• I made some screw ups on the board. I may need to reroll some battles such as PHI, I have six planes landing in z56 which I wanted but I used planes in the PHI and need the carrier to land. I will have to reroll the Phil without the planes and I will have to see where the planes came from to see where they have to land. Sorry for the mix up. I write all my moves out in microsoft word and move them on the board as I go but I got busy during lunch today and went back to the game a few times and missed some moves. Sorry. I need to look back at the board and make the changes and rerolls. At least you haven’t not gone yet.


  • ok so I see these changes:

    PHI attack will still take place I made the mistake so I will deal with it if I don’t win so the I am still attacking with 2 inf and only bombarding with 2 bb’s. I will reroll to see the out come.

    The carrier will goto z56 and planes from z44 will land on the carrier. 1 fght and 1 tac from z41 to sia instead of landing in the ocean as they are doing right now.

    I will also like to make the inf landing on WAU with one art from bor if possible I second guessed myself but I remember why I wanted to take that in the first place just not with the whole force. I will not make that change so if that move is ok I will let you do it in your moves. I know this is screwed up and what ever you want to do let me know and we can find some other resolution.

    PHI
    att
    DiceRolls: 2@1 2@4; Total Hits: 02@1: (5, 2)2@4: (6, 5)
    def
    DiceRolls: 2@2; Total Hits: 12@2: (6, 1)


  • PHI continued
    att
    DiceRolls: 1@1; Total Hits: 01@1: (4)
    def
    DiceRolls: 2@2; Total Hits: 22@2: (1, 2)


  • ok PHI lost wlo 2 inf

    final total for Jap = 62
    ipc = 56
    NO = 5
    Save 1

    If I am allowed to land in WAU with 1 art from cel not bor since the trans was only carrying an art my collection will be 63 instead of 62. Here is the new map if it makes sense. Sorry again it has been a crazy day so I am glad I caught this tonight before you made your moves. What ever you decide is fine, or if you want me to start Japan’s round over if you like.
    map

    4-3 Jap Revised.AAM


  • I was think WAU attack should not take place I canceled the attack and I do not think it would be fair for me to change my mind after the fact so I will live with the map I sent you.


  • I noticed something with Russia, I see that you moved a mech into Finland with a move of two spaces. I thought a mech unit could only move two spaces with a tank. If I am right russia goes down 2 IPC’s.


  • Hi, i have been without internet for the weekend, but im back now. Ill just use the last Japan Map you send, and all is good :)
    i will do UK, Anzac, US and all that stuff asap :)

    the Mech in Russia can only Blitz with a tank, but have a movement of 2. So i can move 1 space and attack a oppo region. But cannot attack a empty region and blitz into another.


  • ok with mech movement, I miss understood the movement rule.


  • USA
    IPC: 77
    Buys:
    1 Battleship = 57
    1 Carrier = 41
    1 Fighter = 31
    1 Tactical Bomber = 20
    1 Cruiser = 8
    1 Destroyer = 0

    Combat Moves:
    z123
    1 bomber from Eus to z123 (will land in Nbr after battle)
    Z123 cwol

    1 transport from z16 to z22 and unload 1 tank in Mar (walkin)
    1 transport from z16 to z17 and unload 1 inf, 1 arty in Iwo (walkin)
    1 transport from z101 (with 1 inf) to z86 and unload in Bra (activating 3 inf)

    Non Combat Moves:
    3 Transport (with 3 tanks, 3 mech from Wus), 2 subs from z10 to z26
    all fleet from z16 to z26
    Strat from z123 to Nbr

    Placement:
    All in z101

    Collects:
    55 + 30 NO - 2 Convoy
    Total: 83 IPC

    Map and onto China

    4-4 USA.AAM


  • China:
    IPC: 9
    Buys:
    3 Inf

    Combat moves:

    Kwe:
    1 inf from Hop (walkin)

    Cha: (2 inf)
    5 inf from Hop

    Battle for Cha:
    Att
    DiceRolls: 5@1; Total Hits: 05@1: (3, 5, 2, 4, 6)
    def
    DiceRolls: 2@2; Total Hits: 12@2: (6, 2)


  • Round 2
    att
    DiceRolls: 4@1; Total Hits: 14@1: (1, 6, 3, 2)
    def
    DiceRolls: 2@2; Total Hits: 12@2: (4, 2)


  • Round 3:
    att
    DiceRolls: 3@1; Total Hits: 03@1: (4, 5, 4)
    def
    DiceRolls: 1@2; Total Hits: 01@2: (4)


  • Round 4:
    att
    DiceRolls: 3@1; Total Hits: 03@1: (2, 3, 6)
    def
    DiceRolls: 1@2; Total Hits: 01@2: (3)


  • Round 5:
    att:
    DiceRolls: 3@1; Total Hits: 03@1: (2, 4, 4)
    def
    DiceRolls: 1@2; Total Hits: 01@2: (4)


  • Round 6:
    att
    DiceRolls: 3@1; Total Hits: 03@1: (6, 3, 6)
    def
    DiceRolls: 1@2; Total Hits: 01@2: (4)


  • Round 7
    att
    DiceRolls: 3@1; Total Hits: 03@1: (4, 4, 6)
    def
    DiceRolls: 1@2; Total Hits: 01@2: (4)


  • omg something hit something!

    Round 8
    att
    DiceRolls: 3@1; Total Hits: 03@1: (3, 6, 2)
    def
    DiceRolls: 1@2; Total Hits: 01@2: (5)


  • att
    DiceRolls: 3@1; Total Hits: 03@1: (6, 5, 3)
    def
    DiceRolls: 1@2; Total Hits: 01@2: (4)


  • Round 10
    att
    DiceRolls: 3@1; Total Hits: 03@1: (4, 3, 3)
    def
    DiceRolls: 1@2; Total Hits: 11@2: (2)


  • Finally some hits
    Well onto round 11
    att
    DiceRolls: 2@1; Total Hits: 02@1: (2, 5)
    def
    DiceRolls: 1@2; Total Hits: 01@2: (4)

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