@The_Good_Captain said in L26 Classic The_Good_Captain (Axis+9) vs. VictoryFirst (Allies):
I even reached out to you about it once.
When was this and where did you reach out to me? I can’t remember
Italy 17
purchase $12
4 inf
Combat moves
Sudan (1 inf)
1 arm FEQ
1 fig sz34
Sudan
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 remain
Non-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 Fra
Placement
4 inf Ita
Italy collects $10
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.
i guess i sufficiently camouflaged my trannie in z14 :-P unless you killed it and forgot to remove? i will check
USA coming up
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 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.
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.
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
Germany 18
purchase $21
repair 7 damage to Ger IC
3 inf
1 arm
Combat moves
sz14 (1 TP)
1 fig Fra
cleared
Cze (1 inf)
1 inf ger
2 fig Fra
Poland (1 inf)
13 inf, 11 art Ger
10 arm Fra
Cze
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)
Combat results
Cze
cleared w/loss of 1 inf
2 fig remain
Poland
twol
13 inf, 11 art, 10 arm remain
Non-combat moves
3 fig Ural to Per
1 fig sz14 to Ger
2 fig Cze to Ger
1 AA Ger to Pol
1 AA Fra to Ger
Placement
3 inf, 1 arm Ger
Germany collects $21
R18 - with 38 buys 12 rpr to rus, 2 inf, 4 arm
CM
arc (2 inf) - inf (bel), 2 inf (rus), bom (cau)
nov (3 inf) - 3 inf (rus), 2 bom (cau)
ura (3 inf) - inf, 31 arm (rus)
combat:
arc - 3 inf, bom vs. 2 inf
Rolls: 3@1 1@4; Total Hits: 13@1: (4, 6, 4)1@4: (4)
Rolls: 2@2; Total Hits: 12@2: (1, 4)
arc2
Rolls: 2@1 1@4; Total Hits: 12@1: (2, 4)1@4: (2)
Rolls: 1@2; Total Hits: 01@2: (5)
arc twlo inf
nov - 3 inf, 2 bom vs. 3 inf
Rolls: 3@1 2@4; Total Hits: 03@1: (4, 4, 5)2@4: (6, 6)
Rolls: 3@2; Total Hits: 13@2: (6, 4, 2)
thats ridiculous
nov2
Rolls: 2@1 2@4; Total Hits: 22@1: (4, 3)2@4: (3, 1)
Rolls: 3@2; Total Hits: 13@2: (6, 1, 6)
nov3
Rolls: 1@1 2@4; Total Hits: 11@1: (6)2@4: (2, 5)
Rolls: 1@2; Total Hits: 01@2: (3)