No problem
Spring 1942 First game
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Z52
Rolls: 1@1 3@3 1@4; Total Hits: 31@1: (5)3@3: (1, 2, 4)1@4: (1)
Rolls: 1@2 1@4; Total Hits: 11@2: (1)1@4: (5)
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Chi
Rolls: 5@1 3@3; Total Hits: 25@1: (4, 6, 4, 1, 5)3@3: (4, 1, 6)
Rolls: 2@2 1@4; Total Hits: 12@2: (4, 2)1@4: (5)
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Chi2
Rolls: 4@1 3@3; Total Hits: 34@1: (3, 3, 5, 4)3@3: (3, 3, 1)
Rolls: 1@4; Total Hits: 11@4: (2)
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Z37 - FTR (30) FTR (Chi)
Man - 2 FTR (Chi)
Wake - BMBPlace TP, DD (Z60)
Collect 33, 33 on hand -
USA with 42, buy DD, 2 FTR, BMB (save 2)
NCM -
GBr - FTR, BMB (EUS)
Z54 - SS (Z52)
Z20 - TP, BB (Z55)
WCa - INF (Ala) FTR (Haw)
ECa - 2 INF (CUS)
Kaz - 2 INF (Sin)Place DD, 2 FTR, BMB (EUS)
Collect 40, 42 on hand -
Playing yourself Gamer? :-)
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No - playing someone who has no account yet.
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Sample dice roll
Rolls: 2@1 1@3; Total Hits: 02@1: (4, 3)1@3: (5)
Rolls: 1@2; Total Hits: 01@2: (5)
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Soviet Union with 29
Buys 2 tanks, 1 fighter, 2 artillary
(save 1)Not attacking
Noncombat moves
2 tanks, 1 fighter from Rus to Arc
3 infantry from Far to YakPlace 2 tanks, 1 fighter, 1 artillary in Rus
1 artillary in CauCollect 21, 22 on hand
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Dont know if I did it right?
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G2 with 42, buy 8 INF, 2 ART, 2 ARM
Combat moves -
Cau - INF (WRus) INF (Ukr) 3 ARM, FTR (EEu) 5 ARM (Kar) 2 FTR (Blk)
Arc - 5 INF (Kar) 2 FTR, BMB (EEu)
Egy - 2 INF, ART, ARM (Lib)
TrJ - 2 INF (Gib)It might not feel like it, but I’m holding back
If I hold back too much, you won’t learn very fast :-)No dice rolling from ambhibious assaults, so I may conduct combat in whatever order I want. I will pick the riskiest - Caucasus
Cau AARolls: 3@1; Total Hits: 03@1: (2, 5, 5)
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I will only roll my attack because I will be waiting for your casualty choice.
Especially when there is a bomber on the ground or when there is a multi-national defending force you should only roll your attack and wait for the defender to choose casualties. The defender does not get to see his roll until after choosing casualties.Cau
Rolls: 2@1 11@3; Total Hits: 42@1: (2, 1)11@3: (4, 6, 6, 5, 1, 1, 5, 4, 6, 4, 2)
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Well your AA fire all missed, but at least my first round attack was well below average (average would be about 6 hits).
At this point you need to decide whether to lose the bomber or not. It doesn’t defend much worse than infantry, so you might want to hold on to it a little longer. Keep in mind that if I continue until I destroy all units that you will have the opportunity to counter-attack my tanks that remain in Caucasus, trading men for tanks (always a good thing).
But I don’t know what to advise you on the casualty choice…
An experienced player probably would have attacked West Russia and Ukraine with 2 infantry and planes (each one) because if a Russian unit stays in each one then Caucasus is immune from attack from the 8 tanks.I just realized that I could have used the Mediterranean battleship and transport to bring in two more infantry (cheap casualties) instead of taking Trans-Jordan. This would have been a stronger move.
Anyway, enough lessons for now - I’m trying to just teach you a little bit at a time. Let me know whether you lose the bomber in the first round or not, and the game will continue. :-)
Really cool to be playing you here.Map attached (if you want to see how things are)
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I just realized that I could have used the Mediterranean battleship and transport to bring in two more infantry (cheap casualties) instead of taking Trans-Jordan. This would have been a stronger move.
Or not! Did you say the Black Sea (zone 16) is closed off from 14 and 15 in this game?
I’m used to the Anniversary Edition (AA50) where it is open by default. Closing it is an optional rule in AA50…
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For zone 16 my axis and allies game says its an optional rule.
and I will lose the bomber in Cau -
Russian defense
Rolls: 1@1 7@2 3@3; Total Hits: 31@1: (5)7@2: (6, 4, 5, 1, 3, 3, 3)3@3: (5, 1, 2)
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Cau round 2
Rolls: 10@3; Total Hits: 510@3: (3, 6, 2, 1, 4, 6, 1, 5, 3, 6)
Rolls: 4@2 3@3; Total Hits: 34@2: (4, 1, 6, 6)3@3: (5, 3, 2)
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Retreat 4 ARM to Ukr
ArcRolls: 5@1 2@3 1@4; Total Hits: 35@1: (2, 3, 2, 5, 6)2@3: (2, 1)1@4: (1)
Rolls: 2@3 1@4; Total Hits: 12@3: (6, 6)1@4: (1)
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Z5 - 2 SS (Z7)
Z15 - BB (Z13)
Ukr - ART (Blk) INF, ART (Bel)
Bel - ARM (Ger)
EEu - 3 FTR (Cau) 2 FTR (Arc) INF, AA (Ger)
Kar - INF (Nwy) INF (EEu)
Ger - 3 INF, AA (WEu) BMB (Arc)
WRu - INF (Bel)Place 2 ARM (SEu)
Place 8 INF, 2 ART (Ger)
Collect 47, 47 on hand -
HI, i just purchased this game because it looked fun….and challenging, and by the way the rule book isn’t really clear.
I do have several questsions as i am new to the game…-
can air units be attacked by ground units and if so which ones can attack them…(excluding anti aircraft guns, i get how those work).
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how does the ipcs system work, in each round does the icp reset itself, to 40 or 30 or whatever amount of territories one may have. or does it add up to the next round…it would seem to make more sense of a reset system, but i could be wrong…very wrong, in other words gently correct my errors.
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Someone for the love of god explain how combat works… for example if I attack with say a soldier, do i have to roll anything lower than its current attack rating to do damage, and if so how do i apply damage, i get that they the opponenet choose which ones get the **** fan. but is their health their defense rating? how do these people die?
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and why does Russia have 24 ipcs, is it because they get to go first? it seems unfair… …and is there a way for everyone to go 1v1v1v1v1?
sorry for the trouble, but otherwise, that’s why i’m looking for i hope to get some answers because i want to play this game, it does look really fun.
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