Kil vs. Jerc, A3
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PHI
Rolls: 6@2 1@3 1@4; Total Hits: 46@2: (6, 4, 1, 3, 6, 1)1@3: (3)1@4: (2)
Rolls: 2@2 1@4; Total Hits: 12@2: (4, 4)1@4: (3)
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So…
-Yunnan is cleared but remains Chinese
-SZ35 cleared with a damaged carrier
-HK taken with one Japanese inf.
-Hunan taken with 2 Japanese inf.NC
-all mainland air lands in KWA
-1 art. from KSU to KSI
-1 inf. from Jehol to Manchuria
-PHI air lands on 1 of two good carriers
-2 f., 2 tac. from sz6 land in Carolines
-1 f. (Korea), 1 f. (OK) land in Japan
-1 sub, 1 dd from sz6 to sz33PLACEMENTS
-3 trans. in sz6COLLECTS
37 (tt) + 5 (saved) = 42 IPCs -
Just to note, it may be a good idea to keep the Alpha 3 rules open as you do stuff. The map we’re using lacked a Japanese dd and fighter (in sz33 and Korea, respectively). Obviously, if I’m making some huge mistake, please correct me.
Otherwise, Japan scrambles 3 f. for any attack on SZ6 AND will likely use kamikazes (poor BBB forgot that the last time we played…)
I just realized I neglected to place those three J transports on the map; you can do it, I can do it on I1, whatever…
Your luck is bound to change my friend, have at 'er!
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I noticed the tts not being placed… I’ll check the rest of the map as well on the allies side to see if there are any errors.
Like the opening moves! VERY aggressive… I’m with you on allies vs axis playing styles. Always been good with Axis (naturally aggressive player I guess) and somewhat poor with Allies. Although, if I can always remember to bend not break and then wait for the appropriate counter and weak spots (like I thought BES was - trade tanks for inf is always a good thing) then I can do OK.
This is certainly a brand new type of game for me. Only played the Allies twice and have certainly not seen this type of aggressive opening. Much fun!
Gotta run but will get the Allies moves in tomorrow.
Enjoy your evening.
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BES was a weak spot, you just had horrible luck… what can you expect with a game that is 99% dice rolling?
Someone needs to start an A&A bad beats thread.
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Have you notified Jenn of the setup issues? I think she is managing the startup file.
And I love the Bad Beat thread! Be THE most popular of all threads!
Going to dive into the US here shortly….
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OK, noticed needed 1 xtra fighter in Hawaii for the US…
and 2 fighters for the Russians!!! :-D… um, no.
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US 1:
The Arsenal of Democracy Comes Alive
Declare war on all Axis Nations!
All US factories upgraded to Majors
Purchase 52/47 save 5
2cv = 32
1dd = 8
1tt = 7NCM:
Brazil – 1mech CUS via tt to z86 – activate 3inf
1bb CUS to London
Fleet z10 to z26 with 1inf, 1art
Tt z26 to z10
1ftr EUS to z26
1ss z26 to z54
1inf, 2mech, 1arm CUS to WUSBuild:
2cv, 1tt z10
1dd z101 -
Forgot to Collect 52 +20NO = 72 +5not spent = 77 on hand
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Sorry for the delay. Got distracted last night…
China 1:
Purchase: 12/12 – Burma Road Open
3 art =12NCM:
2inf SUI to SHE
1inf SHE to SZE
2inf KWE to SZEBuild 3 art SZE
Collect: 9tt + 6NO = 15 on hand
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OH, and love the bad beats thread! Already amusing and will continue to be, I’m sure. There are always those crazy .03% chance of something that happens in this game.
OK, in my continued inability to sit back and wait with the Allies….
UK 1
“Where’s my fleet!?!?” – Sir Winston Churchill
“Let’s get the Romans!” – the GaulsPurchase
London: 28
4 inf = 12
1 ftr = 10
1arm = 6 in SAIndia: 17/17
3inf, 2art = 17CM:
Z97 (1bb, 1ca) + Scramble Orders needed
1ca, 1dd, 1tac z98
1ftr MAL
1bbr, 1ftr Londonz96 (1dd, 1tt)
1ca z91
1ftr GIBneed scramble orderes for z97
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and Here is the UK map with combat moves shown if that helps you make scramble decisions.
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Hey, no worries. I’ll scramble those two fighters.
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I’m pretty sure that London fighter can’t reach without the carrier going to sz97.
Yeah, thanks about the thread, although that guy saying he rolled 6 1’s against his buddy kind of trumps everything (0.000021% chance).
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That’s right, if the fighter survives, i MUST move the carrier to get him. If he dies… I assume he’s going to, then I don’t have to move the carrier. It’s all a big risky move, but having not played A3, I’m going for it! Kind of like your Axis moves this game. Much fun… may never see an opening round like this one again!
So, Combat…
z97
a
Rolls: 1@2 3@3 2@4; Total Hits: 41@2: (2)3@3: (3, 3, 5)2@4: (5, 4)
dRolls: 1@3 3@4; Total Hits: 31@3: (5)3@4: (1, 4, 2)
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Wow! mutual destruction… almost.
I’ll let you decide how you want to take your hits.
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I’ll save the BB and one plane.
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I actually got 4 hits, so you have the option of a damaged bb, or one of your fighters.
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Ah, I see.
I’ll keep the BB.
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Cool. That forces me to continue… I will lose the dd, ca, ftr (from London)
a
Rolls: 1@3 2@4; Total Hits: 21@3: (3)2@4: (3, 6)
dRolls: 1@4; Total Hits: 01@4: (6)