Berlin Petersburg.jpg
L12G4Karl7(Axis)v.Gamerman(Allies)+Tech(rematch)
-
ANZ collect 25, 25 on hand
-
Germany
buy
ss
3inf
arm
mech
4inf
2art
art, 2infcm
sz125
ss,dd from 113
ftr, tacb from wgrepl
4inf pol
3arm ger
inf from romsmo
3inf from bel
2ftr, 2tacb from bel
bomb from romcc
125
A
Rolls: 2@2 1@3 1@4; Total Hits: 32@2: (1, 1)1@3: (5)1@4: (2)
D
Rolls: 1@1 1@2; Total Hits: 01@1: (6)1@2: (3) -
epl
A
Rolls: 5@1 3@3; Total Hits: 35@1: (3, 4, 5, 5, 5)3@3: (1, 2, 3)
D
Rolls: 2@2; Total Hits: 12@2: (2, 4) -
smo
A
Rolls: 3@1 2@3 3@4; Total Hits: 33@1: (2, 6, 4)2@3: (2, 5)3@4: (1, 5, 2)
D
Rolls: 3@2; Total Hits: 13@2: (6, 1, 6) -
ncm
army from nov to bel
ftrs, tacbs in smo to bel
army in rom to bes, but 1 fin to bul
air in 125 to wgr
art from ger to pol
3trn from 116 to 113
dd from 114 to 113place
art, 2inf in nov
art, 2inf in rom
3inf france
arm, mech in ger
2inf,art in wgrcollect 58
-
change, art from ger to wgr
-
-
I mean change art going from ger to pol to ger to wgr
-
and bmb to nov - got it
-
R5 with 26, buy 8 INF (save 2)
Combat moves -
Arc - INF (Volo)
Smo - INF (Volo) INF, 2 FTR, TAC (Rus)
Rolls: 2@1 2@3 1@4; Total Hits: 22@1: (2, 2)2@3: (2, 4)1@4: (1)
Rolls: 2@2; Total Hits: 12@2: (6, 1) -
FYI, I am going to attack your fleet off car for the game (or rather, if I lose you win). Before I lose you, what is order of loss? Right up combat value with hit points first?
-
Rus - 2 FTR, TAC (Smo) AA (Volo) MECH, 4 ARM (Bry) ARM (Novo)
Bry - 5 INF, 4 ART (Rus)
Volo - INF (Novo)
Sam - 6 INF (Novo)
Novo - 11 INF, 2 AA (Tim)
Ura - 2 INF (Tim)Place 8 INF (Rus)
Collect 24, 26 on hand -
I would enjoy seeing it round by round and making choices round by round…
I promise I will check frequently so you won’t have to wait long. I hope you don’t mind. OK? -
oh, not a prob. You know me, easy.
So I’ll have to think about how I am going to do it first. It’s a big move. If I win, then the Axis gets some breathing room. If I fail, then…. :oops: The calc says a little more than 50% odds of victory. But as we know, the dice in naval battles can be very volatile.
It’ll be a few before I get it going.
-
I’ll be checking regularly the rest of the night. Take your time
-
My home-made calculator has you clearing it with a couple of airplanes left over (but I’m calculating conservatively for me), so I think I agree with your calculator pretty much
And yeah - seems you need not just a victory but a lopsided one to make it a game… :-)
-
Ok Japan!
Well, I think the Axis need to make a break through now or it will be a long slow downhill ride. So, Japan is going to roll some tech. I need luck, like I did not have luck early on. I am counting on the fabled idea that luck travels in circles… (although I admit while it does it seems to do so between games not with in them) If no luck, well then the fates have spoken.
Japan
buy 5 dice!
roll:
Rolls: 5@6; Total Hits: 55@6: (6, 5, 5, 4, 5) -
got one! Ok! That’s all I need!
Doing shipyards chart.
Rolls: 1@6; Total Hits: 11@6: (1)(please! anything but 4!)
-
super subs? huh, ok. Not the best but ok
Long range aircraft would have been the ticket!
buy with 30
6inf
2sscm
inf from yen to eveinf from hop to she
inf from dza to olg
inf from sui to kan
inf from jav to sum on trn in 42
cel
inf, art from phi on trn from bor
2inf from phi and bor on trn from 35anh
2inf, 2art from hopfic
inf from kwa
5tacb55
dd from 42
ss from 37sz22
dd from 16
ss from 633
cv, ss, dd, 2 ftr from 35
4ftr from 42
ftr, tacb from 6
2tacb (swtiching out on ftrs on cv in 35), 2 bomb from kwawill start on small stuff first, try to shake out the crazy dice
cc
55
A
Rolls: 1@2 1@3; Total Hits: 21@2: (1)1@3: (2)
D
Rolls: 1@1 1@2; Total Hits: 01@1: (3)1@2: (3) -
cel
A
Rolls: 2@1 2@2; Total Hits: 02@1: (2, 5)2@2: (4, 5)
D
Rolls: 1@2; Total Hits: 01@2: (3)





