Hi to all,
I am organizing a G40 Balanced Mod 3 version 4 TripleA tournament. Expected start date is May 1st. I will post and update notes here but most of the communication will be on the Axis & Allies facebook page.
message me or comment on facebook if your interested.
S02 JWW (axis) v souL +10
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Rus1:
Purchase:
2 inf art 4 armcombat:
4 inf cau, inf euk, arm mos -> ukraRolls: 5@1 1@3; Total Hits: 05@1: (6, 6, 2, 3, 6)1@3: (4)
dRolls: 2@2 1@3; Total Hits: 12@2: (2, 6)1@3: (4) -
not gonna lie, not the round I wanted
ukr2
aRolls: 4@1 1@3; Total Hits: 24@1: (5, 1, 6, 6)1@3: (2)
dRolls: 1@2; Total Hits: 11@2: (2) -
Rolls: 1@2 1@3; Total Hits: 21@2: (1)1@3: (2)
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Not ideal.
fin
aRolls: 4@1 2@2; Total Hits: 14@1: (5, 5, 5, 1)2@2: (5, 6)
dRolls: 1@2; Total Hits: 01@2: (4) -
ncm:
3 inf art mos -> arc
inf bel -> euk
2 inf far, 2 inf stc -> bry
inf yak -> far
2 inf nov -> mos
2 inf kaz, inf arm ukr -> cau
aa kar -> fin
inf eve -> novmobilize:
2 inf art cau, 4 arm moscollect:
28+5=33, has 33Realized I didn’t have fin listed as a combat, but I obviously meant to do it. up to you on that one.
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J1 purchase bmb & arm spend 17 (save 0)
combat
#1 z50 (dd, trn) v BB & dd
#2 PHI (2inf) v 2inf (jap, z61) art (z61) arm (jap)
#3 KWA (inf) v CA, fgt (jap) 2 inf (car, oki) via trn (z51)
#4 BRN (mt) v 2inf (z61) cwol
#5 SUM (mt) v 2inf (car) cwol
#6 z53 (bb) v 4fgt (z57)
#7 z35 (dd, trn) v 2 fgt (z61)
#8 sui (inf) v 3inf fgt (man)
#9 hup (inf) v 3inf (kia)
#10 fuk (inf) v 2inf (fic) fgt (for) -
dice……
sz50 attackRolls: 1@4 1@2; Total Hits: 11@4: (2)1@2: (5)v ddRolls: 1@2; Total Hits: 01@2: (5) -
z50 cwol
#2 PHI attackRolls: 1@3 2@2 1@1; Total Hits: 11@3: (4)2@2: (2, 6)1@1: (3)v 2infRolls: 2@2; Total Hits: 12@2: (2, 5)
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2nd wave attackRolls: 1@3 2@2; Total Hits: 11@3: (6)2@2: (5, 1)v infRolls: 1@2; Total Hits: 01@2: (3)
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phi twlo inf
#3 kwa attackRolls: 2@3 2@1; Total Hits: 02@3: (4, 4)2@1: (2, 3)v infRolls: 1@2; Total Hits: 01@2: (6)
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2nd wave attackRolls: 1@3 2@1; Total Hits: 01@3: (4)2@1: (5, 6)v infRolls: 1@2; Total Hits: 11@2: (1)
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ok 1st to hit wins if the inf is destroyed the fgt will retreat
Jap fgtRolls: 5@3; Total Hits: 35@3: (2, 4, 3, 2, 6)
jap infRolls: 5@1; Total Hits: 15@1: (4, 5, 3, 3, 1)Brit infRolls: 5@2; Total Hits: 35@2: (2, 4, 5, 1, 1)
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KWA taken losing inf, fgt
#6 z53 attackRolls: 4@3; Total Hits: 14@3: (4, 4, 5, 1)v bbRolls: 1@4; Total Hits: 01@4: (6)
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2nd wave attaackRolls: 4@3; Total Hits: 14@3: (5, 1, 5, 5)v bbRolls: 1@4; Total Hits: 11@4: (1)
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z53 twlo fgt
I hate this battle
#7 z35 attackRolls: 2@3; Total Hits: 12@3: (1, 6)v ddRolls: 1@2; Total Hits: 01@2: (4)
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35 twol
#8 sui attackRolls: 1@3 3@1; Total Hits: 31@3: (2)3@1: (1, 6, 1)v infRolls: 1@2; Total Hits: 01@2: (5)
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sui twol
#9 hup 1st to hit wins……fight to unitl Jap has one inf #3 left…if china inf hits Jap inf #1 dies, then #2 Jap will retreat if only has one inf #3 left.
Jap inf #1Rolls: 6@1; Total Hits: 16@1: (6, 4, 6, 6, 2, 1)
Jap inf #2Rolls: 6@1; Total Hits: 16@1: (1, 6, 2, 3, 3, 5)
Jap inf #3Rolls: 6@1; Total Hits: 16@1: (4, 2, 4, 6, 1, 2)
vs china infRolls: 6@2; Total Hits: 26@2: (1, 5, 4, 5, 1, 3) -
hup twlo inf
#10 fuk 1st to hit wins if china inf hit’s Jap inf #1 dies, then #2, fgt will retreat if both inf are destroyed
fgtRolls: 6@3; Total Hits: 36@3: (1, 6, 3, 5, 2, 4)
inf #1Rolls: 6@1; Total Hits: 06@1: (3, 3, 6, 2, 6, 2)
inf #2Rolls: 6@1; Total Hits: 16@1: (1, 5, 5, 5, 6, 4)vs infRolls: 6@2; Total Hits: 46@2: (1, 5, 2, 2, 3, 2)
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fuk twlo inf
ncm:
z61 cv > z37
z35 2 fgt > z67
sui & fuk fgt’s > fic
z57 cv’s > z60
z53 3 fgt > z60placement arm & bmb Jap
J collects 31 + 10 NO= 41
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Realized I didn’t have fin listed as a combat, but I obviously meant to do it. up to you on that one.
Hi souL, I understand these things happen, I do it plenty of times myself.
You are 100% correct to state that it’s “up to you on that one” and as long as we can both agree that it is up to the other (non offending player) to allow any mistake/error whether it’s a combat, ncm or dice issue etc to be decided/handled, we will be alright.
FYI…you didn’t list the russian ss NCM either, not a big deal, but those simple oversights can cause problems later in the game, as you are probably very aware. I’ll do my best not to create an error. Both these russian movement problems are ok.
GL the rest of the way…