Botider (Axis) vs Jen (Allies) G40A2 +NO -Tech Gm4

  • '18 '17 '16 '11 Moderator

    N. Ukraine:
    Attacker:
    DiceRolls: 2@1 1@3; Total Hits: 02@1: (3, 3)1@3: (6)
    Defender:
    DiceRolls: 1@2; Total Hits: 01@2: (4)

  • '18 '17 '16 '11 Moderator

    N. Ukraine:
    Attacker:
    DiceRolls: 2@1 1@3; Total Hits: 02@1: (2, 3)1@3: (4)
    Defender:
    DiceRolls: 1@2; Total Hits: 01@2: (6)

  • '18 '17 '16 '11 Moderator

    N. Ukraine:
    Attacker:
    DiceRolls: 2@1 1@3; Total Hits: 02@1: (6, 6)1@3: (6)
    Defender:
    DiceRolls: 1@2; Total Hits: 11@2: (1)

  • '18 '17 '16 '11 Moderator

    N. Ukraine:
    Attacker:
    DiceRolls: 1@1 1@3; Total Hits: 11@1: (4)1@3: (1)
    Defender:
    DiceRolls: 1@2; Total Hits: 01@2: (6)

  • '18 '17 '16 '11 Moderator

  • 2007 AAR League

    well, time to fish or cut bait… i’ll take the bait and we’ll see what happens. probably dooms japan, but this game could on like this for a long time…

    japan 12
    purchase
    repair 6 / 2 inf, arm, 4 ss… spend $42

    combat
    she (inf)
    mech, rtl, arm hop

    kwe (inf)
    inf, rtl anh

    amur (inf)
    arm yak

    phi ( )
    inf guam via trn sz6 > sz21 > sz35

    sz20 (5 ss, 3 ca, 3 cv, 6 ftr, bb, 2 trn)
    ss sz19
    ss sz18
    3 ss, 5 dd, 2 cv, 2 bb, 3 ftr, tbmb sz6
    2 ftr, 2 sbmb, tbmb jap

    for ( ) … pending sz20 battle
    inf ksu via trn sz6 > sz20

    sz6 (dd)
    ss sz17
    ss sz16
    need scramble orders here

  • 2007 AAR League

    she
    inf/rtl @ 2, arm @ 3
    DiceRolls: 2@2 1@3; Total Hits: 32@2: (2, 1)1@3: (2)
    vs
    inf @ 2
    DiceRolls: 1@2; Total Hits: 01@2: (4)

  • 2007 AAR League

    i’m gonna wish i had saved some of those dice…  :roll:

    kwe
    inf/rtl @ 2
    DiceRolls: 2@2; Total Hits: 12@2: (4, 1)
    vs
    inf @ 2
    DiceRolls: 1@2; Total Hits: 01@2: (4)

  • 2007 AAR League

    amur … (first to hit)
    arm @ 3
    DiceRolls: 10@3; Total Hits: 610@3: (1, 6, 1, 6, 5, 1, 2, 1, 1, 5)
    vs
    inf @ 2
    DiceRolls: 10@2; Total Hits: 410@2: (6, 1, 4, 4, 2, 2, 6, 6, 5, 1)

  • 2007 AAR League

    that’s all the easy ones… now let’s see if i can mess up a 96% win. we’ll go round by round in sz20… or you can post an OOL - whatever you’d like.

    sz6 also awaiting scramble orders…

  • 2007 AAR League

    okay… glad you haven’t replied yet, because i think i goofed. though my move is legal in sz6, i don’t think what i want to achieve during non-combat is actually legal. so let me ask…

    COMBAT MOVE:
    i left 4 transports in sz6… the rest of the fleet left to attack sz20. two of the six transports went to philippines and formosa (in sz20). two subs came to sz6 to attack the american destroyer that is still there. my intent was to kill the american destroyer so that on non-combat the transports could load units from japan and move to sz19 or sz20, depending on how the battle in sz20 goes. BUT,… i think if you scramble plans from korea to help defend the american destroyer in sz6 (and why wouldn’t you, really?), that if you score 2 hits with the destroyer and possibly three fighters, you will actually kill the transports i left in sz6. is that right? since they did not move out of sz6, are they not considered part of the combat in sz6?

    so,… what i’d like to do is alter my purchase and the sz6 combat. nothing else. i would propose my purchase be:

    • repair 4 / 2 ftr, 2 destroyers, spend $40, save $2

    mod to combat move:
    4 transports sz6 > sz20
    no combat in sz6… the two subs do not move there

    is this okay? i still need to know how you want to proceed with the sz20 battle… do you want to declare an OOL, or just go round by round?

  • '18 '17 '16 '11 Moderator

    Nope, the transports cannot be used to move any units or move.  You would need a German or Italian unit to kill the American destroyer to make them functionable again.

  • '18 '17 '16 '11 Moderator

    And no, there is no scramble.  The whole point of that destroyer is to stop you from loading your transports or moving them.  Best 8 IPC that America can spend.

  • 2007 AAR League

    okay,… in that case i will leave the move as originally posted. the 2 subs will attack the destroyer, to try to free up the transports to move units in non-combat. i can do that, right?

  • 2007 AAR League

    and here are the dice for sz6…

    2 subs @ 2
    DiceRolls: 2@2; Total Hits: 12@2: (2, 6)
    vs
    dd @ 2
    DiceRolls: 1@2; Total Hits: 01@2: (5)

  • 2007 AAR League

    sz6 cleared of us destroyer… (stop me here if i am wrong about how this will work, but i assume that in non-combat i will be able to load units on the transports in sz6 if i so desire).

    sz20 - attackers
    5 ss /5 dd @ 2, 5 ftr @ 3, 2 bb/2 sbmb/2 tbmb @ 4
    DiceRolls: 10@2 5@3 6@4; Total Hits: 1210@2: (1, 3, 5, 5, 3, 1, 6, 4, 1, 1)5@3: (2, 6, 2, 6, 4)6@4: (3, 1, 4, 4, 2, 3)

    call casualties…


  • Let me be the bringer of bad news, since the trn’s was present during the battle in sz6 they count as part of that battle and thus may not move in ncm, to get things out you need to kill the dd and bring in trn’s from elsewhere…

  • 2007 AAR League

    @Mistergreen:

    Let me be the bringer of bad news, since the trn’s was present during the battle in sz6 they count as part of that battle and thus may not move in ncm, to get things out you need to kill the dd and bring in trn’s from elsewhere…

    if this be true (first off, it is a strange rule… a unit with no combat ability must engage in combat?), then will you allow me to amend my combat move to include the other 4 transports going to sz20 (completely unloaded, of course)? otherwise, they die, since they apparently can’t move. :/

  • 2007 AAR League

    so as to not get too bogged down… this is where we stand right now with sz20 battle to be resolved. need your casualties in round 1 to proceed.

    we can discuss trn movement as needed, but there is one battle left to complete this turn. thanks for your patience with me…

    BovJen_G40A2_Gm4_12Cjapan.AAM

  • '18 '17 '16 '11 Moderator

    You may not load transports in a combat zone, so you cannot bring the infantry on the transport in the attack on SZ 20 nor may you take the Philippines.

    Otherwise, take casualties in SZ 20 to maximize defender damage against Japan.  You may just call it off without Philippines tho, since you’ll never get a fleet in SZ 6 again.

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