12L - Boldfresh (allies +6) vs ExtraBilly (Axis)


  • Phi twol

    Kwa
    DiceRolls: 2@1 1@3; Total Hits: 02@1: (3, 4)1@3: (5)
    DiceRolls: 1@2; Total Hits: 01@2: (3)


  • Kwa rd2
    DiceRolls: 2@1 1@3; Total Hits: 22@1: (2, 1)1@3: (1)
    DiceRolls: 1@2; Total Hits: 01@2: (5)


  • Kwa twol

    Sui
    DiceRolls: 3@1; Total Hits: 03@1: (3, 4, 2)
    DiceRolls: 1@2; Total Hits: 11@2: (2)


  • Sui rd2
    DiceRolls: 2@1; Total Hits: 12@1: (6, 1)
    DiceRolls: 1@2; Total Hits: 01@2: (5)


  • Sui twlo 1inf

    sz53
    DiceRolls: 1@2 2@3; Total Hits: 01@2: (5)2@3: (6, 5)
    DiceRolls: 1@4; Total Hits: 01@4: (6)


  • sz53 rd2
    DiceRolls: 1@2 2@3; Total Hits: 31@2: (1)2@3: (2, 3)
    DiceRolls: 1@4; Total Hits: 11@4: (3)

  • '12

    whoa whoa whoa stop the presses.

    if you want change anything from what you had typed in your combat moves, you will need to start this entire turn over.  and since you did roll differently than what you had typed, that will need to be done.

  • '12

    basically at this point, your entire turn is moot.  just retype your correct combat move and do your entire turn over.


  • Well I did not list the Jap ftr in any other battle so I thought that it would be obvious that I would be using it in Bry.  Considering there are 2inf on that trn in sz61 both of them have to attack or is that not correct.


  • But thats cool if you want me to redo.


  • Okie Doke lets try this again.

    Jap1

    Purchase
    17 buys 1dd 1trn

    Combat
    Bry - 3inf 1ftr Man, 2inf sz61 via 1trn sz61 to sz62, 2ftr sz57, 1ftr Jap
    sz50 - 1bb 1cru sz61
    Phi - 1inf 1art Jap via 1trn sz62 to sz50, 1inf 1art sz61 via 1trn sz61 to sz50
    Sum - 2inf Car via 1trn sz51 to sz38
    Bor - 1inf Car via 1trn sz51 to sz49
    Kwa - 2inf FIC, 1ftr For
    Sui - 3inf Kia
    sz53 - 1dd sz51, 2ftr sz57
    sz35 - 2ftr sz61

    Bry
    DiceRolls: 5@1 4@3; Total Hits: 25@1: (4, 3, 2, 6, 3)4@3: (5, 6, 1, 1)
    DiceRolls: 7@2; Total Hits: 27@2: (3, 5, 6, 6, 5, 2, 1)


  • Bry rd2
    DiceRolls: 3@1 4@3; Total Hits: 43@1: (6, 1, 2)4@3: (2, 1, 6, 1)
    DiceRolls: 5@2; Total Hits: 45@2: (1, 1, 4, 2, 2)

  • '12

    @Boldfresh:

    basically at this point, your entire turn is moot.� just retype your correct combat move and do your entire turn over.

    better yet, why don’t we start the whole game over?? � :lol:

    but in all seriousness, i NEVER allow anything that was not typed in the combat move to be changed if the dice have started rolling. �i AM willing to allow changes to the combat move typing if the player starts over at the beginning of the round with rolling. �the reason is, a player can NEVER see the results of any dice thrown and then alter typing of the combat move. �since you rolled differently that what you typed, you just restart the turn.

    no nothing is obvious in this game, there are all kinds of tricky things that can be done.  not sending the fighter into battle gives it more movement points later.  its just my policy bottom line, no iffs ands or butts.  i NEVER allow a single change to the combat move typing after dice have been rolled, and this includes walkins and autokills of transports.  not trying to be mean about it whatsoever, but i’ve been burned too many times by such things and the combat move typing is cast in stone.  it’s my right to make you stick to the combat typing as typed but i’m willing to allow you to reroll the entire turn if you want to change the typing.

    now it would get quite complicated if you had gotten your butt kicked in man (for example, i hit you 7/7 and you whiffed)…  in that case, i would not have to allow you to reroll, i would insist you use the combat typing as typed.  but in that case, i doubt you would say, wait!  i meant to send 1 more inf and 1 more ftr into that battle!!!  just think about it, you will see that it makes the most sense (at least in my opinion).


  • Bry hwlo 5inf 1ftr

    sz50
    DiceRolls: 1@3 1@4; Total Hits: 11@3: (2)1@4: (6)
    DiceRolls: 1@2; Total Hits: 01@2: (4)


  • sz50 twol

    Phi
    DiceRolls: 4@2; Total Hits: 14@2: (4, 3, 1, 4)
    DiceRolls: 2@2; Total Hits: 02@2: (5, 4)


  • Phi rd2
    DiceRolls: 4@2; Total Hits: 14@2: (3, 4, 4, 2)
    DiceRolls: 1@2; Total Hits: 01@2: (3)


  • Phi twol

    Kwa
    DiceRolls: 2@1 1@3; Total Hits: 12@1: (1, 6)1@3: (4)
    DiceRolls: 1@2; Total Hits: 01@2: (6)

  • '12

    if there was any justice for bst, i would have held phi there…  :| :roll:

  • '12

    @Boldfresh:

    if there was any justice for bst, i would have held phi there…  :| :roll:

    and kwa too  :lol:


  • Kwa twol

    Sui
    DiceRolls: 3@1; Total Hits: 03@1: (6, 2, 5)
    DiceRolls: 1@2; Total Hits: 11@2: (2)

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