• KOR 2
    A
    DiceRolls: 1@1 1@3; Total Hits: 11@1: (2)1@3: (2)
    D
    DiceRolls: 2@2; Total Hits: 02@2: (4, 3)


  • KOR 3
    A
    DiceRolls: 1@1 1@3; Total Hits: 11@1: (4)1@3: (2)
    D
    DiceRolls: 1@2; Total Hits: 11@2: (1)


  • KOR twlo 2 inf, 1 m.inf

    sz 42
    A
    DiceRolls: 1@4; Total Hits: 11@4: (4)
    D
    DiceRolls: 1@4; Total Hits: 01@4: (5)


  • sz 42 cwol

    KWA - SBR
    D - AAGun
    DiceRolling 1d6:
    (6)  
    A - tac AB
    DiceRolling 1d6:
    (4)


  • NCM

    WAU
    1 bmb from sz 42

    YUN
    1 tac from KWA
    2 fig from KSI

    sz 20
    1 DD from sz 22

    sz 22
    1 DD from sz 26

    sz 23
    1 DD from sz 26

    CAR
    1 fig from MID
    3 fig from HAW

    sz 33
    2 AC, 2 tac, 2 fig, 1 CA, 1 ss, 3 DD, 3 BB from sz 26

    sz 91
    2 BB, 1 CA, 4 DD from sz 106
    1 BB, 1 AC, 1 tac, 1 fig from sz 101

    Mobilize Units
    2 art, 2 inf in EUS
    2 trns, 2 BB, 1 ss in sz 101

    Collect Income
    58(territories)+20(NOs)-3(convoy)=75 IPCs

    Axisp_vs_TheDef_G40_dUS_8.AAM


  • C8
    Purchase Units 23 IPCs
    7 inf @ 21
    save 2

    CM

    HON - walk in
    6 inf from KSI

    CC
    None

    NCM
    None

    Mobilize Units
    1 inf in HUN
    6 inf in YUN

    Collect Income
    22(territories)+2(saved)=24 IPCs

    I dont know what happens with kwangtung whether the factory is destroyed or if the Chinese get the IPCs. If you know adjust to suit. Cheers.

    Axisp_vs_TheDef_G40_eC_8.AAM


  • UK8
    Purchase Units
    UKE 24 IPCs
    1 trns @ 7
    2 DD @ 16
    save 1
    UKP
    None

    CM

    GER
    1 bmb from NOV SBR IC

    CC

    GER
    D - AAGun
    DiceRolling 1d6:
    (2)  
    A - bmb+2 IC
    DiceRolling 1d6:
    (5)


  • 7 damage on IC in GER

    NCM

    UK
    1 bmb from GER

    sz 91
    2 DD from sz 106

    SUD
    1 tank, 1 m.inf from CON

    CON
    2 tanks, 1 m.inf from SAF

    Mobilize Units
    2 DD, 1 trns in sz 106

    Collect Income
    UKE 28(territories)+1(saved)-8(convoy)=21 IPCs
    UKP None

    Axisp_vs_TheDef_G40_fUK_8.AAM


  • A8
    Purchase Units 23 IPCs
    2 DD @ 16
    1 art @ 4
    1 inf @ 3

    CM
    None

    NCM

    MOR
    2 inf from sz 84 via trns in sz 84

    sz 91
    2 DD from sz 86

    YUN
    1 fig from BOR

    WAU
    3 inf, 1 AAGun from NTE

    sz 54
    1 trns from sz 62

    Mobilize Units
    2 DD in sz 86
    1 art in BRA
    1 inf in NSW

    Collect Income
    12(territories)+10(NOs)=22 IPCs

    F8
    PASS

    –------Italy--------

    Axisp_vs_TheDef_G40_gA_8.AAM


  • Found a rule on the Chinese. They get the IPCs from Kwangtung and the IC stays but they cannot use it.  Could you add 3 IPCs to China and change the VC marker.
    Cheers.

  • '10

    Italy 8

    Buy:
    4inf (12)
    2art (8 )
    3ss (18)

    CM

    Cpr
    1inf Irq walk in

    Cau
    1tnk Irq » Npr » Blitz Cau

    Gib (1inf, 1mec)
    1inf, 1art NIta » 1tr sz95 » sz92 » Gib
    1BB, 2CA sz95 » sz92 Bombard
    1fgt, 1tac sz95

    Gib

    Bombard

    DiceRolls: 2@3 1@4; Total Hits: 22@3: (2, 6)1@4: (4)

    Attack:

    DiceRolls: 2@2 1@3 1@4; Total Hits: 22@2: (5, 5)1@3: (2)1@4: (1)

    Defense

    DiceRolls: 2@2; Total Hits: 02@2: (6, 5)

  • '10

    Gib twol

    NCM

    1AC sz95 » sz92
    1inf, 1art NIta » SFr
    1inf, 1tnk » 3tr sz98 » sz95 » NIta
    1tnk Irq » Egy
    1inf, 1art Irq » Trj
    1fgt, 1tac Gib » sz92

    Place units:
    4inf, 2art NIta
    3ss sz95

    Collect 24 + 21 NO = 45 IPC

    Axisp_vs_TheDef_G40_IT_8.AAM

  • '10

    G 9

    Buy:

    3inf (9)
    2tnk (12)
    3art (12)
    1tr (7)
    1BB (20)
    1AC (16)
    3dd (24)
    1mec (4)

    CM

    Vol (2inf)
    1mec, 4tnk Rus » Tam » Blitz Vol

    Ros
    1mec Rus walk in

    Kaz
    1tnk Rus » Sam » blitz Kaz walk in

    Novo
    1tnk Rus » Volo » blitz novo walk in

    Ura
    1tnk Rus » Volo » Blitz Ura walk in

    Sukr
    1inf Nukr walk in

    Pol (21inf, 3art)
    1inf Epl
    3inf Hun
    12inf, 2art Ger
    4tnk,2fgt, 1bmb Wger
    5tnk, 4fgt, 2tac Nukr

    Arc
    2tnk Rus walk in

    Vol

    DiceRolls: 1@1 4@3; Total Hits: 21@1: (2)4@3: (2, 3, 6, 4)

    DiceRolls: 2@2; Total Hits: 22@2: (2, 2)

  • '10

    Vol twlo 1mec, 1tnk

    Pol

    DiceRolls: 14@1 4@2 15@3 3@4; Total Hits: 1614@1: (1, 6, 1, 5, 4, 1, 1, 6, 5, 3, 3, 4, 4, 6)4@2: (5, 6, 1, 5)15@3: (1, 5, 2, 3, 2, 2, 1, 1, 5, 5, 6, 4, 2, 1, 4)3@4: (3, 5, 2)

    DiceRolls: 24@2; Total Hits: 624@2: (4, 6, 1, 2, 2, 3, 6, 5, 3, 5, 5, 4, 4, 5, 2, 5, 2, 4, 6, 3, 4, 5, 1, 4)

  • '10

    Pol rd2

    DiceRolls: 8@1 4@2 15@3 3@4; Total Hits: 158@1: (5, 4, 2, 6, 1, 1, 3, 2)4@2: (2, 5, 2, 1)15@3: (5, 6, 1, 1, 3, 3, 3, 5, 5, 3, 6, 6, 6, 1, 3)3@4: (5, 3, 4)

    DiceRolls: 8@2; Total Hits: 48@2: (5, 1, 2, 6, 1, 2, 6, 3)

  • '10

    Pol twlo 10inf

    NCM

    2fgt Pol » sz112
    4fgt, 2tac, 1bmb Pol » Wger
    3mec, 1tnk Rom » Nukr
    1tnk Rus » Nukr
    1aagun Nukr » Bry
    12inf, 5art Rus » Smo
    4inf, 4art Rus » Sam
    2tr sz113 » sz112
    All fleet sz109 + 2inf Eir » sz 112 » Wger
    1ss sz125 » sz112
    2inf Rus » Bry

    Place units:
    1tr, 3dd, 1AC, 1BB sz112
    2inf, 2art Wger
    1art, 2tnk Ger
    1inf Fra
    1mec Rus

    Collect 65 + 20NO = 85 IPC

    NOTE: on UK8, you sbr Ger, but you didn’t roll the Interceptor (1 italian fgt). Since interceptor must be rolled before AAgun, your bmb should be dead and my IC not damaged…
    I propose that we simply cancel this sbr (that way, you keep your bmb).
    Are you ok with that ? If yes, i let you delete the damages on my IC. I just placed 3 units in Ger so whatever we decide, my moves are legal.

    Axisp_vs_TheDef_G40_G_9.AAM


  • Hmmm I thought you needed an Airbase for that as well as scrambling. I could be wrong , if thats the case we will just remove the SBR.

  • '10

    No need of an AB for interceptors.

    Here are all the rules for Alpha + 2 Sbr.

    8. Strategic Bombing Raids procedure:
    • Escorts fire @1, and interceptor casualties are immediately removed.
    • Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties (escorts may be taken as casualties only after all bombers are eliminated).
    • Surviving bombers are assigned a specific target (IC, airbase or naval base) if more than one type is in the territory.
    • The target fires its AA defenses at the attacking aircraft - @1
    • Surviving bombers attack their target, looking for the highest number possible.

    When bombing, each Strategic bomber rolls one die and 2 is added to each die result, giving the total number of hits the target will receive. Gray chips are placed under the target for each hit received.

    Tactical bombers
    Tactical Bombers can also conduct bombing raids. They are limited to attacking only naval bases and airbases, however. Other wise they follow the exact procedure as strategic bombers presented above. When bombing they roll one die. The number rolled is the number of hits the target receives. Do not add to the dice roll when bombing with tactical bombers.

    Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
    It cost 1 IPC to remove each damage marker.

    Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned.

    Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

    Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

    Airbases provide additional range and the ability to scramble. If an airbase has 3 damage markers it can no longer provide these services. An airbase can only receive up to 6 damage markers, after that they are no longer assigned damage markers. Note: Aircraft can still land in territory whose airbase is out of service.


  • RUS9
    Purchase
    None

    CM

    NOR  -blitz
    1 tank from KAR blitz through FIN

    ROM - walk in
    1 art, 13 inf

    NCM

    NOV
    3 inf, 1 art, 1 m.inf from KAR

    KOR
    4 inf from AMU

    MAN
    5 inf, 1 AAGun from JEH

    Mobilize Units
    None
    Collect Income
    None

    Axisp_vs_TheDef_G40_bR_9.AAM

  • '10

    J9

    Buy:
    4inf (12)
    2mec (8 )
    2fgt (20)

    CM

    Mal (1inf)
    1mec Bur
    1tnk Fic » tr sz36 » sz37 » Mal
    1CA sz36 » sz37 Bombard

    sz20 (1dd)
    1dd sz 16
    3dft, 1tac sz 6

    Yun (17inf, 5fgt, 2tac)
    2art, 1tnk Bur
    2tnk Fic
    9inf, 1art, 6tnk Kwa
    4fgt sz36

    Mal

    Bombard

    DiceRolls: 1@3; Total Hits: 01@3: (6)

    Attack

    DiceRolls: 1@1 1@3; Total Hits: 01@1: (2)1@3: (6)

    Defense

    DiceRolls: 1@2; Total Hits: 01@2: (4)

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