I am a retired gentleman with a few games going who would like to play a little more against people. There seems to be a pattern where the player who loses does not want to play again. I have played several games that I lost and did not want to play again. I have won against several players and they did not want to play again. There are a few like Dawgoneit who love to play and will not quit playing you. What I would like to try is sort of an automatic bid improvement for the losing player. For example: I lose a G41 with no bid then if we play again same sides then I get a 10 or 20 bid sort of depending on how bad I got beat. I win at 20 we go to 10. I win at 10 we go to no bid.
If you want to play without the bid improvement just let me know and we can do it the more common way.
Dice Roller
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Italy Purchases with 10 IPCS:
1 transport (TZ)
1 Infantry (Inf)COMBAT MOVES:
Ukraine:
1 fighter from Italy
1 armor from BalkansTransjordan:
1 inf, 1 art from Italy
1 cruiser, 1 battleship(BB) from SZ 14, bombard -
combat resolution:
Ukraine:
Attacker:
Rolls: 2@3; Total Hits: 12@3: (5, 1)
defender:
Rolls: 2@2; Total Hits: 02@2: (5, 5) -
defender loses 1 infantry
Ukraine:
attacker:
Input ErrorThere was an error in your dice throw: “/>defender” is not correct syntax.
:aaa 1@2 -
a:
Rolls: 2@3; Total Hits: 12@3: (5, 1)
d:
Rolls: 1@2; Total Hits: 01@2: (3) -
Trans-Jordan battle
a:
Rolls: 2@2 1@3 1@4; Total Hits: 32@2: (2, 1)1@3: (4)1@4: (3)
d:
Rolls: 2@2; Total Hits: 02@2: (4, 6)Ukraine taken without loss
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Questioneer rolls for sides:
odd Axis and even Allies
Rolling 1d6:
(4) -
DY vs Questioneer
odd- DY
even- Questioneerfor who make the opening bid
Rolling 1d6:
(6) -
Questioneer vs. Joe Cold
Bid start
even- Questioneer
odd- Joe Cold
Rolling 1d6:
(1) -
First test:
Rolls: 2@2 2@3; Total Hits: 12@2: (6, 5)2@3: (1, 5) -
Testing:
:4dice6:
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testing
Rolling 4d6:
(3, 5, 5, 6) -
testing again:
Rolling 4d6:
(1, 2, 2, 2) -
testing again!!!
Rolling 5d6:
(1, 1, 4, 6, 6) -
Come on 4!
Rolling 4d6:
(1, 2, 4, 4) -
Rolling 4d6:
(2, 2, 3, 5) -
testing
Rolls: 1@1 1@2 1@3; Total Hits: 01@1: (5)1@2: (6)1@3: (4) -
testing again:
Rolls: 2@1 1@2 1@3; Total Hits: 12@1: (5, 4)1@2: (2)1@3: (4)Still can’t believe I didn’t hit anything!!!
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testing
Attack 3 ftr, 1 bmb
Rolls: 3@3 1@4; Total Hits: 23@3: (1, 2, 4)1@4: (6)Defend: 1 trn, 1bb
Rolls: 1@1 1@4; Total Hits: 21@1: (1)1@4: (2)Come on 3 hits!!!
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testing
Attack 3 ftr, 1 bmb
Rolls: 3@3 1@4; Total Hits: 23@3: (5, 1, 3)1@4: (6)Defend: 1 trn, 1bb
Rolls: 1@1 1@4; Total Hits: 11@1: (5)1@4: (3)Come on 3 hits!!!
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testing
Attack 3 ftr, 1 bmb
Rolls: 3@3 1@4; Total Hits: 33@3: (4, 3, 3)1@4: (3)Defend: 1 trn, 1bb
Rolls: 1@1 1@4; Total Hits: 21@1: (1)1@4: (1)Come on 3 hits!!!





