Game History
Round: 1 Research Technology - Russians Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat - Russians Trigger Russians Can Move: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians Non Combat Move - Russians 1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone 1 armour moved from Soviet Far East to Novosibirsk 2 infantry moved from Soviet Far East to Yakut S.S.R. 2 infantry moved from Evenki National Okrug to Yakut S.S.R. 1 infantry moved from Yakut S.S.R. to Soviet Far East 4 infantry moved from Caucasus to Karelia S.S.R. 2 armour, 1 fighter and 4 infantry moved from Russia to Karelia S.S.R. Place Units - Russians 8 infantry placed in Karelia S.S.R. Turn Complete - Russians Russians collect 24 PUs; end with 24 PUsKenny playtest 3
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Advance Tripoli Convey to Tri. SS deployed to sz 1.
G3 No combat
G3NCM
SS sz 1 > sz 6 (Algiers convey). Jalo 2 scout > Zone J. MB 1mech 1tnk > Jalo, 2inf ElA > MB, Sirte 1inf > ElA. ElA truck (Tripoli 6 supply) > ElA.
Deploy 1tnk 1art 2inf 5 supply in Malta convey. -
UK 3 buy 5inf 2art 1 tnk 2 land mine 5 supply = 33RP = 6+4+8+15.
Land mine Beng>BH, Tob>Beng, Cairo > MM.
NCM Beng 5inf 1atg 1tnk 1fgt 1aa > Tobruk; Tob 2inf 1tnk 1aa> MM; Cairo tnk atg inf > MM; Tob truck (Beng 2 supply) > Tob; Beng scout > MM; Tob 2 scout > Cairo.
Deploy 1 supply Gib > Malta convoy. 5inf 2art 1 tnk 5 supply in Atlantic convoy.
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I3 buy 1SS 1tnk 1inf 1sea mine 5 supply = 17 RP = 10+6+1.
sea mine in sz 15Malta convoy.
[dice 1d10<=4] SS
[dice 1d10<=6] bmb -
1d10<=4: 8; Hits: 0
1d10<=6: 8; Hits: 0 -
Malta convoy 0 hit. Supply escape.
I3 NCM sz 10 DD > Tripoli convoy. Malta convey bmb > ElA. MB 2inf 1art > Beng. MB truck (Sirte 2inf + ElA 4 supply) > Beng. ElA 2inf 1art > MB. Tripoli 2inf > Sirte
Deploy 1SS in sz 10. 1tnk 1inf 5 supply in Tripoli convoy. -
Evaluation:
UK could be in better position if it has option to perform pre-emptive attack on Benghazi. Instead of passive defence by anti-tank guns, two artilleries in Tob would give UK the threatening power against an Axis build-up. The two artilleries would have to be requested in initial replacement, instead of the anti-tank guns.
If UK did not go for aggressive Mediterranean buy in UK1, a UK1 bomber in Atlantic Ocean convey would arrive in UK4 in-time to take part in the pre-emptive attack. But the idea to threaten a Benghazi Axis build-up is valid even without the foresaid bomber. A possible setup is shown below.
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Edit: What-if UK did not go for aggressive Medi fgt buy in UK1, and instead focus on sea mine in sz 12 and 15, and buy inf art atg at ratio of 4:2:1 and occasional tnk bmb for Cairo.

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Adjust G purchase and unit placement on board.
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Adjust G3 buy 1truck 1atg 1art 4inf 5supply = 25RP.
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G4 buy 2atg 4inf 5supply = 25RP.
CM Tripoli fgt hit Malta convey
[dice 1d10<=4] -
1d10<=4: 3; Hits: 1
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NCM Tripoli 1truck (4inf 1supply+ElA 1atg) > Beng. MB 2atg > Beng. ElA 2inf > MB. Tripoli 1art > Sirte, 1mech > ElA. ElA 1truck > Tripoli. Malta convey fgt > Sicily
Deploy 2atg 4inf 5supply in Tripoli convoy. -
UK 4 buy 3inf 1atg 1art 1tnk 2 land mine 1 sea mine 5supply = 29RP = 6+8+15.
Land mine Tob>Beng, MM>Siwa. Sea mine sz 15
CM Tob > Beng, MM scout > BH > Beng, Cairo fgt bmb > Beng.
[dice 2d10<=2] AA gun -
2d10<=2: 5, 3; Hits: 0
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Beng UK 6inf 2art 2tnk 1fgt 1bmb VS G 4inf 3atg I 2inf 1art
UK
[dice 4d10<=2] 4inf
[dice 4d10<=3] 2inf 2art
[dice 3d10<=4] 2tnk 1fgt
[dice 1d10<=6] 1bmb
Axis
[dice 2d10<=2] 2 I inf
[dice 5d10<=3] 4 G inf 1 I art
[dice 3d10<=5] 3 G atg -
4d10<=2: 1, 3, 2, 3; Hits: 2
4d10<=3: 2, 6, 8, 3; Hits: 2
3d10<=4: 3, 4, 10; Hits: 2
1d10<=6: 9; Hits: 0
2d10<=2: 4, 9; Hits: 0
5d10<=3: 2, 9, 6, 10, 7; Hits: 1
3d10<=5: 4, 4, 5; Hits: 3 -
UK 2inf 2tnk destroyed. G 4inf I 2inf destroyed
Beng UK 4inf 2art 1fgt 1bmb VS G 3atg I 1art -
UK 2inf 2tnk destroyed. G 4inf I 2inf destroyed
Beng UK 4inf 2art 1fgt 1bmb VS G 3atg I 1art
UK
[dice 2d10<=2] 2inf
[dice 4d10<=3] 2inf 2art
[dice 1d10<=4] 1fgt
[dice 1d10<=6] 1bmb
Axis
[dice 1d10<=3] 1 I art
[dice 3d10<=5] 3 G atg -
2d10<=2: 10, 9; Hits: 0
4d10<=3: 3, 3, 7, 1; Hits: 3
1d10<=4: 10; Hits: 0
1d10<=6: 5; Hits: 1
1d10<=3: 9; Hits: 0
3d10<=5: 6, 1, 2; Hits: 2










