Wheatbeer (axis) vs kilroynothere (allies) G40 A3
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YUN rd 2
a = auto hit
d
Rolls: 1@2; Total Hits: 01@2: (3)SHN twlo 1inf
SUD twol -
YUN twol
Oops… also arm ETH to BSO back to ETH
NCM:
1inf, 1art CPR to KEN via tt z80
1mech NPR to EPR
1inf ISO to ETH
ftr SUD to IRQ
1bb, 1dd z80 to z72
1tt, 1dd z80 to z39
2ftrs, 1bbr GIB to UK
1inf CPR to IRQ
10inf IND to BUR
1art BUR to INDBuild as above
Collect 31 – convoy on TRJ
Rolls: 6@3; Total Hits: 56@3: (2, 2, 3, 2, 2, 6) -
UK E collects 30, P collects 7+2 left over = 9 on hand
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UK4 map
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DON’T FORGET WE ARE USING LOW LUCK!
… looking a little dicey for the allies at this point. Seems like this round will make the big difference. US has committed maybe too much to the Atlantic side. Jap navy is HUGE. Going to be hard to stop that. What are your thoughts?
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Sorry! I can’t believe I forgot again. :oops: Thankfully every one of the battles was a 1-round auto on offense, so defenders’ rolls were all that was needed.
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As for the current board … Japan is strong at sea, but China and Calcutta have plenty of men. This could be Japan’s peak.
UK-London is in a good position to pressure Cairo or to make the USSR nigh-invincible. I don’t think either side has a compelling advantage yet.
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Italy 4
Buy (28/28)
2 inf
1 art
1 dest
1 figCM:
SBR on IRQ
1 strat egy
2 fig sz98BEL
1 tank bal blitz in and to nov -
assuming no intercept since it’s 3 to 1 in a dogfight
IRQ aa fire
Rolls: 1@1; Total Hits: 01@1: (4) -
IRQ bomber roll
Rolling 1d6:
(4) -
bel twol
NCM:
2 fig, 1 strat irq >> egy
3 trans, 1 dest, 1 cru, 1 dest sz98 >> sz95
1 sub sz95 >> sz98Mobilize:
2 inf, 1 art nita
1 dest sz95
1 fig sitaCollect 17 + 10 = 27 IPC
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Germany 5
Buy (60/60)
8 inf
4 art
2 figCM:
NUKR
1 inf epl
1 fig wgr
1 tact besSUKR
1 mech, 1 tact bes
2 strat sitaARCH
1 fig, 2 tact epl
1 art nov -
NUKR
A auto
D 1 inf
Rolls: 1@2; Total Hits: 01@2: (5)SUKR
A auto
D 2 inf
Rolls: 1@4; Total Hits: 11@4: (4)ARCH
A auto
D 2 inf
Rolls: 1@4; Total Hits: 11@4: (2) -
nukr twol
sukr cwlo 1 mech
arch cwlo 1 art -
convoy roll sz105
Rolls: 2@3; Total Hits: 22@3: (3, 3) -
NCM:
1 dest sz113 >> sz110
1 cru, 1 carrier sz113 >> sz115
1 tact arch >> nov
1 tact arch >> bel
2 fig sita >> wgr
1 fig egy >> sita
1 tact, 2 strat sukr >> bel
1 fig arch >> bel
1 fig nukr >> epl
1 tact nukr >> bes
1 aa nita load trans sz95
13 inf, 5 art nov >> bel
22 inf, 9 art, 7 tank, 3 aa epl >> bel
1 inf epl >> bes
2 tank bes >> bel
1 inf, 3 art pol >> epl
3 trans sz115 >> sz114 load 5 inf, 1 art ger >> sz115 unload nov
2 inf, 1 art fin >> vyb
2 inf, 1 art fra >> wgr
3 art wgr >> gerMobilize:
3 art nov
2 inf, 1 art fin
3 inf ger
3 inf, 2 fig wgrCollect 48 + 10 - 2 = 56 IPC
(skipped ANZAC/France as usual)
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By the way, just to prevent a possible issue. You intended to land on DGU even though the US can’t claim DGU?
You didn’t place a flag (which would be accurate based on the rules about the Dutch), but it seemed a little weird to land there.
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Yes, a bit strange, but…. it gives ANZAC a +5NO, unless I’m mistaken. If I’m mistaken, then I’d do something else. the NO indicates “allies” and that includes US, so figured it worked.
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DGU remains under Dutch control if the US lands there. The US cannot take any Dutch territories unless they are recapturing it from Japan. The ANZAC NO isn’t met currently as a result. I don’t mind if you do something else with those units since it wouldn’t influence the other Axis powers.
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Alternatively, we could play ignoring that rule. I don’t understand entirely why the US isn’t the same as ANZAC/UK with regards to the Dutch.





