Stalingradski (Axis) v Infrastructure (Allies) A3-G8


  • Wow!  :-o

    So, you lost two fighters, and I lost a bomber + didn’t do 5.5 IPCs of damage… I absolutely need your ruling on this…


  • We decided that interceptors were a seperate entity.  And in all truth I would have used my reroll.


  • Thanks - I had no memory of it.

    Bomber and escortsDiceRolls: 3@1; Total Hits: 13@1: (1, 6, 3)

    InterceptorsDiceRolls: 3@1; Total Hits: 13@1: (1, 2, 3)

    Here we go again…


  • That feels pretty fair - one for one.

    Should I even reroll my bombing run? It feels cheap. I’d rather say in good faith that we need to honor the results of my roll, and I’ll use my reroll… we’re both back to none.

    AADiceRolls: 1@1; Total Hits: 01@1: (2)

    DamageDiceRolls: 1@6; Total Hits: 11@6: (3)+2


  • 5 damage to London.

    Combat

    Denmark
    a Hit +DiceRolls: 1@3, 1@4; Total Hits: 01@3,: (6)1@4: (5)
    dDiceRolls: 2@2; Total Hits: 12@2: (6, 1)

    Smolensk
    a 2 Hits +DiceRolls: 1@1, 1@4; Total Hits: 21@1,: (1)1@4: (4)
    dDiceRolls: 3@2; Total Hits: 13@2: (4, 2, 5)

    Vologda
    a Hit
    dDiceRolls: 1@2; Total Hits: 01@2: (6)

    Samara
    a Hit
    dDiceRolls: 1@2; Total Hits: 01@2: (6)

    Volgograd
    a Hit +DiceRolls: 1@2, 1@3, 1@4; Total Hits: 21@2,: (3)1@3,: (3)1@4: (2)
    dDiceRolls: 1@2, 1@3; Total Hits: 21@2,: (1)1@3: (2)


  • Denmark
    a Hit
    dDiceRolls: 1@2; Total Hits: 01@2: (3)


  • I think the round ended up fairly even.

    Germany collects 58 + 20 NO = 78 IPCs.

    Hope all is well -

    RSG8T12GERend.AAM


  • I think you had to own Denmark at the start of your turn to move thru on non-combat.  Didn’t we clear this up about straits and canals last game or am I confused?


  • Well that sucks, and it explains why you sacrificed that US transport…

    You’re not confused, you’re just the guy that knows the rules better.

    I’ll try to clear it up - I have to get M to sleep, and have to get up early tomorrow. It didn’t affect any battles, but the positioning of infantry/air will be much different, obviously.


  • Ok - this is a major evolution for us. Keeping the initiative in Denmark becomes paramount. This should be interesting.

    RSG8T12GERend.AAM


  • RUS

    Volo;
    A;DiceRolls: 1@3, 2@1; Total Hits: 01@3,: (6)2@1: (6, 5)
    D;DiceRolls: 2@2; Total Hits: 12@2: (2, 5)

    Sama;
    A;DiceRolls: 1@3, 2@1; Total Hits: 01@3,: (6)2@1: (2, 2)
    D;DiceRolls: 2@2; Total Hits: 02@2: (3, 4)

    SRG7T11rUSCom.AAM


  • not so good.

    Volo;2
    A;DiceRolls: 1@3, 1@1; Total Hits: 11@3,: (3)1@1: (4)
    D;DiceRolls: 2@2; Total Hits: 02@2: (3, 3)

    Sama;2
    A;DiceRolls: 1@3, 2@1; Total Hits: 11@3,: (2)2@1: (2, 3)
    D;DiceRolls: 2@2; Total Hits: 02@2: (5, 6)


  • better

    Volo;3
    A;DiceRolls: 1@3, 1@1; Total Hits: 11@3,: (3)1@1: (3)
    D;DiceRolls: 1@2; Total Hits: 01@2: (6)

    Sama;
    A;DiceRolls: 1@3, 2@1; Total Hits: 11@3,: (3)2@1: (3, 5)
    D;DiceRolls: 1@2; Total Hits: 01@2: (6)


  • ended up up an inf and 2/3…
    who new

    SRG7T11rUSenD.AAM


  • The new set up is a lot harder on Germany.  We need to iron out rules so I can get it rolling…
    What about every 8 pips is a hit, lowest dice first.  And for now keep the same reroll system, except the IPC variance has to be greater than 18 to trigger it. I think this will keep the dice aspect we want, even more so in smaller battles, but take a lot of the sting out of the bigger clashes that can get sooo lopsided.  It’s fairly easy.  Add up pips, devide by 8, remove smallest dice to add up to the hits and roll the rest.
    The only other variable I see right now, is if we want to do anything about SBRs and whether or not to include the rule I want about reclaiming allies tts after their capitol has fallen…
    Anything else you can think of?


  • Nope - I think we should play two games (9 and 10) with the new rules.

    By the way, we’re in gane 8 and you keep changing the title…  :-D

    Starting game 11, I’d like to try out self-propelled artillery and perhaps mobole AA… both exactly as they are, but cost 1 IPC more each. I like the idea of entire mobile armies, and there are historical precedents for the units.

    Japan 12 purchases Destroyer, Transport, 6 Infantry, 2 Mech Infantry, Artillery = 45 IPCs.

    Combat - a very thin turn.

    SZ4
    a Hit
    dDiceRolls: 1@2; Total Hits: 11@2: (2)

    Mongolia
    a Hit +DiceRolls: 1@3; Total Hits: 01@3: (5)
    dDiceRolls: 2@2; Total Hits: 02@2: (6, 3)

    Chahar
    aDiceRolls: 2@1, 1@3; Total Hits: 22@1,: (5, 1)1@3: (2)
    dDiceRolls: 1@2; Total Hits: 11@2: (1)

    Hunan
    aDiceRolls: 3@1, 1@3; Total Hits: 13@1,: (1, 3, 5)1@3: (4)
    dDiceRolls: 1@2; Total Hits: 01@2: (6)

    Yunnan
    aDiceRolls: 2@2; Total Hits: 02@2: (4, 6)
    dDiceRolls: 1@2; Total Hits: 01@2: (5)

    Shan State
    aDiceRolls: 3@1; Total Hits: 03@1: (5, 6, 3)
    dDiceRolls: 1@2; Total Hits: 01@2: (3)

    Kwangsi
    aDiceRolls: 2@1; Total Hits: 02@1: (6, 3)
    dDiceRolls: 1@2; Total Hits: 01@2: (3)

    SZ43 cleared.

    SZ37
    a Hit
    dDiceRolls: 1@1; Total Hits: 01@1: (4)

    Malaya
    aDiceRolls: 2@2; Total Hits: 02@2: (5, 6)
    dDiceRolls: 1@2; Total Hits: 01@2: (5)

    RSG8T12JAPcom.AAM


  • Nailbiters!

    Manchuria
    a Hit
    dDiceRolls: 1@2; Total Hits: 01@2: (6)

    Kwangsi
    aDiceRolls: 2@1; Total Hits: 12@1: (1, 6)
    dDiceRolls: 1@2; Total Hits: 01@2: (6)

    Shan State
    aDiceRolls: 3@1; Total Hits: 13@1: (6, 1, 3)
    dDiceRolls: 1@2; Total Hits: 11@2: (1)

    Malaya
    aDiceRolls: 2@2; Total Hits: 12@2: (6, 2)
    dDiceRolls: 1@2; Total Hits: 01@2: (4)


  • Very lucky, and forgot Yunnan…

    aDiceRolls: 2@2; Total Hits: 02@2: (4, 4)
    dDiceRolls: 1@2; Total Hits: 01@2: (5)


  • Yunnan 3
    aDiceRolls: 2@2; Total Hits: 12@2: (4, 1)
    dDiceRolls: 1@2; Total Hits: 11@2: (2)


  • I’m incredibly happy with that round. You hit your share of hits, but they were at places and times I could afford.

    Japan collects 42 IPCs.

    RSG8T12JAPend.AAM

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