Game History
Round: 14 Purchase Units - Germans Germans buy 11 infantry; Remaining resources: 1 PUs; Non Combat Move - Germans 1 fighter moved from Karelia S.S.R. to Germany 1 armour moved from Ukraine S.S.R. to Karelia S.S.R. 2 armour moved from Germany to Karelia S.S.R. 1 infantry moved from South Europe to East Europe 1 infantry moved from Karelia S.S.R. to Caucasus 2 infantry moved from Germany to West Europe Place Units - Germans 3 infantry placed in Karelia S.S.R. 8 infantry placed in Germany Turn Complete - Germans Germans collect 34 PUs; end with 35 PUsG40-02 Ksmckay (Axis -18) vs Karl7 (Allies)
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correction on USA income, saved 2 so income is 75
UK
UKW
buy airbase
2trn
save 1UKE
man, artcm
cv, w 2ftr, 3dd, 1ss, cc, 3dd, 2trn w/2inf from 109 to 110
Hol -land 1 inf, walk in
wfr - land 1inf, walk incpr(art)
2inf from epr
tacb from indfleet in 81 to 80, trn picks up inf from sud, iso, land in irq, walkin
bur(inf)
2inf, 3ftr, tacb from indCC
cpr
A
Rolls: 2@1 1@3; Total Hits: 12@1: (4, 6)1@3: (1)
D
Rolls: 1@2; Total Hits: 01@2: (5) -
cpr twol
bur(inf)
A
Rolls: 2@1 3@3 1@4; Total Hits: 22@1: (3, 6)3@3: (3, 2, 5)1@4: (6)
D
Rolls: 1@2; Total Hits: 11@2: (1) -
bur twlo inf
ncm
tab in cpr to epr
2inf, art from wind to epr
2inf from ind to wind
cv, ftr, ss, from 109 to 91
ftr from uk to cv in 91
ss from 109 to 92place
2trn in 110
inf art in indOk, I must be losing my mind, because I bought the airbase thinking I could put in gil… boy that is dumb.
so airbase goes in Quebec… sigh, the allies need to get it togethercollect
UKW
35-2=33
UKE
6 -
correction,
I am going to put the ignominous airbase in epr… may do some good there
also
ukw income +1 it saved so 34map
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Anzac
Buy
art, 2infcm
sz46(dd, trn)
ss from 62, ftr from queCC
A
Rolls: 1@2 1@3; Total Hits: 11@2: (1)1@3: (6)
D
Rolls: 1@2; Total Hits: 11@2: (1) -
did you want to do something different with the airbase? is that even allowed? UK Pac diddnt have enough for an airbase, you cant share the income…
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by something else i mean you could buy something else instead of an airbase if you screwed up. did you retreat to Gil thinking you could buy an airbase?
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yes, the retreat to Gil was in the belief the airbase could be there. Talk about screwing it up. It’s ok though. I usually play by the rule that once dice are thrown, you are locked in. Also the airbase in epr will provide some protection for the British fleet.
You can probably kill the us fleet off Gil. But hopefully it will be costly, dice willing. Further, I would probably have attacked your fleet anyway. The only difference would have been maybe going another round of combat to chew up some of your planes. But as it is, the US fleet is stronger now in the defense in its current configuration with the fighters now at 4. I also have the planes in Gil to counter attack if your remaining force is weak.
anzac:
sz45 cwlo ssncm
ftr in 46 back to Que
inf, art, ftr from nsw to que
ftr from ind to epr (use the wonderful airbase!)collect 10
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ok… Just want to make sure the game is fair, after all it is just for fun.
Italy coming up soon.
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Italy 5
Purchases 43!
9 inf 2 art
1 ddCombat
z80 (1 dd 2 CA 1 bb, 1 ftr 1 tac can scramble)
2 dd 1 ca 1 bb z98
2 ftrs 1 tac Egy
1 bom SyrIrq (2 inf)
2 inf TrJ
1 ftr SIt
1 mec NprCpr (2 inf)
1 inf 1 art 1 arm Npr
2 inf Egy v z98 trnEPl (1 inf)
1 inf 1 art Hun
1 arm NovSud (2 inf)
2 inf NIta v z97 trn
2 inf Gre v z z98 trn
1 inf 1 art Mal v z96 trnScramble in z80?
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oh and ca bombard in Sud
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yes (better use that airbase~!)
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z80
1 dd 2 ca 2 ftrs 1 tac 1 bom 1 bb
Rolls: 1@2 4@3 3@4; Total Hits: 61@2: (5)4@3: (3, 1, 4, 3)3@4: (3, 3, 2)1 dd 2 ca 1 bb 1 tac 1 ftr
Rolls: 1@2 3@3 2@4; Total Hits: 41@2: (6)3@3: (2, 3, 6)2@4: (4, 2) -
hrmm, got confused.
rolled a dd as a ca for the italians.
will subtract a hit for the italians and I think that is fair.Allies lose 1 dd 2 ca 1 tac 1 bb hit
italians lose 2 dd 1 ca 1 ftr 1 bb hitItaly
1 ftr 1 tac 1 bb (hit) 1 bom
Rolls: 1@3 3@4; Total Hits: 21@3: (3)3@4: (3, 6, 6)1 ftr 1 bb (hit)
Rolls: 2@4; Total Hits: 22@4: (1, 3) -
z80 cwlo 2 dd 1 ca 1 bb 1 ftr 1 tac
Irq
2 inf 1 mec 1 ftr
Rolls: 3@1 1@3; Total Hits: 13@1: (5, 1, 5)1@3: (6)2 inf
Rolls: 2@2; Total Hits: 12@2: (5, 2) -
Irq rnd 2
1 inf 1 mec 1 ftr
Rolls: 2@1 1@3; Total Hits: 12@1: (4, 6)1@3: (2)1 inf
Rolls: 1@2; Total Hits: 11@2: (2) -
Irq twlo 2 inf
Cpr
3 inf 1 art 1 arm
Rolls: 2@1 2@2 1@3; Total Hits: 42@1: (1, 1)2@2: (4, 1)1@3: (2)2 inf
Rolls: 2@2; Total Hits: 12@2: (2, 5) -
Cpr twlo inf
EPl
1 inf 1 art 1 arm
Rolls: 2@2 1@3; Total Hits: 22@2: (1, 2)1@3: (4)1 inf
Rolls: 1@2; Total Hits: 11@2: (2)
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