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    Posts made by ItIsILeClerc

    • RE: German bomber strategy - How to play and How to counter

      @variance:

      (…)
      The Russian Rotate

      • USSR builds only mobile units and everything goes EAST.��������������  Far East troops go into Manchuria.��������������  Startup units on the Eastern front withdraw to Moscow then keep on going East.��������������  Moscow is abandoned round 5, but the goal is to Kick Japan off the continent, starve them, and deny them the pacific win.
      • USA and ANZAC mount a Minimal defense of Hawaii and Sydney until late game when Japan is to be killed.
      • UK focuses exclusively on deterring sealion and holding Cairo.
      • USA puts almost everything into the Atlantic to help UK hold Cairo and London and thereby deny them the Europe win, starve them economically and kill them later
      • If Germany tries to follow Russia into China they will drown in Chinese infantry because by then all China will be free
      • This is probably a 20+ round kind of game

      I like the out-of-the-box thinking, Variance :-).
      I will certainly try something like this sometimes, but I must admit I feel uncertain about 1 thing with this:
      If Moscow is abandoned early, and completely unchecked, Germany doesn’t need to keep a (very) large portion of their army around the City to prevent Russia from retaking it, nor do they loose a lot of troops/air by an assault of subborn defenses. So all their forces can just go for Cairo instead of just a small portion of 'em, and they can assault Cairo turn 9/10 which is early, compared to when they first need to deal with Moscow.
      Now will the UK/USA be ready in Cairo? Minimal defenses for the Pacific requires quite a lot. On the other hand, if Russia removes Japan from mainland Asia, Japan will have a lot less resources to spend, freeing up more for the USA to spend in Europe…

      Maybe it can be done as well with a 3-turn JF from the USA, after which they switch to putting everything in Europe from turn 4 and onwards.
      No way Japan will survive this sandwiching from Russia/China/India from one side and the USA from the other. They will be dead in the water. I don’t think Japan will have even a minimal influence on the game left, after turn 6. The battle for Cairo will be the game-winning one. Unless the allies can liberate France, they cannot loose Cairo.

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: Alternate bidding scheme

      @JDOW:

      And bomber-games are of course dicey. In close games, they can make the difference. But in the end, dice decide less games than most people claim.

      Hehheh, I was thinking about that too but didn’t want to say it out loud. I’ve said it too many times already.

      It is true, ofc. I may be a bit more pessimistic about the long term effects the dice have on a game (especially during the opening battles) but I agree with the spirit of what you are saying. And in good spirit as well ;-).

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: German bomber strategy - How to play and How to counter

      Indeed the India-crush is overrated!
      If Japan ‘crushes’ India while the USA is in the process of JF, the axis loose the game. It is that simple, because the cost in Japanese air is indeed too high. I may not have a lot of experience with/against a US JF strategy yet, but this is just so simple and so obvious, even I can predict that with ease :evil:.

      Like JDOW stated in another thread, Dark Skies is a strong German strategy, but not better in itself than (for example) a heavy Barbarossa. I have said this earlier as well and I am not convinced otherwise now. The axis are just super-strong together and will only loose the game if the allies can sucessfully contain one of them. And I guess they have around 15 turns to do it. Which is maybe too hard as it is now (oob anyway), but that’s not due to DS.



      Since enough people are having VERY much problems with it, maybe it is an idea to start a little anti DS-project?
      I wouldn’t be playing myself because I can’t play A&A for more than a couple of weeks in a row, plus I don’t consider myself experienced enough to produce reliable enough results. I simply don’t have enough games under my belt versus the A&A cracks of the league ;-). But I will certainly follow the progress and assist such a project in any other way I can with great pleasure, ofc.
      Some ace axis players who can be considered very skilled with DS and Japan (for example bmnielsen, perhaps?) then play 10 or more games in a row using the DS strategy + whatever they see fit with Japan, while some other high level players from the E or 1 ranks of the current standings who are willing to participate take the allies. After a few months we could have enough data (game results) to come to some sort of a preliminary conclusion, not?



      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: Alternate bidding scheme

      Yup, +1 for JDOW.
      Although I wouldn’t always call it ‘poorly executed’ if the allied progress failed. It’s also that the axis are just very strong in general. Oh wait, he already said that ;-).

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      I didn’t beg you :-o. I said I wanted to do more testing and then you volunteered yourself. Why would I beg?
      And I already apologized, man. You cannot expect some1 to play beyond what is healthy for him/her.
      I certainly didn’t take the decision to stop lightly, if that means anything to you.

      Put everything together, have we not played a total 17 turns? Have I not said on beforehand that I can play A&A too much in a short time?
      I have not played via TripleA a lot and therefore I am still learning my limits. I know now I should not play more than 1 online game in a row. And most likely also not more than once per several months.

      I understand that you must be disappointed, so I’ll leave it at this.
      My offer still stands. I need a break and after that, we can either continue this game or start a new one, but I won’t compromise my own health because of a game. If you don’t like it, fine then we won’t play again. No big deal.

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Alternate bidding scheme

      Yes to testing!
      Another SL game with a defensive pacific mind from the USA ;-). I won’t be playing anytime soon, but surely follow such a game.

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: Alternate bidding scheme

      @Elrood:

      (…)
      The Theory is: if no extra UK Units and if G1 opens to threaten Sea Lion, then Meds have to (and should be) given up for protecting London.
      Then Italy will grow wild and probably get egypt and possibly ME as well.
      At that point the increased Income of US comes in and they should HAVE to invest something into Europe to prevent a loss there.

      That is tactical decision making. It should not be clear that both London and Africa can be saved by standard builds/moves. Imho… (…)

      Have you considered the approach Nippon also pointed out?
      The USA does have options early in Europe without loosing in the Pacific. Those options are limited, yes, but you can calculate what forces the USA needs to punish Germany for taking London, considering the Germans already will have problems with Russia after that. IIRC, this means it is OK for the UK to loose London (and therefore, turn the Italian navy into dust anyway) as long as they make Germany pay enough for taking London. Building 9INF, of 6INF in London UK1 and 1FTR should do that.

      In one of my previous posts I elaborated on how much IPCs the USA can spend in Europe early without loosing in the Pacific. Loosing India is not the same as loosing the Pacific war, ofc. Japan will be monstrous, but so will Germany be if the allies go (K)JF.

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: American Strategy (Video Added)

      @Elrood:

      @ItIsILeClerc:

      About blaming bidding for the possibility to ‘KJF’ (with or without the ‘K’)… Correct me if I am wrong but I think without bidding, the UK will either loose both Egypt and India (which means game over for the allies), or if they realize this, weaken India even further because they bring over troops and particularly aircraft from india to save Egypt. Which hurts, but is not game over.

      Thanks for appreciating my post.�  :-)

      And the above is subject to some theoretical discussions and testing with nerquen (US income bidding promoter). We are not sure about it yet. And as much as I would like to discuss that, we should not hack YGH thread with such side-topic. But I would be glad to invite you into the discussion / playtest to get some more insight in subject. But elsewhere of course.�  :-)

      Thanks for the invite, Elrood :-)! I need a break from playing A&A at the moment, but I’d definately like to participate with you guys. I 'll discuss the details any further with you guys in private then, to avoid any possible hijacking :lol:.

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      @Arthur:

      It is looking horrible for the Allies in this game.������������  Russia must hide in Moscow for the foreseeable future and Germany will capture Ukraine this round with Volgograd next round.������������  They can drive into their choice of either Egypt or India with little that the Allies can do to stop them.������������  Moscow might not be captured, but that matters little since it is only a 3 IPC city.������������  The units are trapped inside; moving more than one space away will mean that the capitol will fall from the fast moving German units backed up by the air force.������������  Meanwhile the US has little chance of pushing out the Japanese fleet from the Pacific and cannot long-term hold onto any of the islands that they captured this round.������������  China is demolished while UK Pacific is of no use.

      The allies are in no better of a position than in our previous game.������������  This will inevitably be another Axis victory, despite the +20 that the Allies began with.������������  There is no option for the Allied fleet in the Atlantic to do much other than drop off units in Spain and slowly build up over too long of a period to push into Normandy.������������  You played well, but this strategy won’t succeed in beating the Axis.������������  I still don’t have an answer either for Dark Skies.

      I agree with some but not all of that.

      Most notably I think you dismiss the allied options with this particular strategy and call it horrible too soon. There can be more fine-tuning definately, but still. I can see your pain but I feel you try to look too far into the future.

      I can try to explain everything I see for the allies, but I doubt you will be convinced and since I will need to see it before I believe it as well (for BOTH the axis and the allies), I’ll gladly play another game with you or any1 else with the same strategy. After some months, that is, because I need the said break from playing A&A.

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: American Strategy (Video Added)

      @Elrood:

      Hm I don’t get why People think that US is easy to play… And think that Italy is difficult.������������������  :? Italy is most likely on the defense/awkward offense, so they don’t have many options usually. So whats hard to play here?

      If you have inapt Axis players who fail to seriously threaten Moscow/London/Calcutta, then sure… US cannot do much wrong… sending troops here and there, grinding Axis forces down so that UK can finish the Job. But if German/Japan know what they are doing, then suddenly USA becomes the power it is supposed to be and is the only one who can tip the scales. At that point no wrong move is allowed for US and a single wrong placement/decision can cost the game.

      Please take no offense in this, but I don’t want to put people on the wrong track.

      In general my opinion is it should be stated that US is really hard to play.
      Why?

      1. Long term planning is needed - all routes to the the enemy are usually at least 2 moves away. So you need to know what you have to buy now to hit axis with 3 turns later.

      2. Patience - I’ve seen (and as a beginner did myself) many a big US fleet or invasion force just blown away since they attacked prematurely, feeling bold and overconfident with all their mighty fleet. Even after DOW its mostly better for US to place itself in a threatening position to keep Axis on their Toes.
      E.g. SZ 91 at Gibraltar to threaten Italy and Germany, hawaii or Queensland to threaten either Japan or DEI, or (if you can get it… Caroline: to threaten both!)
      Playing the waiting game is really hard if allied troops in Eurasia getting decimized every turn, but just the fact that Germany and Japan will have to buy Forces to prepare a counter attack helps them. So its not really that obvious or rewarding feeling when killing some axis army or capturing some nice territory, but its nevertheless important.

      3. IPC Distribution - the infamous “Kill Japan First” tactic is for sure something nice to begin with and even stick to, although I blame the unit bidding (UK Sub to SZ 98, Ari in Alex…yadda yadda yadda…) with Taranto attack for it, but thats a different story…������������������  8-)
      But you never know how the game develops, may be a super lucky Italy gets MED and ME really fast, so USA has to observe closely what theater is getting the upper hand and where its IPCs are needed most. And since it takes long term planning (point 1.) that is not offhandedly done.
      The decision where its IPCs should go to, and also into what (planes for fast defense, or Carriers / Transport for preparing invasion) is really not simple.

      4. US is a Teamplayer - Where Japan, Germany, Italy and Russia pretty much fight alone, USA can not only REALLY good interact with UK and Anzac forces, but must do so.
      e.g. US kills blocker / takes canal and UK / anzac grab DEI or important axis territory. One important example would be: US takes Denmark and UK moves in to get under defended Berlin - I am sure that happened to more than one here… but probably only once.������������������  :wink:
      So US moves directly work together with US and ANZACs. And since a lot more possibilities arise out of these interactions, US is turn is getting even more complex.

      Thats my 2 cent to that subject so far.������������������  :mrgreen:

      Amen to that, Elrood.
      The USA can also too easily screw up if they are in a False Sense of Security in the Pacific: if Japan is strangling Calcutta and the IJN is therefore far away and Japan is not buying any ships/aircraft to directly threaten Hawaii.
      Some USA players then spend too much in Europe, indeed not understanding what you said about thinking 2-3 turns ahead: within 3 turns after Calcutta fell (J3-J5 if the USA is not going heavy into the pacific), Japan has turned around buying a lot of carriers and suddenly it is just impossible to defend Hawaii.

      Like Nippon-Koku, I found that, assuming a J1, 2 turns of max spending in Europe is the limit for the USA if Japan is planning for this. Even if Japan is NOT planning for this, because it is very easy for an unchecked Japan to switch gears. This means USA does not have more than 153PUs active in the Atlantic (not counting the US’ initial land units).
      For every turn Japan waits with their DOW, the USA can have more PUs active in Europe. For J1/J2/J3/J4 I calculated the maximum ‘pacific-proof’ European PUs from the USA at 165/196/214/214 PUs (not counting their initial set-up land units), during the first 2/3/4/4 turns respectively, without loosing the war in the Pacific and with the requirement that the USA spends 100% in the Pacifc after that till turn 7, to catch up. After that they need to re-evaluate the situation, i.e. at least match the Japanese naval and air production (together with their ally ANZAC). I’ll leave it in the middle if this Euro-scheme is a viable strategy for the USA. Too much controversy about that topic ;-).

      About blaming bidding for the possibility to ‘KJF’ (with or without the ‘K’)… Correct me if I am wrong but I think without bidding, the UK will either loose both Egypt and India (which means game over for the allies), or if they realize this, weaken India even further because they bring over troops and particularly aircraft from india to save Egypt. Which hurts, but is not game over.

      I have been no fan of bidding but I must admit that the past 1-1½ year has been an eye-opener for me. Bidding changes the opening battles, but does not seem to hurt axis chances of winning the game, although it definately narrows down their options (which is not the same). That is OK to me, since the allies do not have a lot of options as well.

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      To be honest, my game-batteries are empty. I am very sorry but I can’t get myself to play another turn.
      I said it before: I can play A&A too much in a short time… One of the reasons why I mostly don’t play online, as it usually is the number of days that count towards getting to the breakpoint and not the number of games played in a shorter amount of time (around the table for example).

      It is clear (to me at least) that DS is another very strong, top axis strategy, but not more overpowered than some other axis strategies I have seen so far. As long as the axis are not rushing (for India, for example) but just slowly building up pressure. We both gave it a try with the allies and it is 2-0 for the axis with another result pending, although I have little hope of doing the JF better than you did. UK looks fun in the ME, but Japan still looks like too much trouble to me.

      I really have had enough A&A for a while now. Nothing personal, I can assure you that.
      If you want, we can start a fresh friendly game after a couple of months, deciding who plays what with a normal round of bidding before gamestart. And no more than 1 game then ;-). More than 1 online game in a row clearly is too much for me. Anyway, well played!

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

      Game History

      Round: 5

      Purchase Units - British
                  British buy 1 carrier, 1 fighter and 1 mech_infantry; Remaining resources: 0 PUs;

      Purchase Units - UK_Pacific
                  UK_Pacific buy 2 infantry; Remaining resources: 0 PUs;

      Combat Move - British
                  1 mech_infantry moved from Belgian Congo to Ethiopia
                        British take Ethiopia from Italians

      Combat - British

      Non Combat Move - British
                  1 submarine moved from 123 Sea Zone to 109 Sea Zone
                  2 infantry moved from Anglo Egyptian Sudan to Egypt
                  1 mech_infantry moved from Belgian Congo to Egypt
                  1 infantry and 1 mech_infantry moved from Union of South Africa to 71 Sea Zone
                  1 infantry, 1 mech_infantry and 1 transport moved from 71 Sea Zone to 81 Sea Zone
                  1 infantry and 1 mech_infantry moved from 81 Sea Zone to Egypt
                  1 destroyer moved from 71 Sea Zone to 83 Sea Zone
                  1 bomber and 3 fighters moved from Eastern Persia to Russia
                  3 fighters and 2 tactical_bombers moved from Bryansk to Russia
                  2 infantry moved from Caucasus to Kazakhstan
                  2 mech_infantrys moved from Iraq to Northwest Persia
                  2 artilleries and 1 infantry moved from Trans-Jordan to Iraq
                  1 armour and 4 mech_infantrys moved from Egypt to Iraq
                  2 infantry moved from Egypt to Trans-Jordan
                  1 fighter moved from Egypt to Eastern Persia

      Place Units - British
                  1 carrier placed in 106 Sea Zone
                  1 fighter placed in United Kingdom
                  1 mech_infantry placed in Egypt

      Turn Complete - British
                  British collect 31 PUs; end with 31 PUs total

      Place Units - UK_Pacific
                  2 infantry placed in India

      Turn Complete - UK_Pacific
                  Total Cost from Convoy Blockades: 2
                      Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 2,5
                  UK_Pacific collect 3 PUs (2 lost to blockades); end with 3 PUs total
                  Some Units in India change ownership: 2 infantry

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      Consider it done.

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      Forget about it, not much else I can do except the Russian sub back to #105, but you can edit that for me with Japan…

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      Novosibirsk!
      The allied dice seem to be cursed so far (apart from a little success in Anglo-Egypt)…

      I hope this does not continue, otherwise it may invalidate our playtest :(. A test of strategies can easily loose any reliability if there’s too much favor of the dice on one side.
      On the other hand… If the allies can win with cursed dice, that will be very promising for their strategy :evil:.

      But I must redo my NCM with the Russians. I was too ‘shocked’ or at least annoyed because of ‘Novosibirsk’, to do that properly… I’ll repost the savegame after I have given the NCM more thought.

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

      Game History

      Round: 5

      Purchase Units - Russians
                  Russians repair damage of 11x factory_major; Remaining resources: 48 PUs;
                  Russians buy 6 artilleries, 4 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;

      Combat Move - Russians
                  3 mech_infantrys moved from Volgograd to Novosibirsk
                  2 infantry moved from Bryansk to Ukraine
                  1 fighter moved from Bryansk to Ukraine
                  1 infantry moved from Bryansk to Smolensk
                  1 fighter and 1 tactical_bomber moved from Bryansk to Smolensk

      Combat - Russians
                  Battle in Ukraine
                      Russians attack with 1 fighter and 2 infantry
                      Germans defend with 1 factory_minor and 1 infantry
                      Russians win, taking Ukraine from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                      Casualties for Germans: 1 infantry
                  Battle in Smolensk
                      Russians attack with 1 fighter, 1 infantry and 1 tactical_bomber
                      Germans defend with 1 infantry
                      Russians win, taking Smolensk from Germans with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                      Casualties for Germans: 1 infantry
                  Battle in Novosibirsk
                      Russians attack with 3 mech_infantrys
                      Japanese defend with 1 artillery
                      Japanese win with 1 artillery remaining. Battle score for attacker is -12
                      Casualties for Russians: 3 mech_infantrys

      Non Combat Move - Russians
                  1 fighter and 1 tactical_bomber moved from Smolensk to Russia
                  4 aaGuns, 2 armour, 12 artilleries, 41 infantry and 2 mech_infantrys moved from Bryansk to Russia
                  1 fighter moved from Ukraine to Russia
                  1 mech_infantry moved from Iraq to Egypt

      Place Units - Russians
                  6 artilleries and 4 infantry placed in Russia
                  3 mech_infantrys placed in Volgograd

      Turn Complete - Russians
                  Russians collect 29 PUs; end with 29 PUs total
                  Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 32 PUs

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      Please also note I edited the RAF (conveniently counting the french FTR as RAF also ;-)) from Persia to Eastern Persia…
      Apart from the bomber, those aircraft were of no direct concern for Italy anyway, so I felt it was OK to edit them after Italy moved.
      I 'll put the bomber back into Persia if you actually did take that bomber into account during your moves with Italy.

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

      Game History

      Round: 4

      Combat Move - French

      Non Combat Move - French
                  Turning on Edit Mode
                  EDIT: Turning off Edit Mode
                  EDIT: 2 fighters moved from Western Australia to 33 Sea Zone
                  EDIT: 1 fighter moved from Western Australia to Queensland
                  1 destroyer moved from 39 Sea Zone to 37 Sea Zone
                  1 infantry moved from Trans-Jordan to Iraq
                  1 infantry moved from Anglo Egyptian Sudan to Egypt
                  1 fighter moved from Persia to Eastern Persia

      Turn Complete - French

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
    • RE: Russia's "National Prestige" objective

      @Young:

      (…) I separated the oob national prestige NO into two.

      5 IPCs for no Axis ships in 125, and Allies control Archangel
      5 IPCs for no Allied units on original controlled Russian territories

      However, as much as we want to give Russia a boost when German steam rolls em, we find that the Russians get too rich when ignored for Sealion… I want to understand the NO, so that we can maybe deny the Russians our Lend Lease portion of the National Prestige split when the allies don’t have control of London. ������  ������Â

      Great idea, YG!
      There are so many wonderful options to tweak some of the allied NO’s with great historic themes to be able to slide the balance of the game a little bit more (but very subtle) towards the allies to get their win chances closer to 50/50 in a oob game (no bids).

      As far as lend lease goes, I’d say that Russia is entitled to +5 IPCs if the allies control London + either Archangelsk or Persia (or both) and there are no axis warships in either one of the sea areas. Ofc this this NO should not get doubled for control of both P & A ;-).
      With this, I feel that “spread of communism” should only count for original German areas/activated minor countries.

      National Prestige NO doesn’t look too powerful in combination with this, if Russia simply gets +5 for no allied units in Russian territories (at all, everywhere).

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

      Game History

      Round: 4

      Purchase Units - British
                  British buy 1 fighter, 3 infantry, 1 mech_infantry and 1 transport; Remaining resources: 0 PUs;

      Purchase Units - UK_Pacific
                  UK_Pacific buy 1 artillery and 1 infantry; Remaining resources: 0 PUs;

      Combat Move - British

      Non Combat Move - British
                  1 submarine moved from 125 Sea Zone to 123 Sea Zone
                  1 fighter moved from Gibraltar to United Kingdom
                  3 fighters and 2 tactical_bombers moved from Persia to Bryansk
                  1 fighter moved from Egypt to Persia
                  2 fighters moved from Burma to Persia
                  3 aaGuns, 1 artillery, 14 infantry and 1 mech_infantry moved from Burma to India
                  2 infantry moved from Northwest Persia to Caucasus
                  2 mech_infantrys moved from Egypt to Iraq
                  2 infantry moved from Kenya to Anglo Egyptian Sudan
                  1 armour and 1 mech_infantry moved from Kenya to Egypt
                  3 mech_infantrys moved from Belgian Congo to Egypt
                  2 mech_infantrys moved from Union of South Africa to Belgian Congo
                  2 artilleries and 1 infantry moved from Egypt to Trans-Jordan

      Place Units - British
                  1 fighter and 2 infantry placed in Egypt
                  1 transport placed in 71 Sea Zone
                  1 infantry and 1 mech_infantry placed in Union of South Africa

      Turn Complete - British
                  British collect 30 PUs; end with 30 PUs total

      Place Units - UK_Pacific
                  1 artillery and 1 infantry placed in India

      Turn Complete - UK_Pacific
                  UK_Pacific collect 6 PUs; end with 6 PUs total
                  Some Units in India change ownership: 1 artillery and 1 infantry

      posted in Play Boardgames
      ItIsILeClercI
      ItIsILeClerc
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