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Wheatbeer (axis) vs kilroynothere (allies) G40 A3

  • 17

    BAL

    A 9 inf, 9 art

    DiceRolls: 18@2; Total Hits: 518@2: (3, 4, 4, 1, 5, 1, 1, 4, 5, 4, 5, 4, 5, 2, 5, 3, 1, 3)

    D 2 inf

    DiceRolls: 2@2; Total Hits: 02@2: (6, 4)

  • 17

    NUKR

    A 1 inf, 2 fig

    DiceRolls: 1@1 2@3; Total Hits: 11@1: (6)2@3: (4, 1)

    D 1 inf

    DiceRolls: 1@2; Total Hits: 01@2: (5)

  • 17

    BEL

    A 1 inf, 1 fig, 1 tact

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

    D 1 inf

    DiceRolls: 1@2; Total Hits: 01@2: (5)

  • 17

    BES

    A 2 inf, 2 tact

    DiceRolls: 2@3; Total Hits: 12@3: (6, 2)

    D 1 inf

    DiceRolls: 1@2; Total Hits: 11@2: (2)

  • 17

    KAR

    A 2 inf, 2 strat

    DiceRolls: 2@1 2@4; Total Hits: 12@1: (5, 5)2@4: (6, 4)

    D 2 inf

    DiceRolls: 2@2; Total Hits: 12@2: (2, 4)

  • 17

    KAR r2

    A 1 inf, 2 strat

    DiceRolls: 1@1 2@4; Total Hits: 11@1: (6)2@4: (6, 1)

    D 1 inf

    DiceRolls: 1@2; Total Hits: 01@2: (5)

  • 17

    bal, nukr, bel twol
    bes twlo 1 inf
    kar twlo 1 inf

    NCM:
    1 fig wgr >> SZ112
    2 strat kar >> epl
    1 tact bel >> epl
    1 fig bel >> rom
    2 fig nukr >> rom
    2 tact bes >> epl
    3 sub SZ109 >> SZ112
    2 inf nita load trans SZ95 >> SZ98 unload egy
    2 inf, 2 tank nor >> fin
    4 inf, 1 art, 2 mech, 5 tank, 2 aa gun epl >> bal
    1 tank yugo >> epl
    2 inf, 2 art wgr load 2x trans SZ112 unload nor
    1 art fra >> wgr

    Mobilize:
    5 inf, 4 art rom
    2 fig wgr

    Collect 48 + 10 = 58 IPC

    kilroy vs wheat A3 4aG.AAM

  • 22 21 19 18 17 16

    So, how you feeling on this game? I don’t feel so good as the allies at all… but maybe that’s normal on turn 4. It seems to me that turn 4 is sort of the critical point. Do the allies start to stem the tide or does the axis just roll on…  There are a bunch of choices and critical fights about to happen… hard to say which way this will go. Much fun.

    Russia 4:
    36/36
    8inf = 24
    3art = 12

    CM:
    BEL (1inf)
    2inf NOV
    1ftr, 1tac NOV

    NUKR (1inf)
    2inf BRY
    1ftr, 1tac NOV

    SIB (walk-in)
    1inf AMU

    KOR (walk-in)
    1inf AMU

    MAN (walk-in)
    1inf AMU

    BEL (1inf)
    2inf SUKR
    1bbr NOV

  • 22 21 19 18 17 16

    BEL:
    aDiceRolls: 2@1 1@3 1@4; Total Hits: 22@1: (6, 2)1@3: (1)1@4: (4)
    dDiceRolls: 1@2; Total Hits: 01@2: (3)

    NUKR:
    aDiceRolls: 2@1 1@3 1@4; Total Hits: 22@1: (4, 5)1@3: (3)1@4: (4)
    dDiceRolls: 1@2; Total Hits: 01@2: (4)

    BEL:
    aDiceRolls: 2@1 1@4; Total Hits: 12@1: (4, 5)1@4: (2)
    dDiceRolls: 1@2; Total Hits: 11@2: (2)

  • 22 21 19 18 17 16

    BEL twol
    NUKR twol
    BES twlo 1inf.

    NCM:
    6inf YAK to YEN
    1inf, 1art RUS to BRY
    1art SUKR to BRY
    10inf, 4art, 2aa NOV to ARCH
    2inf VOLO to ARCH
    All planes to RUS
    2inf AMU to MAN

    Build:
    1inf NOV
    1inf SUKR
    5inf, 3art RUS
    1inf VOL

    Collect: 39 – KOR (3) convoy damage =

    DiceRolls: 15@3; Total Hits: 515@3: (2, 5, 3, 5, 4, 5, 6, 6, 5, 6, 1, 6, 6, 2, 3)

  • 22 21 19 18 17 16

    Russia Collects 33

    BTW, we skipped france and ANZAC.  I will do those next and then you can do Japan.

  • 22 21 19 18 17 16

    oops… collect 36. Math not so good…

  • 22 21 19 18 17 16

    ANZAC 3:
    Purchase: 15/15
    1dd = 8
    1inf/1art = 7
    collect: 19

    NCM:
    3ftrs to CAR
    1ss to z33
    1ca to z33
    1inf NZE to NSW via tt
    tt z46 to z62
    1inf NGU to z45
    3inf, 1art, 2aa QUE to SAU
    1inf, 1art NSW to SAU

    Build: NSW and z62

    Collect 14 + 5NO = 19

  • 22 21 19 18 17 16

    Anzac 3, France 3, (Germany 4), Russia 4 map

    kilroy vs wheat A3 4bR.AAM

  • 17

    How this game goes might rest on SZ33 … I think Japan has reasonable odds, but if it loses then the Pacific will crumple.

    Two UK ICs in the middle east are a serious problem for the Axis too.

    Btw, Russia can’t take Manchuria, it’s simply liberated Chinese territory.  And since it borders Mongolia, that means Japan can attack Soviet territory adjacent to Mongolia without Mongolian armies turning Soviet (just want to be sure you know).  Let me know if you still want to liberate Manchuria for China or what.

  • 17

    Japan 4

    Buy (53/53)
    1 minor IC
    3 inf
    2 art
    1 dest
    1 carrier

    SZ33
    1 dest, 1 cru, 1 bsh, 1 carrier, 1 fig, 1 tact SZ35
    3 dest, 1 cru, 1 bsh, 2 carrier, 2 fig, 2 tact SZ6
    1 carrier, 2 fig SZ20
    1 fig, 3 tact, 2 strat kwa

    (fig/tact SZ35 can land on MAR, 2 fig SZ20 can land on carrier off Malaysia during NCM, the remaining planes can land on carriers taking part in the battle)

    SZ43
    1 sub SZ43
    1 dest, 2 fig SZ37

    SUM
    1 trans SZ37 >> SZ43 load 1 inf bor >> SZ41 unload sum

    JAV
    1 inf, 1 art mal load trans SZ37 >> SZ42 unload jav

    CEL
    1 art phi load trans SZ35 >> SZ34 load 1 inf pau >> SZ44 unload cel

    SHN
    1 inf fic

    BUR
    1 inf, 1 art yun
    2 fig, 2 tact

    SZE
    4 inf, 3 art yun
    1 fig kwa

    need scrambling orders SZ33

  • 22 21 19 18 17 16

    Hey Wheat, thanks for the clarification. I READ that, but apparently did not understand that very well. Also, not sure why I thought that became Russian. Know better than that!

    So, will not take MAN, just the 1inf into KOR. So, please take 3 ipc off of Russia on hand IPC when done with Japan’s turn.

    I think you have 3 to 1 odds of destroying the allied fleet in z33… pretty darn good. Going to be VERY painful for both regardless of how the dice roll out. Because there are so many choices on what to take out, please go round by round and I will decide on what I want to lose. I knew I could block some of your ships, but felt that just wanted to have the fight and see what happens… Even on normal odds it will be painful for Japan, although probably gives you the win if you destroy the fleet. Who knows. Sounded like fun to me!

    Definitely scramble.

  • 22 21 19 18 17 16

    So, was looking at the odds a bit closer. Probably more 2 to 1 and it really depends on how that first round of dice goes (doesn’t it always, really?). AND, how you decide to take hits on your carriers. You have a bunch of planes at risk, so even a victory might seem pretty ugly for you.

    Fascinating little battle. I’m thinking I was  bit too aggressive as the allies (again), but maybe it works out. Still learning the allies… just don’t know how to play the well. Feel like I can play UK alright, Russia OK, but still at somewhat of a loss with the US. Seem to want to play them too aggressively because you have all that money… but, it takes forever to get the units in place to make a difference, so really need to think slower build-ups…

    Regardless, good learning experience again.

  • 17

    Do you use aa calc too?  That’s what I use by I’m never sure about naval because it does carriers and defending subs wrong.

    I find the US really tough to play properly as well, but I go the opposite direction … being too timid (I think, lol).

    SZ33

    A 4 dest, 2 cru, 2 bsh, 4 carrier, 6 fig, 6 tact, 2 strat

    DiceRolls: 4@2 2@3 2@4 6@3 8@4; Total Hits: 144@2: (1, 1, 4, 5)2@3: (1, 2)2@4: (4, 4)6@3: (2, 2, 2, 6, 4, 5)8@4: (5, 5, 6, 1, 2, 3, 1, 3)

    D 2 sub, 3 dest, 4 cru, 2 bsh, 3 carrier, 1 tact, 8 fig

    DiceRolls: 2@1 3@2 4@3 2@4 3@2 1@3 8@4; Total Hits: 82@1: (3, 2)3@2: (4, 4, 5)4@3: (4, 1, 2, 6)2@4: (2, 2)3@2: (4, 6, 2)1@3: (5)8@4: (4, 5, 6, 6, 1, 5, 3, 6)

  • 17

    That’s on the high side for Japan, let me know if you want a reroll.

    meantime, I’m going to roll the other combats

    SZ43

    A 1 sub, 1 dest, 2 fig

    DiceRolls: 2@2 2@3; Total Hits: 02@2: (4, 4)2@3: (6, 4)

    D 1 sub

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

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