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13L G40 wheatbeer (Axis) vs hobo (Allies +12) take 2

  • 17

    Can you roll this battle with the forum dice so that combat order follows the rules? (i.e. Japan’s sub surprise strikes, ANZACs full attack roll, Japan’s remaining defense roll)

    Assuming that is done, Japanese subs will surface for round 1 of combat and I would like to choose my OOL (and future surface/submerge options) on a round by round basis.

    My casualties might not be in the order of best possible defense roll (especially if the Allies roll well).


  • Combat is done right with triplea since subs have separate rolls.  Air is also rolled separately too.  So subs fight then?

  • 17

    I should be able to see your full combat roll (subs and planes) before having to choose my OOL because ANZAC doesn’t get surprise strikes.

  • 17

    In tripleA, I will not know how well your planes will do before potentially having to choose casualties from your submarines.


  • Ok not sure why this is so critical since I’d be happy with mutual destruction  :-P
    Just remember you have to take as many hits as possible, ie if all my air hits, it must go on surface ships even if my subs hit.

    Japanese subs
    DiceRolls: 3@1; Total Hits: 03@1: (2, 2, 6)


  • anzac:
    DiceRolls: 3@2 3@3; Total Hits: 23@2: (4, 6, 4)3@3: (5, 3, 3)


  • sigh… ok which surface ships

  • 17

    Japan will lose the dd and cruiser.

  • 17

    (If ANZAC had scored 3 hits combined Japan would have sunk all surface ships, then submerged in round 2 … but without rolling in order, I would have no way to know the combined roll of ANZAC)

  • 17

    (Although that wouldn’t be an issue with the submarines missing, but the odds were at least one hit would come from your subs)


  • japan
    DiceRolls: 1@2 1@3 1@4; Total Hits: 11@2: (4)1@3: (1)1@4: (5)

    also let me know if subs stay second round


  • oh yeah, I lose a sub but that should be fairly obvious  :lol:

  • 17

    yeah, I will surface for round 2, but that’s probably it


  • japan
    DiceRolls: 3@1; Total Hits: 03@1: (6, 6, 4)


  • anzac
    DiceRolls: 2@2 3@3; Total Hits: 22@2: (5, 4)3@3: (1, 2, 5)


  • japan
    DiceRolls: 1@4; Total Hits: 11@4: (3)

  • 17

    subs submerge


  • ok I lose a sub and I submerge, will edit the combat and roll on triplea now so just ignore it.

  • 17

    ok doke. Sorry for the hassle … this was a weird sea battle and I hope my explanation for why seeing the combined roll before choosing OOL made sense. It didn’t end up applying, but it easily could have.


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 4

    Purchase Units - ANZAC
                ANZAC buy 1 armour and 2 infantry; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                3 submarines moved from 33 Sea Zone to 54 Sea Zone
                3 fighters moved from Guam to 54 Sea Zone
                1 cruiser moved from 6 Sea Zone to 34 Sea Zone

    Combat - ANZAC
                Battle in 54 Sea Zone
                    ANZAC attack with 3 fighters and 3 submarines
                    Japanese defend with 1 battleship, 1 cruiser, 1 destroyer and 3 submarines
                    3 submarines owned by the Japanese Submerged
                    ANZAC win, taking 54 Sea Zone from Neutral with 3 fighters and 2 submarines remaining. Battle score for attacker is 34
                    Casualties for Japanese: 1 battleship, 1 cruiser and 1 destroyer
                    Casualties for ANZAC: 1 submarine

    Non Combat Move - ANZAC
                Turning on Edit Mode
                EDIT: Removing units owned by ANZAC from 54 Sea Zone: 1 submarine
                EDIT: Turning off Edit Mode
                3 fighters moved from 54 Sea Zone to Queensland
                1 artillery moved from New South Wales to Queensland
                1 aaGun and 5 infantry moved from New South Wales to Queensland

    Place Units - ANZAC
                1 armour and 2 infantry placed in New South Wales

    Turn Complete - ANZAC
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 54 Sea Zone. Rolls: 5,3,5,2,6,4
                ANZAC collect 7 PUs (2 lost to blockades); end with 7 PUs total

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