good luck! 42048 start.tsvg
Nothing to see here(Axis) vs. JamesAleman(Allies)
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You can use tech, I never have out of preference. It is in the game and I don’t mind if it enhances your experience. Your choice.
Sorry about that kind of luck, I just wanted to clear as many subs as possible for a possible UK National Objective. It was a great risk as you could have cleared all of the UK fighters.
Also, it didn’t come up this time, but after the final round of combat, its ok if you or any defender want to change your order of loss after seeing earlier rounds results…For example, say you pressed a single fighter to sink the BB, if I was playing live, I would lose the Ftr and keep the BB in 111, the OOL was assuming you hit 3 times round 1, since you got 2, the final round if the ftr hits, I would declare my ftr lost, then roll to see if I keep the BB. Make sense? After any battle, the final round defender hits are subject to abnormal OOL, lets say for expediency UK was defending in Africa and you chose to remove the mech and leave me with an artillery…On UK’s turn, I would say, I’ll keep the mech and lose the artillery instead…then post the rest of the move…this saves time and prevents waiting each final round for small issues. Is that ok? I can craft more elaborate OOL or say, “if this happens, ask”…or we can try this method.
I’m pretty laid back, I even let an opponent re-roll a terrible battle in a tournament in the interest of having fun…I didn’t want to win on his bad rolls turn 1. This game I took a big risk, so I’ll accept the outcome but if things get too lopsided we can redo some later battles.
USSR 1: I’m going to try something weird with the allies. This could be an easy win for you, we’ll know by round 9.
37 buys:
6 artillery=24
3 Mech=12
Save 1Non Combat Move:
Asian Front:
To Amu: 5inf-Bury; 6inf,aagun-Sak
To Yak: inf-BuryEuropean Front:
To Nukr: 2inf-Bes; 2inf-Epl, 3inf-Sukr
To Ros: 2inf-Cau
To Bel: 3inf-Bal; 6inf,art,aagun-Nov; inf-Arch
To Nov: 3inf-Vyb; 2inf-Kar
To Bry: inf,art,aagun-Rus
To Vol: arm,mech-Rus
To Rus: ftr-NovFleet Operations:
To z125: sub-z127
To z114: BB-z115Placement:
Sukr: 3 artillery
Rus: 3 artillery
Vol: 3 mechCollection: 38
37+1saved=38 -
J1:
Declare War on Russia
Buy: 3 Tr, Save 5
CM:
2Inf Jeh >>Cha
1Art Jeh, 3Inf, 1Art Sha, 1Inf, 1Art Ksu>>Anh
3Inf, 1Art Ksi, 3Inf , 1Art Kwa, 1Fgt For, 1Fgt, 1Tac Ksu, 2Bmb Jap>>Hun
6Inf, 1Mec, 1Art, 2Fgt, 2Tac Man, 4Inf, 1Fgt Kor, 1Inf, 1Tnk, 1Art, 2Fgt, 2Tac Jap, 2Fgt, 2Tac, 1BB, 1CA Z6, 1 Inf, 1Fgt Oki, 1BB Z19
So let’s see if you get lucky with your Antiair.
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Forgot CM Map
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Combat:
Cha, Anh twol
Hun:
Attacker (6Inf, 2Art, 2Fgt, 1Tac, 2Bmb):
Rolls: 4@1 4@2 2@3 3@4; Total Hits: 74@1: (4, 2, 6, 5)4@2: (3, 2, 1, 2)2@3: (5, 3)3@4: (4, 1, 4)
Defender (2Inf):
Rolls: 2@2; Total Hits: 12@2: (5, 1)
Amu:
AAGun:
Tacs
Rolls: 6@1; Total Hits: 16@1: (2, 3, 6, 3, 1, 3)
Fgt
Rolls: 8@1; Total Hits: 18@1: (2, 1, 2, 2, 3, 4, 6, 5)
Bombard
Rolls: 2@4 1@3; Total Hits: 32@4: (2, 2)1@3: (3)
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Ok not completely screwed by the AAfire and maximal effectiveness of the bombard now that’s a start.
Hun twlo 1Inf
Amu Rnd 1(without bombard):
Attacker(12Inf, 1Mec, 2Art, 1Tnk, 7Fgt, 5Tacs):
Rolls: 11@1 4@2 8@3 5@4; Total Hits: 1011@1: (1, 1, 5, 6, 2, 4, 1, 5, 5, 3, 5)4@2: (6, 1, 4, 2)8@3: (6, 4, 6, 4, 5, 4, 5, 2)5@4: (3, 3, 5, 3, 1)
Defender(17Inf):
Rolls: 17@2; Total Hits: 417@2: (6, 3, 5, 1, 3, 3, 6, 5, 1, 1, 3, 5, 3, 2, 5, 3, 6)
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Rnd2:
Rolls: 7@1 4@2 8@3 5@4; Total Hits: 87@1: (4, 5, 1, 4, 3, 6, 3)4@2: (5, 4, 5, 2)8@3: (2, 5, 6, 5, 4, 5, 5, 2)5@4: (6, 3, 4, 3, 2)
Rolls: 7@2; Total Hits: 27@2: (2, 4, 2, 4, 3, 4, 6)
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Amu twlo 6Inf
Oh I just noticed I forgot to kill the Guys that died in the bombard. I can reroll the second round with 4 Dice or Subtract the last 3 Shots from your second round which are unfortunately for me all misses. I suppose you’d prefer the latter and under the circumstances I don’t have a problem with that.
Ok this partially restores me for the bad luck on G1:
NCM:
2Inf Ksu, all planes Hun>>Ksi
3Fgt, 3Tac Amu, 1CA, 1Tr Z20, 1DD, 1Sub Z19, 1CV 33>>Z6
1Inf, 1Art via Tr from Z20 Jap>>Kor
1Fgt, 1Tac Z33>>Jap
2 Tac, 4Fgt Amu>>Jeh
1DD Z33>> Z26I think the last one isn’t forbidden in Alpha+2
Placement:
3Tr Z6
Collect:
30TT+10NO+5SAV=45 -
I just saw that I forgot to flag the German BB. I corected it on this map.
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By the way I’m fine with your OOL proposition.
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There is no problem with the Bombard…units get to defend from Bombard in G40 any version.
I’m glad Amur soothes the pain from G1. :) Its a gamble, I’ve seen it hurt Japan, plus although I got a couple less land units, I’ll take any Japanese air I can get :)
Also, since we are neutral, you can dock in Hollywood and I’ll show you around. Hawaii is nice this time of year :) (sz26 is perfectly legal) Don’t forget to bring your camera to take some tourists shots of Peal Harbor.
**USA 1
Production:**
52 buys
3 carriers
Save 4 IPCsNon Combat Move:
To z51: Cruiser,Transport-z101; (loaded with mechanized-Cus; inf-Eus)
To Wus: inf,arm,2 mech-Cus
To Cus: artillery,aagun-Eus
To Haw: bomber-Cus;fighter,Mech,Infantry-Wus-(via transport z10)
To z26: ftr-Eus; Battleship,Carrier,Destroyer,Cruiser,Transport,fighter-z10;
To z48: sub,destroyer-z35
To z25: destroyer-z26 (blocker in case you DOW against the USA)
To Gua: fighter-PhiPlacement:
z10: 3 carriersCollection: 56
52+4 Saved -
Note: USA will scramble in z26 if attacked: OOL- BBdam,CVdam, sub, dd, CV-sink, 2 CA, 5 ftr, BB-sink, 3 Transports-sink
**China 1
Production: 12**
3 artillery_(required Burma Road)_
Non Combat Move:To Yun: 5inf,ftr-Sze; 2inf-Kwe
To Sze: inf-She
To She: 2inf-SuiPlacement:
Yun: 3 artilleryCollection: 15
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Here is a copy of the Rulebook: (page 15 discusses moving bombardment hits to behind the casualty strip and that these units will return fire.) http://www.wizards.com/\AvalonHill\rules\AVL1940_RuleBook.pdf
**UK 1
Production:**
London: 28
Minor Factory=12
Transport=7
3 Infantry=9
12+7=19+9=28India: 17
2 Mechanized Infantry=8
3 Infantry=9
8+9=17Repair:
z110: BattleshipCombat Moves:
DOW against Japan (This unchecked,unprovoked aggression in Russia will not stand!)
Non Combat Moves:Far East Theater:
To z42: Battleship
To z41: Destroyer,Cruiser,Transport-z39
To Sum: 2 inf-Mal(via transportz39-z38,z37,z41)
To Yun: 2inf,ftr-Bur
To Bur: 6inf,art,aagun-Ind
To Shn: inf-Mal
To z58: Destroyer-z71
Middle East Theater:
To Epr: inf-Wind
To z80: Transport-z98 (loaded with art-Alx)
To Mad: fighter,tactical-Ind
To Egy: 2inf,arm-Alx; inf-Sud; tac-z98; ftr-Mal; ftr-GibMediterranean Theater:
To z94: Destroyer-z98
To z92: Carrier, Cruiser-z98; Cruiser-z91; Battleship-z110; Fighter-Wfr; Destroyer,Transport-z109 (loaded with 1 inf-Sco)
To Gib: inf-Sco(via transport-z109); fighter-Sco; 2 fighters-UKAtlantic Theater:
To z123: Battleship-z111
To Que: inf,art-Ont
Placement:
London:
Egy: Minor Factory
z71: Transport
UK: 3 infantryIndia:
2 Mechanized Infantry
3 InfantryCollection:
London: 33 30+5NO-2Convoy=33India: 26
21+5 NO = 26 -
Edit for UK combat move in China:
To Kwa: Inf-Hon**Anzac 1
State of war** exists between Japan and Anzac per political situation (India or Anzac DOW = both at war with Japan)
Production: 103 infantry=9
Save 1
9+1=10Non Combat Moves:
Far East Theater:
To z42: Cruiser-z63; Destroyer,Transport-z62 (loaded with 2 inf-Nsw)
To Jav: (Java is a Dutch territory: They are an ally and thus I can land air units there, per the rules, I may also take it over if I transport land units there): 2inf-Nsw; ftr-Que, 2 ftrs-Nze
To Que: aagun-Nsw
To Shn: inf-Mal
Middle East Theater:
To Alx: Inf-Egy
Placement:
Nsw: 3 infantryCollection: 20
14+5NO+1 SavedNotes:
UK will scramble 3 units to defend z92 against Italy and Germany: OOL: BB-dam,CV-dam,DD,5ftr,ftr-France(if there),CV-sink,2CA,BB sink,Transport-sinkFrance: (You may need to wait on Germany based on Italy’s actions, France does the following for sure.)
Combat Move-Partial: (Waiting for Italy, then I’ll post complete Combat’s for France)
DOW against JapanNon Combat Move-Partial:
To Nig: inf-Fwa
To z58: Destroyer-z72Forces waiting for Italy as they can be affected by Combat/etc:
inf-Mor
inf-Alg
inf-Tun
arm-Wfr
inf,art-Sfr
ftr-UK
inf-Syr
Destroyer,Cruiser-z93I will post France between 6:00 and 8:00 am central time zone(St. Louis)
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Oh yeah Hawai really is somthing worth seeing. would you mind stepping away from that aircraftcarrier? I want to make a picture for my family. honestly.
Thanks for the UK DOW without actually doing somthing about it.
No aggression twoard Italy or Germany now I have to revive thoughts about Sealion again after I happily abandoned the thought after that desastrous first round.
Would you mind telling me how you got 3 Units to Cpr in oneTransport. Isuppose they are all from Alexandria so I think I just put one Inf from there to Egypt for the Italian turn. -
I’m probably at work until 15:00 MEST so about 08:00 in St. Louis I have probably no acces to battlemap there and also have to think I while on Italy. Ah now I saw where those to Inf in Cpr were comin from forget I mentioned it.
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I1:
Buy:1 Tnk, 1 Art
CM:
2Inf, 1Art, 1Fgt>>Sfr
1Tnk, 1Tac>>Wfr
1Inf, 1Art Lyb, 1Mec, 1Tnk Tob>>Tun
1Sub, 2DDs, Z95>>Z94
1BB, 1CA Z97, 1CA Z95>>Z93
1Inf, 1Fgt SIta, 1Art Nita via Tr Z95 >>Alg
1Tnk, 2Inf Alb, 4Inf SIta via Tr Z97>>Gre
1Inf Iso, 2Inf, 1 Art Eth>>Ken
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Ken twol
Combat:
Sfr:
Attacker (2Inf, 1Art, 1Fgt):
Rolls: 1@1 2@2 1@3; Total Hits: 01@1: (6)2@2: (6, 3)1@3: (4)
Defender (1Inf, 1Art):
Rolls: 2@2; Total Hits: 12@2: (2, 5)
Wfr:
Attacker (1Tnk, 1Tac):
Rolls: 1@3 1@4; Total Hits: 11@3: (4)1@4: (2)
Defender (1Tnk):
Rolls: 1@3; Total Hits: 11@3: (3)
Tun:
Attacker (1Inf, 1Art, 1Mec, 1Tnk):
Rolls: 1@1 2@2 1@3; Total Hits: 21@1: (4)2@2: (2, 5)1@3: (2)
Defender (1Inf):
Rolls: 1@2; Total Hits: 01@2: (4)
Z94:
Attacker (1Sub, 2DD):
Rolls: 3@2; Total Hits: 13@2: (5, 6, 2)
Defender (1DD):
Rolls: 1@2; Total Hits: 01@2: (3)
Z93:
Attacker (1BB, 2CA):
Rolls: 2@3 1@4; Total Hits: 22@3: (5, 3)1@4: (1)
Defender (1CA, 1DD):
Rolls: 1@2 1@3; Total Hits: 11@2: (1)1@3: (5)
Alg:
Attacker (1Inf, 1Art, 1Fgt):
Rolls: 2@2 1@3; Total Hits: 12@2: (2, 5)1@3: (4)
Defender (1Inf):
Rolls: 1@2; Total Hits: 01@2: (3)
Gre:
Attacker (1Tnk, 6Inf):
Rolls: 6@1 1@3; Total Hits: 46@1: (3, 1, 3, 1, 1, 3)1@3: (3)
Defender (4Inf):
Rolls: 4@2; Total Hits: 24@2: (4, 4, 1, 1)
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Wfr twlo 1 Tac
Tun twol
Z94 cwol
Z93 cwol BB damaged
Alg cwol
Gre twlo 2 InfRnd 2:
Sfr:
Rolls: 2@2 1@3; Total Hits: 12@2: (6, 6)1@3: (1)
Rolls: 2@2; Total Hits: 12@2: (3, 1)
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omg those French guys are persistent when they defend their homeland. At least in the Colonies or on Ships they are less motivated.
Rnd 3:
Input ErrorThere was an error in your dice throw: “@3” is not correct syntax.
Rolls: 1@2; Total Hits: 01@2: (6)
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reroll attacker:
Rolls: 1@2 1@3; Total Hits: 21@2: (2)1@3: (3)