@barnee Flak Tower rolls for five fighters [dice 5d6<=1]
Posts made by Trout
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RE: Panzerstahl vs barnee EXP Game 2posted in Play Boardgames
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RE: Panzerstahl vs barnee EXP Game 2posted in Play Boardgames
@barnee 4 LMs in SZ 110
[dice 4d6<=2] -
RE: Panzerstahl vs barnee EXP Game 2posted in Play Boardgames
@barnee One LM on Scotland/UK border [dice 1d6<=2]
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RE: When you need a topic to use the Dicebot, do it hereposted in Play Boardgames
@Panzerstahl-Helm Last dice roll for US11 turn. Carriers and three destroyers crossing from 7 in NCM. Rolling for the one NM remaining on that border [dice 1d6<=2]
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RE: When you need a topic to use the Dicebot, do it hereposted in Play Boardgames
@Panzerstahl-Helm [dice 3d6<=2] This is the roll that will sting if you roll three hits
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RE: When you need a topic to use the Dicebot, do it hereposted in Play Boardgames
@Panzerstahl-Helm Okay. Rolling for two Escorts sweeping from SZ 5 and one from SZ 16
[dice 6d6<=1]
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RE: When you need a topic to use the Dicebot, do it hereposted in Play Boardgames
@Panzerstahl-Helm Escorts killed only one NM. So now two Naval Mines defending border between SZ 6 and SZ 16. [dice 2d6<=2]
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RE: When you need a topic to use the Dicebot, do it hereposted in Play Boardgames
@Panzerstahl-Helm 3 Escorts in USA Naval Forces entering SZ 6 from SZ 16.
[dice 9d6<=1] -
RE: Axis & Allies Global 1940 House Rules Expansionposted in House Rules
@barnee Actually I just remembered that the new Naval Commander rule does boost battleships. So that will make it worthwhile to have one or two with the Commander rules. The alternate hits is in my opinion one of the reasons to not buy battleships and instead buy empty carriers which just seems kind of stupid. I think it’s realistic that in a navy battle, the dive bombers and submarines would focus on the carriers but naval mines not so much.
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RE: Panzerstahl vs barnee EXP Game 2posted in Play Boardgames
@barnee 3 LMs in game with Johnny Cat. E. Poland to Slovakia
[dice 3d6<=2]
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RE: Panzerstahl vs barnee EXP Game 2posted in Play Boardgames
@barnee 3 LMs in game with Johnny Cat. E. Poland to Slovakia
[3d6<=2]
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RE: When you need a topic to use the Dicebot, do it hereposted in Play Boardgames
@Panzerstahl-Helm 12 LM Defend Japan against amphib invasion
[dice 12d6<=2] -
RE: Axis & Allies Global 1940 House Rules Expansionposted in House Rules
@The-Captain Yes, it does - thanks. I think the carrier blowing up first rule makes them overpowered but looks like you understood that because it’s not included in the Tournament Rules. Maybe it’s just me but all of the rules where carriers die first make it all the more reason to question why battleships should ever be built - except for the Super Heavies.
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RE: When you need a topic to use the Dicebot, do it hereposted in Play Boardgames
@Panzerstahl-Helm Captain answered on my questions so here goes! For our 1x1 game, 2 Escorts along with my large US Navy force entering SZ 5 from SZ 4.
[dice 6d6<=1]
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RE: When you need a topic to use the Dicebot, do it hereposted in Play Boardgames
@Panzerstahl-Helm Two Naval Mines - dice rolls
[dice 2d6<=2]
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RE: When you need a topic to use the Dicebot, do it hereposted in Play Boardgames
@Panzerstahl-Helm Two Escorts sweeping naval mines on SZ 25/SZ 26 Border
[dice 6d6<=1]
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RE: Axis & Allies Global 1940 House Rules Expansionposted in House Rules
@The-Captain Thanks. Got it for carrier hits first. But not clear for my other question. So in my scenario is this correct??
First, Escorts sweep and remove mines which escorts successfully cleared
Second, Naval Force crosses into the SZ and the NM’s not cleared by Escorts roll for hits
Third, after hits applied, the naval combat takes place which in this case is naval task force against one defending Escort.