Game History
Round: 3 Purchase Units - Americans Americans buy 1 fighter, 4 infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans Turning on Edit Mode EDIT: Turning off Edit Mode 1 destroyer and 1 submarine moved from British Convoy 2 Sea Zone to Strait of Gibraltar Sea Zone 1 destroyer moved from Denmark Strait Sea Zone to Soviet Convoy Sea Zone 1 bomber moved from United Kingdom to Soviet Convoy Sea Zone 1 fighter moved from Finland to Soviet Convoy Sea Zone 1 artillery and 1 infantry moved from United States to U.S. Eastern Coast Sea Zone 1 artillery, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 artillery and 1 infantry moved from South Atlantic Sea Zone to Morocco Americans take Morocco from Germans Combat - Americans Turning on Edit Mode EDIT: Removing units owned by Germans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Americans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Germans from Soviet Convoy Sea Zone: 2 submarines EDIT: Removing units owned by Russians from Soviet Convoy Sea Zone: 1 submarine EDIT: Changing ownership of Soviet Convoy Sea Zone from Germans to Russians EDIT: Turning off Edit Mode Battle in Soviet Convoy Sea Zone Americans attack with 1 bomber, 1 destroyer and 1 fighter Battle in Strait of Gibraltar Sea Zone Americans attack with 1 destroyer Non Combat Move - Americans 1 aaGun and 5 infantry moved from United States to U.S. Eastern Coast Sea Zone 4 infantry and 2 transports moved from U.S. Eastern Coast Sea Zone to Atlantic Sea Zone 4 infantry moved from Atlantic Sea Zone to United Kingdom 1 aaGun, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 aaGun and 1 infantry moved from South Atlantic Sea Zone to Morocco 1 fighter moved from United Kingdom to Norway 1 bomber moved from Soviet Convoy Sea Zone to United Kingdom 1 fighter moved from Soviet Convoy Sea Zone to Norway Place Units - Americans 1 fighter and 4 infantry placed in United States 2 transports placed in U.S. Eastern Coast Sea Zone Turn Complete - Americans Americans collect 41 PUs; end with 41 PUsD-Day, TGC (Allies) vs VictoryFirst (German)
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1d6: 5
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A2 Reinforcements:
USA [dice 2d6]
UK [dice 2d6] -
2d6: 2, 6
2d6: 2, 6 -
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A2 Final.tsvg this file has our emails for “play by email”
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G2 Reinforcements
Rennes/Chartres: [dice 2d6]
Rouen/Chartres: [dice 2d6] -
2d6: 5, 5
2d6: 4, 2 -
I will place:
2 inf in G32
2 inf and 1 art in G34
2 inf and 3 art in G36
1 inf, 1 art and 1 tank in G40
1 art and 2 inf in G 39 -
Sorry, I made the same mistake again. I miscounted and placed one unit too many in G36, making the total amount of units 9. You got two AA hits however so I now am down to 7. I realized it just after I moved them in and rolled for AA… will pay more attention to this in the future.
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I just caught this but in cases where there are more than one fighter over the territory, we have to use the dicebot. The TripleA will never roll more than one dice per unit on strafes. This is fine in territories with one fighter but in territories with two fighters, its best to use the dice bot.
So for example in this last turn, the Allies should have had one more roll from their fighter in the G10 space before rolling for combat. Let’s just get this one out of the way now (if its okay with you):
G10 pre-combat strafe: [dice 1d6]
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1d6: 2
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now we have to roll an extra die for the two artilleries and one infantry that survived the first fighter strafe in G36:
artilleries [dice 2d6]
infantry [dice 1d6] -
2d6: 5, 3
1d6: 3 -
@VictoryFirst so it looks like all the extra strafes missed so no worries there. My recommendation: edit the pieces adjacent to the territory you want them to enter and move into the territory (since its still your “non combat movement phase” when you’re placing reinforcements).
Then roll dicebot dice for each unit that survived after the first fighter (if there was more than one fighter over the territory).
Sorry about the confusion. It gets easier, I promise.
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Round 2 aggregate game dice results: Allies -.07 actual, -4.33 Low Luck (Reinforcements +1) // Axis +4.27 actual, +4.16 Low Luck (Reinforcements +2)
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1d6: 3
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bombers at AA gun in G7 [dice 2d6]





