@Ragnell804 gg, I concede
Nothing to see here (Axis) vs. James Aleman (Allies) g40 alpha3
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Disaster - No need to wait, since I only hit 3 times you would damage 3 carriers…
Z113 defenders:
Rolls: 2@1 5@2 2@3 4@4; Total Hits: 42@1: (6, 3)5@2: (4, 6, 5, 3, 5)2@3: (2, 5)4@4: (1, 5, 2, 2)
Sfr2: inf,art vs mech
Rolls: 2@2; Total Hits: 12@2: (4, 2)
Rolls: 1@2; Total Hits: 01@2: (5)
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Spa: Italy lost mech; UK no loss
Sfr: Italy lost mech; UK no lossWell, since that is the game, I’ll keep going, hoping for a reversal of fortune I still have a 38 percent chance for Berlin
I remove 1 carrier, damage cv and bbRolls: 1@2 7@3 3@4; Total Hits: 21@2: (3)7@3: (1, 1, 5, 6, 6, 6, 5)3@4: (6, 6, 6)
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That says it right there, (6,6,6) for my 4’s: 6 fours have hit once, 14 threes have hit 4 times. I only went a second time because your 2’s missed. My only hope now is if you also miss
I’ll just roll your units, I don’t care if you see the outcome now, unless you miss the battle will end.
Rolls: 2@1 5@2 2@3 4@4; Total Hits: 62@1: (3, 6)5@2: (3, 5, 4, 2, 3)2@3: (2, 5)4@4: (3, 2, 2, 1)
Declare your 2 hits, looks like Berlin is safe unless you miss, I’ll Likely retreat and hope I don’t lose two navies now.
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Well, if I wasn’t doing so well in the Pacific, I’d call it. This is why I don’t do fleet battles…Good bait, I fell for it-risking a Capital gave you an edge in Europe now. USA will have to send aid there soon or this game will be over in 3 turns.
3 of my fighters from Gib have to die, as they used all 5 to get there. Lose dd,cv,tac- You need to take 2 hits still
Well, you still have 9 planes for a counter attack….goodbye navy.
Noncombat Moves:
To z112: Damaged bb,Damaged Cv, trn (loaded with Berlin Commandos-Inf), ftr,tac (land on USA cv)-z113
To z110: cv,4subs-z91,2 trn (loaded with 4inf-Gib); 2ftr-z113
To z109: 1 trn-z110 damage control if that fleet sinks in z110
Well, moving in mass to Hol will not work with 9 air units, but I’m committed so:
To Hol: 4inf-Gib; 2inf,art,aagun-UK via 2 trn-z110; 3art,7inf,2aagun-Wfr
To Spa: aagun-Gib
To Wind: inf-Epr
To Ind: 2ftr,2tac-Epr
To z55: ca,cv,4trn-z39Placement:
Saf: art,2inf
UK: 5inf,ftr (will scramble french and UK ftr to z110 if needed)
Ind: 3inf
Wind: 2infCollection:
London: 35
Convoy=1sub, max damage=3
Rolls: 1@3; Total Hits: 11@3: (3)
India: 15 (13+2saved)I’ll go ahead and post Anzac and France too, since they won’t be affected by Italy.
I moved out of Gib figuring I could get back, that may not be, now. -
Kick a man when he’s down: UK collects 32 since sub did max damage.
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**Anzac/France turn 13:
Production: 21**
Naval base=15
2 infantry=6
15+6=21Noncombat Moves:
To z55: ca,3trn-z39; dd-z33; trn-z63 (via z54,46,55) load inf-Ngu; 2aagun,9inf,art-Nte(2aagun,4inf-3 trnUS; 5inf,art-4trnUK=2 trn have 1 inf each)
To Nte: inf-z55(Ngu); 3inf,art-Que; arm-NswFrance:
No moves, will scramble to z110Placement:
Nte: Naval base
Que: 2infCollection: 21
This is the only reason I continue this game, I wanted to test a concept: USA builds fleet, Anzac builds land. Now Anzac can field 19 land units by sea to support allied invasions defensively or storm beaches on there own using US carriers to land their air force. We’ll see if its enough, or too late.
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Also, you need to land the 6 air units in z113, prior to Germany’s turn since I assumed the 3 damage from round 1 would go to carriers.
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Better map, removed Japanese control marker on Sfe
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I swear JJ…you simply cannot roll well…evar.
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That is why I have to rely on strategy, luck is unreliable.
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well that’S the problem with close to fity percent battles, which this one was. they can go horribly wrong or horribly right.
I’ll lose 2Sub. -
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By the way you didn’t use enough dice for the sub but it doesn’t matter anyway because the max damage is 2 now since I moved the sub unless you want to take the french or teh italian income loss
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good point, I have 1 more IPC
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@Nothing:
Ok I do admit that I do have better luck with the Convoydamage, but I don’t think that it deviates more than perhaps 10-15IPC from average rolls over the whole game. I don’t think I got this far just because of a few lucky Convoyrolls.
No offense NTSH, but the game is far more skewed than you realize. Imagine 26 rolls with dice and only rolling 1 [6]. The damage caused by these bombing raids was 63 IPC’s. Convoy damage surpasses this Now, I don’t like convoy damage, but I can live with it…a little. But bombers are extremely overpowered.
To put this in better perspective…have Germany lose their entire income for 1 Turn and 1/2 their income for the next turn and let me know how that works for ya. Luck played a major role in this game.
Frankly that was probably his best shot at taking you out. I didn’t even see the Berlin attempt till he showed me, so I was impressed, 50/50 or not. If your capital is up for grabs, and its there isn’t much that can be done to shut you out of Russia, well, guess I am goin for it also:)
Regardless, A3 is done with me also. Convoy and bombers are a hair OP. I would like to see more strat and less luck be an overriding factor.
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other game for Andy to look at
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@Nothing:
Ok I do admit that I do have better luck with the Convoydamage, but I don’t think that it deviates more than perhaps 10-15IPC from average rolls over the whole game. I don’t think I got this far just because of a few lucky Convoyrolls.
No offense NTSH, but the game is far more skewed than you realize. Imagine 26 rolls with dice and only rolling 1 [6]. The damage caused by these bombing raids was 63 IPC’s. Convoy damage surpasses this Now, I don’t like convoy damage, but I can live with it…a little. But bombers are extremely overpowered.
To put this in better perspective…have Germany lose their entire income for 1 Turn and 1/2 their income for the next turn and let me know how that works for ya. Luck played a major role in this game.
Frankly that was probably his best shot at taking you out. I didn’t even see the Berlin attempt till he showed me, so I was impressed, 50/50 or not. If your capital is up for grabs, and its there isn’t much that can be done to shut you out of Russia, well, guess I am goin for it also:)
Regardless, A3 is done with me also. Convoy and bombers are a hair OP. I would like to see more strat and less luck be an overriding factor.
I had my share of bad outcomes in this game especially when I rolled your defenders. That they didn’t all occur when expensive units where affected like your Berlin assault isn’t my fault now is it. Also my SBR’s did really below average damage for all that they didn’t get shot down much. I also didn’t count on luck too much to safe me. I also would like for strategy to be the deciding factor in winning the game with luck being only a little modification of the expected outcome in either direction.
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Italy 13:
Buy(43):
5 Inf (15)
2 Mec (8)
2 Art (8)
1 Arm (6)
1 Sub (6)15+8=23 +8=31 +6=37 +6=43
Combat Movement:
To Mor: 1Inf Turk via Trp Z99 uncontested
To Bso: 1Mec Sud unvontested
To Iso: 1Mec Sud uncontested
To Tam: 1Inf Ros uncontested
To Con: 1Arm Sud blitz on to Fea
To Spa: 2Inf, 2Art NIta via Trp Z99, 2Fgt, 2Cru, 1BB Z95 bombard vs. 6Inf, 1Art, 1AAGun
To Alg: 2Inf Egy via Trp Z81, 1Inf, 1Art Turk via Trp Z100 vs. 1Inf
To Sfr: 4Inf, 3Art NIta vs. 1Inf, 1Art
To Fea: 2Inf, 2Mec, 2Art, 1Arm Su vs. 1InfCombat:
Spa: 2Inf, 2Art, 2Fgt, 2Cru, 1BB bombard vs. 6Inf, 1Art, 1AAGun
AAGun:
Input ErrorThere was an error in your dice throw: “/>if” is not correct syntax.aaa 4@2 4@3 1@4:
Rolls: 7@2; Total Hits: 47@2: (2, 2, 6, 3, 5, 2, 1)
Alg: 3Inf, 1Art vs. 1Inf
Rolls: 2@1 2@2; Total Hits: 02@1: (6, 4)2@2: (4, 5)
Rolls: 1@2; Total Hits: 01@2: (6)
Sfr: 4Inf, 3Art vs. 1Inf, 1Art
Rolls: 1@1 6@2; Total Hits: 31@1: (6)6@2: (6, 5, 2, 2, 5, 1)
Rolls: 2@2; Total Hits: 02@2: (6, 5)
Fea: 2Inf, 2Mec, 2Art, 1Arm Su vs. 1Inf
Rolls: 2@1 4@2 1@3; Total Hits: 22@1: (3, 6)4@2: (1, 3, 6, 6)1@3: (3)
Rolls: 1@2; Total Hits: 01@2: (6)
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Well quite the nonsense with Spa
Let’s try that again
Spa: 2Inf, 2Art, 2Fgt, 2Cru, 1BB bombard vs. 6Inf, 1Art, 1AAGun
AAGun:
Rolls: 2@1; Total Hits: 02@1: (5, 3)
if it hits ignore 3s from the right
Rolls: 4@2 4@3 1@4; Total Hits: 34@2: (4, 1, 2, 3)4@3: (5, 6, 4, 6)1@4: (1)
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Spa retreat
Round 2:
Alg: 3Inf, 1Art vs. 1Inf
Rolls: 2@1 2@2; Total Hits: 22@1: (1, 3)2@2: (2, 6)
Rolls: 1@2; Total Hits: 01@2: (4)