Round 3
A
Rolls: 1@3; Total Hits: 11@3: (3)
D
Rolls: 1@2; Total Hits: 01@2: (4)
Round 3
A
Rolls: 1@3; Total Hits: 11@3: (3)
D
Rolls: 1@2; Total Hits: 01@2: (4)
battle of iraq round 2
A
Rolls: 1@3 2@2; Total Hits: 11@3: (6)2@2: (2, 6)
D
Rolls: 2@2; Total Hits: 22@2: (2, 1)
Kwangtung retaken with loss of 1 mech.
Battle of Iraq
attacker 2 inf, 1 art, 1 arm
defender 3inf.
A
Rolls: 1@3 2@2 1@1; Total Hits: 11@3: (6)2@2: (5, 2)1@1: (2)
D
Rolls: 3@2; Total Hits: 13@2: (2, 4, 5)
Battle of Kwantung
Attacker 1 tac, 2 fgt, 2 mech,
defender 2 inf, 1 art.
A
Rolls: 1@4 2@3 2@1; Total Hits: 31@4: (3)2@3: (6, 3)2@1: (1, 5)
D
Rolls: 3@2; Total Hits: 13@2: (5, 1, 3)
Uk 3
EAST 0IPC
WEST 29 IPC
buys
3 tank
2 mec
saves 3 ipc
CM
1 inf TANG -> KEN (empty)
2 mdch 2 fgt, 1 tac YUN -> KWAN
1 inf, 1 art EGY -> Irq (using trans in z81)
1 arm Egy -> IRQ
2 inf,1 at, 1 mech EGY -> SuD
1 fgt EGY -> z98
CHINA 3
buys
4 inf
1 art (total 16)
CM
1 inf HUN -> KWA (empty)
1 inf YUN -> KWE (empty)
NCM
10 inf, 2 art, 1 fgt YUN -> SZE
PLACEMENT
4 inf, 1 art SZE
Collect 17 IPC
US placements
1 CV, 2 tac z101
1 fgt WUS
1 SS z10
z16 TWOL
NCM
3 trans, 1 cruiser 1z101 -> z91
z89 1 trans 1 cruiser, 1 BB, 1 CV, 2 fgt -> z91
1 inf, 1 art z89-> GIB
3 inf, 1 arm, 2 mech EUS -> GIB
1 mech WUS -> ALA
1 inf WUS -> BCO
1 bomber z6 -> MID
Collect 70+1 = 71 IPC
z6 TWOL
battle z16
many many things V 1 destroyer
A
Rolls: 2@4 5@3 5@2; Total Hits: 52@4: (1, 5)5@3: (3, 3, 5, 6, 5)5@2: (1, 5, 6, 4, 2)
D
Rolls: 1@2; Total Hits: 01@2: (6)
Aleutian Islands TWOL
Battle
z6
attacker 1 bomber
defender 1 destroyer
A
Rolls: 1@4; Total Hits: 11@4: (1)
D
Rolls: 1@2; Total Hits: 01@2: (3)
Aluation Islands
attacker 1 inf, 1 art
defender 1 inf
A
Rolls: 2@2; Total Hits: 12@2: (2, 4)
D
Rolls: 1@2; Total Hits: 01@2: (6)
if blank round 1 -> round 2
A
Rolls: 2@2; Total Hits: 02@2: (4, 3)
D
Rolls: 1@2; Total Hits: 11@2: (1)
US 3
IPC 55
Buys:
1 fgt
1 sub
1 carrier
2 tactical bomber
total: 54
saves 1
CM
1 sub z10 -> z8
transport z26 -> z8
1 BB, 2 CA, 3 DD, 2 SS, 2 CV, 3 fgt, 1 tac, 1 trans z26->z16
1 bomber hawaii ->z6
1 inf, 1 art hawaii ->z8
I have always asked myself the following question:
Can units move into freshly conquered territories in NCM?
Namely, is it legal to bring in units to a zone that was just conquered, or do we need to move these units at the same time as the fighting units?
The following should be deleted when/if this topic is ever cleaned.
BTW I do agree that it should be cleaned and limited to only interesting questions, organised on a few pages by categories. Because everytime I have tried to find info on this thread it was simply impossible…
whats really funny is you dont know what my username stands for
450th McMaster Student Absence Form :-D?
@Young:
Majors build 10, and Minors build 3 regardless of the IPC value of the territory it is on. Is that correct?
Yes. But you can only build a Major on a territory with an IPC value of 3 or more.
well i just focused on japan for the firt 3-4 turns. so I really don’t see how I could have done less than that…. we are just starting turn 4 now. The German are not even within the borders of the USSR yet.
But they do indeed look like that they are going to tear the communists forces to bits…
Here is the situation:
I successfully operated a KJF strategy, Japan is in a very week spot, UK east making 28 a turn, ANZAC 24. Victory seems imminent in the Pac.
However, in the meanwhile, the Germans just built and built and built. They have managed to take South Africa, and have unlocked the standstill in which I had forced the Italians.
The Soviet have adopted a defensive strategy, yet Japan is pushing into their territories, from China. More importantly, the German invasion force appears close to unstoppable… (Probably 35inf, and 30 tank, if not more). Although they have yet to seriously start advancing into the soviet territory.
Is that normal with KJF? Because everyone seems to be saying that it is a great strategy, but I feel that I am about to take a severe pounding…
My friends and I are about to play our first game of global on 2v2. All the other games having been 1v1.
What do you think is the best way to divide the powers between the two Allies powers, so that everyone has fun? And why?
We will consider it a given that Axis divide as follows: one players has the European Axis (Italy and Germany) the other player has Japan.
YAAAAAAAAAAAAAAAAAAAR!!
The Partisan and the Islander Defenders are absolutely broken!
Partisans: too cheap. You build 3-4 tank per turn and 10 of these. You can absorb all the hits for rounds and rounds of battle.
Islander defenders: defend at 5? for 5IPCs? Are you serious?