Gsh34 (axis) vs. Axisplaya (allies) Alpha +3
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Don’t know what are the new rules for Sbr.
But when we started, bmb were doing 1d6+2, escort shot at 1, and interceptor at 2.Think we should stick to that one for this game.
No problem with your italian NCM change.
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Don’t know what are the new rules for Sbr.
But when we started, bmb were doing 1d6+2, escort shot at 1, and interceptor at 2.Think we should stick to that one for this game.
No problem with your italian NCM change.
Alright. I had thought the original Alpha +3 had bombers at 1d6. Also, one of the bombing rule versions had escorts firing first, and then those casualites were removed before interceptors and bombers fired at each other. This was so bombers were not shielded by fighter escorts (which could not be taken as casualties). Was that the version of the rule going on when we started?
Anyways, the new SBR rules are this:
Air Battle.
All escorts and bombers (Strategic & Tactical) fires @ 1
Jets fires @ 2Generated casualties are placed behind the casualty line and will return fire before being eliminated.
Interceptors. fires @ 1
Jet interceptors fires @ 2All casualties, both sides, are removed.
Surviving escorts retreat.Bombing Run
Bombers are assigned to targets.
Strategic bombers can be assigned to any target (IC’s, naval bases. airbase).
Tactical bombers can be assigned only to naval bases and airbases.Each targeted facility fires @ 1, each can fire one time at each bomber that is attacking it.
All casualties at both stages of the raid are chosen by the owners of the units involved.Bombs Away
Strategic bombers roll a 1d6+2
Tactical bombers roll a 1d6Damage Report
The damage to the target (hits) is equal to the total number rolled on the die/dice. Place 1 gray chip (damage marker) under the target for each hit scored.
Major industrial complexes can mobilize up to 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned. A major IC with 20 damage markers would have to remove 11 of them before it could build 1 new unit.
Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned. A minor IC with 6 damage markers would have to remove 4 of them before it could build 1 new unit.
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Actually, don’t remember exactly if it was 1d6 or 1d6 + 2…lol
Doesn’t matter.
In fact, i will let you chose any Sbr rule you want (Alpha2, Alpha 3 1st version, Alpha 3 latest version).
Once you have chosen the version, tell me what you’re sending exactly, and i’ll tell you if i send interceptors or not.
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Well, I guess I’m going to choose Larry’s latest version for Strategic Bombing rules. We may as well get used to it I guess. (If it doesn’t get changed again that is. :-) ) This time those rules are posted in our thread, so if it does change, we have a place to look for them.
Let me try this again….
Germany, round 7
Purchase: 64 ipc to spend
10 mech (40)
3 art (12)
4 inf (12)Combat:
to Tam: (walk in)
mech Belto Surkr: (walk in)
tank Epl blitzes through Besto Nukr: (inf)
mech Epl
tank Bel
1 tac Rom (2 movement remain)
1 tac Nov (2 movement remain)to Ros: (2 inf)
4 tank Bel
2 tac Nov (2 movement remain)to Arch: (walk in)
1 inf Novto Smo: (walk in)
1 inf Belto Russia: Strategic Bombing Raid
4 fighter escorts from Nov (2 move remain)
2 sbr Nov (4 move remain)Do you send up interceptors for Moscow?
See attached map for combat movements.
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no interceptors
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Per rules: Strategic bombing raid is first
Combat:
SBR of Moscow:
AA gun fire:
Rolls: 2@1; Total Hits: 12@1: (4, 1)
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SBR of Moscow:
attacker: 1 strategic bomber
Rolls: 1@6; Total Hits: 11@6: (1)
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Oh, why do I do the things I do when the payout is sooooo small…… :|
Three damage to major complex in Russia
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Battle for Nukr
attacker: mech, tank, 2 tac
Rolls: 1@1 2@3 1@4; Total Hits: 11@1: (3)2@3: (4, 1)1@4: (6)
defender: inf
Rolls: 1@2; Total Hits: 11@2: (1)
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Nukr twlo mech
Battle for Ros:
attacker: 4 tank, 2 tac
Rolls: 4@3 2@4; Total Hits: 34@3: (2, 4, 6, 3)2@4: (3, 5)
defender: 2 inf
Rolls: 2@2; Total Hits: 02@2: (3, 3)
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Ros twol
NCM:
to Bry:
42 inf, 19 art, 2 tank, AA gun Bel
4 fig Rus
3 tank Nov
2 tac Nukr
2 tac Rosto Nita:
fig, tac Rom
6 inf, AA gun Wgrto Sita:
2 inf Nitato Wgr:
2 inf, 2 art, AA gun Gerto Bel:
5 inf, 2 art Nov
2 inf, AA gun Balto Nov:
sbr Rusto z104:
DD z113to z127:
SS z112to Fin:
6 inf in Ger via TTs in z115to z115:
CV z113Placement:
3 art France
3 mech Nov
4 inf, 6 mech Wgr
1 mech GerCollect Income:
55 territory + 15 NO = 70 ipcRussia, I must compliment you on your shooting that round. Your guys are definitely well rested and ready to fight. :wink:
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I can really see your experience coming out in our game. You switched your purchases to the European theater at exactly the right time. If you had waited even one more round to place in the Atlantic with the USA, I think Italy and Germany would have had enough of a leg up that it would have almost been a foregone conclusion that Russia would fall. As it stands, even without placing units in the Pacific, you will still be thwarting me for a few rounds at a minimum. Man, you are good.
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I can really see your experience coming out in our game. You switched your purchases to the European theater at exactly the right time. If you had waited even one more round to place in the Atlantic with the USA, I think Italy and Germany would have had enough of a leg up that it would have almost been a foregone conclusion that Russia would fall. As it stands, even without placing units in the Pacific, you will still be thwarting me for a few rounds at a minimum. Man, you are good.
Actually, i think i panicked a bit too much in the early game. I didn’t have to spend that much in the pacific, and i should have threaten to come at Gibraltar 1 round sooner. After all, winning in the pacific is not so easy. You would sure have a better position than now, but i would have diverted your spending in europe 1 round sooner, and that would be a big relief for the russian.
So, you are right to say that i switched my purchase at the right time, but i would add : at the right time to save the game (or maybe just delay the fall of Moscou). But that’s still too late for someone (like me :-D)who likes to be in control of his game…
It’s gonna be 100% europe spending for a while now.
In the pacific, my fleet has the kind of proportion that i like to go all in against the Japanese fleet (lots of fodders).Russian turn tomorrow.
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Russia 7
Buy:
repair (2)
8inf (24)
1tnk (6)
save 1CM
Arc (1inf)
inf Volo
fgt, tac RusTam (1mec)
inf, fgt, tac RusSmo (1inf)
inf Volo
fgt RusArc
Rolls: 1@1 1@31@4; Total Hits: 11@1: (6)1@31: (5)
Rolls: 1@2; Total Hits: 11@2: (2)
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Arc cwlo 1inf
Tam
Rolls: 1@1 1@3 1@4; Total Hits: 11@1: (4)1@3: (2)1@4: (6)
Rolls: 1@2; Total Hits: 11@2: (2)
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Tam cwlo 1inf
Smo
Rolls: 1@1 1@3; Total Hits: 01@1: (3)1@3: (5)
Rolls: 1@2; Total Hits: 01@2: (6)
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Smo rd 2
Rolls: 1@1 1@3; Total Hits: 11@1: (4)1@3: (1)
:aaa 1@2
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Smo defense
Rolls: 1@2; Total Hits: 01@2: (3)
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Smo twol
NCM
All air » Rus
All units Volo » Rus
tnk Vol » RusPlace 8inf, tnk Rus
Collect : 22 + 1 saved = 23 IPC
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Well, I have no idea if this is the “right” move or not. It sure doesn’t feel like it knowing what I am going to do, but, at least it buys me another round against your fleet even if I am just “treading water”.
Japan, round 7
Purchase: 65 ipc to spend
4DD (32)
2 TT (14)
6 inf (18)
save 1
total = 65Combat:
to Sze: inf
inf, art Yun
sbr FIC (4 move remain)to Kwe: (6 inf)
2 mech, 2 art, 2 tank Yun
tac, (2 move remain), sbr (4 move remain) FICto Bur: (walk in)
tank Yun blitzes into Bur and to Shnto She: (walk in)
inf Kanto z44: (DD)
SS, 9 fig, 3 tac z35to z41: (TT)
2 CV, fig z20to Sum: (2 inf)
inf, art Phi via TT z35 > z41
art FIC, inf Mal via TT from z20 > z41
tac Mal (1 move remain)