I’m sensing a theme here….don’t tell me… I can do this…
You like hockey and shooters/war games!
How did you know?
I’m sensing a theme here….don’t tell me… I can do this…
You like hockey and shooters/war games!
How did you know?
Wii
1. NHL Slapshot
2. Marines
3. NHL 2K10
4. NHL 2K9
5. NHL 2K8
PS2 and PS3
1. Call of Duty 2
2. Call of Duty 1
3. Call of Duty World at War
4. NHL Faceoff 2003
5. Star Wars Battlefront 2
Ok, so I have you having 1 inf, 3 arm, and 2 ftrs in the UK. Also, I assumed that you submerged your sub in SZ 48 but let me know if you wanted that to go any differently.
I have 2 infabtry, 3 armor, 1 artillery, 2 fighters in UK. My sub was submerged.
By the way, I show you having 37 IPCs in hand for the UK, as you didn’t spend 3 on your last move. Please confirm that for me. USA’s turn.
UK collected 34 IPC’s but has 37.
My trn and carrier are in SZ 27. I’ll remove a ftr from UK.
Noncombat
3 ftrs from Norway return to UK
Ftr from Egypt to Persia
Trn and Carrier from SZ 33 to SZ 27
Sub from SZ46 to SZ 48
I place the inf in UK and the 3 trns in SZ 3
UK
2 inf, 3 arm, 1 art, 3 ftrs, 1 AA
Norway
1 inf, 1 arm
W. Canada
1 inf
E. Canada
1 arm
Persia
1 ftr
Egypt
1 inf, 1 bomber
SZ 33
1 trn, 1 carrier
S. Africa
1 inf
Australia
1 inf
New Zealand
1 inf
Collects 34 IPC’s
Japan’s turn
I lose my ftr so I can hold Norway.
Borneo
2 inf on 1
Rolling 2d6:
(1, 1)
Japanese units
Rolling 1d6:
(3)
That’s a lot of tanks.
UK Builds
3 transports and 1 inf
Combat Move
1 BB and 1 trn with 1 arm and 1 inf for amphibious assault to Norway
4 ftrs from UK to Norway
2 inf and 1 trn from Australia for amphibious assault in Borneo
Norway
BB bombardment
Rolling 1d6:
(6)
4 ftrs and 1 arm on 3
Rolling 5d6:
(3, 3, 3, 4, 4)
1 inf
Rolling 1d6:
(6)
German forces
2 inf on 2
Rolling 2d6:
(1, 6)
Just curios how far everybody who played it got. PM me the round you died on and I’ll put it in the High Scores.
High Scores
#1: aarules-died on round 6
20 points: Healing-If your last soldier dies, use this to limit to disruption. Once per game during casualty phase.
35 points: Reinforcements-You receive an MG42 on the east edge. Once per game.
40 points: Construction-Place 2 pillboxes. Once per game.
60 points: U-Boat sinks LSI-Once the round is over, skip 5 rounds. Do not receive points for units skipped. Once per game.
Special Advantages
During an initiative phase, you can spend that amount of points to use that special ability once per turn.
6 points: Offboard Artillery-Check my topic. Artillery makes shellholes unless in water. Once per turn.
8 points: Adjacent Area Fire Support-An MG42 from an adjacent area can fire at 6 dice against soldiers or 1 die against vehicles at any range. Can use Double Shot. Once per turn.
10 points: Swap units- If your unit is on the eastern row of hexes, you can swap units. Roll a die. Swap your unit for whatever you roll. Swapping removes all disruptions.
1-Mauser Kar 98K
2-Panzerfaust
3-Wehrmacht Veteran Infantry
4-Sandbagged MG Team
5-MG42
6-Panzer III Ausf. F
If you got a worse unit or the same one, you still must swap.
I’ll have more in the next post.
American Units
Always go first
During movement roll for each unit and check the table. Americans never move backwards.
4’s are 1’s
5’s are 2’s
6’s are 3’s
Rolled……Move where
1…Directly forward
2…Left
3…Right
During combat, on a 1-3 see where the unit moves by checking the table. On a 4-6, attack the closest unit. If I can’t attack, roll again.
15
M1 Garand (42)
Red Devil Cpt (11)
Bazooka (eight)
Sherman DD (3)
Higgins Boat
DUKW
16
M1 Garand (45)
Red Devil Cpt. (12)
Bazooka (10)
Sherman DD (3)
Higgins Boat
DUKW
17
M1 Garand (50)
Red Devil Cpt. (16)
Bazooka (18)
Sherman DD (3)
Higgins Boat
DUKW
American units
While setting up, roll a die. 1 is the highest hex, 2 is the next highest, and so on. There is unlimited stacking in water.
Round 1
M1 Garand
Round 2
M1 Garand (2)
Round 3
M1 Garand (3)
Round 4
M1 Garand (5)
Round 5
M1 Garand (7)
Round 6
M1 Garand (11)
Round 7
M1 Garand (12)
Round 8
M1 Garand (13)
Round 9
M1 Garand (15)
Round 10
M1 Garand (15)
Bazooka
Red Devil Cpt.
Round 11
M1 Garand (20)
Bazooka (3)
Higgins Boat
Red Devil Cpt.
Round 12
M1 Garand (21)
Red Devil Cpt. (7)
13
M1 Garand (35)
red Devil Cpt (9)
14
M2 Garand (40)
Red Devil Cpt (10)
Bazooka (5)
Sherman DD
Higgins Boat
DUKW
ROUNDS
Each round ends when all the Americans are killed. There is 1 turn in between rounds.
SWIMMING
Some Americans will be swimming. When swimming, they must take the most direct route to the beach. The Americans will swim unless you have a Higgins boat. Units that are swimming cannot attack, the defense is halved, and die if they get disrupted.
The player needs to survive as many rounds, or waves, of American soldiers landing as possible.
Map: Juno 3 The word Juno should be in the northeast corner. You can find the map if you type in axisandallies and then a dot and then com. Then go to downloads.
German setup is anywhere on the beach or shellholes.
Wehrmacht Veteran Infantry
Pillbox
I will show the American setup in the next post.
I just got Hearts if Iron 3 today. It’s a good game.
I played until October 3rd. I took Poland by 16 September, Luxembourg by 21 September, and Belgium is about to fall. I am trying to execute the Schlieffen Plan. I haven’t declared war on the Nedtherlands yet.
Sort of. The only world war 2 card game I’ve seen is Blitzkrieg.
It’s a collectible minis game so if you want a balanced force, then yes.