Axis & Allies Revised (Dead)

For completed/abandoned Mish Mash Games.
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Post Post #125 (ISO) » 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 (ISO) » 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 (ISO) » 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 (ISO) » 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 (ISO) » 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 (ISO) » Sun Aug 31, 2014 6:45 pm

Post by DeathNote »

End Turn!

I gain 35 IPCs.
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Post Post #131 (ISO) » 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 #132 (ISO) » Mon Sep 01, 2014 7:12 am

Post by DeathNote »

The two fighters can just land in Manchuria then.
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Post Post #133 (ISO) » Mon Sep 01, 2014 7:36 am

Post by Thurhame »

Board updated. It is now Peregrine's turn.
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Post Post #134 (ISO) » Tue Sep 02, 2014 4:07 am

Post by PeregrineV »

In post 133, Thurhame wrote:Board updated. It is now Peregrine's turn.


Before I go too much further in the planning stage, if an aircraft carrier is built at the same time as a fighter, can the fighter be deployed ON the aircraft carrier?

nevermind- found the answer (yes)
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Post Post #135 (ISO) » Tue Sep 02, 2014 5:53 am

Post by PeregrineV »

Ok, that was a fucking crippling attack, as far as Japan's turn goes. Also, some changes that I see from what I'm used to.

1. Weapons Development

None

2. Purchase Units

42 IPC

1 Transports (8)
1 Infantry (3)
1 Tank (5)
1 Aircraft carrier (16)
1 Fighter (10)

0 IPC remaining

3.Combat Moves

None

4. Combat

None

5. Non-Combat moves

1 Fighter- Western US to Hawaiian Islands
1 Infantry - Central US to Western US
1 Infantry - Central US to Western Canada
1 Infantry+ 1 Tank- load to transport in Sea Zone 10, move to Sea Zone 8, unload to United Kingdom
1 Infantry+ 1 Artillery- load to transport in Sea Zone 10, move to Sea Zone 8, unload to United Kingdom
1 Battleship- Sea Zone 10 to Sea Zone 8
1 Bomber- Eastern US to United Kingdom
1 Fighter- Eastern US to Western US
1 Infantry- Sinkiang to Novosibirsk

6. Mobilize New Units

Place 1 Aircraft carrier in Sea Zone 55 with Fighter from Western US on it
Place 1 Fighter on carrier on Sea Zone 55
Place 1 Tank- Eastern US
Place 1 transport- Sea Zone 10
Place 1 infantry - Western US

7. Collect Income

Collect 40 IPC
Have 40 IPC total

I think this covers it. Let me know if any are invalid, etc.
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Post Post #136 (ISO) » Tue Sep 02, 2014 6:15 am

Post by PeregrineV »

@Aronis- These are only my thoughts on your Russia move.

1. Feeling ballsy? Tank from Caucus and take India back. Odds are in your favor.

2. Take West Russia back.

3. Reinforce Caucus- build new in Russia
-Max attack on caucus is 4 men, 4 tanks, 1 art, 1 bomber and 6 fighters (but only if you take West Russia back)
-Your best defense is 14 2's and 3 fighters, which means, on average, 6hits per round, making him make tough choices.

4. Token resistance only in Archangel- it's going down.
-UK is coming to help, so he reinforces (or fails to) at his peril
-US is coming to help, so he either uses resources to attack or saves them for defense by not attacking

Anyways, my thoughts on that...
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Post Post #137 (ISO) » 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 (ISO) » 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 (ISO) » 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 #140 (ISO) » 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 (ISO) » Tue Sep 02, 2014 6:56 pm

Post by DeathNote »

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 #142 (ISO) » Tue Sep 02, 2014 7:18 pm

Post by PeregrineV »

In post 137, Thurhame wrote:
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.


Thanks, didn't see that.

Non-Combat Move

Destroyer - Sea Zone 20 to Sea Zone 55

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.
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Post Post #143 (ISO) » Tue Sep 02, 2014 7:24 pm

Post by PeregrineV »

In post 138, Thurhame wrote:
@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.


Agree, take West Russia, but minimal force to get the job done.

Eastern Russia area is a pain now. I have no advice on that area, because retreat and consolidate is good, but you give up easy land. And reinforce is good, but chances are you will lose those guys.

+1 Sub move
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Post Post #144 (ISO) » 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 #145 (ISO) » Wed Sep 03, 2014 12:38 am

Post by DiplomatDC »

In post 140, DeathNote wrote: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.

Don't worry, I understand.

One more generic question: A strategic bombing (to remove IPCs) on the UK islands only subjects me to AA fire, but if I'm combating your units there I get subject to defense rolls from all its units, right?
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Post Post #146 (ISO) » Wed Sep 03, 2014 7:53 am

Post by PeregrineV »

In post 145, DiplomatDC wrote:
In post 140, DeathNote wrote: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.

Don't worry, I understand.

One more generic question: A strategic bombing (to remove IPCs) on the UK islands only subjects me to AA fire, but if I'm combating your units there I get subject to defense rolls from all its units, right?

Yes
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Post Post #147 (ISO) » Wed Sep 03, 2014 8:00 am

Post by PeregrineV »

Test---please ignore

Original Roll String: 4d6 (STATIC)
4 6-Sided Dice: (3, 3, 6, 4) = 16

Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (1) = 1
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Post Post #148 (ISO) » 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 (ISO) » Mon Sep 08, 2014 1:41 pm

Post by Thurhame »

Aronis is prodded.

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