kwaspek(x) v gamerman01 Classic 3rd ed



  • @gamerman01

    b26c29d4-8b16-43ab-9ff7-93100bc0a4cf-image.png

    what would your casualty be?


  • Terrible roll!

    Sub


  • It’s because you didn’t wish me luck!


  • It was a weird turn overall…

    @gamerman01

    Game History

    Round: 1
    
        Purchase Units - Japanese
            Japanese buy 3 infantry and 2 transports; Remaining resources: 0 PUs; 
    
        Combat Move - Japanese
            1 submarine moved from Solomon Islands Sea Zone to Hawaii Sea Zone
            1 carrier moved from Caroline Islands Sea Zone to Hawaii Sea Zone
            1 fighter moved from Caroline Islands Sea Zone to Hawaii Sea Zone
            1 battleship moved from Caroline Islands Sea Zone to Hawaii Sea Zone
            1 battleship moved from Japan Sea Zone to Hawaii Sea Zone
            1 bomber moved from Japan to Hawaii Sea Zone
            1 fighter moved from Philippines to Hawaii Sea Zone
            2 infantry moved from Japan to Japan Sea Zone
            2 infantry and 1 transport moved from Japan Sea Zone to Soviet Far East Sea Zone
            2 infantry moved from Soviet Far East Sea Zone to Soviet Far East
            1 fighter moved from Japan to Soviet Far East
            1 infantry moved from French Indo China to India
                  Japanese take India from British
            2 infantry moved from Kwangtung to China
            3 infantry moved from Manchuria to China
            1 fighter moved from Manchuria to China
            1 fighter moved from French Indo China to China
    
        Combat - Japanese
            Battle in Hawaii Sea Zone
                Japanese attack with 2 battleships, 1 bomber, 1 carrier, 2 fighters and 1 submarine
                Americans defend with 1 carrier, 1 fighter and 1 submarine
                    Japanese roll dice for 1 submarine in Hawaii Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Japanese roll dice for 2 battleships, 1 bomber, 1 carrier and 2 fighters in Hawaii Sea Zone, round 2 : 1/6 hits, 3.17 expected hits
                    Americans roll dice for 1 submarine in Hawaii Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Americans roll dice for 1 carrier and 1 fighter in Hawaii Sea Zone, round 2 : 1/2 hits, 1.17 expected hits
                    1 submarine owned by the Japanese lost in Hawaii Sea Zone
                    1 submarine owned by the Americans lost in Hawaii Sea Zone
                    Japanese roll dice for 2 battleships, 1 bomber, 1 carrier and 2 fighters in Hawaii Sea Zone, round 3 : 2/6 hits, 3.17 expected hits
                    Americans roll dice for 1 carrier and 1 fighter in Hawaii Sea Zone, round 3 : 2/2 hits, 1.17 expected hits
                    1 bomber owned by the Japanese and 1 battleship owned by the Japanese lost in Hawaii Sea Zone
                    1 carrier owned by the Americans and 1 fighter owned by the Americans lost in Hawaii Sea Zone
                Japanese win with 1 battleship, 1 carrier and 2 fighters remaining. Battle score for attacker is -9
                Casualties for Japanese: 1 battleship, 1 bomber and 1 submarine
                Casualties for Americans: 1 carrier, 1 fighter and 1 submarine
            Battle in Soviet Far East
                Japanese attack with 1 fighter and 2 infantry
                Russians defend with 1 infantry
                    Japanese roll dice for 1 fighter and 2 infantry in Soviet Far East, round 2 : 0/3 hits, 0.83 expected hits
                    Russians roll dice for 1 infantry in Soviet Far East, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese lost in Soviet Far East
                    Japanese roll dice for 1 fighter and 1 infantry in Soviet Far East, round 3 : 0/2 hits, 0.67 expected hits
                    Russians roll dice for 1 infantry in Soviet Far East, round 3 : 0/1 hits, 0.33 expected hits
                    Japanese roll dice for 1 fighter and 1 infantry in Soviet Far East, round 4 : 1/2 hits, 0.67 expected hits
                    Russians roll dice for 1 infantry in Soviet Far East, round 4 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians lost in Soviet Far East
                Japanese win, taking Soviet Far East from Russians with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
                Casualties for Japanese: 1 infantry
                Casualties for Russians: 1 infantry
            Battle in China
                Japanese attack with 2 fighters and 5 infantry
                Americans defend with 1 fighter and 2 infantry
                    Japanese roll dice for 2 fighters and 5 infantry in China, round 2 : 2/7 hits, 1.83 expected hits
                    Americans roll dice for 1 fighter and 2 infantry in China, round 2 : 0/3 hits, 1.33 expected hits
                    2 infantry owned by the Americans lost in China
                    Japanese roll dice for 2 fighters and 5 infantry in China, round 3 : 3/7 hits, 1.83 expected hits
                    Americans roll dice for 1 fighter in China, round 3 : 1/1 hits, 0.67 expected hits
                    1 infantry owned by the Japanese lost in China
                    1 fighter owned by the Americans lost in China
                Japanese win, taking China from Americans with 2 fighters and 4 infantry remaining. Battle score for attacker is 15
                Casualties for Americans: 1 fighter and 2 infantry
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - Japanese
            1 fighter moved from Soviet Far East to Manchuria
            2 infantry moved from Philippines to Philippines Sea Zone
            2 infantry and 1 transport moved from Philippines Sea Zone to Japan Sea Zone
            2 infantry moved from Japan Sea Zone to Manchuria
            2 fighters moved from China to Manchuria
    
        Place Units - Japanese
            2 transports placed in Japan Sea Zone
            3 infantry placed in Japan
    
        Turn Complete - Japanese
            Japanese collect 32 PUs; end with 32 PUs
    

    Combat Hit Differential Summary :

    Americans regular : -0.67
    Japanese regular : -3.50
    Russians regular : 0.00
    

    j1.tsvg


  • I just realized I should have saved the sub, I’m still disoriented!

    But you already moved - yes it’s a good idea to keep it moving before your opponent can change his mind!


  • This is fun, classic is so wild, battleships and bombers dropping like flies, and the incomes are so low in comparison. This is going to continue to be very fun for me, thanks for challenging me to 2 games

    I can’t play too many or it will mess me up in my next G40 playoff game


  • That turn makes me glad the transport in the Med shot down my bomber. As lucky as I’m getting, maybe I should go for tech. NOT



  • @The_Good_Captain said in Axis and Allies "Classic" 2nd Edition - x2 Player Aids:

    Axis and Allies Classic, 2nd Edition
    “Not-so-Obvious” Rules List:

    1. Column Rolling – In ALL combats, dice are rolled by individual column from lowest to highest. Casualties are applied BEFORE rolling the next column’s attack. (Page 18)

    I don’t think I ever knew this rule before. I think Iron Blitz CD maybe did it right, but I forgot.

    I only attacked twice and column rolling didn’t matter in either. I guess it’s on you that you didn’t ask for casualties when you attacked (by column).

    Anyway, I’m going to roll the Hawaii naval battle by column (page 18)


  • Triple A rolls them all at once and it shouldn’t. If I’m understanding this correctly, it means we’re going to have to roll many of the battles on the forum and can’t do it in TripleA. Not a big deal, just kinda surprised the TripleA programmers didn’t design it for this, the actual rules.


  • [dice 2d6<=3]


  • 2d6<=3: 1, 1; Hits: 2


  • Man, this really increases the attacker’s advantage.

    US1 combat.tsvg

    I get lucky again,
    Do you lose the carrier and a plane, or both planes?


  • @gamerman01

    I’ll go with the carrier.


  • Thanks for the quick comeback -

    [dice 2d6<=4]

    Japanese
    [dice 1d6<=3]
    [dice 3d6<=4]


  • 2d6<=4: 4, 1; Hits: 2
    1d6<=3: 1; Hits: 1
    3d6<=4: 3, 2, 3; Hits: 3


  • Wow! All 8 units hit!!

    And I got sloppy - I should have established 2 more retreat routes.


  • Man, battleships are bad, especially when the bombardment casualties can fire back.

    Keeping the bomber, all other units are destroyed in a single round.
    Don’t have time to finish now, time for church.


  • R2 to come

    US1.tsvg

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