@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 phaseWhen you need a topic to use the Dicebot, do it here
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[dice 1d6]
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1d6: 2
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Axis and Allies 1914 game round 8, Austro-Hungarian turn.
Austria-Hungary attacks Venice. They have one fighter. The defending Americans (alongside other nations) have one fighter.
Air battle:
Austria-Hungary: [dice 1d6]
US: [dice 1d6] -
1d6: 6
1d6: 1 -
Austria-Hungary loses.
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French move into an Austro-Hungarian minefield in sea zone 16 turn 14, this post and the SuperbattleshipYamato post immediately preceding it in this thread were for the same game.
[dice 1d6]
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1d6: 2
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Axis and Allies 1914 game round 15, British turn.
Britain attacks Ottoman Bulgaria. They have one fighter. The defending Austro-Hungarians have one fighter, this post and the 2 SuperbattleshipYamato posts immediately preceding it in this thread were for the same game.
Air battle:
Britain: [dice 1d6]
Austria-Hungary: [dice 1d6] -
1d6: 6
1d6: 4 -
Inconclusive results. Second round of combat:
Air battle:
Britain: [dice 1d6]
Austria-Hungary: [dice 1d6] -
1d6: 5
1d6: 6 -
Inconclusive results. Second round of combat:
Air battle:
Britain: [dice 1d6]
Austria-Hungary: [dice 1d6] -
1d6: 3
1d6: 4 -
Inconclusive results. Fourth round of combat (the last round was actually the third round of combat, not the second round, copy and pasting error):
Air battle:
Britain: [dice 1d6]
Austria-Hungary: [dice 1d6] -
1d6: 3
1d6: 3 -
Inconclusive results. Fifth round of combat:
Air battle:
Britain: [dice 1d6]
Austria-Hungary: [dice 1d6] -
1d6: 4
1d6: 2 -
Britain loses.
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Global 1940 low luck game against myself. Playing a version where France’s goes first in the first round, then their second turn is the last in every round following that (basically back to normal after the first turn). It’s easier to just roll France’s moves here.
France attacks Holland Belgium:
France: 7 infantry, 2 artillery, 1 tank, 2 fighters
Germany: 4 infantry, 2 artillery, 3 tanks, 1 fighterFirst round of combat:
France automatically gets 3 hits, rolls 1 dice for 4: [dice 1d6]
Germany automatically gets 4 hits, rolls 1 dice for 1: [dice 1d6] -
1d6: 5
1d6: 5