Axis & Allies Revised (Dead)

For completed/abandoned Mish Mash Games.
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Post Post #200 (ISO) » Thu Sep 25, 2014 1:19 am

Post by DiplomatDC »

Yes.

Artillery + 9 Infantry in Germany, the rest in S.Europe
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Post Post #201 (ISO) » Thu Sep 25, 2014 1:32 pm

Post by Thurhame »

Technical difficulties (i.e. moving to a new computer) preventing me from updating the board at the moment; will get to that soon.

To clarify: Your noncombat move is as follows?
Spoiler: Germany Noncombat
  • Western Europe - all units stay
  • Southern Europe - 4 infantry to Western Europe
  • Germany - 1 infantry, 1 tank to Western Europe; 1 tank stays
  • Eastern Europe - 1 infantry stays
  • Ukraine - 1 infantry to Balkans; 1 infantry, 1 artillery, 3 tanks to Eastern Europe; 1 infantry to Belorussia
  • Belorussia - all units stay
  • Karelia - all units stay
  • Sea Zone 5 - all units stay
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Post Post #202 (ISO) » Thu Sep 25, 2014 3:01 pm

Post by Thurhame »

I considered hitting the Baltic fleet, but I think I'll leave it alone for now.

Purchases

  • 2 infantry, 1 artillery, 1 tank, 1 destroyer, 1 fighter

Combat Move

  • 2 transports, 1 battleship in SZ 3 - load 2 infantry, 1 artillery, 1 tank from United Kingdom; move to SZ 4; amphibious assault on Karelia
  • 2 fighters in SZ 3 - move to Karelia
  • 1 transport in SZ 33 - load 1 infantry from Kenya; move to SZ 34; load 1 infantry from Persia; amphibious assault on Anglo-Egypt
  • 3 infantry, 1 tank in Trans-Jordan; 1 bomber, 1 fighter in Caucasus - move to Anglo-Egypt
  • 2 infantry in Persia; 1 fighter in Caucasus - move to India
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Post Post #203 (ISO) » Thu Sep 25, 2014 3:05 pm

Post by Thurhame »

Combat in Karelia: bombardment


1 battleship
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #204 (ISO) » Thu Sep 25, 2014 3:09 pm

Post by Thurhame »

Bleh, second bombardment 6 in two turns.

Combat in Karelia: round 1


United Kingdom: 1 infantry
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

United Kingdom: 1 infantry (supported), 1 artillery
Original Roll String: 2d6
2 6-Sided Dice: (5, 2) = 7

United Kingdom: 1 tank, 2 fighters
Original Roll String: 3d6
3 6-Sided Dice: (6, 1, 5) = 12

Germany: 2 infantry
Original Roll String: 2d6
2 6-Sided Dice: (4, 6) = 10

Germany: 2 tanks
Original Roll String: 2d6
2 6-Sided Dice: (2, 5) = 7
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Post Post #205 (ISO) » Thu Sep 25, 2014 3:12 pm

Post by Thurhame »

United Kingdom scores 2 hits. Germany loses 2 infantry.
Germany scores 1 hit. United Kingdom loses 1 infantry.

Combat in Karelia: round 2


United Kingdom: 1 infantry (supported), 1 artillery
Original Roll String: 2d6
2 6-Sided Dice: (2, 6) = 8

United Kingdom: 1 tank, 2 fighters
Original Roll String: 3d6
3 6-Sided Dice: (5, 1, 1) = 7

Germany: 2 tanks
Original Roll String: 2d6
2 6-Sided Dice: (4, 2) = 6
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Post Post #206 (ISO) » Thu Sep 25, 2014 3:14 pm

Post by Thurhame »

United Kingdom scores 3 hits. The German forces are eliminated.
Germany scores 1 hit. United Kingdom loses 1 infantry.
United Kingdom captures Karelia with 1 artillery, 1 tank.
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Post Post #207 (ISO) » Thu Sep 25, 2014 3:14 pm

Post by DeathNote »

Those are some terribad rolls :(
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Post Post #208 (ISO) » Thu Sep 25, 2014 3:19 pm

Post by Thurhame »

Not really. 2-3 hits is what you would expect from that defense.

Combat in Anglo-Egypt: round 1


United Kingdom: 5 infantry
Original Roll String: 5d6
5 6-Sided Dice: (1, 1, 2, 1, 4) = 9

United Kingdom: 1 tank, 1 fighter
Original Roll String: 2d6
2 6-Sided Dice: (4, 4) = 8

United Kingdom: 1 bomber
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Germany: 3 infantry, 2 artillery
Original Roll String: 5d6
5 6-Sided Dice: (2, 5, 2, 2, 5) = 16
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Post Post #209 (ISO) » Thu Sep 25, 2014 3:21 pm

Post by Thurhame »

United Kingdom scores 4 hits. Germany loses 3 infantry, 1 artillery.
Germany scores 3 hits. United Kingdom loses 3 infantry.

Combat in Anglo-Egypt: round 2


United Kingdom: 2 infantry
Original Roll String: 2d6
2 6-Sided Dice: (2, 6) = 8

United Kingdom: 1 tank, 1 fighter
Original Roll String: 2d6
2 6-Sided Dice: (5, 1) = 6

United Kingdom: 1 bomber
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Germany: 1 artillery
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #210 (ISO) » Thu Sep 25, 2014 3:22 pm

Post by Thurhame »

United Kingdom scores 1 hit. The German forces are eliminated.
Germany scores no hits.
United Kingdom captures Anglo-Egypt with 2 infantry, 1 tank.
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Post Post #211 (ISO) » Thu Sep 25, 2014 3:31 pm

Post by DeathNote »

3 would have been average.

Also 3 out of 5 infantry hits :(
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Post Post #212 (ISO) » Thu Sep 25, 2014 3:34 pm

Post by DeathNote »

Actually... correct me if I am wrong but I think it would only been 4 infantry in Egypt, not 5. 3 from Jordan and 1 from Kenya.
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Post Post #213 (ISO) » Thu Sep 25, 2014 11:45 pm

Post by Thurhame »

3 from Jordan, 1 from Kenya, 1 from Persia.
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Post Post #214 (ISO) » Thu Sep 25, 2014 11:49 pm

Post by Thurhame »

Combat in India: round 1


United Kingdom: 2 infantry
Original Roll String: 2d6
2 6-Sided Dice: (1, 4) = 5

United Kingdom: 1 fighter
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Japan: 1 infantry
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #215 (ISO) » Thu Sep 25, 2014 11:50 pm

Post by Thurhame »

United Kingdom scores 2 hits. The Japanese infantry is eliminated.
Japan scores no hits.
United Kingdom captures India with 2 infantry.
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Post Post #216 (ISO) » Fri Sep 26, 2014 12:04 am

Post by Thurhame »

Noncombat Move

  • 2 fighters in Karelia - land to SZ 4
  • 1 carrier in SZ 3 - move to SZ 4
  • 1 bomber in Anglo-Egypt; 1 fighter in India - land to Caucasus
  • 1 fighter in Anglo-Egypt - land to SZ 34
  • 1 carrier in SZ 33 - move to SZ 34
  • 1 antiaircraft gun in Persia - move to India
  • 1 transport in SZ 30 - move to SZ 39; load 2 infantry from Australia; move to SZ 30

Placement

  • 2 infantry, 1 artillery, 1 tank, 1 fighter in United Kingdom
  • 1 destroyer in SZ 3
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Post Post #217 (ISO) » Fri Sep 26, 2014 12:05 am

Post by Thurhame »

Map update to come this evening.
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Post Post #218 (ISO) » Fri Sep 26, 2014 2:25 pm

Post by Thurhame »

Board is updated!
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Post Post #219 (ISO) » Fri Sep 26, 2014 3:14 pm

Post by DeathNote »

I want to move fighters from an aircraft carrier but I also want to move the aircraft carrier. Can I decide what happens first?

Also a carrier can hold 2 fighters or 1 bomber, correct?
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Post Post #220 (ISO) » Fri Sep 26, 2014 3:29 pm

Post by DeathNote »

Debating on destroying Americas fleet. I have done this once before and it backfired on me. But I have also let a fleet sit there before and that eventually destroyed me as well.

Axis is on such a time constraint it is hard to know which choice to make sometimes. If I kill the fleet, I have a few turns of bliss in the pacific, even if my fleet is gone. I won't have to stress about my transports and I can even start applying pressure to America about attacking them forcing them to build defensively instead of offensively. All of America is sitting in one spot for me and I don't know if I should risk it or not.

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Post Post #221 (ISO) » Fri Sep 26, 2014 3:32 pm

Post by DeathNote »

Not rolling for research

Buying:
2 transports
8 infantry

leaving me at 0

*tentative*

Still kinda thinking but I am pretty sure thats the best move right now. IC in land won't do as much as just shuffling more infantry in despite the lack of resistance so far.
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Post Post #222 (ISO) » Fri Sep 26, 2014 3:36 pm

Post by Thurhame »

In post 219, DeathNote wrote:I want to move fighters from an aircraft carrier but I also want to move the aircraft carrier. Can I decide what happens first?
Neither. Fighters launch at the beginning of their owner's turn, move entirely separately from their carriers, and land at the end of their owner's turn.

In post 219, DeathNote wrote:Also a carrier can hold 2 fighters or 1 bomber, correct?
A carrier can only hold 2 fighters; it can never hold bombers.
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Post Post #223 (ISO) » Fri Sep 26, 2014 3:45 pm

Post by DeathNote »

Hmm bummer. I couldn't remember if bombers could land on carriers. Ok so then my fighter on my carrier has an effective movement of 6 which means I can get quite a bit into this assault but I will also be sacrificing my bomber to do it.
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Post Post #224 (ISO) » Fri Sep 26, 2014 3:49 pm

Post by Thurhame »

No, fighters only have a move of four. For instance, your fighter in sz59 can only reach sz55, not the American mainland. You cannot have the carrier take it to sz 57 and then move it into the U.S., because it launches at the beginning of your turn in sz59.

Similarly, your Manchurian fighters cannot reach sz55 (five spaces). You cannot have them move to sz52, be picked up be a carrier, and carried into sz55; because they do not land until the end of your turn, after your place new units phase.
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