved -
CHina
Purchase (11)
1 inf
2 artCombat
She
1 inf kwe
1 fighter yunattack
Rolls: 1@1 1@3; Total Hits: 01@1: (4)1@3: (4)defend
Rolls: 1@2; Total Hits: 01@2: (4) -
r2 no losses
attack
Rolls: 1@1 1@3; Total Hits: 21@1: (1)1@3: (2)defend
Rolls: 1@2; Total Hits: 01@2: (3) -
she taken without losses
NCM
plane lands in sze
8 inf yun to szeDeploy
1 inf she
2 art sze
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