@axis-dominion sounds good fire it up whenever you want
12 LG40 JWW(allies) vs fighter pilot 48(axis+4)
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changed your map as you had +1 uk bmb in z106 w/uk trn & DD and no G ss.
Also the UK trn is in z98
please use just attached map. I think it is correct.
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one final change to our turn 1-the new rules allow you to take an aa gun as a hit in battles(that’s why sealion is so much harder with 4 aa guns in the Uk)-so I’ll take an aagun as a hit instead of a tac in Holland. map adjusted
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ok I’m getting my German 2 move together-one thing I noticed looking back at France’s move-the attack in sz97-you should have asked if I wanted to scramble my 3 ftrs in Sita-I’ll let it go as rolled
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Germany turn2(62)
purchase&repair
15 mech(save2),repair bb in sz112combat
1)z126-ss,dd,2ftr z112 vs ss
2)Wfr-art Fra(walk in)
3)Yugo-4mech,3arm Fra/2ftr,4tac Hol vs 5inf
4)Bel-inf Bal(walk in-destroy aa)
5)Nukr-inf Bes(walk in)
6)Epl-6inf,2art Hun/11inf,3art Pol/arm Bal/2arm Bes/2bmb Hol vs 2inf1)battle for sz126-ss,dd,2ftr vs ss
A
Rolls: 2@2 2@3; Total Hits: 22@2: (5, 2)2@3: (4, 2)
D
Rolls: 1@1; Total Hits: 01@1: (5) -
sz 126 cwol
2)battle for Yugo-4mech,3arm,2ftr,4tac vs 5inf
A
Rolls: 4@1 5@3 4@4; Total Hits: 74@1: (1, 4, 3, 5)5@3: (3, 6, 4, 2, 3)4@4: (4, 6, 4, 2)
D
Rolls: 5@2; Total Hits: 15@2: (2, 4, 6, 6, 5) -
Yugo twlo mech
3)battle for Epl-17inf,5art,3arm,2bmb vs 2inf
A
Rolls: 12@1 10@2 3@3 2@4; Total Hits: 1012@1: (1, 5, 6, 3, 4, 4, 5, 2, 4, 4, 4, 2)10@2: (3, 1, 2, 6, 3, 2, 2, 4, 3, 1)3@3: (1, 5, 2)2@4: (2, 3)
D
Rolls: 2@2; Total Hits: 02@2: (4, 6) -
Epl twol
ncm ca z112 to z125
2ftr z126 to z112
tac Plo to Hun
4tac 3ftr Yugo to Hun
2bmb Epl to Huncollect
45 +5(no)+2(saved)=$52 -
@fighter:
ok I’m getting my German 2 move together-one thing I noticed looking back at France’s move-the attack in sz97-you should have asked if I wanted to scramble my 3 ftrs in Sita-I’ll let it go as rolled
duhhhhhhh. I don’t know what my problem is?
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could you post the correct map?
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sorry wrong game
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forgot to place my units
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R2 purc tac & 10 inf spend 41
combat
#1 bal (inf) v inf (nov) & tac (sukr)
#2 bel (inf) v inf (nov) & fgt (sukr)
#3 nukr (inf) v inf (bry) & fgt (sukr) -
dice…
bal attack
Rolls: 1@3 1@1; Total Hits: 11@3: (2)1@1: (5)v inf
Rolls: 1@2; Total Hits: 01@2: (5) -
bel
Rolls: 1@3 1@1; Total Hits: 01@3: (4)1@1: (2)v inf
Rolls: 1@2; Total Hits: 11@2: (2) -
fgt retreats
nukr attack
Rolls: 1@3 1@1; Total Hits: 11@3: (3)1@1: (3)v inf
Rolls: 1@2; Total Hits: 11@2: (2) -
nukr cleared not taken
ncm:
fgt’s > sukr
tac > nov
bry forces > sukr
smo aa > bry
rus 3inf > bry
ros 2 inf > sukr
vol 3inf > ros
fleet . z114
buy forces . cmo
uta & dza inf’s > cmo
olg forces > kan
sak forces . buryplacement 3inf > nov 3inf > sukr 3inf vol, tac & inf rus
R collects 32
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48, i haven’t been taking ipc’s away for subs or surface ships? My uk income and russia income & your ita income might be off? no?
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You only lose ipc’s if an enemy ship is in a sz with a convoy symbol bordering your territory-the only one I see on the map would be the German sub in sz106. I think the latest rule for g40 says a sub conducting convoy damage rolls a dice and the damage equals the dice roll if 3 or less-cannot exceed the ipc value of the country impacted.
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Each carrier based aircraft, including jets (see the optional rule Research & Development) rolls 2 dice. Submarine including Super submarines (again, the optional rule) rolls 2 dice.
All surface warships, except an aircraft carrier, rolls 1 die.
All rolls of 3 or less are counted. This total is the number of IPCs the turn player will lose due to convoy disruption(s). Note: A disrupted convoy can’t lose more IPCs than the total IPC value of controlled territories or islands adjacent to the sea zone, and each territory may not lose more than its IPC value to more than one disrupted convoy.
–this is from the rules for convoy disruptions-that means the sub would roll two dice
Rolls: 2@3; Total Hits: 02@3: (5, 4) -
both these rolls are over 3 so there would be no loss of ipc’s–Japan coming up





