Game History
Round: 1 Purchase Units - ANZAC ANZAC buy nothing; Remaining resources: 10 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 fighters moved from New Zealand to Western Australia 1 cruiser moved from 63 Sea Zone to 56 Sea Zone 1 destroyer moved from 62 Sea Zone to 56 Sea Zone 1 transport moved from 62 Sea Zone to 63 Sea Zone 1 infantry moved from New Zealand to 63 Sea Zone 1 infantry and 1 transport moved from 63 Sea Zone to 61 Sea Zone 1 infantry moved from 61 Sea Zone to South Australia 2 aaGuns and 2 infantry moved from New South Wales to South Australia 2 infantry moved from Queensland to South Australia 1 artillery moved from Queensland to South Australia 1 fighter moved from Queensland to Western Australia Turn Complete - ANZAC ANZAC collect 10 PUs; end with 20 PUsAlsch 91 (Allies) vs Spoox (Axis) G40 A3
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Ken lwol
Non-coms
2 Inf Rho to Con
2 Inf, 2 Art Egy to Sud
1 Fig, 1 Tac Mal to Sud
1 TT SZ 76 to SZ 71
1 Inf Epr to Cpr (activate)
2 Inf, 2 AA gun, 2 Fig UK to Sco
1 DD SZ 81 to SZ 80
1 CA SZ 76 to SZ 80
1 TT SZ 44 to SZ 41, take
1 Inf Cel to Sum (activate)
4 Inf, 1 AA gun Ind to Bur
2 Inf Shn to Bur
1 DD SZ 109 to SZ 111Place
1 DD, 1 SS SZ 109
1 Fig UK
1 Inf, 1 Art Saf
6 Inf IndLondon collects
31 IPCs
Calcutta collects
24 + 2 leftover = 26 IPCs
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I’ll go ahead with Anzac/France; I won’t move the infantry located in Egypt/Trans-Jordan.
Anzac 2
14 IPCs
2 Inf (6)
1 DD (8)save 0
No combat
Non-coms
1 TT SZ 42 to SZ 45, take
1 Inf Jav to Dgu (activate)
1 TT SZ 62 - 63 - 62, take
1 Inf Nze to Nsw
1 Inf Nsw to QuePlace
2 Inf Nsw
1 DD SZ 62Collect
14 IPCs
France moves
DOW on Japan
1 Fig UK to Sco
1 Inf Fea
1 DD SZ 58 to SZ 37I might have some French moves with the North African infantry depending on what you do with Italy, but I can just do them with Russia. So you can go ahead with Germany after Italy.
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allright :-)
However still doubting on what to do, so it’ll probably be for tomorrow. -
Not a problem at all; take your time. :-)
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Italy turn 2
–>Purchase & repair
purchase: 2 ART (8 + 1 INF (3) = 11
save 1 ipc–>Combat movement
probably what you expected :) , no idea if this is any good, my Italy game is usually very bad
Alx: 3 INF, 1 ART, 1 Mech, 1 ARM --> Egy
Gre: 1 ARM --> Egy
Sita: 3 INF --> Egy
z97: 1 CA --> bombard Egy
Nita: 2 INF --> Yugo
Sita: 1 Fig, 1 bomber --> Yugo (land Sita)–>Combat
Egy
A:
bombard
Rolls: 1@3; Total Hits: 11@3: (1)
round 1
Rolls: 6@1 2@2 2@3; Total Hits: 36@1: (3, 2, 6, 6, 3, 3)2@2: (2, 6)2@3: (1, 2)
D:
Rolls: 2@2; Total Hits: 02@2: (5, 6)
Yugo
A:
Rolls: 2@1 1@3 1@4; Total Hits: 32@1: (6, 1)1@3: (3)1@4: (2)
D:
Rolls: 1@2; Total Hits: 01@2: (5)
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Egy twol
Yugo twol–>NCM
Sfr: 2 ART --> Nita
z97: 1 SS, 2 DD --> z98–>Placement
Sita: 2 ART, 1 INF
–>Income
territories: 17
no’s: 10
saved: 1
total: 28 -
Germany will not be before tonight late at the earliest, so feel free to do your France CM/NCM :)
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Germany turn 3
–>Purchase & repair
purchase: 1 Fig (10) + 2 SS (12) + 2 ARM (12) + 2 ART (8) = 42
save 1 ipc–>Combat movement
Bal: 13 INF, 3 ART, 1 ARM --> Nov
Fin: 3 INF --> Kar (walk in)
Fin: 1 INF --> Vyb (walk in)
Bes: 1 INF --> Nukr
Rom: 1 bomber --> Nukr (land Wger)
Epl: 1 INF --> Bal
Rom: 1 bomber --> Bal
Sita: 1 Fig, 1 TacB --> Trj (land Egy)–>Combat
Nov
A:
Rolls: 11@2 4@2 1@3; Total Hits: 811@2: (4, 3, 2, 2, 6, 1, 6, 6, 5, 1, 2)4@2: (2, 6, 2, 1)1@3: (4)
D:
Rolls: 1@2; Total Hits: 11@2: (2)
Nukr
A:
Rolls: 1@1 1@4; Total Hits: 01@1: (3)1@4: (5)
D:
Rolls: 1@2; Total Hits: 01@2: (5)
Bal
A:
Rolls: 1@1 1@4; Total Hits: 11@1: (4)1@4: (4)
D:
Rolls: 1@2; Total Hits: 01@2: (6)
Trj
A:
Rolls: 1@3 1@4; Total Hits: 21@3: (3)1@4: (3)
D:
Rolls: 1@2; Total Hits: 01@2: (5)
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Nov twlo 1 INF
Bel twol
Trj twolNukr round 2
A:
Rolls: 1@1 1@4; Total Hits: 11@1: (6)1@4: (1)
D:
Rolls: 1@2; Total Hits: 01@2: (3)
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Nukr twol
–>NCM
Wgr: 1 INF --> Nita
Pol: 7 ART --> Epl
Bal: 3 AA --> Nov
Rom: 1 INF --> Bes
Rom: 4 INF -->Epl
Bes: 2 ARM, 2 ART --> Epl
Sita: 1 Fig, 3 TacB --> Epl
Ger: 11 ARM, 6 Mech --> Epl
Wger: 1 ART --> Fra
Wger: 1 ART --> Ger
Wger: 4 Mech --> Pol
z89: 2 SS --> z87–>Placement
Wger: 1 Fig
Ger: 2 ARM, 2 ART
z113: 2 SS–>Income
z125 convoy disruption
Rolling 2d6:
(2, 5) -
territories: 47
no’s: 10
damage: -2
saved: 1
total: 56 -
R3
40 IPCs
8 Inf (24)
3 Art (12)
1 Mech (4)save 0
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Combat
1 Inf, 1 Fig Sukr to Bes
1 Inf, 1 Fig Sukr to Nukr
1 Inf Bry to Bel
1 Tac Sukr to Bel -
Bes
Attack (1 Inf, 1 Fig)
Rolls: 1@1 1@3; Total Hits: 01@1: (6)1@3: (4)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 11@2: (2)
Nukr
Attack (1 Inf, 1 Fig)
Rolls: 1@1 1@3; Total Hits: 21@1: (1)1@3: (1)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (3)
Bel
Attack (1 Inf, 1 Tac)
Rolls: 1@1 1@3; Total Hits: 01@1: (2)1@3: (5)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (4)
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Retreat from Bes
Bes hwol
Nukr lwolBel R2
Rolls: 1@1 1@3; Total Hits: 11@1: (1)1@3: (6)
Rolls: 1@2; Total Hits: 01@2: (6)
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Bel lwol
Non-coms
1 Inf Sco to Eir (activate)
1 TT SZ 111 to SZ 109
14 Inf, 2 Art, 2 AA gun Arch to Smo
2 Inf, 4 Art Rus to Bry
1 Fig Bes to Bry
1 Fig Nukr to Bry
1 Tac Bel to Bry
2 Inf, 4 Art, 2 Mech, 2 Arm, 2 AA gun Sukr to Bry
6 Inf Yen to Tim
12 Inf, 2 AA gun Yak to Yen
2 Inf Npr to CauPlace
7 Inf , 3 Art Rus
1 Inf Sukr
1 Mech VolCollect
31 + 8 NO = 39 IPCs
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wow, didn’t realise that was allowed, never seen that strat before…i’m learning :-)
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Yeah, I know it’s very gamey; I’m not happy about it. But this set-up is so Axis-tilted, I’ve found, that I need to do literally every little thing I can to come close with Allies. Glad that I could show you some new stuff though. :-)
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Japan tun 3
–>Purchase & repair
purchase: 2 ART (8) + 3 DD (24) + 1 Fig (10) + 1 INF (3) = 45
save 0 ipc–>Combat movement
DOW UK/ANZAC/USA
Sia: 1 INF --> Fic (walk in)
Sfe: 1 ARM --> Sib (walk in) --> blitz Sak (walk in)
Man: 2 INF --> Amu (walk in)
Oki+Jeh: 1 INF --> TT --> Phi
Jap: 2 INF --> TT --> Phi
z33: 1 TacB, 1 Fig --> Phi (land z35)
z36: 1 SS, 1 DD, 1 TacB --> z37 (land z41)
z34: 2 INF --> Cel
z36: 1 Fig, 1 TacB --> Cel (land z44)
Kwa: 1 bomber --> z45 (defenseless TT) (land Kwa)
z36: 1 SS --> z41 (defenseless TT)
Kwa: 1 INF, 1 ART --> Mal
Kwa: 1 INF, 1 ART --> Sum
z36: 2 BB --> bombard Sum
z36: 1 Fig --> Mal (land z41)
Yun: 3 INF, 3 ART --> Bur
Kwa: 8 Fig, 5 TacB, 1 bomber --> Bur (land Kwa)–>Combat
Phi
A:
Rolls: 4@1 1@3 1@4; Total Hits: 24@1: (5, 3, 1, 4)1@3: (2)1@4: (6)
D:
Rolls: 2@2; Total Hits: 12@2: (3, 2)
z37
A:
Rolls: 2@2 1@3; Total Hits: 12@2: (2, 5)1@3: (6)
D:
Rolls: 1@2; Total Hits: 01@2: (3)
Cel
A:
Rolls: 2@1 1@3 1@4; Total Hits: 22@1: (1, 2)1@3: (1)1@4: (5)
D:
Rolls: 1@2; Total Hits: 01@2: (6)
Mal
A:
Rolls: 2@2 1@3; Total Hits: 12@2: (6, 1)1@3: (4)
D:
Rolls: 1@2; Total Hits: 01@2: (4)
Sum
A:
bombard
Rolls: 2@4; Total Hits: 12@4: (5, 4)
round 1
Rolls: 2@2; Total Hits: 12@2: (1, 5)
D:
Rolls: 1@2; Total Hits: 11@2: (2)
Bur
AA fire
Rolls: 9@1; Total Hits: 19@1: (6, 4, 4, 1, 5, 3, 4, 6, 6)