Game History
Round: 1 Purchase Units - Americans Americans buy 1 destroyer, 1 fighter, 1 submarine and 1 transport; Remaining resources: 0 PUs; Combat Move - Americans 1 bomber and 1 fighter moved from United States to Davis Strait Sea Zone 1 destroyer and 1 transport moved from U.S. Eastern Coast Sea Zone to Davis Strait Sea Zone Combat - Americans Battle in Davis Strait Sea Zone British loiter and taunt; Americans attack with 1 bomber, 1 destroyer, 1 fighter and 1 transport Germans defend with 2 submarines Americans roll dice for 1 bomber, 1 destroyer, 1 fighter and 1 transport in Davis Strait Sea Zone, round 2 : 1/3 hits, 1.67 expected hits Germans roll dice for 2 submarines in Davis Strait Sea Zone, round 2 : 2/2 hits, 0.67 expected hits 1 destroyer owned by the Americans and 1 transport owned by the Americans lost in Davis Strait Sea Zone 1 submarine owned by the Germans lost in Davis Strait Sea Zone Germans and Americans reach a stalemate . Battle score for attacker is -12 Casualties for Americans: 1 destroyer and 1 transport Casualties for Germans: 1 submarine Non Combat Move - Americans Turning on Edit Mode EDIT: Adding units owned by Americans to Davis Strait Sea Zone: 1 transport EDIT: Removing units owned by Americans from Davis Strait Sea Zone: 1 transport EDIT: Adding units owned by Americans to Davis Strait Sea Zone: 1 destroyer and 1 transport EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by Germans to Davis Strait Sea Zone: 1 submarine EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Germans from Davis Strait Sea Zone: 2 submarines EDIT: Removing units owned by Americans from Davis Strait Sea Zone: 1 transport EDIT: Turning off Edit Mode 1 bomber moved from Davis Strait Sea Zone to United Kingdom 1 fighter moved from Davis Strait Sea Zone to Iceland Place Units - Americans 1 destroyer, 1 submarine and 1 transport placed in U.S. Eastern Coast Sea Zone 1 fighter placed in United States Turn Complete - Americans Americans collect 40 PUs; end with 40 PUsCZion (Allies) vs. Corriganbp (Axis) Rematch
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Attack s france (1 inf 1 art) with 1 inf art tank
Attacker
Rolls: 1@3; Total Hits: 01@3: (5)
Defender
Rolls: 1@2; Total Hits: 01@2: (5) -
first to hit
Attack s france (1 inf 1 art) with 1 inf art tank
Attacker
Rolls: 15@3; Total Hits: 815@3: (6, 4, 1, 1, 1, 3, 2, 6, 5, 6, 3, 3, 6, 5, 1)
Defender
Rolls: 15@2; Total Hits: 815@2: (2, 1, 4, 6, 2, 2, 6, 3, 5, 2, 4, 1, 5, 2, 2) -
I get used to the abuse of the dice. 1 inf and 1 art successfully fight off twice their numbers including a tank and art.
1.6% chance on that. Yes, I know I should have withdrawn after the initial bad rounds, but I had my reasons.
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Italy collects 13 ipcs
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if any consolation, i had nearly as bad luck with my attack on S france in my game with Irock (“only” had 2 inf 2 art vs 1 inf 1 art)
Anzac
purchase
1 trans 1 infNCM
1inf fr nsw to java
62+63 to 54
2 ftr fr NZ to Que
land fr que+ nsw to sau
egyp to tjdeployment
australiaipc=14
France
NCM
fwa to fca
72 to 79
syr to tj -
scramble and interception orders are needed.
2 bmbs vs. factory
2 tacs vs. air base
3 ftrs escortingup to 5 ftrs may intercept
attack cruiser with 2 subs plus 2 ftrs 3 tacs - up to 3 fighters can scramble (but then they can’t intercept and scramble)
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ahh, you need to do all the previus phases b4 the combat phase….
its very nice to know if you are going 10 transport, new fighters… and where else you attack etc… -
Those are the only combats. Purchased 10 transports.
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Germany 2
Purchase 10 transports
Combat
Attack 110 (cruiser) with 2 subs 2 ftrs 3 tacs
Sneak
Rolls: 2@2; Total Hits: 12@2: (2, 6)Bombing England
Aa guns on tacs
Rolls: 2@1; Total Hits: 02@1: (4, 4)
Aa guns on strategics
Rolls: 2@1; Total Hits: 02@1: (2, 5) -
Sneak attack takes out the cruiser
Aa guns missed
Bombing the factory
Rolls: 2@6; Total Hits: 22@6: (4, 3)+4
Bombing the airbase
Rolls: 2@6; Total Hits: 22@6: (1, 3) -
Germany collects 51 ipcs
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Russia
purchase
1 trans 6 inf 3 artDOW japan
6 inf fr amur to koreacombat
R1
korea
att
Rolls: 6@1; Total Hits: 06@1: (2, 4, 5, 6, 5, 5)
def
Rolls: 1@2; Total Hits: 11@2: (1) -
R2
korea
att
Rolls: 5@1; Total Hits: 05@1: (6, 4, 6, 4, 2)
def
Rolls: 1@2; Total Hits: 01@2: (5) -
r3
korea 10x
att
Rolls: 50@1; Total Hits: 750@1: (6, 1, 6, 6, 4, 1, 4, 3, 3, 6, 6, 2, 5, 2, 1, 4, 1, 2, 1, 5, 4, 2, 2, 4, 3, 4, 6, 3, 6, 3, 5, 5, 3, 5, 5, 1, 6, 2, 4, 2, 2, 3, 3, 1, 4, 4, 5, 5, 5, 5)
def
Rolls: 10@2; Total Hits: 310@2: (4, 2, 1, 5, 6, 4, 3, 5, 6, 2) -
korea taken with 1 inf cas
NCM
111 to 125
bel+nukr to epl
sukr to bes
3 inf fr novgo to kar
mech+armour fr bry to epl
bry to nukr
ros to sukr
mos to bry
5 inf fr novgo to bal
amur to bury
air fr novgo to epldeployment
1 trans 127
2 inf novgo
3 inf sukr
3 art 1 inf mosipc=40
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Wait a minute. Are you asking for the right to be able to pick and choose where you apply the x10 system?
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I really have to ask you to reroll korea standard luck. I have no problem with x10, but clearly if you get to pick when you use the x10 system, there is potential for bias.
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umm…. its standard, just 10x the rolls to minimize typing… its simple
att
Rolls: 50@1; Total Hits: 7
50@1: (6, 1, 6, 6, 4, 1, 4, 3, 3, 6, 6, 2, 5, 2, 1, 4, 1, 2, 1, 5, 4, 2, 2, 4, 3, 4, 6, 3, 6, 3, 5, 5, 3, 5, 5, 1, 6, 2, 4, 2, 2, 3, 3, 1, 4, 4, 5, 5, 5, 5)
1st round is: 6, 1, 6, 6, 4=1 hit
2nd round would be (if noone hits): 1, 4, 3, 3, 6= 1 hitdef
Rolls: 10@2; Total Hits: 3
10@2: (4, 2, 1, 5, 6, 4, 3, 5, 6, 2)
1st round is: 4=0 hit
2nd roundl is: 1=1hitif need be you can take the next set of rolls for the 3rd round… instead of typing it all over again…
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I see what you did and I do that sometimes for 1 unit vs 1 unit fights, but I see that it’'s perfectly fine when down to 1 unit type vs





