i am away for the weekend, so maybe sunday night
12L-AA50-41 -tech, +NO, U-505 (Axis) v. Boldfresh (Allies+7)
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Ok then no change
noncoms can be changed as many times as you want until i start rolling dice on my move but for many reasons i find it is just the best to say the combat move as typed stands once dice start rolling - clears up a lot of issues. only way i allow it is if all dice are rerolled from beginning.
thanks
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giant battle coming in persia!!! :-o
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UK17 - with 24 buys 4 inf, bom
CM
pol (2 inf) - inf, 3 ftr (cze), 2 ftr (z7)
combat:
pol - inf, 5 ftr vs. 2 inf
Rolls: 1@1 5@3; Total Hits: 11@1: (6)5@3: (5, 6, 2, 4, 5)
Rolls: 2@2; Total Hits: 02@2: (3, 3) -
pol2
Rolls: 1@1 5@3; Total Hits: 21@1: (4)5@3: (4, 2, 6, 1, 5)
Rolls: 1@2; Total Hits: 01@2: (6) -
pol twol
NC
blk - 3 ftr (pol), 63 inf, 14 art, 4 arm (cze)
alg - 6 inf, 6 arm (gbr)
z12 - 6 trn, 3 des, acc, 3 bat (z7)place 4 inf, bom (gbr)
collect 30, has 30
like i said from the beginning, let’s go strength on strength!!
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Ok then no change
noncoms can be changed as many times as you want until i start rolling dice on my move
thanks
Actually they can’t. Just like in the tabletop game, when you end your turn, it is your opponents turn and any changes made to non-coms are at the discretion of your opponent. Truth is, I have to learn to pay more attention or I’m going to be losing a lot of games.
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Italy 17
purchase $12
4 inf
Combat moves
Sudan (1 inf)
1 arm FEQ
1 fig sz34Sudan
1 arm, 1 fig
Rolls: 2@3; Total Hits: 22@3: (3, 3)1 defending inf
Rolls: 1@2; Total Hits: 01@2: (4) -
Combat results
Sudan
twol
1 arm, 1 fig remainNon-combat moves
1 fig Sud to per
2 fig ita to Per
1 arm Ind to Per
16 inf, 1 AA Fra to Ger
18 inf, 1 AA Ita to FraPlacement
4 inf ItaItaly collects $10
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i am saying, i have no problem with you changing your noncoms after your move is done. the only thing set in stone for me is the combat post because then dice start and the results could influence desired changes to the combat move (ie, oh i wanted to send a bomber to kill this tranny or i wanted to walkin to this territory, etc). some players might not allow changes to noncoms but i have only ever run into one and he was a complete idiot.
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i guess i sufficiently camouflaged my trannie in z14 :-P unless you killed it and forgot to remove? i will check
USA coming up
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i am saying, i have no problem with you changing your noncoms after your move is done. the only thing set in stone for me is the combat post because then dice start and the results could influence desired changes to the combat move (ie, oh i wanted to send a bomber to kill this tranny or i wanted to walkin to this territory, etc). some players might not allow changes to noncoms but i have only ever run into one and he was a complete idiot.
In my defense, it was a no brainer walk-in combat to an undefended territory. If my change to the combat moves had required dice, it would have been a different story.
i guess i sufficiently camouflaged my trannie in z14 :-P unless you killed it and forgot to remove? i will check
USA coming up
No. I missed it. I was focusing on Germany.
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i am saying, i have no problem with you changing your noncoms after your move is done. the only thing set in stone for me is the combat post because then dice start and the results could influence desired changes to the combat move (ie, oh i wanted to send a bomber to kill this tranny or i wanted to walkin to this territory, etc). some players might not allow changes to noncoms but i have only ever run into one and he was a complete idiot.
In my defense, it was a no brainer walk-in combat to an undefended territory. If my change to the combat moves had required dice, it would have been a different story.
i guess i sufficiently camouflaged my trannie in z14 :-P unless you killed it and forgot to remove? i will check
USA coming up
No. I missed it. I was focusing on Germany.
i agree it was a no-brainer, but i don’t even go there. if the rule is no changes to the combat move post after dice have been rolled, it clears up SO MANY issues. i highly recommend it - wish it were a league rule actually just so everyone is on the same playing field. i was always too nice and allowing my opponents to do everything and i realized it was just better to have a simple hard and fast rule.
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i agree it was a no-brainer, but i don’t even go there. if the rule is no changes to the combat move post after dice have been rolled, it clears up SO MANY issues. i highly recommend it - wish it were a league rule actually just so everyone is on the same playing field. i was always too nice and allowing my opponents to do everything and i realized it was just better to have a simple hard and fast rule.
Water under the bridge. This game should have ended a long time ago, anyway. I made some costly errors early and the only reason I’m still in the game is because I started getting some hot defensive dice in the middle rounds.
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USA17 - with 47 buys 14 inf, arm
CM
ita (4 inf) - 2 inf (blk), 2 inf (alg) via z14 trn, 14 ftr (cze), ftr (z12)
ger (aa) - sbr with 2 bom (cze), bom (eca)
sud (arm) - 2 inf, 4 ftr (egy)combat:
ger aa fire
Rolls: 3@1; Total Hits: 13@1: (1, 4, 3) -
1 bom down
ger sbr dmg
Rolls: 2@6; Total Hits: 22@6: (3, 5) -
8 dmg ger, total 13
sud - 2 inf, 4 ftr vs. arm
Rolls: 2@1 4@3; Total Hits: 22@1: (1, 6)4@3: (6, 2, 6, 5)
Rolls: 1@3; Total Hits: 01@3: (6) -
sud twol
ita - 4 inf, 15 ftr vs. 4 inf
Rolls: 4@1 15@3; Total Hits: 54@1: (5, 4, 1, 2)15@3: (5, 6, 6, 6, 6, 2, 4, 5, 5, 1, 6, 1, 1, 6, 4)
Rolls: 4@2; Total Hits: 04@2: (6, 3, 3, 3) -
ita twol - 10 IPC plundered
NC
egy - 4 ftr (sud), 6 inf (lib), inf (trj), arm (alg)
lib - 7 inf (alg)
alg - 9 inf, arm (eca)
eca - 9 inf (eus), arm, bom (wus)
blk - 15 ftr (ita), 2 bom (ger), 4 inf (cze)
z56 - 6 sub (z57)
z12 - 3 trn, des, acc (z7)place 12 inf (eus)
place 2 inf, arm (wus)collect 53 + 10 plundered, has 63
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Germany 18
purchase $21
repair 7 damage to Ger IC
3 inf
1 armCombat moves
sz14 (1 TP)
1 fig Fra
clearedCze (1 inf)
1 inf ger
2 fig FraPoland (1 inf)
13 inf, 11 art Ger
10 arm FraCze
1 inf, 2 fig
Rolls: 1@1, 2@3; Total Hits: 21@1,: (1)2@3: (3, 4)1 defending inf
Rolls: 1@2; Total Hits: 11@2: (1) -
Poland
13 inf, 11 art, 10 arm
Rolls: 2@1, 22@2, 10@3; Total Hits: 132@1,: (3, 4)22@2,: (1, 3, 3, 1, 5, 1, 5, 5, 2, 2, 4, 3, 2, 1, 5, 1, 1, 3, 6, 1, 2, 1)10@3: (6, 6, 4, 5, 3, 6, 5, 6, 4, 6)1 defending inf
Rolls: 1@2; Total Hits: 01@2: (3)





