Axis & Allies Revised (Dead)

For completed/abandoned Mish Mash Games.
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Post Post #225 (ISO) » Fri Sep 26, 2014 4:39 pm

Post by DeathNote »

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.


that part just confused me then
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Post Post #226 (ISO) » Fri Sep 26, 2014 7:33 pm

Post by DeathNote »

Revised Purchase Order:


1 Fighter
2 Transports
4 Infantry

Leaving me with 2 left over.

Will preform combat moves tomorrow. I will be taking Sinkiang for sure as well as SFE and Bury. I am pretty committed to taking out that fleet outside of America. Worse case scenario, I only have a BB left but on average dice, I should kill the fleet in 2 turns and lose (hopefully) just the destroyer, a fighter or two, and my bomber. This would give me a Massive position in the pacific as he would only have two fighters to cause trouble with against my transports. That means picking up my infantry off the islands should be simple and I can put out more pressure without being scared of retaliation.

I say it buys me 2 turns from America and 3 or 4 turns for Germany.
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Post Post #227 (ISO) » Sat Sep 27, 2014 12:15 am

Post by Thurhame »

The bomber cannot reach the american fleet this turn. From Japan to sz55 is 4 spaces, and you don't own any territories within 2 spaces.

The units that can reach sz55 are:
destroyer, battleship, carrier, 2 fighters from sz52 (Hawaii)
1 fighter from Japan
1 fighter from sz59
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Post Post #228 (ISO) » Sat Sep 27, 2014 2:48 am

Post by DeathNote »

The bomber intends to die.
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Post Post #229 (ISO) » Sat Sep 27, 2014 4:28 am

Post by Thurhame »

The rules specifically prevent kamikaze attacks. You must have a valid landing planned for every plane you attack with.
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Post Post #230 (ISO) » Sat Sep 27, 2014 4:52 am

Post by DeathNote »

Wait really? I have been playing this game wrong a long time then. Kamikaze is sort of Japans thing, wtf?
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Post Post #231 (ISO) » Sat Sep 27, 2014 7:20 am

Post by Thurhame »

Yeah, it specifically states it on page 18 and again on page 26:
You cannot send air units on “suicide runs,” deliberately moving them into combat with no place to land afterward.
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Post Post #232 (ISO) » Sat Sep 27, 2014 3:13 pm

Post by DeathNote »

Whats the point of being japanese if I can't use their best strategy? Here we go.

Combat Moves:


4 infantry from China to Sinkiang
1 fighter from Manchuria to Sinkiang
1 bomber from Japan to Sinkiang

2 infantry from Japan onto transport in SZ 61 to SFE (Amphibious Assault)

2 infantry from Manchuria to Buryatia

Fleet in SZ 52 (BB, Carrier w/ 2 fighter, destroyer) to SZ 55
1 fighter from Japan to SZ 55
1 fighter from SZ 59 to SZ 55
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Post Post #233 (ISO) » Sat Sep 27, 2014 3:24 pm

Post by DeathNote »

Sea battle:
Japan
Original Roll String: 5d6
5 6-Sided Dice: (5, 5, 4, 6, 4) = 24

3s
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

1s
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

4s

USA
Original Roll String: 4d6
4 6-Sided Dice: (6, 5, 5, 3) = 19

3s
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

1s
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

4s
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Post Post #234 (ISO) » Sat Sep 27, 2014 3:26 pm

Post by DeathNote »

Wow I swear I did so many pre rolls and I always end up with 3 or 4 hits. 4s being the average... so much calculation and I roll that. None of my rolls gave me no hits... I freaking hate that so much.

Japan loses a fighter and takes a hit on the BB. Now I should probably just back but because I am pissed and hard headed, I am just going to lose my fleet and likely lose the game as consequence.

Original Roll String: 4d6
4 6-Sided Dice: (4, 5, 6, 4) = 19

Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

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


Original Roll String: 4d6
4 6-Sided Dice: (4, 6, 1, 4) = 15

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

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #235 (ISO) » Sat Sep 27, 2014 3:27 pm

Post by DeathNote »

1 fucking hit against the USA BB

I lose another fighter.

Original Roll String: 3d6
3 6-Sided Dice: (5, 6, 2) = 13

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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


Original Roll String: 4d6
4 6-Sided Dice: (5, 5, 1, 1) = 12

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #236 (ISO) » Sat Sep 27, 2014 3:30 pm

Post by DeathNote »

I lose my carrier/destroyer/fighter.

He will lose a transport and fighter/destroyer.

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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


Original Roll String: 3d6
3 6-Sided Dice: (3, 2, 3) = 8

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #237 (ISO) » Sat Sep 27, 2014 3:30 pm

Post by DeathNote »

My fleet is gone and he loses a fighter. Such bullshit. Going to go let off steam before doing other rolls.
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Post Post #238 (ISO) » Sun Sep 28, 2014 12:26 am

Post by Thurhame »

  1. Fighters defend on a 4, not a 3. Though it doesn't really matter for this battle, given the outcome.
  2. For a mixed fleet like this, there is no obviously absolute casualty order. Let Peregrine choose his own casualties.
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Post Post #239 (ISO) » Sun Sep 28, 2014 12:27 am

Post by Thurhame »

In post 221, DeathNote wrote: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.

I just noticed, you bought 10 units, but can only place 8 of them. If you want to change your buy, that's fine with me.
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Post Post #240 (ISO) » Sun Sep 28, 2014 6:27 am

Post by DeathNote »

Revised Purchase Order:

1 Fighter
2 Transports
4 Infantry

Leaving me with 2 left over.

^This was revised up above. Doesn't really matter anyways. This game is so over now.
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Post Post #241 (ISO) » Sun Sep 28, 2014 6:29 am

Post by DeathNote »

Japan
Original Roll String: 4d6
4 6-Sided Dice: (1, 3, 4, 1) = 9
1s
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
3s
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
4s

USA
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
2s
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Post Post #242 (ISO) » Sun Sep 28, 2014 6:31 am

Post by DeathNote »

Captured Sinkiang
Land fighter in French-indo
Land Bomber in Kwangtung

That ends combat
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Post Post #243 (ISO) » Sun Sep 28, 2014 6:35 am

Post by DeathNote »

Non Combat Moves:


3 infantry and 1 artillery in Japan load in transports and move to French-Indo.

1 Fighter from Manchuria to SZ 36 to land on Carrier.

1 Carrier and 1 BB move to SZ 36.

Non-Combat ends.
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Post Post #244 (ISO) » Sun Sep 28, 2014 6:36 am

Post by DeathNote »

Place transports in SZ 60, everything else on Japan.

End Turn

GG
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Post Post #245 (ISO) » Sun Sep 28, 2014 8:17 am

Post by Thurhame »

I'll update the map after U.S. selects their casualties from the sea battle.
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Post Post #246 (ISO) » Mon Sep 29, 2014 7:12 am

Post by PeregrineV »

In post 245, Thurhame wrote:I'll update the map after U.S. selects their casualties from the sea battle.


I lost the train of dice rolls. What did I have, how many hits did I take?
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Post Post #247 (ISO) » Mon Sep 29, 2014 1:14 pm

Post by Thurhame »

You had 1 transport, 1 destroyer, 1 battleship, 1 carrier, 2 fighters. You took 4 hits (3 casualties).
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Post Post #248 (ISO) » Tue Sep 30, 2014 6:25 am

Post by PeregrineV »

In post 247, Thurhame wrote:You had 1 transport, 1 destroyer, 1 battleship, 1 carrier, 2 fighters. You took 4 hits (3 casualties).


I'll take the transport, destroyer, and fighter as casualties.
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Post Post #249 (ISO) » Tue Sep 30, 2014 11:43 am

Post by Thurhame »

Board is updated.
Locked

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