@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 phaseSpoox (Axis) vs Alsch91 (Allies) Alpha 2 round 4
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that is one giant fleet you got there Sir
Got that right. :lol:
SZ 35 cwol
Bor lwolSZ 16
Attack (1 SS, 1 Strat)
Rolls: 1@2 1@4; Total Hits: 21@2: (2)1@4: (1)
Defense (1 DD)
Rolls: 1@2; Total Hits: 01@2: (4)
I’ll assume no scramble SZ 36
Attack (1 SS, 5 Fig, 3 Tac)
Rolls: 1@2 5@3 3@4; Total Hits: 31@2: (3)5@3: (4, 3, 6, 2, 6)3@4: (6, 5, 4)
Defense (1 DD)
Rolls: 1@2; Total Hits: 11@2: (2)
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SZ 16 cwol
SZ 36 cwlo 1 SSNon-coms
5 Fig, 3 Tac SZ 36 to SZ 43
1 Fig SZ 35 to SZ 43
2 SS SZ 44 to SZ 43
1 CV, 1 TT SZ 54 to SZ 43, take
1 Inf, 1 Art Que to Bor
2 Tac Que to SZ 43
1 Strat SZ 16 to Mid
1 Tac Mid to Sol
1 DD SZ 25 to SZ 30
8 SS SZ 26 to SZ 54
2 SS SZ 101 to SZ 11
Remaining fleet SZ 101 to SZ 86, take
1 Mech Cus to Bra (activate)
3 Fig Eus to SZ 86
1 Strat Shn to IndPlace
2 CV, 1 TT SZ 101
4 Fig EusCollect
56 + 25 NO + 3 leftover = 84 IPCs
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China 8
11 IPCs
3 Inf, save 3
Combat
1 Inf Sik to Sze
1 Inf She to Sze1 Inf Hop to Anh
1 Inf Kwe to Anh1 Inf Cha to Jeh
1 Fig Sui to Jeh -
Okay one of these has to work, Japanese infantry or not.
Sze
Attack (2 Inf)
Rolls: 2@1; Total Hits: 02@1: (5, 4)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (4)
Anh
Attack (2 Inf)
Rolls: 2@1; Total Hits: 12@1: (1, 5)
Defense (1 Mech)
Rolls: 1@2; Total Hits: 01@2: (4)
Jeh
Attack (1 Inf, 1 Fig)
Rolls: 1@1 1@3; Total Hits: 01@1: (6)1@3: (4)
Defense (1 Mech)
Rolls: 1@2; Total Hits: 01@2: (4)
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Okay that’s one. This is a miracle.
Anh lwol
Sze R2
Rolls: 2@1; Total Hits: 02@1: (6, 5)
Rolls: 1@2; Total Hits: 11@2: (2)
Jeh R2
Rolls: 1@1 1@3; Total Hits: 11@1: (4)1@3: (3)
Rolls: 1@2; Total Hits: 01@2: (3)
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Okay 2/3. That’s pretty fair.
Jeh lwol
Retreat from Sze to SikNon-coms
1 Fig Jeh to Sui
Place
1 Inf She
1 Inf Kwe
1 Inf ChaCollect
10 + 2 leftover = 12 IPCs
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UK 8
Calcutta has 6 IPCs
2 Inf (6)
save 0
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Combat
1 Arm Sfe to Sib (mt) blitz to Sfe
1 Inf Epr to Cpr
1 Fig Tur to Cpr1 Inf Bur to Shn
1 Fig Ind to Shn1 Inf Bur to Yun
1 Fig, 1 Tac Ind to Yun -
Sib lwol
Shn
Attack (1 Inf, 1 Fig)
Rolls: 1@1 1@3; Total Hits: 01@1: (2)1@3: (6)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 11@2: (2)
Yun
Attack (1 Inf, 1 Fig, 1 Tac)
Rolls: 1@1 1@3 1@4; Total Hits: 11@1: (5)1@3: (4)1@4: (2)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 11@2: (2)
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Well I knew it couldn’t last. :roll:
Shn hwol
Yun hwlo 1 InfOh and Cpr
Attack (1 Inf, 1 Tac)
Rolls: 1@1 1@3; Total Hits: 01@1: (4)1@3: (5)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 11@2: (2)
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Dammit this is ridiculous.
Cpr hwol
Forgot to declare one combat-
1 TT SZ 42 to SZ 41, take
1 Inf, 1 Art Jav to SumAttack (1 Inf, 1 Art)
Rolls: 2@2; Total Hits: 02@2: (3, 5)
Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (6)
Well here we go :roll:
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Sum R2
Rolls: 2@2; Total Hits: 02@2: (3, 6)
Rolls: 1@2; Total Hits: 11@2: (1)
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:x Stop it please. I’ve been getting bled dry by the dice all game.
Sum again
Rolls: 10@2; Total Hits: 310@2: (1, 6, 3, 3, 2, 4, 6, 2, 6, 4)
Rolls: 10@2; Total Hits: 310@2: (2, 5, 5, 6, 4, 1, 3, 5, 4, 1)
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Christ this is annoying.
Sum hwlo 1 Inf
Non-coms
1 Tac Cpr to Cau
1 Fig Tur to Rus
2 Inf, 2 Art Npr to Cau
1 Arm Npr to Kaz
1 Inf Wind to Epr
1 Fig Shn to Ind
1 Fig, 1 Tac Yun to Ind
1 TT SZ 3 to SZ 1
1 DD, 1 CA, 1 BB SZ 42 to SZ 43
1 Mech Bur to IndPlace
2 Inf Ind
Calcutta collects
10 IPCs
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Anzac 8
15 IPCs
1 DD (8)
save 7
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Combat
1 DD SZ 42 to SZ 37
2 Fig Jav to SZ 371 TT SZ 42 to SZ 41, take
1 Inf Jav to Sum (mt) -
Sum lwol
SZ 37
Attack (1 DD, 2 Fig)
Rolls: 1@2 2@3; Total Hits: 01@2: (6)2@3: (4, 4)
Defense (1 SS)
Rolls: 1@1; Total Hits: 01@1: (2)
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SZ 37 R2
Rolls: 1@2 2@3; Total Hits: 31@2: (1)2@3: (2, 3)
Rolls: 1@1; Total Hits: 01@1: (2)
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SZ 37 cwol
Non-coms
2 Fig SZ 37 to Bor
2 DD, 1 CA SZ 42 to SZ 43
1 DD, 1 TT SZ 62 to SZ 54
2 Inf Nsw to QuePlace
1 DD SZ 62
Collect
14 + 5 NO + 7 leftover = 26 IPCs
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Italy turn 8
–>Purchase & repair
purchase: 1 minor ic (12) + 2 ARM (12) + 1 Mech (4) + 3 DD (24) = 52
save 1 ipc–>Combat movement
Bes: 1 ART --> Sukr
Epl: 4 ARM, 2 Mech --> Sukr
Epl: 1 ART --> Nukr
Hun: 1 ARM --> Nukr
Hun: 1 ARM --> Bal
Epl: 1 ARM, 2 Mech --> Bal
Saf: 1 INF --> Swf (walk in)
Irq: 5 ART, 5 INF, 1 ARM --> Npr
Irq: 1 TacB --> Epr (land Irq)
Sud: 1 ART, 1 INF --> TT z81 --> Epr
Sud: 1 ARM --> Ken (walk in) --> blitz Con (walk in)
Sud: 1 Mech --> Eth (walk in)–>Combat
Sukr
A:
Rolls: 1@1 2@2 4@3; Total Hits: 41@1: (1)2@2: (3, 1)4@3: (6, 2, 4, 1)
D:
Rolls: 1@2; Total Hits: 11@2: (2)
Nukr
A:
Rolls: 2@1 2@3; Total Hits: 12@1: (2, 6)2@3: (2, 4)
D:
Rolls: 1@2; Total Hits: 01@2: (5)
Bal
A:
Rolls: 2@1 2@3; Total Hits: 32@1: (1, 2)2@3: (2, 1)
D:
Rolls: 1@2; Total Hits: 01@2: (5)
Npr
A:
Rolls: 10@2 1@3; Total Hits: 510@2: (4, 6, 1, 5, 1, 4, 4, 1, 5, 1)1@3: (3)
D:
Rolls: 1@2; Total Hits: 01@2: (3)
Epr
A:
Rolls: 2@2 1@3; Total Hits: 02@2: (5, 3)1@3: (6)
D:
Rolls: 1@2; Total Hits: 01@2: (6)