Game History
Round: 1 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat Move - Russians Combat - Russians Trigger Russians Can Move: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians Non Combat Move - Russians 1 infantry moved from Caucasus to Persia 3 infantry moved from Caucasus to Karelia S.S.R. 4 infantry moved from Russia to Karelia S.S.R. 2 armour moved from Russia to Karelia S.S.R. 1 aaGun moved from Russia to Caucasus 1 fighter moved from Russia to Karelia S.S.R. 1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone 1 infantry moved from Soviet Far East to Yakut S.S.R. 1 infantry moved from Evenki National Okrug to Yakut S.S.R. 1 armour moved from Soviet Far East to Novosibirsk 1 infantry moved from Evenki National Okrug to Novosibirsk Place Units - Russians 8 infantry placed in Karelia S.S.R. Turn Complete - Russians Russians collect 24 PUs; end with 24 PUs Turning on Edit Mode EDIT: Removing units owned by Russians from Persia: 1 infantry EDIT: Adding units owned by Russians to Karelia S.S.R.: 1 infantry EDIT: Turning off Edit ModeBotider (Axis) vs Jen (Allies) G40A2 +NO -Tech Gm4
-
Belarus:
Attacker:
Rolls: 2@1 1@3; Total Hits: 12@1: (5, 2)1@3: (3)
Defender:
Rolls: 1@2; Total Hits: 01@2: (5) -
S. Ukraine:
Attacker:
Rolls: 2@1 1@3; Total Hits: 12@1: (6, 4)1@3: (1)
Defender:
Rolls: 1@2; Total Hits: 01@2: (6) -
N. Ukraine:
Attacker:
Rolls: 2@1 1@3; Total Hits: 02@1: (3, 3)1@3: (6)
Defender:
Rolls: 1@2; Total Hits: 01@2: (4) -
N. Ukraine:
Attacker:
Rolls: 2@1 1@3; Total Hits: 02@1: (2, 3)1@3: (4)
Defender:
Rolls: 1@2; Total Hits: 01@2: (6) -
N. Ukraine:
Attacker:
Rolls: 2@1 1@3; Total Hits: 02@1: (6, 6)1@3: (6)
Defender:
Rolls: 1@2; Total Hits: 11@2: (1) -
N. Ukraine:
Attacker:
Rolls: 1@1 1@3; Total Hits: 11@1: (4)1@3: (1)
Defender:
Rolls: 1@2; Total Hits: 01@2: (6) -
Collect 26
-
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 $42combat
she (inf)
mech, rtl, arm hopkwe (inf)
inf, rtl anhamur (inf)
arm yakphi ( )
inf guam via trn sz6 > sz21 > sz35sz20 (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 japfor ( ) … pending sz20 battle
inf ksu via trn sz6 > sz20sz6 (dd)
ss sz17
ss sz16
… need scramble orders here -
she
inf/rtl @ 2, arm @ 3
Rolls: 2@2 1@3; Total Hits: 32@2: (2, 1)1@3: (2)
vs
inf @ 2
Rolls: 1@2; Total Hits: 01@2: (4) -
i’m gonna wish i had saved some of those dice… :roll:
kwe
inf/rtl @ 2
Rolls: 2@2; Total Hits: 12@2: (4, 1)
vs
inf @ 2
Rolls: 1@2; Total Hits: 01@2: (4) -
amur … (first to hit)
arm @ 3
Rolls: 10@3; Total Hits: 610@3: (1, 6, 1, 6, 5, 1, 2, 1, 1, 5)
vs
inf @ 2
Rolls: 10@2; Total Hits: 410@2: (6, 1, 4, 4, 2, 2, 6, 6, 5, 1) -
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…
-
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 thereis 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?
-
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.
-
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.
-
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?
-
and here are the dice for sz6…
2 subs @ 2
Rolls: 2@2; Total Hits: 12@2: (2, 6)
vs
dd @ 2
Rolls: 1@2; Total Hits: 01@2: (5) -
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
Rolls: 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…
-
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. :/