@axis-dominion sounds good fire it up whenever you want
12L AA50-41 Gamerman01 v LL(+12)
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There goes my ability to stop the UK in the Pacific - Japs are going to have to do it themselves
Ukr
Rolls: 2@1 2@3 1@4; Total Hits: 02@1: (2, 5)2@3: (6, 5)1@4: (5)
Rolls: 1@2; Total Hits: 01@2: (3) -
Ukr2
Rolls: 2@1 1@3; Total Hits: 12@1: (6, 2)1@3: (3)
Rolls: 1@2; Total Hits: 11@2: (1) -
Z16 - CA (Z34)
Sud - INF (EAf)
Fra - 2 INF (Ita)
EPl - ARM (Bul)
Bul - ARM (Ita)
Ind - FTR (Ukr)
Egy - ARM (TrJ)
Per - INF (TrJ)Collect 32, 33 on hand
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America turn 4
Purchase
49 IPC
infantry
fighter
3 bombersCombat Moves
AUS (empty) v infantry (Z46)
Noncombat Moves
fighter from NWY to ECA
2 bombers from NWY to WCA
2 submarines, 7 destroyers, 2 ac, 4 fighters, battleship from Z46 to Z49
fighter from WUS to WCA
destroyer from Z56 to Z46
AA gun from WCA to WUS
3 fighters from WUS to SOLMobilize
infantry, fighter, 3 bombers in WUS
Income
35 + 10 NO = 45
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Your map has only 2 fighters going to Solomons instead of 3. If it’s supposed to be 3, let me know
There were 3 zones you could have unloaded to Australia but you didn’t specify. It didn’t matter since you weren’t rolling dice - just be careful about that in the future
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G5 with 52, buy 4 INF, 8 ARM
Combat moves -
Arc - INF (Kar)
EUk - INF (EPl)
Fin - 3 INF, 2 ARM, FTR (Kar)
Rus - SBR (Ger)Rus AA
Rolls: 1@1; Total Hits: 11@1: (1) -
This is the weirdest game…
Fin
Rolls: 3@1 3@3; Total Hits: 23@1: (4, 3, 5)3@3: (2, 4, 2)
Rolls: 1@2; Total Hits: 01@2: (3) -
Egy - ARM (Cng) for the Cairo summit
Bel - INF (EPl)
EPl - 4 ARM (Kar) 5 ARM (Ger) 4 INF, ART (Pol)
Pol - 4 INF, ART (Ger) FTR (Fin)Place 2 INF (Kar)
Place 2 INF, 8 ARM (Ger)
Collect 55, 55 on handI said it last game and I’ll say it again - that UK transport in the Pacific is wicked. Of course if I had the Italian bomber on India right now it wouldn’t be as menacing, but it could still open up Okinawa this turn. Fortunately for me the dice have given me such a commanding position through the first 2 or 3 rounds (certainly let me down this round) that it surely won’t matter this time…
Too early to give advice probably, but as in the first game your weakness appears to be your Russian play and North Atlantic UK play… and that’s significant because you can rarely win, losing the Russian’s front with the Germans. Having the UK with a lot of transports and pumping out 8 units every turn is necessary when the USA is absent.
Of course, the opening couple of rounds of this game by the dice made everything very very difficult for you, but I see that parallel with the first game.
Don’t want to give too much advice…. I enjoy winning all the time :-)
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Soviet turn 5
Purchase
27 IPC
infantry
artillery
4 tanksCombat Moves
KAZ (infantry) v 2 infantry (RUS), fighter (CAU)
ARC (infantry) v 2 infantry (RUS), bomber (CAU)
PER (2 infantry, artillery, AA gun) v 5 infantry, 11 tanks (CAU), 2 tanks (RUS)dice…
KAZ
A - 2 infantry, fighter
Rolls: 2@1 1@3; Total Hits: 12@1: (3, 6)1@3: (3)
D - infantry
Rolls: 1@2; Total Hits: 01@2: (5) -
KAZ taken with 2 infantry, fighter
ARC
A - 2 infantry, bomber
Rolls: 2@1 1@4; Total Hits: 22@1: (3, 1)1@4: (3)
D - infantry
Rolls: 1@2; Total Hits: 11@2: (1) -
ARC taken with infantry, bomber
PER
A - 5 infantry, 13 tanks
Rolls: 5@1 13@3; Total Hits: 95@1: (6, 1, 3, 5, 6)13@3: (1, 5, 4, 1, 1, 3, 5, 1, 1, 5, 1, 4, 1)
D - 2 infantry, artillery
Rolls: 3@2; Total Hits: 23@2: (2, 3, 2) -
:|
PER taken with 3 infantry, 13 tanks
Noncombat Moves
bomber from ARC to RUS
fighter from KAZ to RUS
AA gun from CAU to KAZ
AA gun from RUS to NOV
6 infantry from EVE to NOVMobilize
infantry, artillery, 4 tanks in RUS
Income
18 + 5 NO = 23
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Hm - don’t know if I have a Japan move in me tonight…
Will look at your move and see if that makes me want to do it -
Common mistake -
The AA gun captured is always controlled by the power who controls the territory. The AA gun belongs to the UK, not Russia. -
Yeah… I can probably finish it now
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You didn’t list sub to 22
If this was a tight match in a tournament I would not allow that because you may have only remembered it after rolling dice.
But it’s fine.
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Ah you are right. Yes, I thought I had typed that in for submarine to Z22 but since it was not a contested battle I forgot - my mistake. It was the only way to kill the transport without sending an ac to Z18 or Z17.
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J5 with 65, buy 5 INF, 2 SS, DD, 3 FTR
Combat moves -
Eve - INF (Yak)
Wake - INF, ARM (Jpn) 3 FTR (Z59)
Mid - INF, ARM (Jpn) 2 FTR (Z62) FTR (Z59)
Kaz - 3 INF (Chi) FTR, BMB (Ind)
Per - INF, ART (Ind) CA, BB (Z34)Wake
Rolls: 1@1 4@3; Total Hits: 11@1: (2)4@3: (6, 2, 5, 5)
Rolls: 1@2; Total Hits: 01@2: (5) -
Per
Rolls: 2@2 1@3 1@4; Total Hits: 02@2: (5, 3)1@3: (5)1@4: (5)
Rolls: 3@2 13@3; Total Hits: 103@2: (5, 1, 1)13@3: (6, 5, 3, 3, 3, 4, 4, 1, 3, 3, 2, 6, 2) -
Absolutely nothing - offsets the 2 hits you didn’t like on defense I guess
Mid
Rolls: 1@1 4@3; Total Hits: 31@1: (6)4@3: (3, 2, 4, 3)
Rolls: 1@2; Total Hits: 01@2: (5)





