@The_Good_Captain Game History
Round: 4 Combat Move - Germans 2 submarines moved from Sea Zone 4 to Sea Zone 8 1 G-bomber and 1 G-fighter moved from Sicily to Sea Zone 12 Combat - Germans Battle in Sea Zone 8 Germans attack with 2 submarines British defend with 1 UK-destroyer Germans roll dice for 2 submarines in Sea Zone 8, round 2 : 6,1 British roll dice for 1 UK-destroyer in Sea Zone 8, round 2 : 2 1 UK-destroyer owned by the British lost in Sea Zone 8 Germans win with 1 submarine remaining. Battle score for attacker is 2 Casualties for Germans: 1 submarine Casualties for British: 1 UK-destroyer Non Combat Move - Germans Trigger AddCoastRoadTripoli: Germans has 1 coast_road placed in Tripoli Trigger AddCoastRoadBenghazi: Germans has 1 coast_road placed in Benghazi Trigger AddCoastRoadMersa Brega: Germans has 1 coast_road placed in Mersa Brega Turning on Edit Mode EDIT: Removing units owned by British from Malta Convoy: 1 1-supply EDIT: Turning off Edit Mode Trigger RemoveCoastRoadTripoli: has removed 1 coast_road owned by Germans in Tripoli Trigger RemoveCoastRoadMersa Brega: has removed 1 coast_road owned by Germans in Mersa Brega Trigger RemoveCoastRoadBenghazi: has removed 1 coast_road owned by Germans in Benghazi 1 G-bomber and 1 G-fighter moved from Sea Zone 12 to Sicily 2 1-supplys and 1 truck moved from Tripoli to Benghazi 1 UK-truck moved from Benghazi to Tripoli 1 mech moved from Benghazi to Mersa Brega Place Units - Germans 1 G-bomber, 2 artilleries and 1 infantry placed in Benghazi Convoy G Assign Convoy Escorts - Germans Trigger SetGermanAircraftToKamikaze: Setting isKamikaze to true for unitAttachment attached to G-fighter Trigger SetGermanAircraftToKamikaze: Setting isKamikaze to true for unitAttachment attached to G-bomber Trigger ReduceMovementGermanAircraft: Setting movement to 2 for unitAttachment attached to G-fighter Trigger ReduceMovementGermanAircraft: Setting movement to 2 for unitAttachment attached to G-bomber Trigger RemoveSupplySaharaDesert: has removed 10 1-supplys and 6 5-supplys owned by Uncontrolled in Sahara Desert 1 Trigger 1British5-supplyCairo: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1British1-supplyTobruk: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2British1-supplyTobruk: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1Italian1-supplyBenghazi Convoy I: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2British5-supplyCairo: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 3British1-supplyTobruk: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2German5-supplyBenghazi: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 2German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 3British5-supplyCairo: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1British5-supplyMersa Matruh: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1British1-supplyMersa Matruh: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1German5-supplyBenghazi: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger IncreaseAircraftMovementTo4: Setting movement to 4 for unitAttachment attached to G-fighter Trigger IncreaseAircraftMovementTo4: Setting movement to 4 for unitAttachment attached to G-bomber Trigger RemoveKamikaze: Setting isKamikaze to false for unitAttachment attached to G-fighter Trigger RemoveKamikaze: Setting isKamikaze to false for unitAttachment attached to G-bomber Trigger AddCarrierToSea Zone 15Germans: Germans has 1 carrier placed in Sea Zone 15 4 G-fighters moved from Sicily to Sea Zone 15 1 G-bomber moved from Benghazi Convoy G to Sea Zone 15 End Turn - Germans Germans collect 0 PUs; end with 0 PUs Objective Germans Base Income: Germans met a national objective for an additional 25 PUs; end with 25 PUsAntholin vs. Stalingradski Game One
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Good move on Novgorod. I did not see that coming. Herman Goering will be burned at the stake for this outrage.
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A trade off… I lose 2 4’s on defense just as you lost 2 on offense. A move I might only make with an economic advantage.
And Goering should be replaced anyhow! He’s devouring the entire Reich!
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Germany turn IX buys: 6 Tanks, 9 Infantry, 2 Fighters.
Attacking Nenetsia with 3 Mechs, 3 Tacs, 2 Fighters.
a
Rolls: 3@1, 3@3, 2@4; Total Hits: 53@1,: (1, 5, 6)3@3,: (3, 2, 6)2@4: (4, 4)d
Rolls: 2@4; Total Hits: 12@4: (6, 4)Blitzing through Kazakhstan from the Caucasus, and ending in Stalingrad.
Attacking Holland with 5 Inf, 1 Art. Those are my damned windmills and wooden shoe’s.
a
Rolls: 3@1, 2@2; Total Hits: 23@1,: (2, 1, 2)2@2: (1, 4)d
Rolls: 1@2; Total Hits: 01@2: (3)Attacking Denmark with 5 Inf, 2 Strats.
a
Rolls: 5@1, 2@4; Total Hits: 45@1,: (3, 1, 1, 2, 3)2@4: (1, 3)d
Rolls: 2@2; Total Hits: 12@2: (2, 6)Attacking Norway with 4 Inf, 1 Fighter, 1 Cruiser shot, 1 Battleship shot.
a
Rolls: 5@1, 2@3, 1@4; Total Hits: 45@1,: (1, 2, 1, 5, 1)2@3,: (1, 5)1@4: (5)a
Rolls: 2@2; Total Hits: 22@2: (1, 1) -
Convoy raids.
North Sea.
a
Rolls: 2@2; Total Hits: 12@2: (3, 2)Meditteranean.
a
Rolls: 6@2; Total Hits: 36@2: (4, 4, 3, 1, 2, 2)I don’t know if the Italian Destroyers will come into play at all for raids against German economy? But, I’ll roll nonetheless.
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Non-com, unit adjustment & placement. Germany collects 75 IPC’s after raids.
Go ahead Rooskies.
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Russia purchases 2 Infantry, Artillery, Mech Infantry = 14 IPCs. Our last purchase.
Moscow has fallen, comrades!
Still… we must attack! We must make the Hun bleed!
Bryansk
a
Rolls: 2@1, 1@3; Total Hits: 12@1,: (1, 5)1@3: (5)
d
Rolls: 1@2; Total Hits: 01@2: (5)Vologda
a
Rolls: 3@1; Total Hits: 13@1: (1, 5, 2)
d
Rolls: 1@2; Total Hits: 01@2: (4)Samara
a
Rolls: 3@1; Total Hits: 23@1: (6, 1, 1)
d
Rolls: 1@2; Total Hits: 11@2: (2)Tambov - rolling for the bang of it…
a
Rolls: 43@1, 18@2; Total Hits: 1443@1,: (2, 2, 1, 3, 2, 4, 6, 5, 1, 5, 4, 2, 4, 2, 4, 4, 5, 5, 1, 5, 3, 5, 4, 4, 4, 6, 1, 3, 6, 1, 5, 2, 3, 6, 5, 4, 3, 5, 2, 4, 3, 6, 5)18@2: (1, 1, 3, 4, 6, 2, 5, 5, 4, 4, 2, 2, 1, 2, 2, 4, 2, 3)
d
Input ErrorThere was an error in your dice throw: "/>aaa 1@1, 1@3, 1@4:
d
Rolls: 1@3; Total Hits: 11@3: (3)Retake Dzavhan and Central Mongolia. I’ve never written that before!
That was a lot of exclamation points!
!
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Wow, I messed that up.
Defense of Tambov
Rolls: 1@2; Total Hits: 11@2: (2)Tank killers strafe Timguska… you already mowed down the horse archers…
Rolls: 1@1, 1@3, 1@4; Total Hits: 21@1,: (4)1@3,: (1)1@4: (1) -
Collect 15 for Germany.
How very interesting!
I’ll be away until Sunday night - I might be able to fit in an Allied turn in the early morning…
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That was a great move. I thoroughly enjoyed it and like how you took the fight to the enemy in the end. Instead of letting the hordes bash your door down, you went-a-knocking yourself. I’ll post Japan tonight. But, don’t rush on anything. I’ll be here waiting, with my valiant Axis hordes. Mmm, the russian move reminds me of the position that Japan is in. Good stuff sir. Very good game thus far.
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Thank you, sir. As Kenny Rogers once famously sang “You gotta know when to hold 'em… know when to fold 'em… know when to walk away… know when to run…”
I folded 'em, and ran.
In this case, instead of counting up pips the old fashioned way, I ran my numbers here…
http://www.dskelly.com/misc/aa/aasim.html
Unfortunately, it doesn’t take into consideration the effect of AA guns being taken as casualties, but it gets close enough. You need to choose Global 40 as the game type in the drop-down in order to get tacs, mech, etc.
So, in the sim Germany absolutely crushed Russia. It was that last surge of artillery (brilliant, by the way) that forced me off my space and made me load every truck and railway and get out. Having experienced this later game stuff a bunch, you’ll continue to control the Moscow area for a long time, and if I win it will be the crush of economy that does it.
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Ah, Kenny Rogers. His logic has never been flawed. :mrgreen:
I’ve not seen that sim. I will certainly be using it to calculate a few battles. Thank you. It might actually help me with Japan. Only time will tell though. And as for your gargantuan Russian horde. That is a bit scary. Seeing as how, I actually have to stop it and then wipe them out. Or else they will run amok in the South, supported by the UK and eventually be even more imposing. Uggh, I shudder at the thought.
Yes, I believe that the economy game will be swinging in your favor for quite some time. But, as a wise man once said, I think it was Kenny Roger’s brother, Herbert, “money doesn’t buy you happiness.” But, it does buy you a hell of a lot of troops. That in turn, will secure happiness. Lousy money.
Have a good weekend sir. And game like the Russian horde leaving Moscow, fast and with no regrets for the poor suckers who can’t keep up. :-D
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We’ve just gained entrance to the Witch King’s Citadel. To the South, his undead hordes are squeezing Nyrond into submission… our allies’ army withers on the south bank of the Franz River while the enemy mocks them, and makes nightly raids upon them. Feasting.
But we go to cut off the head.
Our guide is the Grandfather of Assassins… a cunning Yuan-Ti who we threw down, and are now using as a pawn. He is one of the few who can navigate the maze of this Citadel. He is trapped… if he betrays us we kill him again… if he fights for us and we lose he faces eternal torment…
We do not know the nature of our enemy. It might be an ancient worldly evil, like Iuz… or it might be Orcus himself. We do not know, but we have come to kill him, nevertheless.
To the North of us, the Great Wyrm, Talmatigor, has been let loose upon the lands… devouring all in his path. We are all that stands between these evils and the demise of the Flaeness.
Oh yeah, it’ll be fun!
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Now that, sounds like an epic campaign. I’m sure you’ll have your hands full in dealing with the Yuan-Ti and his potential treachery, as well as the looming threat of a such a dark menace. But, you wouldn’t have it any other way. Truly a campaign worthy of the ages.
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After much thought, deliberation and counsel from my Japanese minister of war/PS3, this is turn IX.
Turn IX buys: 2 Tanks & 1 Mech=14 IPC’s.
Attacking West India with 3 Infantry.
a
Rolls: 3@1; Total Hits: 13@1: (5, 1, 3)d
Rolls: 1@2; Total Hits: 01@2: (4)Strat bombing Iraq.
AA gun.
a
Rolls: 2@1; Total Hits: 02@1: (3, 4) -
Strat bombing.
a
Rolls: 2@6; Total Hits: 22@6: (2, 6)+4 total.
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Ah, I did it again. Buying 2 Tanks at 10. :? Sorry, my buys will still be for 14 IPC’s, but will instead be 2 Mechs & 1 Tank.
Convoy raids.
a
Rolls: 8@2; Total Hits: 18@2: (5, 2, 4, 3, 4, 5, 5, 3) -
Non-com, unit adjusment & placement. Japan collects 12 IPC’s after raids. Begins research on elite Nintendo assault squads. Even the Bushido edition Mario cannot save Japan from the Economic disaster that is the Emperor.
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US purchases 4 Transports, 2 Subs, 2 Destroyers, 7 Infantry, 2 Armor, 3 Mech = 101 IPCs.
Combat
Roll into Tobruk. Take Normandy. Liberate Urals. Liberate Timguska and Novosibirsk.
Denmark
a
Rolls: 4@1, 1@3, 1@4; Total Hits: 34@1,: (4, 4, 6, 1)1@3,: (2)1@4: (2)
d
Rolls: 4@2; Total Hits: 14@2: (1, 3, 6, 3) -
Denmark
a
Rolls: 3@1, 1@3, 1@4; Total Hits: 23@1,: (2, 3, 5)1@3,: (3)1@4: (1)
d
Rolls: 1@2; Total Hits: 01@2: (4) -
Don’t forget - Japan gets 5 IPCs as an NO for holding India - total 17 adjusted on map.
US collects 75 + 25 NO = 100 IPCs.





