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14L Playoff Rnd 2 bmnielsen (Axis) vs. rgp44 (Allies +16)


  • TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 8

    Purchase Units - Japanese
                Japanese buy 2 carriers, 1 destroyer, 1 fighter and 1 tactical_bomber; Remaining resources: 0 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                2 battleships, 5 carriers, 2 cruisers, 5 destroyers, 5 fighters, 7 submarines and 5 tactical_bombers moved from 36 Sea Zone to 42 Sea Zone
                5 bombers, 6 fighters and 1 tactical_bomber moved from Shan State to 42 Sea Zone
                3 fighters and 2 tactical_bombers moved from Yunnan to 42 Sea Zone
                1 submarine moved from 39 Sea Zone to 42 Sea Zone
                1 transport moved from 36 Sea Zone to 37 Sea Zone
                1 artillery moved from Shan State to 37 Sea Zone
                1 artillery and 1 transport moved from 37 Sea Zone to 41 Sea Zone
                1 infantry moved from Sumatra to 41 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 41 Sea Zone to 42 Sea Zone
                1 artillery and 1 infantry moved from 42 Sea Zone to Java
                1 artillery and 2 infantry moved from Shan State to Burma
                1 artillery and 2 infantry moved from Shan State to Malaya
                1 bomber moved from Japan to 8 Sea Zone
                1 bomber moved from Japan to 37 Sea Zone


  • Rolling Z42 on forum since TripleA will roll subs separately.

    Order of battle for round 1

    Japanese

    Rolls @ 0
    5xcarrier

    Rolls @ 2
    8xsub 5xdestroyer

    Rolls @ 3
    2xcruiser 14xftr

    Rolls @ 4
    2xbattleship 8xtac 5xbomber

    Allies

    Rolls @ 1
    3xsub (US) 1xsub (ANZAC)

    Rolls @ 2
    6xcarrier (US) 2xcarrier (ANZAC) 1xcarrier (UK) 3xdestroyer (US) 1xdestroyer (ANZAC) 1xdestroyer (UK)

    Rolls @ 3
    2xcruiser (US) 2xcruiser (UK) 1xcruiser (ANZAC) 1xtac (US)

    Rolls @ 4
    1xbattleship (US) 1xbattleship (UK) 10xftr (US) 5xftr (ANZAC) 1xftr (UK)


  • Rolling for Japanese, round 1

    DiceRolls: 13@2 16@3 15@4; Total Hits: 2513@2: (2, 6, 1, 4, 1, 5, 4, 1, 5, 5, 1, 1, 5)16@3: (1, 3, 6, 1, 4, 1, 6, 1, 5, 5, 1, 6, 3, 2, 1, 5)15@4: (2, 6, 6, 2, 6, 3, 2, 5, 1, 3, 3, 5, 4, 3, 3)


  • Alright, please give me your 25 hits.

  • 15 14

    so much work :-)
    I guess it is neglectable that subs will be rolled separately with so many capital ships:D and isnt this fixed in 1805?

    Good luck to both of you. Another game with an armageddon battle at DEI:D


  • Yeah. Though even if TripleA fixed everything, it’s still a bit of a chore to send files back and forth after each roll.

  • 15

    I’m not looking at and this seems rather academic, just take all of my initial hits on CVs and BBs that don’t sink them, then take all sub hits, if I need more lose some DDs country priority doesn’t matter at this point.


  • @rgp44:

    I’m not looking at and this seems rather academic, just take all of my initial hits on CVs and BBs that don’t sink them, then take all sub hits, if I need more lose some DDs country priority doesn’t matter at this point.

    ¨

    That leaves 5 hits left, do you want those on carriers?

  • 15

    place them however you would place them if you were me, then please finish off the fleet so I can concede


  • Fair enough :)

    2 battleship tip, 9 carrier tip, 3 subs, 4 destroyers, 7 carriers, leaving 1 destroyer to prevent sneak attacks in round 2.

    Rolling for Allies round 1

    DiceRolls: 4@1 14@2 6@3 18@4; Total Hits: 184@1: (3, 5, 1, 2)14@2: (4, 6, 5, 4, 3, 1, 6, 4, 5, 3, 2, 6, 6, 5)6@3: (3, 6, 1, 2, 5, 5)18@4: (1, 2, 3, 1, 3, 4, 5, 5, 2, 5, 1, 6, 4, 5, 3, 1, 6, 3)


  • I will take 2 battleship tip, 5 full carriers, 6 subs.

    Order of battle for round 2

    Japanese

    Rolls @ 2
    2xsub 5xdestroyer

    Rolls @ 3
    2xcruiser 14xftr

    Rolls @ 4
    2xtipped battleship 8xtac 5xbomber

    Allies

    Rolls @ 2
    2xtipped carrier (US) 1xdestroyer (US)

    Rolls @ 3
    2xcruiser (US) 2xcruiser (UK) 1xcruiser (ANZAC) 1xtac (US)

    Rolls @ 4
    1xtipped battleship (US) 1xtipped battleship (UK) 10xftr (US) 5xftr (ANZAC) 1xftr (UK)


  • Rolling for Japanese round 2

    Subs

    DiceRolls: 2@2; Total Hits: 02@2: (3, 4)

    Rest

    DiceRolls: 5@2 16@3 15@4; Total Hits: 235@2: (2, 3, 1, 6, 5)16@3: (2, 3, 4, 2, 1, 3, 5, 5, 3, 1, 2, 6, 4, 6, 3, 5)15@4: (4, 3, 2, 1, 4, 1, 3, 2, 3, 6, 4, 5, 6, 3, 4)


  • So that leaves the battleships and 2 fighters.

    Rolling for Allies round 2

    DiceRolls: 3@2 6@3 18@4; Total Hits: 153@2: (6, 1, 1)6@3: (6, 1, 5, 5, 2, 5)18@4: (1, 5, 2, 2, 2, 3, 3, 2, 6, 6, 6, 4, 1, 4, 5, 5, 6, 4)

  • 15

    I concede.  I think the bomber thing is kind of silly and needs to be fixed.  Now I have to come up with a strategy for it or just stop playing which wouldn’t be the worst thing in the world. good game


  • Alright, thanks for the game.

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