EM (Allies) vs. Jen (Axis) G40A2 +NO +Tech Game 5

  • 2007 AAR League

    US2
    Purchase $52
    1CV, 2DD, 2SS, 1TP
    Save $1

    DOW: All the Bad Guys

    CM:
    1SS sz54>sz43 (1TP)

    NCM: Per Map

    Place Units:
    1CV, 1DD, 2SS-SZ10
    1DD, 1TP-SZ101

    Collect 50+1 saved +20=71

    EMvJen_Game05_AA40_02Dus.AAM

  • 2007 AAR League

    China 2
    Purchase $15
    5inf

    CM:
    Yun (1art)
    1inf Kwe
    6inf, 1fgt Sze

    Dice…

    Yun rd1
    A: 7inf, 1fgt
    DiceRolls: 7@1 1@3; Total Hits: 07@1: (2, 4, 6, 2, 3, 2, 2)1@3: (4)
    D: 1art
    DiceRolls: 1@2; Total Hits: 01@2: (4)

  • 2007 AAR League

    :? :? :?

    Yun rd2
    A: 7inf, 1fgt
    DiceRolls: 7@1 1@3; Total Hits: 17@1: (6, 3, 5, 3, 6, 4, 6)1@3: (2)
    D: 1art
    DiceRolls: 1@2; Total Hits: 11@2: (1)

  • 2007 AAR League

    Results:
    Yun taken, 1inf lost.

    NCM: Per Map

    Place Units:
    1inf-Kwe
    4inf-Yun

    Collect 9+6=15

    EMvJen_Game05_AA40_02Echina.AAM

  • 2007 AAR League

    UK2
    London:
    Purchase $39
    1DD
    3inf, 1art, 3tnk

    India:
    Purchase $17
    3inf, 2mech

    CM:
    TJ (4inf, 2tnk)
    2inf Egypt via 1tp sz81
    2inf, 2art, 1tnk Egypt
    1tac Sudan
    1fgt, 1tac sz76
    1CA sz76>sz81 bombardment
    1CA sz81 bombardment

    Sia (1inf)
    3inf Shn
    1fgt India

    Dice…

    TJ rd1
    A: 3inf, 2art, 1tnk, 1fgt, 2tac, 2CA
    DiceRolls: 1@1 4@2 3@3 2@4 2@3; Total Hits: 61@1: (6)4@2: (1, 6, 2, 5)3@3: (3, 5, 6)2@4: (3, 5)2@3: (2, 1)
    D: 4inf, 2tnk
    DiceRolls: 4@2 2@3; Total Hits: 24@2: (2, 4, 4, 1)2@3: (4, 4)

  • 2007 AAR League

    Sia rd1
    A: 3inf, 1fgt
    DiceRolls: 3@1 1@3; Total Hits: 13@1: (4, 5, 6)1@3: (2)
    D: 1inf
    DiceRolls: 1@2; Total Hits: 01@2: (6)

  • 2007 AAR League

    Results:
    TJ taken, 2inf lost.
    Sia taken, no losses.

    Activate Minors:
    1inf Epr>Cpr

    NCM: Per Map

    Place Units:
    1DD-SZ98
    2tnk-Egy
    3inf, 1art, 1tnk-London
    3inf, 2mech-India

    Collect
    London:
    30-3 crd=27
    India:
    10-2 crd=8

    EMvJen_Game05_AA40_02Fbritain.AAM


  • @Emperor:

    DOW: All the Bad Guys

    :lol: :lol:

  • 2007 AAR League

    Anzac2
    Purchase $14
    1mIC
    Save $2

    CM:
    1inf Nsw>Dgu (mt)

    NCM: Per Map

    Place Units:
    1mIC-Que

    Collect 14+10-2=22

    EMvJen_Game05_AA40_02Ganzac.AAM

  • '18 '17 '16 '11 Moderator

    You know, I believe Krieg said you can load transports in a hostile zone and move them as long as you are engaging in combat that turn.  So I could load from Alexandria and attack Gibraltar or Syria, that destroyer doesn’t do anything but stop shore bombardments because Transports are not combat units.

    You might want to double check that and get back to me.

  • 2007 AAR League

    @Cmdr:

    You know, I believe Krieg said you can load transports in a hostile zone and move them as long as you are engaging in combat that turn.  So I could load from Alexandria and attack Gibraltar or Syria, that destroyer doesn’t do anything but stop shore bombardments because Transports are not combat units.

    You might want to double check that and get back to me.

    Nope, the only exception is the turn Germany declares war on the Soviet Union and Germany had ships in the same sea zone as russia.

  • 2007 AAR League

    @Cmdr:

    You know, I believe Krieg said you can load transports in a hostile zone and move them as long as you are engaging in combat that turn.  So I could load from Alexandria and attack Gibraltar or Syria, that destroyer doesn’t do anything but stop shore bombardments because Transports are not combat units.

    You might want to double check that and get back to me.

    _Europe 1940 Rules (They Govern G40) Page 13

    Sea Units Starting in Hostile Sea Zones
    Ath the beginning of the Combat Move phase, you may already have sea units in spaces containing enemy units that were there at the start of your turn.  For example, an enemy may have built new sea units in a sea zone where you have surface warships.  When your turn comes around again, you are sharing that sea zone with enemy forces.

    If you are sharing a sea zone with surface warships (not submarines and\or transports) belonging to a power with which you are at war, this situation requires you to do one of the following._

    • Remain in the sea zone and conduct combat.

    • Leave the sea zone, load units if desired, and conduct combat elsewhere

    • Leave the sea zone, load units, and return to the same sea zone to conduct combat (you can’t load units while in a hostile sea zone), or

    • Leave the sea zone and conduct no combat

    _Once these sea units have moved and/or participated in combat, they can’t move or participate in the Noncombat Move phase of the turn.

    This has been the standard rule that has gone unchanged throughout the various versions of A&A.  I don’t understand why you are questioning it now after all the games we’ve played, and the numerous times we’ve discussed this very rule.  :-(_


  • (not submarines and\or transports) you may be confusing this part. Its refering to the enemies subs and transports. If the enemy has a sub or transport you may load units on only if your transport is being escorted by one of your own warships. You cannot load a transport if there are enemy surface warships in the same seazone.

  • '18 '17 '16 '11 Moderator

    Italy:

    Buy(16)

    • 4 Infantry
    • 1 Artillery

    Combat Moves:

    Destroyer disengage SZ 98
    2 Cruisers, Battleship, 3 Transports disengage SZ 98
    Infantry from Kenya to Congo

    NCM as per map

    Build: 4 Infantry, Artillery in S. Italy

    Collect: 12 IPC - 1 CRD Kenya


    Germany:

    Buy(55)

    • 3 Destroyers
    • 5 Infantry
    • 1 Artillery
    • 2 Armor

    Combat Moves:

    2 Fighters, 2 Tactical Bombers from Alexandria to SZ 81
    Strategic Bomber from W. Germany to SZ 81
    Infantrey from Frnace to W. France
    Submarine, 2 Tactical Bombers from SZ 112 to SZ 104

    Combat:

    SZ 104:
    Attacker:
    DiceRolls: 1@2 2@3; Total Hits: 21@2: (6)2@3: (2, 2)
    Defender:
    DiceRolls: 1@2; Total Hits: 01@2: (5)

  • '18 '17 '16 '11 Moderator

    SZ 81:
    Attacker:
    DiceRolls: 2@3 3@4; Total Hits: 32@3: (5, 1)3@4: (6, 2, 3)
    Defender:
    DiceRolls: 2@2 2@3; Total Hits: 12@2: (3, 4)2@3: (5, 1)

    (No Airbase in Egypt, no scramble orders.  Same for Jordan and Sudan, but no one would expect an airbase in those territories.)

  • '18 '17 '16 '11 Moderator

    Loss of Tactical Bomber for Germany.  Assuming Destroyer, Carrier gone.

    Round 2:
    Attacker:
    DiceRolls: 2@3 2@4; Total Hits: 32@3: (3, 5)2@4: (1, 1)
    Defender:
    DiceRolls: 2@3; Total Hits: 22@3: (1, 1)

  • '18 '17 '16 '11 Moderator

    SZ 104 cleared without loss
    SZ 81 cleared iwth 2 fighters remaining

    NCM:

    Per map. (Big thing changing are fighters from Germany and SZ 81 going to Alexandria.)

    Other big thing is the infnatry in N. Italy going to the transport in SZ 97 (one of the transports)

    Build: 3 Destroyers in SZ 112
    Build: 5 Infantry, Artillery, 2 Armor in E. Germany

    Collect: 46 IPC + 10 NO = 56 IPC


    You forgot a control marker on Siam.  Double check India’s collect income and make sure you collected for it, or don’t and live in fear!

    I skipped France, given it is not doing anything to me yet.

    EMvJen_Game05_AA40_03Agermany.AAM

  • 2007 AAR League

    @Cmdr:

    I skipped France, given it is not doing anything to me yet.

    Once Again you jumped the gun and have created another situation.  I had planned on moving the French DD to SZ81.

  • '18 '17 '16 '11 Moderator

    2 Cruisers, 2 Destroyers, 1 Aircraft Carrier defending against 2 Fighters, 2 Tactical Bombers, 1 Strategic Bomber

    Attacker:
    DiceRolls: 2@3 3@4; Total Hits: 32@3: (5, 5)3@4: (1, 4, 2)
    Defender:
    DiceRolls: 3@2 2@3; Total Hits: 13@2: (5, 4, 4)2@3: (1, 6)

  • '18 '17 '16 '11 Moderator

    1 Damaged Carrier, 2 Cruisers defending against 2 Fighters, 2 Tactical Bombers

    Attacker:
    DiceRolls: 2@3 2@4; Total Hits: 22@3: (5, 6)2@4: (4, 1)
    Defender:
    DiceRolls: 1@2 2@3; Total Hits: 11@2: (1)2@3: (6, 5)

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