@captainwalker 1b867425-80c3-4786-873b-e1d73d3038d4-triplea_41695_5thai.tsvg
Nothing to see here (Axis) vs. James Aleman (Allies) g40 alpha3
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Just one clarification left. Do we use the first or the second option for how much SBR-Damage you must repair before you can use your industrial complexes to some extent.
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6491
In both options you have to fully repair Air and Naval Bases before they function again, but in the second option you only have to repair enough damage of industrial complexes so that (production capacity - remaining damage) damage is enough for what you want to place this round?
Since I don’t plan any bombardments on my first turn It’s not important right now but would be nice to know in the long run.
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Germany 1:
Buy (30):
1 Bmb (12)
3 Sub (18)Combat Movements:
To Sfr: 2Mec WGer, 1Tac Ger, 1Fgt Hun vs. 1Inf, 1Art
To Fra: 2Inf, 1Art, 3Arm Hol, 3Inf, 1Art, 2Mec WGer, 2Arm SGer, 1Tac Pol vs. 7Inf, 2Art, 2Arm. 1Fgt
To Wfr: 2Inf, 1Art, 1Fgt Hol, 1Tac WGer
To Yugo: 6Inf, 2Art, SGer, 1Arm Pol, 1Inf, 1Arm Rom, 2Inf, 1Arm Hun vs. 5Inf
To Z106: 1Sub Z117, 1Sub Z103 vs. 1DD, 1Trp
To Z91: 1Sub Z108 vs. 1CA
To Z111: 1Sub Z124, 1 Fgt Nor, 2Fgt, 2Tac WGer, 1Bmb Ger vs. 1BB, 1DD (possible scramble)
To Z112: 1Sub Z118, 1BB, 1CA Z113 -
Sfr (2Mec, 1Tac, 1Fgt vs. 1Inf, 1Art):
Rolls: 2@1 1@3 1@4; Total Hits: 12@1: (6, 3)1@3: (5)1@4: (1)
Rolls: 2@2; Total Hits: 02@2: (5, 5)
Fra (5Inf, 2Art, 5Arm, Tac vs. 7Inf, 2Art, 2Arm. 1Fgt, 1AAGun):
AAGun:
Rolls: 1@1; Total Hits: 01@1: (4)
Attacker(ignore Tac-hit if AAGun hits):
Rolls: 5@1 4@2 5@3 1@4; Total Hits: 75@1: (2, 5, 3, 3, 1)4@2: (1, 2, 6, 1)5@3: (2, 6, 5, 3, 1)1@4: (5)
Rolls: 9@2 2@3 1@4; Total Hits: 69@2: (4, 1, 5, 4, 2, 1, 3, 2, 1)2@3: (2, 5)1@4: (5)
Wfr (2Inf, 1Art, 1Fgt, 1Tac vs. 2Inf, 1Arm, 1Fgt):
Rolls: 1@1 2@2 1@3 1@4; Total Hits: 01@1: (2)2@2: (4, 3)1@3: (6)1@4: (6)
Rolls: 2@2 1@3 1@4; Total Hits: 42@2: (2, 2)1@3: (2)1@4: (2)
Yugo (9Inf, 2Art, 3Arm vs. 5Inf):
Rolls: 7@1 4@2 3@3; Total Hits: 67@1: (3, 3, 2, 3, 5, 1, 1)4@2: (1, 1, 6, 5)3@3: (2, 5, 2)
Rolls: 5@2; Total Hits: 05@2: (3, 5, 4, 5, 6)
Z106 first hit wins:
Sub1:
Rolls: 10@2; Total Hits: 510@2: (6, 4, 5, 2, 1, 1, 1, 6, 3, 2)
Sub2:
Rolls: 10@2; Total Hits: 310@2: (2, 4, 5, 5, 5, 2, 3, 6, 2, 4)
DD:
Rolls: 10@2; Total Hits: 310@2: (6, 2, 3, 2, 6, 4, 5, 5, 2, 4)
Z91 (1Sub vs. CA):
Rolls: 10@2; Total Hits: 510@2: (4, 2, 1, 2, 3, 2, 3, 3, 1, 5)
Rolls: 10@3; Total Hits: 610@3: (5, 3, 3, 3, 2, 1, 4, 5, 1, 6)
Z111 (1Sub, 3Fgt, 2Tac, 1Bmb vs. 1BB, 1DD) (assuming no scramble reroll the battle if you’d like to scramble):
Rolls: 1@2 3@3 3@4; Total Hits: 61@2: (2)3@3: (1, 2, 5)3@4: (2, 1, 3)
Rolls: 1@2 1@4; Total Hits: 01@2: (6)1@4: (6)
Z112 (1Sub, 1CA, 1BB vs. 2CA) (ignore the first defender roll if Sub hits):
Rolls: 1@2 1@3 1@4; Total Hits: 21@2: (4)1@3: (3)1@4: (4)
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Okay Wfr show you got to los somwhere if you gamble too much.
Yugo twol
Z106 cwol
Z91 cwol
Z 111 cwol
Wfr retreat loose 2Inf, 1Art, 1Fgt HolRound 2:
Sfr:
Rolls: 2@1 1@3 1@4; Total Hits: 22@1: (5, 3)1@3: (3)1@4: (4)
Rolls: 1@2; Total Hits: 01@2: (3)
Fra (assumes Defender lost AAGun first):
Rolls: 3@2 5@3 1@4; Total Hits: 43@2: (4, 1, 4)5@3: (4, 2, 3, 3, 6)1@4: (5)
Rolls: 7@2 2@3 1@4; Total Hits: 47@2: (5, 6, 5, 5, 1, 1, 4)2@3: (1, 6)1@4: (1)
forgot defender rolls in Z112:
Rolls: 2@3; Total Hits: 12@3: (3, 6)
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Fra twlo 5Inf, 2Mec, 2Art, 1Arm.
I think in my next game I’d like to make the same Round 1 with everything in Wfr to Fra except the planes. Wfr and Sfr is just too dicey. -
I’d like o loose a Tac instead of a figther in Wfr
Non Combat Movements:
To SIta: 1Fgt Wfr
To NIta: 1Fgt, 1Tac Sfr
To Fra: 3AAGun WGer
To WGer: 1Tac Fra, 3Fgt, 2Tac, 1Bmb Z111, 2Inf Den, 3Inf, 1Art Ger
To Hun: 3AAGun, 8Inf, 2Art Ger, 3Inf Pol
To Fin: 2Inf Nor, 1Inf, 1ArtGer via Trp Z113 activate
To Bul: 1Inf Rom activatePlacement:
To Z112: 3Subs
To WGer: 1Bmb -
Collect:
42(TT)-1(Convoy)+10(NO)+19(plunder) -
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map shows the wrong plane in Sita:
take this one -
Could it be that you didn’t want to play the next game with me right after the last one?
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sorry, I didn’t see the message in my box, posting tomorrow when I have time
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@Nothing:
Just one clarification left. Do we use the first or the second option for how much SBR-Damage you must repair before you can use your industrial complexes to some extent.
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6491
In both options you have to fully repair Air and Naval Bases before they function again, but in the second option you only have to repair enough damage of industrial complexes so that (production capacity - remaining damage) damage is enough for what you want to place this round?
Since I don’t plan any bombardments on my first turn It’s not important right now but would be nice to know in the long run.
I guess Option 1 unless you prefer the other
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**USSR turn 1
Production: 37**
9 artillery=36
save 1DOW Japan
Noncombat Moves:
To Nukr: 2inf-Epl; 2inf-Bes; 3inf-Sukr
To Bel: 3inf-Bal; 6inf,art,2aagun-Nov; inf-Arch
To Yak: 6inf-Bury
To Bury: 6inf-Amu; 6inf,2aagun-Sak
To Sik: ftr-Nov; ftr,tac-Rus; mech,arm-Vol
To Kaz: mech,arm-Rus
To Bry: inf,art,2aagun-Rus
To Ros: 2inf-Cau
To z125: sub-z127
To z114: BB-z115
To Nov: 2inf-Kar; 3inf-Vyb
Placement:
Nov: 3art
Rus: 3art
Sukr: 3artCollection: 38 (37+1saved)
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Japan 1:
Buy (26):
2 mic (12)
Combat Movements:
To Sib: 1Inf Oki, 1Inf Jap via Trp Z19 uncontested
To Cha: 2Inf, 1Art Jeh uncontested
To Anh: 3Inf, 1Art Ksu, 3Inf, 1Art Sha uncontested
To Hun: 3Inf, 1Art Ksi, 2Fgt, 2Tac Man, 1Fgt, For vs. 2Inf
To Yun: 3Inf, 1Art Kwa, 2Bmb Jap, 1Fgt, 1Tac Ksu vs. 4Inf -
Combat:
Hun: 3Inf, 1Art 3Fgt, 2Tac vs. 2Inf
Rolls: 2@1 2@2 3@3 2@4; Total Hits: 42@1: (4, 1)2@2: (6, 2)3@3: (4, 5, 4)2@4: (1, 1)
Rolls: 2@2; Total Hits: 02@2: (3, 5)
Yun: 3Inf, 1Art, 1Fgt, 1Tac, 2Bmb vs. 4Inf
Rolls: 2@1 2@2 1@3 3@4; Total Hits: 42@1: (3, 5)2@2: (5, 6)1@3: (3)3@4: (3, 3, 4)
Rolls: 4@2; Total Hits: 14@2: (3, 5, 1, 6)
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Hun twol
Yun twlo 1InfNon Combat Movements:
To Kwa: 1Fgt, 1Tac Yun, 2Bmb Yun, 3Fgt, 2Tac Hun, 1Inf, 1Art Jap via Trp Z6
To Ksi: 1Inf, 1Art Man via Trp Z20, 1Fgt Oki, 1Fgt, 1Tac Jap
To Anh: 1Mec Man
To Jeh: 4Inf, 1AAGun Man
To Man: 4Inf Kor
To Z36: 1Trp, 1Car, 2Fgt, 1Cru Z6, 1Cru Z20, 1BB,1Sub, 1DD Z19
To Z35: 1DD Z6
To Z33: 1Car, 1Tac, 1Sub, 1BB, 1DD Z6, 1Fgt Kor
To Car: 1Fgt, Tac Jap, 1Tac Z6Placement:
To Man: 1 mic
To Ksu: 1micI forgot to write it in the first post but I saved 2
Collection:
31(TT)+10(NO)+2(SAV)=43 ICP -
**USA turn 1:
Production: 52**
3 carriers=48
Save 4 IPCsNon Combat Moves:
To z54: sub,dd-z35
To z25: BB,CV,CA,DD,SUB,ftr,transport(loaded with mech,inf-Wus)-z10; ftr-EUS
To Haw: tac-z10; ftr,mech,inf-Wus; Bmbr-Cus
To Cus: art,2aagun-Eus
To Wus: inf,arm,2mech-Cus
To z28: Cruiser,trn-z101 loaded with (inf-Eus,Mech-Cus)Placement:
z10: 3 carriersCollection: 56
52+4saved=56Notes:
z26: Scramble 3 ftrs from Haw. -
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