Axisp vs TheDefinitiveS
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KOR 2
A
Rolls: 1@1 1@3; Total Hits: 11@1: (2)1@3: (2)
D
Rolls: 2@2; Total Hits: 02@2: (4, 3)
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KOR 3
A
Rolls: 1@1 1@3; Total Hits: 11@1: (4)1@3: (2)
D
Rolls: 1@2; Total Hits: 11@2: (1)
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KOR twlo 2 inf, 1 m.inf
sz 42
A
Rolls: 1@4; Total Hits: 11@4: (4)
D
Rolls: 1@4; Total Hits: 01@4: (5)
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sz 42 cwol
KWA - SBR
D - AAGun
Rolling 1d6:
(6)
A - tac AB
Rolling 1d6:
(4) -
NCM
WAU
1 bmb from sz 42YUN
1 tac from KWA
2 fig from KSIsz 20
1 DD from sz 22sz 22
1 DD from sz 26sz 23
1 DD from sz 26CAR
1 fig from MID
3 fig from HAWsz 33
2 AC, 2 tac, 2 fig, 1 CA, 1 ss, 3 DD, 3 BB from sz 26sz 91
2 BB, 1 CA, 4 DD from sz 106
1 BB, 1 AC, 1 tac, 1 fig from sz 101Mobilize Units
2 art, 2 inf in EUS
2 trns, 2 BB, 1 ss in sz 101Collect Income
58(territories)+20(NOs)-3(convoy)=75 IPCs -
C8
Purchase Units 23 IPCs
7 inf @ 21
save 2CM
HON - walk in
6 inf from KSICC
NoneNCM
NoneMobilize Units
1 inf in HUN
6 inf in YUNCollect Income
22(territories)+2(saved)=24 IPCsI dont know what happens with kwangtung whether the factory is destroyed or if the Chinese get the IPCs. If you know adjust to suit. Cheers.
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UK8
Purchase Units
UKE 24 IPCs
1 trns @ 7
2 DD @ 16
save 1
UKP
NoneCM
GER
1 bmb from NOV SBR ICCC
GER
D - AAGun
Rolling 1d6:
(2)
A - bmb+2 IC
Rolling 1d6:
(5) -
7 damage on IC in GER
NCM
UK
1 bmb from GERsz 91
2 DD from sz 106SUD
1 tank, 1 m.inf from CONCON
2 tanks, 1 m.inf from SAFMobilize Units
2 DD, 1 trns in sz 106Collect Income
UKE 28(territories)+1(saved)-8(convoy)=21 IPCs
UKP None -
A8
Purchase Units 23 IPCs
2 DD @ 16
1 art @ 4
1 inf @ 3CM
NoneNCM
MOR
2 inf from sz 84 via trns in sz 84sz 91
2 DD from sz 86YUN
1 fig from BORWAU
3 inf, 1 AAGun from NTEsz 54
1 trns from sz 62Mobilize Units
2 DD in sz 86
1 art in BRA
1 inf in NSWCollect Income
12(territories)+10(NOs)=22 IPCsF8
PASS–------Italy--------
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Found a rule on the Chinese. They get the IPCs from Kwangtung and the IC stays but they cannot use it. Could you add 3 IPCs to China and change the VC marker.
Cheers. -
Italy 8
Buy:
4inf (12)
2art (8 )
3ss (18)CM
Cpr
1inf Irq walk inCau
1tnk Irq » Npr » Blitz CauGib (1inf, 1mec)
1inf, 1art NIta » 1tr sz95 » sz92 » Gib
1BB, 2CA sz95 » sz92 Bombard
1fgt, 1tac sz95Gib
Bombard
Rolls: 2@3 1@4; Total Hits: 22@3: (2, 6)1@4: (4)
Attack:
Rolls: 2@2 1@3 1@4; Total Hits: 22@2: (5, 5)1@3: (2)1@4: (1)
Defense
Rolls: 2@2; Total Hits: 02@2: (6, 5)
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Gib twol
NCM
1AC sz95 » sz92
1inf, 1art NIta » SFr
1inf, 1tnk » 3tr sz98 » sz95 » NIta
1tnk Irq » Egy
1inf, 1art Irq » Trj
1fgt, 1tac Gib » sz92Place units:
4inf, 2art NIta
3ss sz95Collect 24 + 21 NO = 45 IPC
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G 9
Buy:
3inf (9)
2tnk (12)
3art (12)
1tr (7)
1BB (20)
1AC (16)
3dd (24)
1mec (4)CM
Vol (2inf)
1mec, 4tnk Rus » Tam » Blitz VolRos
1mec Rus walk inKaz
1tnk Rus » Sam » blitz Kaz walk inNovo
1tnk Rus » Volo » blitz novo walk inUra
1tnk Rus » Volo » Blitz Ura walk inSukr
1inf Nukr walk inPol (21inf, 3art)
1inf Epl
3inf Hun
12inf, 2art Ger
4tnk,2fgt, 1bmb Wger
5tnk, 4fgt, 2tac NukrArc
2tnk Rus walk inVol
Rolls: 1@1 4@3; Total Hits: 21@1: (2)4@3: (2, 3, 6, 4)
Rolls: 2@2; Total Hits: 22@2: (2, 2)
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Vol twlo 1mec, 1tnk
Pol
Rolls: 14@1 4@2 15@3 3@4; Total Hits: 1614@1: (1, 6, 1, 5, 4, 1, 1, 6, 5, 3, 3, 4, 4, 6)4@2: (5, 6, 1, 5)15@3: (1, 5, 2, 3, 2, 2, 1, 1, 5, 5, 6, 4, 2, 1, 4)3@4: (3, 5, 2)
Rolls: 24@2; Total Hits: 624@2: (4, 6, 1, 2, 2, 3, 6, 5, 3, 5, 5, 4, 4, 5, 2, 5, 2, 4, 6, 3, 4, 5, 1, 4)
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Pol rd2
Rolls: 8@1 4@2 15@3 3@4; Total Hits: 158@1: (5, 4, 2, 6, 1, 1, 3, 2)4@2: (2, 5, 2, 1)15@3: (5, 6, 1, 1, 3, 3, 3, 5, 5, 3, 6, 6, 6, 1, 3)3@4: (5, 3, 4)
Rolls: 8@2; Total Hits: 48@2: (5, 1, 2, 6, 1, 2, 6, 3)
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Pol twlo 10inf
NCM
2fgt Pol » sz112
4fgt, 2tac, 1bmb Pol » Wger
3mec, 1tnk Rom » Nukr
1tnk Rus » Nukr
1aagun Nukr » Bry
12inf, 5art Rus » Smo
4inf, 4art Rus » Sam
2tr sz113 » sz112
All fleet sz109 + 2inf Eir » sz 112 » Wger
1ss sz125 » sz112
2inf Rus » BryPlace units:
1tr, 3dd, 1AC, 1BB sz112
2inf, 2art Wger
1art, 2tnk Ger
1inf Fra
1mec RusCollect 65 + 20NO = 85 IPC
NOTE: on UK8, you sbr Ger, but you didn’t roll the Interceptor (1 italian fgt). Since interceptor must be rolled before AAgun, your bmb should be dead and my IC not damaged…
I propose that we simply cancel this sbr (that way, you keep your bmb).
Are you ok with that ? If yes, i let you delete the damages on my IC. I just placed 3 units in Ger so whatever we decide, my moves are legal. -
Hmmm I thought you needed an Airbase for that as well as scrambling. I could be wrong , if thats the case we will just remove the SBR.
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No need of an AB for interceptors.
Here are all the rules for Alpha + 2 Sbr.
8. Strategic Bombing Raids procedure:
• Escorts fire @1, and interceptor casualties are immediately removed.
• Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties (escorts may be taken as casualties only after all bombers are eliminated).
• Surviving bombers are assigned a specific target (IC, airbase or naval base) if more than one type is in the territory.
• The target fires its AA defenses at the attacking aircraft - @1
• Surviving bombers attack their target, looking for the highest number possible.When bombing, each Strategic bomber rolls one die and 2 is added to each die result, giving the total number of hits the target will receive. Gray chips are placed under the target for each hit received.
Tactical bombers
Tactical Bombers can also conduct bombing raids. They are limited to attacking only naval bases and airbases, however. Other wise they follow the exact procedure as strategic bombers presented above. When bombing they roll one die. The number rolled is the number of hits the target receives. Do not add to the dice roll when bombing with tactical bombers.Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
It cost 1 IPC to remove each damage marker.Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned.
Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.
Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers.
Airbases provide additional range and the ability to scramble. If an airbase has 3 damage markers it can no longer provide these services. An airbase can only receive up to 6 damage markers, after that they are no longer assigned damage markers. Note: Aircraft can still land in territory whose airbase is out of service.
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RUS9
Purchase
NoneCM
NOR -blitz
1 tank from KAR blitz through FINROM - walk in
1 art, 13 infNCM
NOV
3 inf, 1 art, 1 m.inf from KARKOR
4 inf from AMUMAN
5 inf, 1 AAGun from JEHMobilize Units
None
Collect Income
None -
J9
Buy:
4inf (12)
2mec (8 )
2fgt (20)CM
Mal (1inf)
1mec Bur
1tnk Fic » tr sz36 » sz37 » Mal
1CA sz36 » sz37 Bombardsz20 (1dd)
1dd sz 16
3dft, 1tac sz 6Yun (17inf, 5fgt, 2tac)
2art, 1tnk Bur
2tnk Fic
9inf, 1art, 6tnk Kwa
4fgt sz36Mal
Bombard
Rolls: 1@3; Total Hits: 01@3: (6)
Attack
Rolls: 1@1 1@3; Total Hits: 01@1: (2)1@3: (6)
Defense
Rolls: 1@2; Total Hits: 01@2: (4)