Axis & Allies Revised (Dead)

For completed/abandoned Mish Mash Games.
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Axis & Allies Revised (Dead)

Post Post #0 (isolation #0) » Fri Aug 22, 2014 3:09 am

Post by Thurhame »

Image

Spoiler: Board
Image


Playerlist

  1. Aronis (
    Soviet Union
    )
  2. DiplomatDC (
    Germany
    )
  3. Thurhame (
    United Kingdom
    )
  4. DeathNote (
    Japan
    )
  5. PeregrineV (
    United States
    )


link to rulebook

Please keep all discussion in this thread. No private communication.

If you have any questions, I will do my best to answer them.
Last edited by Thurhame on Sat Oct 11, 2014 12:56 am, edited 29 times in total.
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Post Post #1 (isolation #1) » Fri Aug 22, 2014 3:12 am

Post by Thurhame »

Since there is no hidden stuff in Axis & Allies, I will be playing too.
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Post Post #3 (isolation #2) » Fri Aug 22, 2014 4:36 am

Post by Thurhame »

Huh, it shows up fine for me.

As for editions, here are the list of ones which cover the whole world (global):
  • Classic
  • Revised (first to use artillery and destroyers)
  • 50th Anniversary Edition (first to use cruisers; Italy is a separate power)
  • Spring 1942
  • Global 1940 (made by combining Pacific 1940 and Europe 1940; many differences from non-1940 games; Italy is a separate power)
  • 1941 (apparently highly simplified for casual players)
  • 1942 2nd Edition
  • Global 1940 2nd Edition (made by combining Pacific 1940 2nd Edition and Europe 1940 2nd Edition; many differences from non-1940 games; Italy is a separate power)
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Post Post #4 (isolation #3) » Fri Aug 22, 2014 4:39 am

Post by Thurhame »

Now the image isn't showing up for me either. I'll try to fix it.

EDIT: Fixed. I think.
Last edited by Thurhame on Fri Aug 22, 2014 4:49 am, edited 1 time in total.
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Post Post #8 (isolation #4) » Fri Aug 22, 2014 10:07 am

Post by Thurhame »

In post 7, PeregrineV wrote:Cruisers are meh, but once you add them why bother with battleships (unless battelships use 2 hit rule).
As far as I know, battleships are
always
2 hit, in every edition.

In post 7, PeregrineV wrote:I guess in the end, whichever set of rules or Frankerules we use, let's make sure they are posted and clarified before the start. (This will probably include me asking lots of dumb questions).
I will post a link to the official rulebook of whatever version we are using, and will happily answer any questions, even really dumb ones.
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Post Post #10 (isolation #5) » Sun Aug 24, 2014 5:46 am

Post by Thurhame »

That makes 5 players. Since there doesn't seem to be much preference, we'll go with the Revised edition. The rulebook can be found here.

The playable powers are the Soviet Union, Germany, the United Kingdom, Japan, and the United States. If you have a preference, post it here; otherwise, or if your choice conflicts with someone else's, I'll assign one randomly.
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Post Post #14 (isolation #6) » Mon Aug 25, 2014 11:00 am

Post by Thurhame »

Here are the results of the randomizer:
  1. Aronis (
    Soviet Union
    )
  2. DiplomatDC (
    Germany
    )
  3. Thurhame (
    United Kingdom
    )
  4. DeathNote (
    Japan
    )
  5. PeregrineV (
    United States
    )
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Post Post #15 (isolation #7) » Mon Aug 25, 2014 11:14 am

Post by Thurhame »

Aronis, you may take your first turn.


In the interest of keeping the game moving, the attacker can just go ahead and roll all combat dice in situations where the defender's casualty order is obvious (for instance, all land units + fighters, or only one unit / type of unit). In other combats, the defender should provide a casualty order list wherever possible (i.e. when it doesn't depend on attackers casualties, etc.) so the attacker can just roll the rest of the dice. If the defender does not respond at all within 48 hours, the attacker may assume a natural casualty order (usually this means lowest power units first).
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Post Post #16 (isolation #8) » Mon Aug 25, 2014 11:22 am

Post by Thurhame »

^To provide a concrete example, if Aronis (USSR) attacks West Russia, the defender's casualty order will obviously be 3 infantry -> artillery -> tank, so Aronis can go ahead and roll all the dice without waiting for Diplomat.
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Post Post #17 (isolation #9) » Mon Aug 25, 2014 11:25 am

Post by Thurhame »

One other thing: Since we're simulating a board game, all discussion of strategies and such with your teammates should go in this thread.
No
private communication.
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Post Post #23 (isolation #10) » Mon Aug 25, 2014 12:40 pm

Post by Thurhame »

HOLD IT!
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Post Post #24 (isolation #11) » Mon Aug 25, 2014 12:53 pm

Post by Thurhame »

The Order of a Turn
  1. Develop Weapons
  2. Purchase Units
    • You must purchase
      all
      your units here. Do
      NOT
      place them yet!

  3. Combat Move
    • You must make
      all
      your combat-related movement here, before
      any
      dice are rolled.

  4. Conduct Combat
  5. Noncombat Move
  6. Mobilize New Units
    • Now
      you may place the units you purchased back in round 2, within restrictions.

  7. Collect Income


Each of these seven phases has its own section in the rulebook. Please read them carefully. If you have questions, or if you would like me to summarize anything for you, please ask. I will be happy to help.
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Post Post #25 (isolation #12) » Mon Aug 25, 2014 1:08 pm

Post by Thurhame »

Phase 2 - Purchase UnitsUnits purchased in this phase are placed in the Mobilization Zone. They will not be placed on the board until Phase 6 - Mobilize New Units. Also note that you will only be able to place them in territories with Industrial Complexes (or for naval units, in sea zones adjacent to those territories).

Available Units

  • Infantry (1 attack, 2 defense, 1 move) - 3 IPCs
  • Artillery (2 attack, 2 defense, 1 move, supports infantry) - 4 IPCs
  • Tank (3 attack, 3 defense, 2 move) - 5 IPCs
  • Fighter (3 attack, 4 defense, 4 move) - 10 IPCs
  • Bomber (4 attack, 1 defense, 6 move, can conduct bombing raids) - 15 IPCs
  • Submarine (2 attack, 2 defense, 2 move, first strike, can submerge) - 8 IPCs
  • Destroyer (3 attack, 3 defense, 2 move, negates enemy submarine abilities) - 12 IPCs
  • Battleship (4 attack, 4 defense, 2 move, takes 2 hits to destroy) - 24 IPCs
  • Transport (0 attack, 1 defense, 2 move, can carry land units) - 8 IPCs
  • Carrier (1 attack, 3 defense, 2 move, can carry fighters) - 16 IPCs
  • Antiaircraft Gun (1 move, can defend against aircraft, can be captured) - 5 IPCs
  • Industrial Complex (allows new units to be placed in its territory, can be captured) - 15 IPCs
Last edited by Thurhame on Mon Aug 25, 2014 1:15 pm, edited 1 time in total.
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Post Post #26 (isolation #13) » Mon Aug 25, 2014 1:13 pm

Post by Thurhame »

After spending 10 IPCs on research, Aronis has 14 IPCs remaining, which he can spend on the above units. While he can certainly buy 2 infantry for 6 IPCs (the remaining 8 IPCs will carry over to the next turn), he cannot place them in Archangel. They must stay in the mobilization zone until the end of the turn when he may place them in Russia and/or Caucasus.
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Post Post #30 (isolation #14) » Mon Aug 25, 2014 11:07 pm

Post by Thurhame »

The Russians all miss. The Germans kill two of the Russian infantry. Either retreat or keep rolling.

If you retreat, you can retreat to either Archangel or Russia (since those are the territories your attacking units came from), but all the attacking units must go to the same territory - you cannot split them.
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Post Post #39 (isolation #15) » Tue Aug 26, 2014 10:45 am

Post by Thurhame »

In post 33, Aronis wrote:
Original Roll String: 3d6 (STATIC)
3 6-Sided Dice: (3, 4, 2) = 9


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


Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (5) = 5
In post 34, Aronis wrote:So another dead infantry. :(

That's TWO hits - Infantry defend on a 2.

So as of this post, Russia has two tanks left, and Germany has 1 infantry 1 tank 1 artillery left. I suggest retreating.
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Post Post #42 (isolation #16) » Tue Aug 26, 2014 12:27 pm

Post by Thurhame »

No noncombat move?

At the very least, I suggest you move your reserves (Kazakh, Novosibirsk, Evenki National Okrug) forward into Russia/Caucasus, and pull back from Leningrad (Karelia).
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Post Post #44 (isolation #17) » Tue Aug 26, 2014 11:17 pm

Post by Thurhame »

Well, if you don't want to do anything else, then after you collect your 24 IPCs its Germany's turn.

Diplomat, since it's your first time playing, would you like me to walk you through how to take a turn?
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Post Post #47 (isolation #18) » Wed Aug 27, 2014 10:58 am

Post by Thurhame »

In post 46, DeathNote wrote: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.

^And that is why I suggested pulling out of Karelia.
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Post Post #48 (isolation #19) » Wed Aug 27, 2014 11:01 am

Post by Thurhame »

In post 45, DiplomatDC wrote:Well, I tried reading the rules and strategy tips. Roughly it is Buy tech-------> Buy Units ------> Combat -----> Non-Combat Moves -----> Income and place units, right?
What I'm not too sure now is about what units I have in my territories to work with, can you give me a rundown on that?

I've updated the map in the first post; you can see everything there.

Your list is not quite correct. It is missing Combat Move (between purchases and Combat). If you want a unit to participate in one of your attacks, you need to move it during Combat Move, before
any
combat is initiated. Once you've moved all the units you want to attack with into all the areas you want to attack, then you can do Combat.
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Post Post #51 (isolation #20) » Wed Aug 27, 2014 12:03 pm

Post by Thurhame »

Thanks, though it's just a screenshot from TripleA, the engine I'm using to follow the game with.
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Post Post #56 (isolation #21) » Fri Aug 29, 2014 12:20 am

Post by Thurhame »

In post 54, DiplomatDC wrote:Not doing it yet but what happens when I invade Karelia from East Europe?

Step 1: During the Combat Move, move the units you want to invade with into Karelia. They will sit there until you are done with Combat Move. You can make other moves as well, such as moving additional units into Karelia from other territories, or making additional attacks. You can make as many combat moves as you like, under the following restrictions:
  • Each unit may only participate in one attack during the turn.
  • Each unit may only move up to its maximum Move during the turn. Most land units have a move of 1, tanks and sea units have a move of 2, fighters have a move of 4 and bombers have a move of 6.
  • Each unit you move during Combat Move must enter an enemy territory or a sea zone with enemy units during its move (with the exception of transports/battleships making amphibious assaults). Additionally, entering an area with enemy units (even if that unit is just a factory) immediately ends a land or sea unit's move, even if it would have had movement left.
  • Any land or sea unit you move during Combat Move cannot move during Noncombat Move.
  • Transports can load land units during this phase up to their maximum capacity (1 of any unit + 1 infantry), as long as the unit(s) have not moved. Being carried on a transport counts as the unit's entire move for the turn.
  • A transport can unload its units into an enemy territory. This is called an amphibious assault. Unloading ends a transport's move.
  • A transport making an amphibious assault can, but does not need to, participate in a battle itself.
  • A battleship can participate in an amphibious assault (bombardment) provided there are no enemy ships forcing it to participate in a sea battle instead.
  • Air units must end their combat move in an area with enemy units, with enough movement left over to land in a friendly territory during Noncombat Move. Only territories you have owned from the beginning of the turn are valid landing sites; you may not land in a territory you just captured this turn.
  • Fighters may land on a friendly carrier instead, as long as the fighter and the carrier end their move in the same sea zone.
  • Whenever an air unit enters (flies over) a territory with an enemy antiaircraft gun, the aa gun rolls one die. On a roll of 1, the air unit is destroyed. There is no limit to the number of air units an aa gun can shoot at in a turn. If the air unit flies over multiple aa guns, they all get to fire.
  • Air units may not capture territories.


Step 2: During Combat, resolve combat in each area that contains both your units and enemy units. For instance, if you had combat moved all units from Eastern Europe (2 infantry 1 tank 1 fighter) and Norway (3 infantry 1 fighter) into Karelia, then you would resolve combat there as 5 infantry 1 tank 2 fighters vs. 3 infantry 1 fighter. Each combat is resolved separately, and you must finish one combat before beginning the next. A combat is resolved as follows:
  • Each combat consists of a number of rounds. At the end of each round, if there are still units on both sides, the attacker may choose to retreat.
  • Each round, each unit on each side gets to roll a die. If that die is less than or equal to the unit's Attack (for an attacking unit) or Defense (for a defending unit), that unit scores a hit.
  • The attacker rolls for all his units first. After he rolls, the defender chooses one casualty for each of the attacker's hits. Then the defender rolls for all his units (including the casualties), and the attacker chooses casualties. Finally, all casualties are removed.
  • If the attacker decides to retreat, he must retreat all his units. The land or sea units must all retreat to the same area, and must retreat to an area from which at least one of them came. Air units stay put; they will land during Noncombat Move. Exception: If the combat included at least one amphibious assault, then only the air units retreat. All land units (even ones that didn't come from an amphibious assault) must fight to the bitter end.
  • Submarines, both the attacker's and the defender's, get to fire first in each round. Their casualties get removed before the rest of the units can roll, unless an enemy destroyer is present.
  • Submarines can submerge at the end of a round, unless an enemy destroyer is present. This essentially retreats them, but does not require any other units to retreat, and they remain in the same sea zone. If a defending submarine submerges, it will not block enemy noncombat movement this turn.
  • Battleships supporting an amphibious assault get to fire once at the beginning of combat. Their casualties are removed before the first round begins.
  • Battleships take two hits to destroy. The first time a battleship would be taken as casualty, mark it as damaged instead. It does not become a casualty to be removed until it takes a second hit. At the end of combat, if it was not destroyed, it is fully repaired.
  • Antiaircraft guns and factories do not participate in combat and may never be chosen as casualties. If the territory they are in is captured, they become the property of the attacker.
  • If a transport making an amphibious assault is also part of a sea battle, the sea battle must be resolved first before the land battle. If the transport is destroyed, the land units it is carrying are also destroyed and may not participate in the land battle. If the transport retreats, its land units must stay on board and may not participate in the land battle.
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Post Post #64 (isolation #22) » Fri Aug 29, 2014 11:17 am

Post by Thurhame »

How many times do I have to say this? ALL MOVEMENT OF UNITS INTO COMBAT MUST BE DONE BEFORE ANY COMBAT IS RESOLVED!!!

In this case: Diplomat wants to attack Karelia with the units in Eastern Europe, Belorussia, and Norway. He is also considering other attacks, but is not sure what they should be.

Diplomat moves 2 infantry 1 tank 1 fighter from Eastern Europe into Karelia. He DOES NOT ROLL ANY DICE YET.
Diplomat moves 3 infantry from Belorussia into Karelia. He DOES NOT ROLL ANY DICE YET.
Diplomat moves 3 infantry 1 fighter from Norway into Karelia. He DOES NOT ROLL ANY DICE YET.
Once he has decided on all his attacks and moved all his units accordingly, THEN he can begin combat.
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Post Post #65 (isolation #23) » Fri Aug 29, 2014 11:36 am

Post by Thurhame »

Diplomat can now:
  • Support the combat in Karelia by moving additional units in.
  • Move units to make other attacks. DO NOT ROLL DICE YET!
  • End his Combat Move now and commence combat in Karelia with Germany's 8 infantry 1 tank 2 fighters vs. Russia's 3 infantry 1 fighter. Diplomat will then be
    done
    with combat move - he will not be able to make any other attacks. This is your
    FINAL WARNING
    .
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Post Post #70 (isolation #24) » Fri Aug 29, 2014 11:53 pm

Post by Thurhame »

In post 67, DiplomatDC wrote:3 hits landed for Germany, 1 for Russia. And that air support... Right. Crap.

7 Infantry:
1 Tank:
1 Fighter:

Russian Fighter:

1 fighter? I thought there were two.
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Post Post #71 (isolation #25) » Sat Aug 30, 2014 12:05 am

Post by Thurhame »

In post 69, DiplomatDC wrote:My bad, air units can't land in newly captured territories, fixing it later

Yup. You'll have to find different destinations for your bomber, western fighter, and the two fighters in Karelia.
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Post Post #72 (isolation #26) » Sat Aug 30, 2014 12:19 am

Post by Thurhame »

In post 68, DiplomatDC wrote:Use Transport in SZ 5 to move 2 Infantry to Norway

2 infantry from where? I assume Germany, but I just want to make sure.
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Post Post #74 (isolation #27) » Sat Aug 30, 2014 2:21 am

Post by Thurhame »

I'll begin my turn in a bit.
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Post Post #75 (isolation #28) » Sat Aug 30, 2014 2:45 am

Post by Thurhame »

Well, I'm faced with an unusual position here. Russia's much more on the ropes than normal this early, but my Mediterranean fleet sits completely untouched (instead of the usual completely annihilated).

Let's see if we can't make use of that.
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Post Post #77 (isolation #29) » Sat Aug 30, 2014 3:15 am

Post by Thurhame »

Production

2 infantry, 1 artillery, 1 carrier
4 IPCs left over
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Post Post #78 (isolation #30) » Sat Aug 30, 2014 3:21 am

Post by Thurhame »

Combat Move

load 1 tank from Eastern Canada to transport in sea zone 1; move to sea zone 2
load 2 infantry 1 artillery from United Kingdom to transports in sea zone 2
move 2 transports 1 battleship from sea zone 2 to sea zone 3; amphibious assault on Norway
move 1 fighter from United Kingdom to Norway
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Post Post #79 (isolation #31) » Sat Aug 30, 2014 3:23 am

Post by Thurhame »

Combat Move

move 1 fighter from United Kingdom to Sea Zone 8 (attacking the lone German sub)
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Post Post #80 (isolation #32) » Sat Aug 30, 2014 3:25 am

Post by Thurhame »

Combat Move

Attack sea zone 14 (Germany's Mediterranean fleet) with:
1 bomber from United Kingdom
1 battleship from sea zone 13
1 destroyer from sea zone 15
1 fighter from Ango-Egypt
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Post Post #81 (isolation #33) » Sat Aug 30, 2014 3:29 am

Post by Thurhame »

Combat Move

move 1 destroyer from sea zone 35 (off India) to sea zone 59 (Japanese transport along Asian coast)
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Post Post #82 (isolation #34) » Sat Aug 30, 2014 3:31 am

Post by Thurhame »

Combat Move

move 1 submarine from sea zone 40 (SE coast of Australia) to sea zone 45 (Japanes sub off Solomon Islands)
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Post Post #83 (isolation #35) » Sat Aug 30, 2014 3:31 am

Post by Thurhame »

End Combat Move
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Post Post #84 (isolation #36) » Sat Aug 30, 2014 3:39 am

Post by Thurhame »

Combat in Norway: bombardment


1 battleship
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #85 (isolation #37) » Sat Aug 30, 2014 3:42 am

Post by Thurhame »

Combat in Norway: round 1


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

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

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

Germany: 2 infantry
Original Roll String: 2d6
2 6-Sided Dice: (5, 2) = 7
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Post Post #86 (isolation #38) » Sat Aug 30, 2014 3:45 am

Post by Thurhame »

United Kingdom scores 3 hits, annihilating the German force.
Germany scores 1 hit. United Kingdom loses 1 infantry.
United Kingdom captures Norway with 1 infantry, 1 artillery, 1 tank, 1 fighter remaining.
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Post Post #87 (isolation #39) » Sat Aug 30, 2014 3:46 am

Post by Thurhame »

Combat in Sea Zone 8: round 1


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

Germany: 1 submarine
submarines can't hit air units
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Post Post #88 (isolation #40) » Sat Aug 30, 2014 3:47 am

Post by Thurhame »

United Kingdom scores 1 hit. The German submarine dies.
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Post Post #89 (isolation #41) » Sat Aug 30, 2014 3:52 am

Post by Thurhame »

Combat in Sea Zone 14: round 1 attacking units fire


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

United Kingdom: 1 battleship, 1 bomber
Original Roll String: 2d6
2 6-Sided Dice: (5, 5) = 10
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Post Post #90 (isolation #42) » Sat Aug 30, 2014 3:52 am

Post by Thurhame »

United Kingdom scores one hit. The German battleship is damaged.
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Post Post #91 (isolation #43) » Sat Aug 30, 2014 3:53 am

Post by Thurhame »

Combat in Sea Zone 14: round 1 defending units fire


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

Germany: 1 battleship
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #92 (isolation #44) » Sat Aug 30, 2014 3:54 am

Post by Thurhame »

Germany scores zero hits.
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Post Post #93 (isolation #45) » Sat Aug 30, 2014 3:55 am

Post by Thurhame »

Combat in Sea Zone 14: round 2 attacking units fire


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

United Kingdom: 1 battleship, 1 bomber
Original Roll String: 2d6
2 6-Sided Dice: (4, 5) = 9
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Post Post #94 (isolation #46) » Sat Aug 30, 2014 3:57 am

Post by Thurhame »

United Kingdom scores 2 hits.

@Diplomat:
I assume you want to take those hits on your transports? (They will still get to shoot back this round.)
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Post Post #96 (isolation #47) » Sat Aug 30, 2014 4:09 am

Post by Thurhame »

Combat in Sea Zone 14: round 2 defending units fire


Germany: 2 transports
Original Roll String: 2d6
2 6-Sided Dice: (1, 6) = 7

Germany: 1 battleship
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #97 (isolation #48) » Sat Aug 30, 2014 4:10 am

Post by Thurhame »

Germany scores 1 hit. The British battleship is damaged.
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Post Post #98 (isolation #49) » Sat Aug 30, 2014 4:12 am

Post by Thurhame »

Combat in Sea Zone 14: round 3


United Kingdom: 1 destroyer, 1 fighter
Original Roll String: 2d6
2 6-Sided Dice: (5, 5) = 10

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

Germany: 1 battleship
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #99 (isolation #50) » Sat Aug 30, 2014 4:13 am

Post by Thurhame »

United Kingdom scores 1 hit. The German battleship is destroyed.
Germany scores 1 hit. United Kingdom loses its destroyer.
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Post Post #100 (isolation #51) » Sat Aug 30, 2014 4:15 am

Post by Thurhame »

Combat in Sea Zone 59: round 1


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

Japan: 1 transport
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #101 (isolation #52) » Sat Aug 30, 2014 4:15 am

Post by Thurhame »

United Kingdom scores 1 hit. Japan's transport is destroyed.
Japan scores 0 hits.
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Post Post #102 (isolation #53) » Sat Aug 30, 2014 4:18 am

Post by Thurhame »

Combat in Sea Zone 45: round 1


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

Japan: 1 submarine
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #103 (isolation #54) » Sat Aug 30, 2014 4:18 am

Post by Thurhame »

United Kingdom scores 0 hits.
Japan scores 1 hit. United Kingdom's submarine is destroyed.
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Post Post #104 (isolation #55) » Sat Aug 30, 2014 4:27 am

Post by Thurhame »

Noncombat Move

Land both fighters from United Kingdom back in United Kingdom.
Land both Mediterranean planes in Caucasus.
Move the Indian fleet's fighter to Caucasus.
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Post Post #105 (isolation #56) » Sat Aug 30, 2014 4:32 am

Post by Thurhame »

Noncombat Move

Move the Australian transport to sea zone 30 (no cargo).
Move the Indian transport to sea zone 33 (no cargo).
Move the South African infantry to Kenya.
Move everything in Anglo-Egypt to Trans-Jordan.
Move the Persian infantry to Trans-Jordan.
Move everything in India to Persia.
Move the Indian carrier to sea zone 15.
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Post Post #106 (isolation #57) » Sat Aug 30, 2014 4:52 am

Post by Thurhame »

I'm not sure what to do with my Canadian infantry. I'd have to give up a turn with one of my transports to bring it over, and with Russia on the ropes I'm not sure I want to risk that delay. I'm already slowed down by buying a carrier instead of a third transport - for some reason it hadn't occured to me that Russia's sub could block the German fleet.

Peregrine, I'll leave it to you. If you plan to send your Pacific transport over here to Europe, my man can hitch a ride. If you think you can use him in the Pacific, same. Otherwise I'll march him East to await an Atlantic ride - either when I get a free transport or if one of yours has room. Or, if you like, I can leave him to help defend you against Japanese landings.
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Post Post #107 (isolation #58) » Sat Aug 30, 2014 4:56 am

Post by Thurhame »

Noncombat Move

Amendment: I'm keeping the Indian carrier with the Indian transport (in sea zone 33).
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Post Post #110 (isolation #59) » Sat Aug 30, 2014 1:29 pm

Post by Thurhame »

Noncombat Move

canadian infantry to east canada
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Post Post #111 (isolation #60) » Sun Aug 31, 2014 5:59 am

Post by Thurhame »

sorry; got interrupted last night in the middle of finishing up
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Post Post #112 (isolation #61) » Sun Aug 31, 2014 6:04 am

Post by Thurhame »

Placement

2 infantry 1 artillery in United Kingdom
1 carrier in sea zone 3 (loaded with 2 fighters from United Kingdom)
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Post Post #113 (isolation #62) » Sun Aug 31, 2014 6:06 am

Post by Thurhame »

End of Turn

United Kingdom collects 33 IPCs, for a total of 37.
Board updated.
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Post Post #118 (isolation #63) » Sun Aug 31, 2014 9:10 am

Post by Thurhame »

In post 116, DeathNote wrote:1 Carrier (1 fighter) from SZ 37 to SZ 59 (attacking Destroyer)

Does this mean both the carrier and the fighter are moving?
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Post Post #131 (isolation #64) » Sun Aug 31, 2014 11:48 pm

Post by Thurhame »

In post 128, DeathNote wrote:
Non Combat Moves

  1. Move both Fighters in SZ 52 to Carrier on SZ 52
  2. Keep 2 fighters in China.
  3. Keep all remaining attacking infantry in China.

  1. This does not require any move. Since the fighters are in the same sea zone as the carrier, they will automatically land at the end of the turn.
  2. This is
    illegal
    . Air units cannot land in a territory you captured this turn. Please fix.
  3. Since the infantry used their move to enter China, they can't leave anyway.
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Post Post #133 (isolation #65) » Mon Sep 01, 2014 7:36 am

Post by Thurhame »

Board updated. It is now Peregrine's turn.
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Post Post #137 (isolation #66) » Tue Sep 02, 2014 10:57 am

Post by Thurhame »

In post 135, PeregrineV wrote:1 Battleship- Sea Zone 10 to Sea Zone 8
That's not a battleship; that's a destroyer.
You also have a second destroyer in sea zone 20 that you might want to move.

In post 135, PeregrineV wrote:1 Infantry- Sinkiang to Novosibirsk
I would suggest retreating both infantry, rather than just one. Anything left in Sinkiang will simply be slaughtered by Japan's advance, and since there aren't any tanks there's no need to block.
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Post Post #138 (isolation #67) » Tue Sep 02, 2014 11:01 am

Post by Thurhame »

@Aronis:

  • Do NOT stack West Russia. It is a deathtrap.
  • Leave one infantry in Archangel to block. Take West Russia with 2 infantry 1 fighter (land in Caucasus). Stack as much as you can in Caucasus, to prepare to counterattack.
  • Retreat your eastern units to Yakut, otherwise Japan will simply destroy them from the sea.
  • Move your submarine to join my fleet.
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Post Post #139 (isolation #68) » Tue Sep 02, 2014 12:22 pm

Post by Thurhame »

@Peregrine:

I see you only have a tank for your new transport. Are you planning to stop in sz1 to pick up my canadian infantry? (If so, thanks!)
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Post Post #144 (isolation #69) » Tue Sep 02, 2014 11:46 pm

Post by Thurhame »

In post 142, PeregrineV wrote:
In post 137, Thurhame wrote:
In post 135, PeregrineV wrote:1 Infantry- Sinkiang to Novosibirsk
I would suggest retreating both infantry, rather than just one. Anything left in Sinkiang will simply be slaughtered by Japan's advance, and since there aren't any tanks there's no need to block.

Yeah, but he's attacking at a 1. I'll go for a little luck.

Yeah, but he has four infantry to your one. Even if he doesn't use planes, he has a 97% chance of victory, with a ~50-50 shot of taking it with no casualties. Even one plane makes it far worse. You'd need a
lot
of luck. That infantry would be far more useful with its friend in Novosibirsk.

I'll update the map later; I have to get to work.
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Post Post #148 (isolation #70) » Wed Sep 03, 2014 1:28 pm

Post by Thurhame »

The board image didn't upload to imgur properly, so we're stuck with an older image for now. Fortunately, the only thing its missing is the Panama destroyer's move.

If Peregrine is done, that makes it Aronis's turn.
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Post Post #149 (isolation #71) » Mon Sep 08, 2014 1:41 pm

Post by Thurhame »

Aronis is prodded.
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Post Post #151 (isolation #72) » Wed Sep 10, 2014 10:51 am

Post by Thurhame »

It's been two days since he replied to my prod with "I'll get to it in a few hours." I think we should go with DeathNote's suggestion.
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Post Post #152 (isolation #73) » Wed Sep 10, 2014 10:55 am

Post by Thurhame »

Proposing move for Soviet Union:
purchases - 4 infantry 3 artillery
combat move - attack West Russia with 1 inf from Archangel and 1 inf 1 fighter from Russia

Does this look good to you, Peregrine?
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Post Post #155 (isolation #74) » Thu Sep 11, 2014 12:37 pm

Post by Thurhame »

Combat in West Russia - Round 1


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

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

Germany - 1 infantry
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #156 (isolation #75) » Thu Sep 11, 2014 12:38 pm

Post by Thurhame »

Russia gets 2 hits, killing the defender.
Germany gets no hits.
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Post Post #157 (isolation #76) » Thu Sep 11, 2014 12:44 pm

Post by Thurhame »

Proposing noncombat move:

2 tanks from Archangel to Caucasus
all ground forces in Russia to Caucasus
fighter lands in Caucasus
infantry in Buryatia and Soviet Far East to Yakut
submarine to sz3

place 1 infantry 3 artillery in Caucasus
place 3 infantry in Russia

If Peregrine likes this, then it will be Diplomat's turn.
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Post Post #160 (isolation #77) » Tue Sep 16, 2014 2:14 pm

Post by Thurhame »

Board is updated.
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Post Post #163 (isolation #78) » Wed Sep 17, 2014 12:00 am

Post by Thurhame »

In post 162, DeathNote wrote: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.
Battleships repair after combat in Revised, so it's not injured anymore.

In post 162, DeathNote wrote:Remember you have the BBs to bombard and help take places like Norway.
Germany doesn't have any battleships left. It's entire fleet is now the destroyer / transport / 2 subs in sz5.
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Post Post #167 (isolation #79) » Wed Sep 17, 2014 11:15 am

Post by Thurhame »

@Deathnote: Yeah, Germany's subs look weird in this engine. Sorry about the confusion.

@Diplomat: By the way, BB is short for battleship, in case you were confused. Similarly, DD means destroyer and TT means transport. I
think
CV is carrier and UU is sub, but don't quote me on that - I haven't spent much time on A&A discussion forums. Don't be afraid to ask DeathNote if there's anything you don't understand about his terminology.
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Post Post #168 (isolation #80) » Wed Sep 17, 2014 11:54 am

Post by Thurhame »

About the proposed 3 infantry 1 tank attack on Norway: For comparison, those units have attack strengths of 1,1,1,3; while my defenders have defense strengths of 2,2,3. That's in your favor, but only slightly - luck would play a big role. While I'm not going to help you figure out what you
should
do (being your opponent and all), as a more experienced player to a beginner, I'll let you know that in this game you usually want to attack with as superior a force as reasonably possible.

(Where "reasonably possible" means everything you don't need elsewhere more. For instance, on turn 1 Aronis should have attacked West Russia with nearly everything in range, not just a handful, since that was the only attack he made and nearly every piece that was useful elsewhere was just as useful in West Russia.)

The other piece of advice I have for you is: Always watch for counterattacks. A counterattack can often be a better defense than straight-up defending a territory, because you don't have to spread yourself as thin, but this applies to your enemies as well. Whenever you are considering attacking a territory, look not just at the defenders but also at the units that can counterattack after you take the territory. For instance, when I took Norway, I didn't just consider my 2inf/1art/1tank/2fgt vs. your 2inf; I also considered that you can counterattack with 8inf/3tank plus planes. I knew it was a horrible attack and only went ahead with it because it draws those units away from Russia, giving it some breathing room.
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Post Post #169 (isolation #81) » Wed Sep 17, 2014 11:57 am

Post by Thurhame »

For more examples of superior force, take a look at DeathNote's turn 1.
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Post Post #173 (isolation #82) » Thu Sep 18, 2014 12:29 pm

Post by Thurhame »

Correct. Battleships (and destroyers if you have the Combined Bombardment tech) get one shot, at the beginning of the battle, only if they did not participate in a sea combat that turn. Since Diplomat has no battleships and no CB tech, his ships can't affect the land battle.
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Post Post #176 (isolation #83) » Fri Sep 19, 2014 12:39 pm

Post by Thurhame »

In post 174, DiplomatDC wrote:Buids as probably 13 infantry
This would leave you with 4 IPCs left over, so if you'd like you can add an artillery or another infantry to that buy.

In post 174, DiplomatDC wrote:Use 2 Ukrainian fighters + 2 Belorussia fighters to take down the SZ 14 fleets (landing probably in S.Europe if allowed)
The Belorussia fighters must land in Southern Europe or Libya, since they only have 1 movement point left after moving 3 spaces to attack. The Ukraine fighters only move 2 spaces to attack, so they can then move up to 2 spaces to land - i.e. they can reach Algeria, Libya, Western Europe, Southern Europe, Germany, Balkans, or Ukraine. If the bomber (6 move) joins, it moves 3 spaces to attack and then can move up to 3 spaces to land - i.e. it can reach any territory you own except Karelia.

In post 174, DiplomatDC wrote:Take Archangel with 2 armies + 1 fighter from Belorussia
I'm afraid this is illegal, as Belorussia does not border Archangel. You can, however, use 2 infantry from Karelia + 1 fighter from Belorussia (for instance). The fighter can then land in Karelia, Eastern Europe, or back in Belorussia.


I will point out this leaves one fighter in Belorussia unused; you might as well use it. Even if you want to leave it in Belorussia, it's a plane, so it can easily join the Norway or Archangel combat and then return to Belorussia to land.
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Post Post #183 (isolation #84) » Sat Sep 20, 2014 2:13 am

Post by Thurhame »

In post 179, DiplomatDC wrote:Shoulda used them planes for offense, damn. Sorry about that. Odds are against me now so retreat all units to Karelia.
Since you used an amphibious assault for this combat, your land units cannot retreat. You must finish the battle.

In post 180, DiplomatDC wrote:Battleship down. 1 Fighter causalty. The fighter from Belorussia goes to Balkans, the others go to Germany. Bomber goes to Belorussia.
The fighter from Belorussia cannot reach Balkans. It only has 1 move left, so it must land in Southern Europe or Libya.
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Post Post #184 (isolation #85) » Sat Sep 20, 2014 2:16 am

Post by Thurhame »

By the way, infantry defend on a 2 regardless of whether they have artillery support or not.
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Post Post #192 (isolation #86) » Mon Sep 22, 2014 1:06 pm

Post by Thurhame »

Have you played Risk before? Your mindset so far seems similar to a Risk mindset.

This game is very different from Risk: In Risk, a unit is worth pretty much the same anywhere. However, in this game a lone unit is worth far, far less than a unit that's part of an army.
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Post Post #198 (isolation #87) » Wed Sep 24, 2014 1:27 pm

Post by Thurhame »

Germany has a production value of 10, so you can only place up to ten units there. The other four must be placed elsewhere (i.e. Southern Europe).
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Post Post #201 (isolation #88) » 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 (isolation #89) » 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 (isolation #90) » 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 (isolation #91) » 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 (isolation #92) » 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 (isolation #93) » 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 #208 (isolation #94) » 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 (isolation #95) » 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 (isolation #96) » 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 #213 (isolation #97) » 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 (isolation #98) » 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 (isolation #99) » 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 (isolation #100) » 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 (isolation #101) » Fri Sep 26, 2014 12:05 am

Post by Thurhame »

Map update to come this evening.
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Post Post #218 (isolation #102) » Fri Sep 26, 2014 2:25 pm

Post by Thurhame »

Board is updated!
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Post Post #222 (isolation #103) » 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 #224 (isolation #104) » 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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Post Post #227 (isolation #105) » 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 #229 (isolation #106) » 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 #231 (isolation #107) » 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 #238 (isolation #108) » 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 (isolation #109) » 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 #245 (isolation #110) » 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 #247 (isolation #111) » 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 #249 (isolation #112) » Tue Sep 30, 2014 11:43 am

Post by Thurhame »

Board is updated.
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Post Post #262 (isolation #113) » Wed Oct 01, 2014 11:38 pm

Post by Thurhame »

  • Fighter in sz55 needs to land.
  • There is no artillery in Western US. Just 4 (now 3) infantry, an antiaircraft gun and a factory.
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Post Post #263 (isolation #114) » Wed Oct 01, 2014 11:40 pm

Post by Thurhame »

In post 261, DeathNote wrote:Yeah games over.

Oh well.

I'm willing to dispute this. Switch places with me.
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Post Post #267 (isolation #115) » Thu Oct 02, 2014 11:16 pm

Post by Thurhame »

Map is updated.
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Post Post #268 (isolation #116) » Thu Oct 09, 2014 11:03 am

Post by Thurhame »

This game seems dead. If there's enough interest I can start another one, otherwise gg all.
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Post Post #271 (isolation #117) » Sat Oct 11, 2014 9:28 am

Post by Thurhame »

I'll consider it a practice game. You can consider it a win if you want.

New game thread is here.

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