@Panzerstahl-Helm Thanks, I added one infantry and one bunker as described. Nothing to note for the minor allies, back to Germany
Purchase Units Turning on Edit Mode EDIT: Adding units owned by British to United Kingdom: 1 infantry EDIT: Adding units owned by British to Borneo: 1 Fortification EDIT: Turning off Edit Mode ANZAC buy 2 air_transports; Remaining resources: 2 PUs; Combat Move Resetting and Giving Bonus Movement to Units Combat Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 fighter moved from Queensland to Malaya 2 infantry moved from New Guinea to Dutch New Guinea ANZAC undo move 2. 2 infantry moved from New Guinea to Dutch New Guinea 1 aaGun and 1 infantry moved from New South Wales to 62 Sea Zone ANZAC undo move 3. 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 destroyer moved from 62 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 cruiser moved from 63 Sea Zone to 54 Sea Zone 2 fighters moved from New Zealand to Queensland 2 aaGuns moved from New South Wales to Queensland Cleaning up during movement phase Place Units 2 air_transports placed in New South Wales Turn Complete ANZAC collect 14 PUs; end with 16 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 Optional[PUs]; end with 18 Optional[PUs] Combat Move Resetting and Giving Bonus Movement to Units 1 infantry moved from Tunisia to Libya Combat Recording Battle Statistics Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 infantry moved from French West Africa to French Central Africa 1 infantry moved from Algeria to Tunisia 1 infantry moved from Morocco to Algeria 1 destroyer moved from 72 Sea Zone to 81 Sea Zone Cleaning up during movement phaseSpoox (Axis) vs. fighter pilot 48 (Allies) G40 A3
-
it’s a cruiser even :-)
Japan turn 7
–>Purchase & repair
purchase: 3 INF (9) + 2 TT (14) + 3 DD (24) = 47
–>Combat movement
Kan: 1 INF --> Tsi (walk in)
Kan: 1 INF --> She (walk in)
Cha: 1 INF --> Jeh (walk in)
Sui: 1 INF --> Hop (walk in)
Ksu: 6 INF --> TT --> Phi
Hon: 2 INF, 2 ART --> Phi
z19: 1 BB, 2 CA --> bombard Phi
z39: 1 SS --> z39 (assuming scramble)
z20: 1 DD, 1 Fig, 1 TacB --> z44 (land z35)
Fic: 2 bomber --> z44 (land Fic)–>Combat
Phi
A:
bombard
Rolls: 2@3 1@4; Total Hits: 22@3: (5, 2)1@4: (3)
round 1
Rolls: 6@1 4@2; Total Hits: 26@1: (5, 1, 4, 2, 3, 1)4@2: (6, 6, 4, 6)
D:
Rolls: 2@2; Total Hits: 02@2: (5, 6)
z39
A:
Rolls: 1@2; Total Hits: 01@2: (5)
D:
Rolls: 1@2 1@4; Total Hits: 11@2: (3)1@4: (4)
z44
A:
Rolls: 1@2 1@3 3@4; Total Hits: 11@2: (5)1@3: (6)3@4: (3, 6, 6)
D:
Rolls: 2@3; Total Hits: 02@3: (6, 5)
-
Phi twol
z39 holds wlo 1 SSz44 round 2
A:
Rolls: 1@2 1@3 3@4; Total Hits: 31@2: (4)1@3: (3)3@4: (3, 1, 5)
D:
Rolls: 1@3; Total Hits: 01@3: (6)
-
z44 twol
–>NCM
z20: 1 CV --> z35
z19: 3 CV, 2 SS, 1 DD --> z35
Man: 2 Fig, 3 TacB --> z35
z6: 2 SS --> z35
Jap: 1 Fig --> z35–>Placement
Fic: 3 INF
z6: 2 TT, 3 DD–>Income
territories: 50
total: 50 -
USA 7 “The Yanks Are Coming”
Purchase(77)
5trn(35)
5inf(15)
2arm(12)
3mech(12)
save 3combat
Mor-2inf,2arm Wei(via 2trn z89)(walk in)
Gib-6inf,5arm,art Wei/5inf,5art Eus(via 5trn z89)(walk in)
sz6-2bmb Anh/dd,ca Z26need sramble orders possibly from Jap
-
scramble
-
Battle in sz6
A-dd,ca,2bmb
Rolls: 1@2 1@3 2@4; Total Hits: 21@2: (6)1@3: (5)2@4: (2, 3)
D-3dd,ftr
Rolls: 3@2 1@4; Total Hits: 13@2: (5, 4, 3)1@4: (3)
-
sz 6 round 2
A-ca,2bmb
Input ErrorThere was an error in your dice throw: "/>D-dd,ftraaa 1@2 1@4:
-
battle for sz6 round 2
A-ca,2bmb
Rolls: 1@3 2@4; Total Hits: 21@3: (4)2@4: (3, 4)
D-dd,ftr
Rolls: 1@2 1@4; Total Hits: 11@2: (6)1@4: (2)
-
sz6 cwlodd,ca
ncm
2bmb sz6 to Ale
2ftr Haw to Alemoblize
5inf,2arm,3mech to Wus
5trn to sz101collect
72China 7
purchase(16)
4inf,artcombat
Cha-inf Anh(walk in)
Ksu-inf Anh(walk in)
Jeh-2inf,art Anh
Hop-2inf,artbattle for Jeh
A-2inf,art
Rolls: 1@1 2@2; Total Hits: 11@1: (1)2@2: (5, 6)
D-inf
Rolls: 1@2; Total Hits: 11@2: (2)
battle for Hop
A-2inf,art
Rolls: 1@1 2@2; Total Hits: 01@1: (2)2@2: (6, 4)
D-inf
Rolls: 1@2; Total Hits: 11@2: (2)
-
Jeh cwlo inf
battle for Hop round 2
A-inf,art
Rolls: 2@2; Total Hits: 02@2: (5, 3)
D-inf
Rolls: 1@2; Total Hits: 01@2: (5)
-
battle for Hop round 3
(if I hit before or at the same time battle over,if you hit first we start over with round 3 1 on 1)
A
Rolls: 10@2; Total Hits: 510@2: (6, 1, 6, 2, 6, 4, 2, 1, 4, 1)
D
Rolls: 10@2; Total Hits: 110@2: (2, 4, 4, 3, 5, 5, 4, 5, 4, 4)
-
Hop cwlo 2inf
ncm
4inf,4art Yun to Kwemobilize
4inf,art to Anhcollect
16+6(no)=22 -
UK 7
purchase
Calcutta(9)
3infcombat
Hon-arm Anh(roll in)
Gol-mech,2arm Fwa/bmb Egybattle for Gol
A-mech,2arm,bmb
Rolls: 1@1 2@3 1@4; Total Hits: 21@1: (3)2@3: (1, 5)1@4: (1)
D-inf,art
Rolls: 2@2; Total Hits: 12@2: (1, 6)
-
Gol cwlo mech
ncm
bmb Gol to Fwa
arm Shn to Kwe
ftr,bmb Ind to Kwemobilize
3inf to Indcollect
Calcutta
13 -
Italy turn 7
–>Purchase & repair
purchase: 1 DD (8 + 7 INF (21) = 29
save 0 ipc–>Combat movement
/
–>NCM
z95: 4 TT --> z97
Gre: 1 INF --> TT --> Sita
Nita: 4 ART, 2 AA --> Sita
Sita: 1 bomber --> Nov–>Placement
z95: 1 DD
Sita: 3 INF
Nita: 4 INF–>Income
territories: 17
no’s: 5
total: 22 -
Anzac turn 7
purchase(19)
3arm(save1)combat
sz44-2subs z54 vs dd
A-2subs
Rolls: 2@2; Total Hits: 12@2: (6, 1)
D-dd
Rolls: 1@2; Total Hits: 01@2: (4)
-
sz44 cwol
ncm
dd z54 to z37
cv,2sub z62 to z30
3ftr,3inf,2aa Nte to Que
2art,arm Nsw to Quemobilize
3arm to Nswcollect
14+10(no)=24I think I got Calcutta’s cash wrong-it should be:
13France turn 7
-
Germany turn 8
–>Purchase & repair
repair: 1 CV z115
purchase: 11 INF (33) + 9 ART (36) = 69
save 0 ipc–>Combat movement
Nov: 2 bomber --> SBR Rus
–>Combat
Rus (I am assuming you scramble just like previous round)
bombers fire
Rolls: 2@1; Total Hits: 02@1: (6, 5)
interceptors fire
Rolls: 2@1; Total Hits: 02@1: (6, 2)
-
AA gunfire
Rolls: 2@1; Total Hits: 02@1: (2, 2)
-
SBR
Rolling 2d6:
(1, 2)