@Daaras all the planes from India can reach and if they’re safe to land in Burma, I’d still make that attack. So block or put way more
When you need a topic to use the Dicebot, do it here
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 just going to try the dicebot now as I was figuring it out. If dice still turn up for the Philippines they will trump these. at 1 
 [dice 2d6]at 3 
 [dice 2d6]at 4 
 [dice 2d6]Defenders at 2 
 [dice 2d6]
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 2d6: 1, 3 
 2d6: 3, 2
 2d6: 3, 1
 2d6: 5, 5
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 Axis and Allies 1914 game. Forgot to change the mine in sea zone 16 when Austria-Hungary took over Marseillies. Game: autosaveAfterBritishCombatMove.tsvg Rolling for a British battleship, 1 empty British transport, and a British transport carrying 2 infantry (in that order): [dice 3d6] 
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 3d6: 4, 6, 3 
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 No mines hit. 
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 For game 2024-8-27-Ozteas-1941-Global-Setup.tsvg . As Germany on round 3, I forgot to move the forces from Iraq to attack the French units in Trans-Jordan. The battle will be rolled for here: Germany: 
 4 infantry, 1 tankFrance: 
 1 infantry, 1 mechanized infantryGerman infantry: [dice 4d6] 
 German tank: [dice 1d6]
 French infantry and mechanized infantry: [dice 2d6]
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 4d6: 5, 6, 5, 5 
 1d6: 5
 2d6: 4, 4
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 No units hit. Again: German infantry: [dice 4d6] 
 German tank: [dice 1d6]
 French infantry and mechanized infantry: [dice 2d6]
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 4d6: 2, 4, 1, 4 
 1d6: 2
 2d6: 6, 6
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 Germany scores 2 hits, destroying both French units. The French units score no hits. Germany wins and captures Trans-Jordan from the British. 
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 [dice 1d6] 
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 1d6: 6 
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 Playing a game using @FranceNeedsMorePower 's Global 1940 balance rules. Per the rules, one dice is rolled to see whether French Indochina turns Vichy or not. A roll of 1-4 keeps it Free, but a roll of 5-6 turns it Pro-Axis. [dice 1d6] 
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 1d6: 3 
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 French Indochina stays Free French. 
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 Test [dice 1d12] 
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 1d12: 12 
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 For a 1914 game I’m playing. Austria-Hungary captured Marsellies. I forgot to change the mines in sea zone 16. 2 US transports move from sea zone 17 to 16 to pick up 4 infantry from Algeria and move them to Egypt: [dice 2d6] 1 transport carrying 2 infantry moves from sea zone 2 to sea zone 16: [dice 1d6] 
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 2d6: 5, 4 
 1d6: 2
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 No mines hit. 




 
		 
		





