Will have to come to this later.
L12G4Karl7(Axis)v.Gamerman(Allies)+Tech
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The only problem I have with global is the way I like to play, it takes me so long to play it. Â Also with AA50 you get crazy tech action if you play tech.
But this game is amazing, yes. Â So happy we’ve finally settled on a ruleset. Â Well, hopefully, at least.Let’s see, Carolines… if you attack with dd and 4 fighters, I will…
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let me be clear –-- attack the sea zone… not Car itself
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no prob
any answer for scramble in car?
If you attack with DD and 4 fighters and are not attempting an amphibious assault on Carolines, then I will NOT scramble.
If you do change your mind, I will be up probably for a couple more hours (no work tomorrow) so I will check and you shouldn’t have to wait long.You’re an A&A playin’ fool! Â You are on about as much as anybody, which is one of the many reasons it’s great to play you. Â Do you have the summer off, or what kind of work do you do if you don’t mind
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And again, nice strats! It seems to me you are doing a lot of the right things with the Axis. Advance with Germany was quite well done IMO.
Are we getting a full round in, in one day? Nice!
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Ha! In between jobs right now. The firm I worked at imploded so I was laid off, meaning I got the summer off. Right now I am spending my time traveling and taking CLE’s (continuing legal education) which means I get to sit around during the day and listen/watch seminars on labor/tax/admin law…. So there is a lot of time to check the forums. I leave it on, so I am not always “on”.
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Japan
buy
7arm
2mech
2dd
2ss -
I should be taking CPE’s but haven’t started yet…
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Failed to type 2 fighters back to Russia, but you saw the map…
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cm
car
dd from 6
4ftr from 3542
dd from 35
2tacb from phi20
2bb, cc, 2cv from 35
2bomb from cha
2tacb from phi
tacb, ftr from 616
dd from 6
ftr, tacb from 6arm from kan to novo to tim
inf from eve to ura
inf from tsi to kaz
cm
33
A
Rolls: 1@2 3@3; Total Hits: 21@2: (1)3@3: (6, 3, 4)
D
Rolls: 1@2; Total Hits: 01@2: (6)
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33 cleared
42
A
Rolls: 1@2 2@3; Total Hits: 21@2: (2)2@3: (5, 2)
D
Rolls: 1@2; Total Hits: 01@2: (3)
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42 cleared
20
A
Rolls: 3@3 6@4; Total Hits: 63@3: (4, 3, 3)6@4: (4, 4, 6, 1, 6, 4)
D
Rolls: 2@2 3@4; Total Hits: 22@2: (5, 3)3@4: (3, 5, 4)
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so, I will assume hit points first, ftrs last (that’s generous because I guess I could run away)
so I take hits on bb’s one cv
rd2
A
Rolls: 3@3 6@4; Total Hits: 53@3: (4, 6, 2)6@4: (2, 5, 6, 1, 2, 2)
D
Rolls: 1@4; Total Hits: 11@4: (4)
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Should be 5@4
Last hit doesn’t countSave carrier
Lose carrier, 3 fightersDon’t take that last hit because it was a 4
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4@3 5@4 I guess
You can handle it how you want - probably doesn’t matter much because of free repairs -
Do you know about the setting that lets you know when someone has posted when you attempt to post, before it posts? It can be very useful if you like it.
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ah… duh
yesok…
so, I take hits on 2bbs, cvround 2
A
Rolls: 3@3 5@4; Total Hits: 53@3: (2, 5, 5)5@4: (2, 2, 4, 3, 6)
D
Rolls: 1@2; Total Hits: 01@2: (3)
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No, I’m saying I think you only need to take 2 hits against yourself, not 3. In round 2, you rolled a “4” and I would have only had a carrier left, because I would not have saved the fighters 'til last.
Minor, but I think you should only take 2 hits against yourself -
I think I got that feature but I posted too quick
so… if I followed your right I have 1 hit point left which goes to cv
I guess it did not matter too much, either way… unless I am missing something
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Oh, I see you re-rolled
Either way, I’m saying only take 2 hits, so you can just damage your battleships
The only difference is that you can then use all your carriers to land air on this turn. -
ok I understand now… so only 2 hits against me… they go to bbs