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

  • '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.


  • The transfers Botider had listed were loaded in non-combat zones.

  • 2007 AAR League

    @Cmdr:

    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.

    Inf to phi came from guam. Inf for formosa came from asia, not japan. I believe those are legal. I need casualties because I don’t know how you want to assign hits to cv’s…

  • 2007 AAR League

    okay… moving on in this seemingly interminable game…
    per your ool instructions (always retaining best defense)… 12 hits assigned thusly:

    1 - damage dd
    2 - damage cv #1
    3 - damage cv #2
    4 - damage cv #3
    5 - sub
    6 - sub
    7 - sub
    8 - sub
    9 - sub
    10 - cv #1
    11 - cv #2
    12 - cv #3

    so… 3 ca, 6 ftr, 1 dbb remain… best defense

    sz20
    round 1 defensive roll…
    5 ss @ 1, 3 cv @ 2, 3 ca @ 3, 6 ftr/1 bb @ 4
    DiceRolls: 5@1 3@2 3@3 7@4; Total Hits: 85@1: (3, 2, 2, 3, 4)3@2: (4, 4, 1)3@3: (4, 6, 4)7@4: (1, 4, 2, 4, 3, 3, 3)

  • 2007 AAR League

    your 4’s rescued you from complete disaster… but then, so did mine.  :-D
    jap casualties…
    1 damage bb
    2 damage bb
    3 ss
    4 ss
    5 dd
    6 dd
    7 dd
    8 ftr

    2 ss, 3 dd, 4 ftr, 2 tbmb, 2 sbmb, 2 dbb remain…

    sz20
    round 2 - attackers…
    3 ss @ 2, 2 dd @ 2, 4 ftr @ 3, 2 tbmb/2sbmb/2dbb @ 4
    DiceRolls: 3@2 2@2 4@3 6@4; Total Hits: 63@2: (3, 3, 3)2@2: (5, 3)4@3: (5, 2, 1, 4)6@4: (5, 6, 4, 4, 2, 1)

  • 2007 AAR League

    not good… had a great chance there to minimize your defense with the subs,… no dice. literally.

    3 ca, 3 ftr killed…

    sz20
    defense
    3 ca @ 3, 6 ftr/dbb @ 4
    DiceRolls: 3@3 7@4; Total Hits: 53@3: (6, 4, 2)7@4: (2, 6, 4, 6, 3, 2, 5)

  • 2007 AAR League

    japs lose 3 ss, 2 sbmb… retreat to sz19.

    i put the 3 surviving ftrs in ksi… you may alter makeup of remaining ftrs (there were 2 british and 4 aussies to begin with - i left 3 aussies) and can move them to another place within one movement point (formosa, kwangtung, etc.) if you want.

    noncombat
    2 dd, 2 cv, 2 dbb, 4 ftr, 5 trn (1 inf aboard) sz20 > sz19
    2 tbmb sz20 > ksu
    2 arm anh > ksu
    arm hop > ksu

    deployment
    3 ss > sz19
    2 inf, arm > jap
    1 ss > reserve (if that’s legal… i can’t remember. if it’s not, put him in sz6)

    collect
    $31 + $2 saved = $33

    BovJen_G40A2_Gm4_12Cjapan.AAM

  • '18 '17 '16 '11 Moderator

    USA:

    Buy(80)

    • 2 Fighters
    • 4 Destroyers
    • 3 Infantry
    • 1 Armor
    • 2 Transports

    Combat Moves:

    Infantry, 5 Fighters from Korea to Amur
    Armor from Korea to Manchuria to Korea
    2 Bombers from Korea to Japan - SBR
    3 Bombers from England to N. Italy - SBR

    N. Italian AA Gun:
    DiceRolls: 3@1; Total Hits: 13@1: (1, 4, 2)

  • '18 '17 '16 '11 Moderator

    Bers:
    DiceRolls: 2@6; Total Hits: 22@6: (5, 5)

  • '18 '17 '16 '11 Moderator

    Japan:
    AA:
    DiceRolls: 2@1; Total Hits: 02@1: (4, 3)

  • '18 '17 '16 '11 Moderator

    Bombers:
    DiceRolls: 2@6; Total Hits: 22@6: (2, 4)

  • '18 '17 '16 '11 Moderator

    Amur:
    Attacker:
    DiceRolls: 1@1 5@3; Total Hits: 41@1: (2)5@3: (1, 3, 2, 6, 1)
    Defender:
    DiceRolls: 1@3; Total Hits: 11@3: (3)

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