@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 phaseJenn (Axis) vs Noll (Allies) - Alpha+3 - most recent rules (11/25/11) - no tech
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SZ 37:
Attacker:
Rolls: 22@2; Total Hits: 522@2: (4, 1, 1, 3, 2, 3, 4, 5, 5, 5, 4, 3, 1, 5, 5, 4, 4, 5, 2, 3, 4, 4)
Defender:
Rolls: 22@2; Total Hits: 722@2: (3, 2, 2, 2, 3, 3, 1, 3, 3, 5, 4, 4, 1, 6, 6, 5, 4, 5, 4, 2, 1, 4)
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Collect: 6 Saved + 5 NO + 27 TT - 8 CRD = 25 IPC + 24 Plunder = 59 IPC
I think I should have moved everything to BUR to slow you another round, but I noticed that later while reviewing the game
Would have sailed around the Burmese Army then.
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Bah, realized you might have the firepower to take Japan…
Can I change that build order to 1 Fighter, 1 Minor Complex, 1 Destroyer, 2 Infantry, Save 2
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Yes! And you wouldnt have been able to sail over BUR cause there was a blocker :)
Correct your build and update the map please.
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Adjusted map.
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Yes! And you wouldnt have been able to sail over BUR cause there was a blocker :)
Correct your build and update the map please.
No, but your stack in Burma would have been subject to strafing - if necessary. I did that to Corrigan. He put 7 Infantry, 2 AA Guns in Burma on Round 1 and on Round 2 I cleared them out with 21 Japanese planes.
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@Cmdr:
okay, well, be 25-27 this round…not sure if I can pound Russia into submission before America gets super annoying. At least you proved my point - America has PLENTY of time to crush Japan.
Wait - I thought your point to this game was to show the Allies could win in Alpha+3 after a successful German sealion?
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She wants to be right even wen wrong :lol:
I don’t mind anyway, let’s do game#2.
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@Cmdr:
Yes! And you wouldnt have been able to sail over BUR cause there was a blocker :)
Correct your build and update the map please.
No, but your stack in Burma would have been subject to strafing - if necessary. I did that to Corrigan. He put 7 Infantry, 2 AA Guns in Burma on Round 1 and on Round 2 I cleared them out with 21 Japanese planes.
Strafe against 25+ INF 2aa 6planes?
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US#4
IPCs: 83
Builds:
2transports (14)
8 dd (64)
1rtl (4)save: 1IPC
Combat Moves:
3inf 1rtl from KOR to KSU via transports
sz6: all the ships are moving out of sz6 due to a destroyer being there, moving to an adjacent empty sz (sz19)
I attack sz6 dd with 1ss, 5inf 1tac from sz6;
1fig from HAW
2fig from sz26Waiting for scramble order sz6.
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Well I suppose you won’t scramble. Otherwise I’ll reroll.
Battle of sz6 (1ss 8fig 1tac)
Rolls: 1@2 8@3 1@4; Total Hits: 31@2: (1)8@3: (4, 1, 4, 6, 4, 4, 4, 5)1@4: (3)
Rolls: 1@2; Total Hits: 01@2: (3)
Battle of KSU (I’m not sure if I can bombard due to moving out of sz6 as a “NCM” move, so I won’t bombard)
3inf 1rtl vs 1inf
Rolls: 2@1 2@2; Total Hits: 02@1: (3, 5)2@2: (4, 5)
Rolls: 1@2; Total Hits: 11@2: (2)
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sz6 cleared
Battle of KSU
2inf 1rtl vs 1inf
Rolls: 1@1 2@2; Total Hits: 01@1: (2)2@2: (5, 5)
Rolls: 1@2; Total Hits: 11@2: (2)
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Battle of KSU 3…
1rtl vs 1inf
Rolls: 2@2; Total Hits: 02@2: (5, 6)
Rolls: 1@2; Total Hits: 01@2: (3)
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Battle of KSU 4
1inf 1rtl vs 1inf
Rolls: 2@2; Total Hits: 12@2: (6, 2)
Rolls: 1@2; Total Hits: 11@2: (1)
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your inf killed 3 americans alone, unbeleviable, at least I won…
NCM:
1cv from sz26 to sz7
6dd from sz10 to sz71tac from sz6 to KOR
2fig from sz6 to sz7
6fig from sz6 to sz19
1dd from sz54 to sz411inf 1arm from CUS to WUS
1inf 1rtl BRA > WEI via transport
2ss from sz106 to sz109
1ss sz54 > sz21Builds 2trn 8dd sz10
Builds 1rtl CUSCollects: 54 + 25 (Nos) +1 (saved) = 80 IPCs
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China#4
IPCs: 12
Builds: 4inf
Combat Moves:
2inf CHA > ANH
3inf HOP > ANH
3inf KWE > ANH
1fig SHE > ANHANH (5inf 1aa)
AA roll
Rolls: 1@1; Total Hits: 01@1: (3)
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Battle of ANH (5inf 1aa)
A: 8inf 1fig
Rolls: 8@1 1@3; Total Hits: 38@1: (5, 6, 1, 2, 1, 4, 2, 4)1@3: (3)
D: 5inf
Rolls: 5@2; Total Hits: 15@2: (3, 5, 2, 4, 5)
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Battle of ANH, round#2
A: 7inf 1fig
Rolls: 7@1 1@3; Total Hits: 27@1: (1, 5, 1, 3, 3, 3, 4)1@3: (4)
D: 3inf
Rolls: 3@2; Total Hits: 13@2: (1, 3, 5)
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China retreats with: 6inf 1fig to KSU
Japan keeps ANH with 1inf
NCM
4 inf SZE > SIK
2inf SHE > SIKMobilize: 4inf KSU
Collects: 15 (tt) = 15
UK combat moves:
2inf 2rtl 1mec 1arm TRJ > IRQ
1inf CPR > IRQRolls: 2@1 2@2 1@3; Total Hits: 22@1: (4, 3)2@2: (3, 1)1@3: (1)
Rolls: 3@2; Total Hits: 13@2: (1, 6, 6)
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Rolls: 1@1 2@2 1@3; Total Hits: 11@1: (4)2@2: (3, 2)1@3: (5)
Rolls: 1@2; Total Hits: 01@2: (3)