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


  • Germany 12 purchases 2 Fighters, 2 Armor, Destroyer, Sub, Transport, 11 Infantry, 2 Mech, 2 Artillery = 102 IPCs.

    Axis and Allies each get a reroll for turn 12 - marked on map.

    Combat

    Do you scramble over London?

    SRG7T12GERcom.AAM


  • Yes, I do scramble.  3 on 3 baby.


  • Wooooooo!!!

    Bomber and escorts
    DiceRolls: 3@1; Total Hits: 23@1: (3, 1, 1)

    Interceptors
    DiceRolls: 3@1; Total Hits: 03@1: (3, 5, 3)


  • Using you reroll? It applies, I think…


  • Or do I have to go through the whole bombing run tp determone a reroll?

    If do, here it is:

    AADiceRolls: 1@1; Total Hits: 11@1: (1)

    DamageDiceRolls: 1@6; Total Hits: 11@6: (5)+2


  • 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?

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