Hi Markus
Enjoy your game with crockett :)
Another rule I guess I am not clear on - I thought if you hit 2 Tech Rolls, you still only get one advance (i.e. to prevent somebody from just buying 10 at once and getting many). If I’m wrong, no big deal, but I’m going to buy 1 for the US that I wouldn’t in my interpretation.
Buy one more tech roll (5)
Tech Rolls:
Rolls: 4@6; Total Hits: 44@6: (4, 5, 5, 2)
OK, Nothing again, save 4.
Purchase:
2 AC (32)
1 Tac (11)
3 Tr (21)
Save 4
Combat:
DGu ():
Inf Que via Tr
z55 (DD):
3 Ftr, Tac z54
Ftr Que
A:
Rolls: 4@3 1@4; Total Hits: 44@3: (3, 1, 5, 3)1@4: (1)
D:
Rolls: 1@2; Total Hits: 01@2: (3)
z55 cwol.
If it’s OK, I’d like the Tk in FWA to walk into FEA. I just forgot to post it.
Non-Com:
Land z55 Air in Que
z54 fleet to z26 except Tr, 1DD to z63
Inf, Mec WUS to Haw via Tr
z10, z25, z30 all to z26
Inf FWA to Gib via Tr
All Atlantic DDs to z91
Inf, Rt EUS to Gib via Tr
Ftr UK, EUS to Gib
Build:
AC, Tac z10
AC, 3 Tr z101
Earn 53 Ter + 20 NO + 4 Saved = 77
C4:
Build 2 Inf, Save 1
Combat:
Kan (Inf)
2 Inf, Ftr She
A
Rolls: 2@1 1@3; Total Hits: 02@1: (4, 5)1@3: (6)
D:
Rolls: 1@2; Total Hits: 01@2: (6)
Sui ():
Inf She
Kan Rd 2:
A:
Rolls: 2@1 1@3; Total Hits: 02@1: (3, 5)1@3: (6)
D:
Rolls: 1@2; Total Hits: 01@2: (5)
Kan Rd 3:
Rolls: 2@1 1@3; Total Hits: 02@1: (3, 6)1@3: (6)
D:
Rolls: 1@2; Total Hits: 01@2: (4)
Stalemate?
Rd 4:
A:
Rolls: 2@1 1@3; Total Hits: 02@1: (2, 2)1@3: (5)
D:
Rolls: 1@2; Total Hits: 11@2: (2)
I lose an Inf.
A:
Rolls: 1@1 1@3; Total Hits: 11@1: (4)1@3: (2)
D:
Rolls: 1@2; Total Hits: 01@2: (3)
Kan tw Inf Remain.
Non-Com:
Ftr Kan, all Inf She to Sik
Build:
Inf She, Inf Sze
Earn:
6 Ter + 1 Saved = 7
UK4:
Build:
Lon:
1 Tr (7)
3 Inf (9)
1 Tk (6)
1 Mec (4)
Calc:
Save 6
Combat:
z41 (Tr):
Ftr Ind
Bur (Inf):
Tac, Ftr, 15 Inf, 4 Rt Ind
A:
Rolls: 11@1 8@2 1@3 1@4; Total Hits: 411@1: (5, 6, 4, 1, 3, 3, 3, 5, 1, 4, 2)8@2: (6, 6, 5, 2, 4, 3, 1, 4)1@3: (6)1@4: (5)
D:
Rolls: 1@2; Total Hits: 11@2: (1)
Sud (Inf):
2 Tk, 2 Inf Con (1 Tk blitzes
sorry that post went up on a mis-click…the Tk blitzes Ken of course.
Bur twlo Inf
Sud:
A:
Rolls: 2@1 2@3; Total Hits: 12@1: (4, 4)2@3: (4, 2)
D:
Rolls: 1@2; Total Hits: 01@2: (6)
Sud twol.
Non-Com:
Atlantic DDs to z91
India Air all to Ind
All Irq to CPr
Tr z80 to z39
Earn:
Lon 29 Ter
Calc 6 Ter + 6 Saved = 12
A4:
Purchase:
1 Tech Roll:
Rolls: 1@6; Total Hits: 11@6: (6)
Second List:
Rolls: 1@6; Total Hits: 11@6: (6)
Heavy Bomber for Anzac. Weird.
Save other 10.
Non Combat:
Fleet to z62
Earn:
14 Ter + 5 NO + 10 Saved = 29.
I forgot to build for UK.
3 Inf CPr
Mec, Tk SAf
Tr z106
Map attached.
WB :)
Re tech successes, I never played it differently than that (neither does my play group). If you have 4 rolls, and however many 6s, then thats how many breakthroughs you get. All 4 tokens are discarded. So, in my opinion, the more dice you buy up to a certain point, the more inefficient it becomes. Imagine 9 bought tokens and one success……8 lost. A 6 will come with 4 tokens as well…eventually :)
If thats not correct, in any future game I am happy to abide by any other rule.
I4
1. PURCHASE (32)
2. COMBAT MOVES
Mor <– walk in Art Alg
Ira <-- walk in Inf Syr; 5 Inf, 3 Arm, Mech, 2 Art TJ
3. NON-COMBAT MOVES
2 Fig SZ 94 --> Egy
AC, TT, Art Alg --> SZ 94 --> SZ 97 / N-Ita
DD, Sub SZ 95 --> SZ 97
TT SZ 98 --> SZ 97
Art Yugo --> N-Ita via TT moving to SZ 97
3 Inf Hun --> Yug
4. MOBILIZATION
2 Subs SZ 97
2 Arm, Mech Egy
Art N-Ita
5. INCOME
22 (terr) + 17 (NO) = 39
On second thought only one Inf stays in Iraq (the one from TJ), rest stays in TJ. Looks healthier, and TJ is nice this time of the year. Sry
G5
1. PURCHASE (56)
Tech (5)
Rolling 1d6:
(5)
another I-correction, one of those 3 infs from Hun goes to Rom
2. COMBAT MOVES
Bel <– walk in Inf Bal
Nov <-- walk in Inf Vyb; 2 Inf Kar; 1 Inf Bal
E-Pol <-- all from Bal; all from Rom; 2 Arm, 2 Mech Ger
A
hope its ok not to roll for two hits (15 Arm, 5 Art, 30 Inf, Mech)
D
Rolls: 2@2; Total Hits: 02@2: (6, 4)
SZ 114 <-- 2 Subs SZ 112; Bomber Fra; 2 Fig SZ 113; Tac W-Germ
A Subs
Rolls: 2@2; Total Hits: 02@2: (4, 6)
SZ 114
A
Rolls: 2@4 2@3; Total Hits: 12@4: (5, 1)2@3: (4, 4)
D
Rolls: 1@3; Total Hits: 01@3: (4)
3. NON-COMBAT
Sub SZ 110 –> SZ 125
1 Fig SZ 114 --> AC SZ 113
1 Fig SZ 114 --> Nor
Tac SZ 114 --> W-Ger
Bomb SZ 114 --> Fra
Bomber Greece --> W-Ger
Tac S-Ita --> W-Ger
Fig S-Ita --> Nor
Tac T-J --> Egy
Fig TJ --> S-Ita
AA W-Germ --> Nor (1st TT)
2 Inf Fin --> Nor
Art Ger --> Nor (2nd TT)
AA Hun --> E-Pol
AA, Art Ger --> Pol
Mech W-Ger --> Pol
3 Inf Kar --> Vyb
3 Inf Kar --> Fin
1 Inf Fra --> W-Fra
1 AA W-Ger --> Ger
1 AA Fra --> W-Ger
4. MOBILIZATION
Sub SZ 113
Fig SZ 113 on AC
Art S-Fra
2 Arm --> Ger
Inf, 4 Mech W-Germ
5. INCOME
49 (terr) + 15 (NO) = 64
R5:
Purchase:
11 Inf (33)
2 Rt (8 )
Combat:
Nov (4 Inf):
5 Inf Arch
Ftr Volo
Tac Bes
A:
Rolls: 5@1 1@3 1@4; Total Hits: 35@1: (6, 1, 3, 4, 4)1@3: (2)1@4: (3)
D:
Rolls: 4@2; Total Hits: 14@2: (1, 5, 5, 6)
Bel (Inf):
2 Inf Smo
Ftr Bes
A:
Rolls: 2@1 1@4; Total Hits: 22@1: (1, 4)1@4: (1)
D:
Rolls: 1@2; Total Hits: 01@2: (5)
Rom (Inf):
2 Inf, Ftr Bes
A:
Rolls: 2@1 1@3; Total Hits: 02@1: (2, 2)1@3: (6)
D:
Rolls: 1@2; Total Hits: 01@2: (6)
Nov, you lose 3 inf I lose 1.
Bel twol
Rom re-run
Nov Rd 2:
A:
Rolls: 4@1 1@3 1@4; Total Hits: 14@1: (6, 6, 5, 6)1@3: (1)1@4: (6)
D:
Rolls: 1@2; Total Hits: 01@2: (4)
Rom Rd 2:
A:
Rolls: 2@1 1@3; Total Hits: 12@1: (1, 4)1@3: (5)
D:
Rolls: 1@2; Total Hits: 01@2: (5)