Axis & Allies Revised (Dead)

For completed/abandoned Mish Mash Games.
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Post Post #6 (isolation #0) » Fri Aug 22, 2014 7:09 am

Post by DeathNote »

/in if room. I have only ever played classic so I am not sure which edition I would go for. Any is fine I suppose
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Post Post #12 (isolation #1) » Sun Aug 24, 2014 8:08 am

Post by DeathNote »

I think random is probably best. I love playing Japan but I also don't want to play the same spot over and over lol. Just give me whatever.
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Post Post #36 (isolation #2) » Tue Aug 26, 2014 4:51 am

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Japan is going to work for the day and should be back in about 4 hours or so?

Probably wont be my turn but just letting you know.
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Post Post #40 (isolation #3) » Tue Aug 26, 2014 10:52 am

Post by DeathNote »

Gotta save dem tanks
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Post Post #46 (isolation #4) » Wed Aug 27, 2014 9:05 am

Post by DeathNote »

Since you are new Diplo and I am your partner, here is my advice.

You should buy 8 infantry and a transport to put in southern Europe. I hate to reveal what our intentions are but taking Africa is really important for you. The Axis have less income then the Allies so we need all the territory we can get while we have the numbers. Round 2 you can take Egypt easy if the UK is foolish enough to stick around.

But yeah, focus on them and maybe move in to Karelia since you have enough infantry to take the hits. Getting rid of Fighters is pretty important.

Overall, you need the transport to keep shipping units into Africa and take it as quickly as possible.
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Post Post #49 (isolation #5) » Wed Aug 27, 2014 11:13 am

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I just realized that Russia has long range aircraft now. Thats new!
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Post Post #62 (isolation #6) » Fri Aug 29, 2014 5:51 am

Post by DeathNote »

While it might be tempting to get Archangel, I wouldn't attack there yet.

Remember that you have fighters and bombers who could have helped in that attack.

Germany/Balkans/Ukraine all had air support that can attack with you and get back to their starting location. Just make sure you have infantry to support it.
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Post Post #63 (isolation #7) » Fri Aug 29, 2014 5:54 am

Post by DeathNote »

Noncombat moves should include you moving things to the boarder. Eastern Europe is safe for now so you can transfer those troops. Belorussia can't be attacked so they can move as well.

Algeria to Libya.

Southern Europe to Libya.

Germany to Norway maybe?

You have lots of infantry to put down in Southern and Germany so moving out those infantry there isn't a bad idea.
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Post Post #108 (isolation #8) » Sat Aug 30, 2014 5:22 am

Post by DeathNote »

What an aggressive UK. I might be able to turn my attention to taking out the middle east instead of Russia but either way, I have to get rid of that destroyer.
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Post Post #109 (isolation #9) » Sat Aug 30, 2014 1:07 pm

Post by DeathNote »

Let me know when you are done.
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Post Post #114 (isolation #10) » Sun Aug 31, 2014 7:59 am

Post by DeathNote »

Lets see. No factory in India and it is open for free infantry. He has two transports within striking range but I can't hunt those down yet.

I pretty much have free reign to put pressure on Russia and with UK consolidating forces in Middle East, we can sandwich them easily enough.

@Diplo- On your turn, you need to concentrate on infantry and just that. Defend France and take back norway. Keep the Allies forces low and defend by attacking if that makes sense. I don't want to tell you how to play so how you do that is up to you, but your primary goal is to survive long enough for me to help you win as you are fighting a war on three fronts and I have nearly free reign.
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Post Post #115 (isolation #11) » Sun Aug 31, 2014 8:02 am

Post by DeathNote »

Purchases

No research

Buy 2 transports and 3 infantry
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Post Post #116 (isolation #12) » Sun Aug 31, 2014 8:12 am

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Combat Move
\

Abbreviating Sea Zone SZ

1 infantry from Indochina to India
1 infantry from Indochina to China
3 infantry from Kwangtung to China
2 infantry from Manchuria to China
1 fighter from Indochina to China
1 fighter from Manchuria to China
1 fighter from Japan to China

Pearl Harbor!!!! (attacking carrier, fighter, sub)
1 fighter from SZ 37 (east indies) to SZ 52 (Hawaii)
1 Carrier (with 1 fighter) in SZ 50 to SZ 52
1 Destroyer from SZ 50 to SZ 52
1 sub from SZ 45 to SZ 52
1 Battleship from SZ 60 to SZ 52
1 Bomber from Japan to SZ 52

1 Battleship from SZ 37 to SZ 59 (attacking Destroyer)
1 Carrier (1 fighter) from SZ 37 to SZ 59 (attacking Destroyer)
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Post Post #117 (isolation #13) » Sun Aug 31, 2014 8:13 am

Post by DeathNote »

Going to think a bit before starting rolls.
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Post Post #119 (isolation #14) » Sun Aug 31, 2014 9:56 am

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Yeah should be a Battleship/carrier/fighter attacking that destroyer.
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Post Post #121 (isolation #15) » Sun Aug 31, 2014 4:34 pm

Post by DeathNote »

China round 1
Infantry
Original Roll String: 6d6
6 6-Sided Dice: (2, 2, 6, 1, 5, 2) = 18


Fighter
Original Roll String: 3d6
3 6-Sided Dice: (5, 4, 4) = 13



America
Infantry
Original Roll String: 2d6
2 6-Sided Dice: (3, 4) = 7

fighter
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #122 (isolation #16) » Sun Aug 31, 2014 4:38 pm

Post by DeathNote »

1 dead infantry for america.

China round 2
Infantry
Original Roll String: 6d6
6 6-Sided Dice: (2, 6, 4, 1, 1, 3) = 17


Fighter
Original Roll String: 3d6
3 6-Sided Dice: (3, 4, 6) = 13



America
Infantry
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

fighter
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #123 (isolation #17) » Sun Aug 31, 2014 4:38 pm

Post by DeathNote »

America is annihilated and Japan suffers two infantry losses.
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Post Post #124 (isolation #18) » Sun Aug 31, 2014 4:42 pm

Post by DeathNote »

Hawaii

fighter
Original Roll String: 2d6
2 6-Sided Dice: (4, 3) = 7


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


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


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


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


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



America

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


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


Fighter
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #125 (isolation #19) » Sun Aug 31, 2014 4:43 pm

Post by DeathNote »

3 is enough to destroy fleet.

America scores 2 hits. Japan loses submarine and 1 damage to Battleship.
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Post Post #126 (isolation #20) » Sun Aug 31, 2014 4:44 pm

Post by DeathNote »

Sea Zone 59

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


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


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


UK
Destroyer
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #127 (isolation #21) » Sun Aug 31, 2014 4:45 pm

Post by DeathNote »

Battleship takes one hit.

Destroyer is gone.

That ends combat.
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Post Post #128 (isolation #22) » Sun Aug 31, 2014 6:35 pm

Post by DeathNote »

Non Combat Moves


Move Bomber from Japan back to Japan.
Move both Fighters in SZ 52 to Carrier on SZ 52
Move transport (2 infantry from Japan) in SZ 60 to SZ 61. Unload Infantry in Manchuria.
Move 1 fighter from Manchuria in China to Japan.
Keep 2 fighters in China.
Keep all remaining attacking infantry in China.

Thats all non combat moves
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Post Post #129 (isolation #23) » Sun Aug 31, 2014 6:44 pm

Post by DeathNote »

Placement


3 infantry in Japan
2 transports in SZ 61
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Post Post #130 (isolation #24) » Sun Aug 31, 2014 6:45 pm

Post by DeathNote »

End Turn!

I gain 35 IPCs.
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Post Post #132 (isolation #25) » Mon Sep 01, 2014 7:12 am

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The two fighters can just land in Manchuria then.
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Post Post #140 (isolation #26) » Tue Sep 02, 2014 6:49 pm

Post by DeathNote »

BTW Diplo, I will give you my two cents again once it is your turn in case you were wondering why I didn't respond.
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Post Post #141 (isolation #27) » Tue Sep 02, 2014 6:56 pm

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You have no idea how badly I want to destroy SZ 55 now that you put a carrier there :(
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Post Post #150 (isolation #28) » Mon Sep 08, 2014 1:56 pm

Post by DeathNote »

Yeah what the hell!?!?!?!

Also, if he does show up, I am fine with the allies just taking over his spot.
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Post Post #161 (isolation #29) » Tue Sep 16, 2014 3:57 pm

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Hey Diplo, let me know when you are here and we can kinda discuss things.

I will review the board cause I don't remember everything off the top of my head.
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Post Post #162 (isolation #30) » Tue Sep 16, 2014 4:20 pm

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Ok so your first turn was set you up in a bad way. I didn't really pay all that much attention to it so it was just as much my fault. Recovering is going to be really difficult as the allies will keep putting pressure on you.

Luckily, they didn't play very aggressive towards me and I will be able to help you a turn or two quicker then I normally in. I just need you to survive long enough for me to help. Russia will be constantly losing supplies meaning less infantry to fight with.

America will still be a couple turns away from being extremely useful.

So what you need to concentrate at this point is 3 things:

1.) Continue taking Africa. With no IC being built in India or South Africa yet, that means you can put pressure and take it all without much contest. America might help but by the time they get there, you will have enough land to weaken Britain's economy. I will be pressing them as well meaning those few infantry that the UK does have there will soon be eliminated.

2.) You lost the Sea War which is terrible for us. If I had been paying attention, I would have asked you to take out a few key models. First turn sub/fighter raids on the UK fleet is devastating for them. Now you have no way of transporting troops to Africa so it will probably be in your best interest to eliminate that injured BB in SZ 14 with a couple fighters and bomber. You need to get transports there again even if it is just one.

3.) Bolster your defenses by taking easy territory. You have the option of taking an easy archangle/Norway/West Russia but taking them all will spread you too thin. What you go for is your decision. Remember you have the BBs to bombard and help take places like Norway. Odds are you wont have them for long but if things go alright, you may not need them.

As for things that you buy, you may need to just invest solely in infantry and replicate a Russia style defense. They are by far your most cost efficient unit. You can't make a transport in Southern Europe yet so that buy is out of the question. The best thing you can do is retreat from Ukraine into Eastern Europe and decide what you want to take from the three places listed above. The Russians will take Ukraine but won't likely blitz into Balkans unless they want to lose their tanks.

We can discuss moving units around after you purchase your units and figure out your attacks.
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Post Post #165 (isolation #31) » Wed Sep 17, 2014 5:35 am

Post by DeathNote »

Those are subs? They don't look like subs.
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Post Post #166 (isolation #32) » Wed Sep 17, 2014 5:47 am

Post by DeathNote »

Ok you want to take Norway? If so, you may need more then that to win. Don't be afraid to leave Karelia slightly undefended. You can move some infantry in there later from Belorussia. So long as you have about 3 infantry there, whatever amphibious assault that happens will be damaged enough for you to reclaim easily.

I suggest adding a few infantry to both the Norway assault and Archangel. Try to keep your tanks back and we can tactical them back towards eastern Europe. They hit pretty damn hard and once you have enough infantry to support them, countering that large army in Caus should be easy enough. Hopefully I will be there in time to help out once your forces are gathered. Make sure to use that bomber somewhere. I am thinking the BB is the best target for it as you really really want two hits on that first round of combat to prevent you from losing more then 1 fighter.

French africa is a great place to blitz too so that no one will kill that tank. If UK attacks your forces in Egypt, you will likely destroy most, if not all, of his forces. Unless he devotes all his air support then you two may come out even with you having a lone tank to wonder.
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Post Post #170 (isolation #33) » Wed Sep 17, 2014 12:19 pm

Post by DeathNote »

What Thurhame said is true. It is best to take territory using overwhelming numbers so as to prevent losses to your own troops. Essentially you want to destroy them all in 1 or 2 rounds.

Since those are subs, you are pretty much screwed with your navy meaning they will have easy access to constantly shuttling troops to your shores. Thats fairly devastating but not the end of the world. It might be worth spreading yours subs out and submerging them to at least make him waste turns picking them off.

Thats mostly all the advice I have right now and I am sure you can come up with a good plan of attack from here. You already seem to be on the right track.
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Post Post #175 (isolation #34) » Fri Sep 19, 2014 7:05 am

Post by DeathNote »

Bomber could help with killing the BB. The rest pretty much looks ok. I won't stress the minor details and let you work it out.

Good luck! :)
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Post Post #185 (isolation #35) » Sat Sep 20, 2014 4:28 pm

Post by DeathNote »

For your non-combat, moving everything out of Ukraine is obvious. Leave Balkans empty and stash them all in Eastern Europe.

There is no threat of him reaching Southern Europe yet so move those infantry to bolster France (Western Europe). Germany will receive a major reinforcement so put that infantry in eastern Europe.

Depending on what happens in Norway, I would say bolster Karelia a little from Belorussia as Belo still has a turn of relative safety.

You just need to consolidate your armies to prevent as much territory loss as possible while preparing a counter. Your tanks are very important and should have at least 3 infantry per tank. Next turn we can consider buying tanks to help strengthen your counter attack potential but it will really depend on how aggressive they are.
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Post Post #191 (isolation #36) » Mon Sep 22, 2014 7:12 am

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I understand your tactic of using 1 infantry in hopes of scoring a hit but the odds are against you killing anyone with just 1 infantry. Don't leave any forces in Ukraine and it usually isn't worth keeping units there unless you have 3 infantry or more because they will be guaranteed at least 1 hit with higher odds of surviving a first turn wipe.

Southern Europe is a good move.

Germany move is fair. No reason not too.
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Post Post #194 (isolation #37) » Tue Sep 23, 2014 7:58 am

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Yeah Tank blitz would mean Russia giving up whatever tanks went in. You could easily kill them.
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Post Post #197 (isolation #38) » Wed Sep 24, 2014 6:23 am

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Yes Germany is the most central and you can distribute them from there.
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Post Post #199 (isolation #39) » Wed Sep 24, 2014 1:40 pm

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He is obviously going to do that so you can just proceed assuming he will.
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Post Post #207 (isolation #40) » Thu Sep 25, 2014 3:14 pm

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Those are some terribad rolls :(
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Post Post #211 (isolation #41) » Thu Sep 25, 2014 3:31 pm

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3 would have been average.

Also 3 out of 5 infantry hits :(
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Post Post #212 (isolation #42) » Thu Sep 25, 2014 3:34 pm

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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 #219 (isolation #43) » Fri Sep 26, 2014 3:14 pm

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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 (isolation #44) » Fri Sep 26, 2014 3:29 pm

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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.

WHERES MY PARTNER I NEED HALLLPPPP
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Post Post #221 (isolation #45) » 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 #223 (isolation #46) » 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 #225 (isolation #47) » Fri Sep 26, 2014 4:39 pm

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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 (isolation #48) » 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 #228 (isolation #49) » Sat Sep 27, 2014 2:48 am

Post by DeathNote »

The bomber intends to die.
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Post Post #230 (isolation #50) » Sat Sep 27, 2014 4:52 am

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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 #232 (isolation #51) » 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 (isolation #52) » Sat Sep 27, 2014 3:24 pm

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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 (isolation #53) » 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 (isolation #54) » 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 (isolation #55) » 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 (isolation #56) » Sat Sep 27, 2014 3:30 pm

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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 #240 (isolation #57) » 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 (isolation #58) » Sun Sep 28, 2014 6:29 am

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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 (isolation #59) » Sun Sep 28, 2014 6:31 am

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

That ends combat
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Post Post #243 (isolation #60) » Sun Sep 28, 2014 6:35 am

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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 (isolation #61) » Sun Sep 28, 2014 6:36 am

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Place transports in SZ 60, everything else on Japan.

End Turn

GG
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Post Post #261 (isolation #62) » Wed Oct 01, 2014 5:09 pm

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Yeah games over.

Oh well.
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Post Post #266 (isolation #63) » Thu Oct 02, 2014 5:25 am

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In post 263, Thurhame wrote:
In post 261, DeathNote wrote:Yeah games over.

Oh well.

I'm willing to dispute this. Switch places with me.


Why dont you just take over axis and let Peregrine do Allies. I pretty much lost enthusiasm to play the game any longer. Decent allies would never lose in this situation as it is hard enough for the axis as is.

You are welcome to give it your best shot though.
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Post Post #269 (isolation #64) » Thu Oct 09, 2014 11:05 am

Post by DeathNote »

Good Game.

People should def play again, it is a fun game.
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