Game History
Round: 1 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat Move - Russians 4 infantry moved from Caucasus to Karelia S.S.R. 1 armour moved from Soviet Far East to Novosibirsk 1 infantry moved from Soviet Far East to Yakut S.S.R. 2 infantry moved from Evenki National Okrug to Yakut S.S.R. 1 fighter moved from Russia to Karelia S.S.R. 1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone 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 2 armour 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 PUsFighter pilot 48 (allies) vs. Nothing to see here (axis)
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ftr,tac vs dd,trn
Attack
Rolls: 1@3 1@4; Total Hits: 01@3: (5)1@4: (5)
Defend
Rolls: 1@2; Total Hits: 01@2: (3)
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ftr,tac vs dd,trn
Rolls: 1@3 1@4; Total Hits: 11@3: (5)1@4: (3)
Rolls: 1@2; Total Hits: 01@2: (6)
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combat results
1)sz 106 cwlo dd
2)sz 96 cwol
3)Eth twlo 2inf
4)Shn twol
5)Hol walk in
6)Epr walk inncm
bmb sz106 to Nbr
inf,art Ont to Que
cru sz112 to sz110
ftr Scot to Uk
ftr Gib to sz110
inf,art Alx to Egy
arm Alx to Sud
cv,dd sz98 to sz76
ftr,tac sz96 to sz76
2inf Bur/2ftr,tac Shn to Yun
bb sz37 to sz39
5inf Ind to Bur
dd sz71 to sz76
2inf Saf to RhoMobilize
cv,ftr to sz110
4art to Indcollect London 32 +10(no) +2saved=$44
Calcutta $10 -
Since you removed the Airbases and added the british Bomber I’m going to add the three new German units of the new Setup. The tank in SGer I put in WGer since he would have been part of the attack in France. The Bomber in Ger I put in WGer where he would have landed if he participated in the first rounds attacks on the british navy and the Inf in Nor I put in Finland since it would have gone the one step forward.
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Italy 1:
Buy (10):
1Inf (3)
1Trp (7)Combat Movements:
To Ken: 1Inf Iso uncontested
To Fra: 2Inf, 1Art, 1Arm NIta vs. 1Fgt
To Alx: 3Inf, 1Art, 1Mec, 1Arm Tob vs. 1Inf.
To Egy: 3Inf SIta, 1Art, 1Bmb NIta, 1Cru, 1BB Z97 bombard vs. 3Inf, 1Art
To Gre: 2Inf, 1Arm Alb, 2Fgt SIta vs. 4Inf
To Z93: 1Sub, 1DD, 1 Cru Z95 vs. 1DD 1Cru -
Fra: 2Inf, 1Art, 1Arm vs. 1Fgt
Rolls: 1@1 2@2 1@3; Total Hits: 11@1: (3)2@2: (3, 1)1@3: (5)
Rolls: 1@4; Total Hits: 01@4: (6)
Alx: 3Inf, 1Art, 1Mec, 1Arm vs. 1Inf
Rolls: 3@1 2@2 1@3; Total Hits: 13@1: (4, 5, 4)2@2: (3, 3)1@3: (3)
Rolls: 1@2; Total Hits: 01@2: (6)
Egy: 3Inf, 1Art, 1Bmb, 1Cru, 1BB bombard vs. 3Inf, 1Art
Rolls: 2@1 2@2 1@3 2@4; Total Hits: 32@1: (2, 2)2@2: (2, 3)1@3: (5)2@4: (3, 3)
Rolls: 4@2; Total Hits: 14@2: (5, 1, 4, 5)
Gre: 2Inf, 1Arm, 2Fgt SIta vs. 4Inf
Rolls: 2@1 3@3; Total Hits: 22@1 : (6, 5)3@3: (6, 1, 2)
Rolls: 4@2; Total Hits: 14@2: (4, 4, 2, 6)
Z93: 1Sub, 1DD, 1 Cru vs. 1DD, 1Cru
Rolls: 2@2 1@3; Total Hits: 12@2: (6, 2)1@3: (4)
Rolls: 1@2 1@3; Total Hits: 01@2: (6)1@3: (6)
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Fra twol
Alx twolRound 2:
Egy: 2Inf, 1Art, 1Bmb, vs. 1Art
Rolls: 1@1 2@2 1@4; Total Hits: 11@1: (3)2@2: (6, 5)1@4: (4)
Rolls: 1@2; Total Hits: 01@2: (5)
Gre: 1Inf, 1Arm 2Fgt vs. 2Inf
Rolls: 1@1 3@3; Total Hits: 21@1: (2)3@3: (6, 1, 2)
Rolls: 2@2; Total Hits: 12@2: (4, 2)
Z93 (assuming you lost the DD, first shot is sneak attack, if you lost the Cru instead take the fourth roll):
Rolls: 1@2; Total Hits: 01@2: (3)
Rolls: 1@2 1@3; Total Hits: 01@2: (3)1@3: (6)
Rolls: 1@3; Total Hits: 01@3: (4)
Rolls: 1@2; Total Hits: 01@2: (6)
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Egy twlo 2Inf
Gre twlo 2InfRound 3:
Z93 (assuming you lost the DD, first shot is sneak attack, if you lost the Cru instead take the fourth roll):
Rolls: 1@2; Total Hits: 01@2: (3)
Rolls: 1@2 1@3; Total Hits: 01@2: (6)1@3: (5)
Rolls: 1@3; Total Hits: 11@3: (3)
Rolls: 1@2; Total Hits: 01@2: (6)
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Ok since you are obviously going to choose the battle where you actually hit something I’m going to proceed with the Cruiser intact
Round 4:
Z93: 1DD, 1Cru vs. 1Cru
Rolls: 1@2 1@3; Total Hits: 11@2: (3)1@3: (1)
:aaa 1@3 -
defender:
Rolls: 1@3; Total Hits: 01@3: (6)
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Non Combat Movements:
To Tob: 1Inf, 1Art Lyb, 1Bmb Egy
To SIta: 2Fgt Gre
To Sfr: 2AAGun NIta
To NIta: 3Inf SItaPlacement:
To NITa: 1Inf
To Z97: 1TrpConvoy disruption (1French DD raiding Ken):
Rolls: 1@3; Total Hits: 01@3: (6)
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Collection:
18(TT)+10(NO)+19(plunder france)=37 ICP
I’d like to cancel the move of 1Inf, 1Art from Lyb to Tob
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There is an inf in Gib and i don’t know where it’s coming from.
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@fighter:
Mobilize
cv,ftr to sz110
4art to Indcollect London 32 +10(no) +2saved=$44
Calcutta $10Your 4Art are Standing in Wind not in Ind
There is no 10 IPCs for the UK the No German Sub NO is gone in Alpha+3 so you got 32+5+2=39ICP
And Calcutta has 14 in territories and 1 Saved so that would be 15ICP.
I made a map with all the adjustments, including removing that Inf in Gib since none of you move could have placed one there and there isn’t one to begin with. -
ok-thanks for the heads up on those correction s.
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If you want we can begin again with all the updates in place. It’s been somewhat of a sloppy start-putting in the changes as we go. I’ll finish up with anything France might do-then wait for what you decide-you can go with German #2 or begin again with a revamped German #1(the changes will probably help the balance–I’m leaning to restart as I want to get the real feel of the revamped alpha 3-but I’ll leave that up to you.
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Restarting is fine by me: I’ll probably make some minor things different, but It’ll go somawhat into the same direction.
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Here’s the map with the new setup. You can look if everythings allright with it
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Looks good to me