Panzerstahl vs barnee EXP Game 2
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Game History
Round: 1 Purchase Units - ANZAC ANZAC buy 1 air_transport and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 infantry moved from New Guinea to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 2 infantry moved from 42 Sea Zone to Java ANZAC take Java from Dutch 1 cruiser moved from 63 Sea Zone to 62 Sea Zone 2 fighters moved from New Zealand to New South Wales 1 artillery, 1 fighter and 2 infantry moved from Queensland to New South Wales Place Units - ANZAC 1 transport placed in 62 Sea Zone 1 air_transport placed in New South Wales Turn Complete - ANZAC ANZAC collect 14 PUs; end with 14 PUs Trigger ANZAC Liberates DNG Turn1: ANZAC met a national objective for an additional 2 PUs; end with 16 PUs Combat Move - French Non Combat Move - French 1 cruiser moved from 93 Sea Zone to 92 Sea Zone 1 infantry moved from Morocco to Algeria 1 infantry moved from French West Africa to French Central Africa 1 infantry moved from Syria to Trans-Jordan 1 destroyer moved from 72 Sea Zone to 79 Sea Zone 1 fighter moved from United Kingdom to Gibraltar Turn Complete - French
Combat Hit Differential Summary :
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Hello sir,
I went through the rulebook regarding home defense for London and Tokyo. Somehow I noted down in my quick guide, that all untis defend with +1 (also French units and also mechanized inf), but it is only british inf. Does Elite count to infantry as well?
Anyways, the fact that only the british infantry is defending with +1, I moved a fighter from GIB back to London.
I believe this battle is similar to battles with fortifications or Paratroops and will be handled in Edit Mode.Sorry for the repeated editing, but it will be very hard for the Allies if they lose London right at the beginning.
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@Panzerstahl-Helm no worries. Yea I’m pretty sure the Elite get the bonus too. I’ve asked The Captain before. I’ll see if i can find his answer.
Yea, I think it’s just for the 1st rd the INF and Ftrs get a +1 boost. I’ll have to check.
Yea, it’s just British Units though. French get no bonus.
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@Panzerstahl-Helm right you’d need to use edit the way you would with Paras.
Fortifications don’t require edit. You just need to not take them as casualties till everyone is dead. -
By the way, the French fleet in SZ93 was bad ass… or the Italians just blind. 😎
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@Panzerstahl-Helm hee hee :)
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@Panzerstahl-Helm Scramble to 110 ?
I think i did my test rd in pbem mode earlier in case you get any weird dice rolls :)
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No scramble
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Game History
Round: 2 Research Technology - Germans Purchase Units - Germans Note to players Germans: It is Late 1940 and Waffen SS Army Units have been Organized into Armies. They are Commanded by a Oberst Gruppenfuhrer. You may have up to 4 Waffen Armies at any one time. Note to players Germans: <body><b>It is Late 1940 and Wehrmacht and Waffen Armies have been Organized into Army Groups.<br />You may have up to 3 Army Groups. Only 1 may be active per Territory.<b></body> Note to players Germans: It is Late 1940 and Wehrmacht Panzer Units have been Organized into Armies. They are Commanded by a Panzer General. They may also be Formed into Desert Amies. You may only have up to 3 Panze.... Trigger PanzerGeneral: buyPanzer_General added to productionGermans Trigger Waffen SS Oberst: buyWaffen_Oberst added to productionGermans Trigger Army Group: buyArmy_Group added to productionGermans triggerAttachmenEarly1940: has removed 1 Early1940_red owned by Changer in Early 1940 triggerAttachmenLate1940Red: has removed 1 Late1940 owned by Changer in Late 1940 triggerAttachmenEarly1940: Changer has 1 Early1940 placed in Early 1940 triggerAttachmenLate1940Red: Changer has 1 Late1940_red placed in Late 1940 Germans buy 2 GermanUBoats, 1 German_LCV, 1 Panzer_General, 3 Panzer_Grndrss, 1 Repair_BB, 1 Wolfpack, 1 air_transport, 1 destroyer, 1 elite, 1 fighter, 2 german_paras, 4 infantry, 2 mine_unarmeds and 1 waffen_infantry; Remaining resources: 0 PUs; Place Units - Germans Units in Germany being upgraded or consumed: 1 infantry 1 waffen_infantry placed in Germany 1 Repair_BB placed in 112 Sea Zone Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 Rails placed in Germany 1 unit repaired. Trigger Germans RemoveRepair BB: has removed 1 Repair_BB owned by Germans in 112 Sea Zone 3 GermanUBoats and 1 Wolfpack moved from 112 Sea Zone to 119 Sea Zone 3 GermanUBoats and 1 Wolfpack moved from 119 Sea Zone to 109 Sea Zone 1 GermanUBoat moved from 110 Sea Zone to 104 Sea Zone 2 bombers moved from Western Germany to 104 Sea Zone 1 tactical_bomber moved from Holland Belgium to 110 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone 1 GermanUBoat moved from 112 Sea Zone to 110 Sea Zone Combat - Germans Battle in 104 Sea Zone Germans attack with 1 GermanUBoat and 2 bombers British defend with 1 battleship Germans roll Wolfpack_Attack dice in 104 Sea Zone : 0/0 hits, 0.00 expected hits Germans roll dice for 1 GermanUBoat in 104 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Germans roll dice for 2 bombers in 104 Sea Zone, round 2 : 1/2 hits, 1.33 expected hits Units damaged: 1 battleship owned by the British British roll dice for 1 battleship in 104 Sea Zone, round 2 : 1/1 hits, 0.67 expected hits 1 GermanUBoat owned by the Germans lost in 104 Sea Zone Germans roll dice for 2 bombers in 104 Sea Zone, round 3 : 1/2 hits, 1.33 expected hits British roll dice for 1 battleship in 104 Sea Zone, round 3 : 1/1 hits, 0.67 expected hits 1 bomber owned by the Germans lost in 104 Sea Zone 1 battleship owned by the British lost in 104 Sea Zone Germans win with 1 bomber remaining. Battle score for attacker is -1 Casualties for Germans: 1 GermanUBoat and 1 bomber Casualties for British: 1 battleship Battle in 110 Sea Zone Germans attack with 1 GermanUBoat, 1 fighter and 1 tactical_bomber British defend with 1 destroyer Germans roll Wolfpack_Attack dice in 110 Sea Zone : 0/0 hits, 0.00 expected hits Germans roll dice for 1 GermanUBoat in 110 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Germans roll dice for 1 fighter and 1 tactical_bomber in 110 Sea Zone, round 2 : 1/2 hits, 1.17 expected hits British roll dice for 1 destroyer in 110 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the British lost in 110 Sea Zone Germans win with 1 GermanUBoat, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 7 Casualties for British: 1 destroyer Non Combat Move - Germans Trigger RailMovementAutoPlaceRemoveGermansItalyTakeover: has removed 2 Rails owned by Germans in Germany 1 bomber moved from 104 Sea Zone to Western Germany 1 fighter moved from Western Germany to Alexandria 2 fighters and 3 tactical_bombers moved from Western Germany to Alexandria 1 fighter moved from Northern Italy to Southern Italy 1 armour and 3 mech_infantrys moved from Southern France to Northern Italy 1 armour moved from Slovakia Hungary to Germany 1 armour moved from Bulgaria to Slovakia Hungary 4 infantry moved from Bulgaria to Romania 1 aaGun moved from Slovakia Hungary to Romania 4 armour moved from France to Germany 2 Waffen_Artys and 5 waffen_infantrys moved from France to Germany 1 artillery moved from Normandy Bordeaux to France 1 aaGun moved from Holland Belgium to Normandy Bordeaux 1 armour moved from Normandy Bordeaux to Western Germany 1 fighter and 1 tactical_bomber moved from 110 Sea Zone to Western Germany 1 infantry moved from Western Germany to 112 Sea Zone 1 infantry moved from Denmark to 112 Sea Zone 2 infantry moved from 112 Sea Zone to Norway 1 infantry moved from Norway to Finland Place Units - Germans 1 German_LCV, 1 Panzer_General, 2 Panzer_Grndrss, 1 elite, 2 german_paras, 2 infantry and 2 mine_unarmeds placed in Germany 1 air_transport and 1 fighter placed in Western Germany 1 infantry placed in Southern France 1 Panzer_Grndrs and 1 infantry placed in Normandy Bordeaux 1 Wolfpack placed in 112 Sea Zone 2 GermanUBoats and 1 destroyer placed in 112 Sea Zone Turn Complete - Germans Germans collect 42 PUs; end with 42 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 PUs; end with 54 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 59 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 64 PUs
Combat Hit Differential Summary :
Germans regular : -1.50 British regular : 0.33 Germans Wolfpack_Attack : 0.00
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Game History
Round: 2 Purchase Units - Russians Note to players Russians: <body><b>It is Late 1940 and the Red Army has begun Organizing Army Groups.<br />You may have up to 2 Army Groups. Only 1 may be active per Territory.<b></body> Trigger Army GroupUSSR: buyArmy_Group added to productionRussians Russians buy 1 Soviet_Commisar, 2 armour, 1 artillery, 1 elite, 3 infantry, 1 mech_infantry and 2 mine_unarmeds; Remaining resources: 0 PUs; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 Europe_Rail and 2 Rails placed in Russia Non Combat Move - Russians Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 2 Rails owned by Russians in Russia Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Europe_Rail owned by Russians in Novgorod 4 infantry moved from Novgorod to Belarus 1 armour and 1 mech_infantry moved from Belarus to Novgorod 1 Europe_Rail and 1 Soviet_Commisar moved from Russia to Novgorod 1 armour moved from Russia to Belarus 1 infantry moved from Russia to Bryansk 1 elite and 3 mine_unarmeds moved from Russia to Bryansk 2 infantry moved from Rostov to Ukraine Place Units - Russians 1 artillery, 1 infantry and 1 mech_infantry placed in Novgorod 1 armour and 2 infantry placed in Ukraine 1 Soviet_Commisar, 1 armour, 1 elite and 2 mine_unarmeds placed in Russia Turning on Edit Mode EDIT: Removing units owned by Russians from Novgorod: 1 Soviet_Commisar, 1 armour and 2 mech_infantrys EDIT: Adding units owned by Russians to 1st Corps: 1 Soviet_Commisar_3, 1 armour and 2 mech_infantrys EDIT: Removing units owned by Russians from 1st Corps: 1 1stCorps EDIT: Adding units owned by Russians to Novgorod: 1 1stCorps EDIT: Turning off Edit Mode Turn Complete - Russians Russians collect 37 PUs; end with 37 PUs
Combat Hit Differential Summary :
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@Panzerstahl-Helm up late again :)
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Well, wr just had the change from summer to winter time and my inner ckock hasn’t adjusted yet. But i am now ready to sllep. Good night
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@Panzerstahl-Helm yea happening this weekend for us.
Make sure to take your nice Frau out to dinner this week.Don’t want her getting annoyed with your gaming :) Just a suggestion :)
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Game History
Round: 2 Purchase Units - Japanese Japanese buy 1 Japanese_LCV, 4 armour, 1 artillery, 1 elite, 2 infantry and 2 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 Rails placed in Kiangsu 1 infantry moved from Chahar to Suiyuyan Japanese take Suiyuyan from Chinese 1 infantry moved from Chahar to Hopei Japanese take Hopei from Chinese 1 infantry moved from Anhwe to Kweichow Japanese take Kweichow from Chinese 1 artillery and 2 infantry moved from Hunan to Yunnan 1 mech_infantry moved from Anhwe to Yunnan 1 armour, 2 bombers, 6 fighters, 7 infantry and 5 tactical_bombers moved from Kwangsi to Yunnan 1 fighter and 2 tactical_bombers moved from 36 Sea Zone to Yunnan Combat - Japanese Battle in Yunnan Japanese attack with 1 armour, 1 artillery, 2 bombers, 7 fighters, 9 infantry, 1 mech_infantry and 7 tactical_bombers Chinese defend with 4 infantry Japanese roll dice for 1 armour, 1 artillery, 2 bombers, 7 fighters, 9 infantry, 1 mech_infantry and 7 tactical_bombers in Yunnan, round 2 : 9/28 hits, 12.17 expected hits Chinese roll dice for 4 infantry in Yunnan, round 2 : 2/4 hits, 1.33 expected hits 2 infantry owned by the Japanese lost in Yunnan 4 infantry owned by the Chinese lost in Yunnan Japanese win, taking Yunnan from Chinese with 1 armour, 1 artillery, 2 bombers, 7 fighters, 7 infantry, 1 mech_infantry and 7 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Japanese: 2 infantry Casualties for Chinese: 4 infantry Non Combat Move - Japanese Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 Rails owned by Japanese in Kwangsi 1 fighter moved from 36 Sea Zone to Japan 1 Japan_destroyer moved from 6 Sea Zone to 16 Sea Zone 2 bombers, 7 fighters and 7 tactical_bombers moved from Yunnan to Kwangsi 1 Rail moved from Kiangsu to Jehol 1 Rail and 1 artillery moved from Jehol to Kwangsi 1 Rail moved from Kiangsu to Manchuria 1 Rail and 1 infantry moved from Manchuria to Kwangsi 1 artillery and 3 infantry moved from Kiangsi to Hunan 2 artilleries and 2 infantry moved from Anhwe to Kiangsi 1 infantry moved from Jehol to Chahar 1 aaGun and 5 infantry moved from Jehol to Anhwe EDIT: 1 Japanese_LCV, 1 artillery and 1 elite moved from Japan to Korea 1 fighter and 1 tactical_bomber moved from Kwangsi to 36 Sea Zone 1 fighter and 1 tactical_bomber moved from Kwangsi to 36 Sea Zone Place Units - Japanese 2 armour and 1 infantry placed in Kiangsu 2 armour and 1 infantry placed in Shantung 2 transports placed in 6 Sea Zone 1 Japanese_LCV, 1 artillery and 1 elite placed in Japan Turn Complete - Japanese Japanese collect 33 PUs; end with 33 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 41 PUs Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 51 PUs
Combat Hit Differential Summary :
Chinese regular : 0.67 Japanese regular : -3.17
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Howdy,
I replaced the leftover Elite from last round into an Infantry at the end of my UK turn. I just figured out that I can plce 2 Elites in one TT without TripleA complaining :-)
We are actually going out tonight for dinner. Maybe I can discuss with my wife the upcoming ANZAC turn. :D just kidding! She is cool with my hobby :-)
BR
Game History
Round: 2 Purchase Units - Americans Americans buy 1 Fortification, 2 carriers, 1 elite, 1 transport, 1 usa_fighter and 1 usa_tactical_bomber; Remaining resources: 0 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 2 Europe_Rails and 6 Rails placed in Eastern United States Non Combat Move - Americans Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Europe_Rails and 6 Rails owned by Americans in Eastern United States 2 infantry moved from Western United States to 10 Sea Zone 1 carrier, 2 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 2 infantry moved from 26 Sea Zone to Hawaiian Islands 1 artillery and 3 infantry moved from Hawaiian Islands to 26 Sea Zone 1 artillery, 3 infantry and 2 transports moved from 26 Sea Zone to 54 Sea Zone 2 usa_fighters moved from Hawaiian Islands to 54 Sea Zone 1 battleship moved from 26 Sea Zone to 54 Sea Zone 1 destroyer moved from 26 Sea Zone to 25 Sea Zone 1 usa_fighter and 1 usa_tactical_bomber moved from 26 Sea Zone to Hawaiian Islands 2 usa_fighters moved from Guam to 26 Sea Zone 1 carrier and 1 cruiser moved from 26 Sea Zone to 54 Sea Zone 1 destroyer and 1 submarine moved from 41 Sea Zone to 39 Sea Zone Place Units - Americans 1 elite placed in Eastern United States 1 transport, 1 usa_fighter and 1 usa_tactical_bomber placed in 101 Sea Zone 1 carrier placed in 101 Sea Zone 1 carrier placed in 10 Sea Zone 1 Fortification placed in Hawaiian Islands Turn Complete - Americans Americans collect 52 PUs; end with 52 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 6 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 2 infantry moved from Shensi to Kweichow 1 fighter moved from Shensi to Kweichow Combat - Chinese Battle in Kweichow Chinese attack with 1 fighter and 2 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 2 infantry in Kweichow, round 2 : 0/3 hits, 0,83 expected hits Japanese roll dice for 1 infantry in Kweichow, round 2 : 0/1 hits, 0,33 expected hits Chinese roll dice for 1 fighter and 2 infantry in Kweichow, round 3 : 1/3 hits, 0,83 expected hits Japanese roll dice for 1 infantry in Kweichow, round 3 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Chinese lost in Kweichow 1 infantry owned by the Japanese lost in Kweichow Chinese win, taking Kweichow from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - Chinese Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Kweichow to Shensi Place Units - Chinese 3 infantry placed in Kansu 3 infantry placed in Shensi Turn Complete - Chinese Chinese collect 6 PUs; end with 6 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 9 PUs Purchase Units - British Note to players British: <body><b>It is Late 1940 and the British Army has Formed a Tank Army.<br />They are Commanded by a Tank General. You may only have 1 Tank Army at any one time.<b></body> Trigger UKTankGeneral: buyUK_TankGeneral added to productionBritish British buy 1 artillery, 1 carrier, 1 elite, 2 infantry, 2 uk_armours, 1 uk_fighter, 1 uk_para and 1 uk_tactical_bomber; Remaining resources: 2 PUs; Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Union of South Africa 2 infantry moved from Sumatra to 41 Sea Zone 2 infantry and 1 transport moved from 41 Sea Zone to 44 Sea Zone 2 infantry moved from 44 Sea Zone to Celebes British take Celebes from Dutch 1 destroyer moved from 79 Sea Zone to 39 Sea Zone 3 aaGuns, 1 artillery and 6 infantry moved from Burma to India 1 infantry moved from India to Burma 3 infantry moved from Malaya to Shan State 1 infantry moved from Eastern Persia to Persia British take Persia from Neutral_Allies 1 uk_fighter and 1 uk_tactical_bomber moved from Algeria to Egypt 1 bomber moved from Algeria to Egypt 1 transport moved from 91 Sea Zone to 92 Sea Zone 1 artillery and 1 infantry moved from Alberta Saskatchewan Manitoba to British Columbia 2 infantry moved from Algeria to 92 Sea Zone 2 infantry moved from 92 Sea Zone to Gibraltar 2 infantry moved from Algeria to Tunisia 1 destroyer moved from 91 Sea Zone to 92 Sea Zone Place Units - British 1 carrier placed in 39 Sea Zone 2 elites, 1 uk_fighter and 1 uk_para placed in United Kingdom 1 artillery, 1 infantry and 1 uk_armour placed in Egypt 1 uk_tactical_bomber placed in United Kingdom 1 infantry and 1 uk_armour placed in India Turning on Edit Mode EDIT: Removing units owned by British from United Kingdom: 1 elite EDIT: Removing units owned by British from United Kingdom: 1 elite EDIT: Adding units owned by British to Scotland: 1 elite EDIT: Turning off Edit Mode Turn Complete - British Total Cost from Convoy Blockades: 8 Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 1,3,1,1,4,3 British collect 45 PUs (8 lost to blockades); end with 47 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 53 PUs Trigger British Liberates Celebes Turn2: British met a national objective for an additional 1 PUs; end with 54 PUs
Combat Hit Differential Summary :
Chinese regular : -0,67 Japanese regular : 0,33
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@Panzerstahl-Helm hee hee awesome :)
yea the Elites are Player Enforced. Idk how to make them more rule compliant. Hopefully someday some super smart whiz kid will make triplea able todo all the rules.
The first rd strike for Paras and U-boats as well as the Escort/Convoys would probably help the most.
Of course I’ll probably be dead by then and my small cranium makes me to stupid to fix it myself lol
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Game History
Round: 2 Purchase Units - Italians Italians buy 2 infantry and 3 italian_paras; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Rail placed in Southern Italy Turning on Edit Mode EDIT: Italians takes Syria from French EDIT: Turning off Edit Mode 1 infantry moved from Italian Somaliland to Kenya Italians take Kenya from British 1 infantry moved from Anglo Egyptian Sudan to Belgian Congo Italians take Belgian Congo from British EDIT: 1 Italian_LCV and 2 infantry moved from Southern Italy to Syria EDIT: 1 italian_para moved from Southern Italy to Syria Combat - Italians Non Combat Move - Italians Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Rail owned by Italians in Southern Italy 1 cruiser moved from 97 Sea Zone to 94 Sea Zone 1 aaGun, 1 armour, 1 artillery and 1 infantry moved from Yugoslavia to 97 Sea Zone 1 aaGun, 1 armour, 1 artillery, 1 infantry and 2 transports moved from 97 Sea Zone to 99 Sea Zone 1 aaGun, 1 armour, 1 artillery and 1 infantry moved from 99 Sea Zone to Syria 1 artillery and 1 infantry moved from Tobruk to Alexandria 1 artillery moved from Ethiopia to Anglo Egyptian Sudan 1 infantry moved from British Somaliland to Ethiopia Place Units - Italians 3 italian_paras placed in Southern Italy 2 infantry placed in Northern Italy Turn Complete - Italians Italians collect 18 PUs; end with 18 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 21 PUs
Combat Hit Differential Summary :
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@Panzerstahl-Helm dam shoulda moved the BB to protect those Trprts, actually shoulda Attacked Jordan with them. :)
Small mistakes no errors :)
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Feel free to move them. I haven’t started with my ANZAC mive at all.
I used to handle such things aa if we have a live game. You can edit moves as long as the other site has nit done its move and/or it does not affect the game situation (ANZAC and Italy for example have very little to no influence on each other. -
I want your best moves 😉