@axis-dominion sounds good fire it up whenever you want
11L '41 Zhukov4 (Axis) vs. LL (Allies + 8) +NO, No Tech
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14 inf art yun>sik, not the other way around.
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My aa has been completely useless in about the last 5 games I’ve played.
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Time to get this game wrapped up soon.
America turn 19
Purchase
56 IPC
5 fighters
submarineCombat Moves
ALG (empty) v 2 infantry (BRA) unload Z13
Noncombat Moves
4 submarines from Z10 to Z12
4 destroyers from Z10 to Z9
3 ac, battleship, 24 transports from Z18 to Z13
all troops and AA gun from BRA to ALG
bomber from ECA to GBR
7 fighters from WCA to Z13
4 fighters from GBR to Z13
destroyer from Z55 to Z19Mobilize
5 fighters in EUS
submarine in Z10Income
42 + 15 NO = 57
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Germany 20, has 63 buy aa 5 inf 3 art 6 arm
CM
arm sud>wafNCM
2 fig fra>5
11 inf arm 16 fig 2 bmb fra, 2 arm bul, 2 arm ger>ita
3 inf art aa ger>fra
6 inf fin>kar
31 arm ukr, 3 arm epl>blk
inf per, 26 arm trj>cau
aa trj>per
art eaf>sud
3 inf nov>kaz
inf lib>egy
4 arm cau>ukrplace 5 inf 3 art aa arm ger, 5 arm rus
collect 63, has 63. -
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Japan 20, with 55 buy ac dd 3 tpt fig, save 2 ipc
CM
arm ind>borNCM
ac dd 35, fig fic>49
3 ss 35>50
2 fig fic, 2 fig 35>34
3 fig egy>ita
8 arm chi, 2 arm ind>cau
arm nin>kaz
2 inf yun>bur
2 inf yun>fic
10 inf art man>bry
2 inf hup>yun
4 inf hup>ninPlace ac dd 3 tpt fig 62
COllect 36+10=46, has 48. -
Britain turn 20
Purchase
37 IPC
10 repair to GBR
submarine
battleshipsave 1 IPC
Combat Moves
none
Noncombat Moves
14 transports, 2 destroyers, 2 battleships, 2 ac (with 4 US fighters) from Z13 to Z7
destroyer, ac (with Soviet fighter), fighter from Z13 to Z9
23 infantry, 4 tanks, AA gun from GIB to GBR
3 submarines from Z42 to Z25Mobilize
submarine, battleship in Z7
Income
18 + 5 NO + 1 saved = 24
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italy 20, has 39, buy 3 inf 6 arm
CM
3 bmb fra>sbr uk -
third
Rolls: 3@1; Total Hits: 03@1: (5, 6, 3)
Rolls: 3@1; Total Hits: 13@1: (4, 4, 1)
Rolls: 3@1; Total Hits: 03@1: (6, 4, 3)
Rolls: 3@1; Total Hits: 03@1: (6, 2, 5) -
i hope i’m not losing all my good aa karma on this game… :wink:
Dmg
Rolls: 3@6; Total Hits: 33@6: (5, 5, 1) -
full dmg uk
bah forgot to type walkins to phi and mad…just a late night oversight. I don’t think the rolls had any relevance to them so I hope you don’t mind.
NCM
3 bmb uk, 2 bmb 4 fig 9 arm, 8 inf, arm ger>ita
12 inf art fra>ger
29 arm ukr>blk
arm cau>epl
aa arm per>cau
14 inf nin>chi
10 inf 2 art fin>kar
2 ac 34>38
dd 38>50place 3 inf cau, 6 arm ita
Collect 37+5=42, has 42.the boot is crowded!
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OK Zhukov, but did we not agree that all combat moves must be typed in the combat move post or they would not be allowed?
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OK Zhukov, but did we not agree that all combat moves must be typed in the combat move post or they would not be allowed?
You are way ahead and bombing the daylights out of me with no losses, and still you ask for walkins after we have agreed clearly how they would be handled. I’m not concerned about this game as it is basically over and I am just playing it for the challenge of it these last few days before the league deadline (we will have this resolved prior to Nov 1).
But if we meet again in the playoff, I think we will have to have a rule on this matter and enforce it. Fair enough? You are a very good player and I enjoy playing you and I do not want to deny walkin requests but we must stick to rules clearly agreed to right?
Cheers
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Very well, if we play again I’m fine with agreeing to any reasonable standard. However, I prefer allowing reasonable edits. Humans are fallible and Bmap requires that humans execute the game dynamics–there will be multiple errors in every bmap game. A good principle (imho) is that if an event wouldn’t happen in a f2f game, then it shouldn’t happen here.
The criteria i follow on combat move edits (eg edits after combat moves are stated, or after combat is rolled) is I’ll allow cm edits as long as the decision to make the combat move couldn’t have been impacted by the combat rolls already rolled. I do my best not to ask for any edits that don’t meet that criteria, as I don’t want to burden my opponent.
Naturally there are some moves where people might disagree about the ‘principle’ (eg whether dice already rolled could have influenced a decision to ask for a cm edit). But 99% it’s clear one way or the other. So if I was going to agree on a principle for edits I would want it to be that one.
Anyway I’m real sorry for the inconvenience, I’ll try to be more precise, but it’s hard to be precise and fast at once. I guess the main reform required is to not make late night turns under the influence of alcohol… :evil:
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Very well, if we play again I’m fine with agreeing to any reasonable standard. However, I prefer allowing reasonable edits. Humans are fallible and Bmap requires that humans execute the game dynamics–there will be multiple errors in every bmap game. A good principle (imho) is that if an event wouldn’t happen in a f2f game, then it shouldn’t happen here.
The criteria i follow on combat move edits (eg edits after combat moves are stated, or after combat is rolled) is I’ll allow cm edits as long as the decision to make the combat move couldn’t have been impacted by the combat rolls already rolled. I do my best not to ask for any edits that don’t meet that criteria, as I don’t want to burden my opponent.
Naturally there are some moves where people might disagree about the ‘principle’ (eg whether dice already rolled could have influenced a decision to ask for a cm edit). But 99% it’s clear one way or the other. So if I was going to agree on a principle for edits I would want it to be that one.
Anyway I’m real sorry for the inconvenience, I’ll try to be more precise, but it’s hard to be precise and fast at once. I guess the main reform required is to not make late night turns under the influence of alcohol… :evil:
It’s ok, it just starts to wear on me when I’m getting bombed to the ground round after round after round… :-)
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Let’s just see how an attack of france goes and decide if it’s worth going another round in this one.
America turn 20
Purchase
57 IPC
ac
2 fighters
2 destroyers
submarinesave 1 IPC
Combat Moves
FRA (6 infantry, artillery) v 4 infantry (ALG) unload Z7, 9 fighters (Z13), bomber (GBR), *support shot with battleship
dice
After you have recently endured well more than 10 straight AA shots with no hits, watch me get half my aircraft shot down :lol:
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FRA AA guns
Rolls: 9@1; Total Hits: 59@1: (5, 6, 1, 1, 2, 1, 3, 1, 1)
Rolls: 1@1; Total Hits: 01@1: (6) -
Did I call it or what :lol: :lol:. That’s enough stupidity of the dice for me. GG Zhukov, go ahead and post your win. Hope to get another crack at you in the playoffs, I don’t think this one was very indicative of much given the early (and middle and late) dice disasters for the Allies. But no doubt your strategies are formidable and hopefully I get another chance against them on somewhat more even footing.
Cheers
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GG LL, it was very interesting to see your Plan B (or C) carried out.
I liked your late-game tactics. I think it could have been a close one if you’d captured FIC for the Allies, so I was pretty determined to save FIC for Axis, and just barely accomplished this.
I rarely play KJF so I haven’t got much experience with Pacific wars. But one thing I would try (if I was in a position where USA controlled the Pacific and Moscow had fallen) is shucking from Alaska/Bry (in conjunction with uk shucking to mor). That way you can take advantage of USA’s production capacity, and you keep your fleet close to Tokyo. But I guess I didn’t make that easy by moving the tanks through Siberia.
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GG LL, it was very interesting to see your Plan B (or C) carried out.
I liked your late-game tactics. I think it could have been a close one if you’d captured FIC for the Allies, so I was pretty determined to save FIC for Axis, and just barely accomplished this.
I rarely play KJF so I haven’t got much experience with Pacific wars. But one thing I would try (if I was in a position where USA controlled the Pacific and Moscow had fallen) is shucking from Alaska/Bry (in conjunction with uk shucking to mor). That way you can take advantage of USA’s production capacity, and you keep your fleet close to Tokyo. But I guess I didn’t make that easy by moving the tanks through Siberia.
It was kind of fun to play around a bit with some crazy stuff. But in the end, it was TMT.
TMT = too many tanks :lol:
See you in the playoffs perhaps, and I already posted the result.
Cheers





