Axis & Allies Revised (Dead)

For completed/abandoned Mish Mash Games.
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Post Post #50 (ISO) » Wed Aug 27, 2014 11:13 am

Post by PeregrineV »

In post 48, Thurhame wrote:
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.


Is the map and board accurate as to our game? If so, very nice!!
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Post Post #51 (ISO) » 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 #52 (ISO) » Thu Aug 28, 2014 1:05 am

Post by DiplomatDC »

Sorry for the late reply, I'll try to make sense of what's going on and make moves later tonight. If Aronis wants to make additional moves with his planes and whatnot I'll let him actually.
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Post Post #53 (ISO) » Thu Aug 28, 2014 5:40 am

Post by DiplomatDC »

Buy 1 transport, 7 infrantry and 2 tanks
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Post Post #54 (ISO) » Thu Aug 28, 2014 5:41 am

Post by DiplomatDC »

Not doing it yet but what happens when I invade Karelia from East Europe?
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Post Post #55 (ISO) » Thu Aug 28, 2014 6:18 am

Post by PeregrineV »

In post 51, Thurhame wrote:Thanks, though it's just a screenshot from TripleA, the engine I'm using to follow the game with.


Yeah, but saves me from pulling out the game and trying to keep it from being eaten/lost/trampled/etc. :giggle:
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Post Post #56 (ISO) » 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 #57 (ISO) » Fri Aug 29, 2014 5:02 am

Post by DiplomatDC »

Eastern Europe invades Karelia:
2 Infantry
1 Tank
1 Fighter

dice removed by mod
Last edited by Thurhame on Fri Aug 29, 2014 11:19 am, edited 1 time in total.
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Post Post #58 (ISO) » Fri Aug 29, 2014 5:07 am

Post by DiplomatDC »

Can ships directly attack the armies? Must it be through amphibious?
Retreat to Eastern Europe,

Attack Belorussia to Karelia:
3 Infantry

dice removed by mod
Last edited by Thurhame on Fri Aug 29, 2014 11:22 am, edited 1 time in total.
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Post Post #59 (ISO) » Fri Aug 29, 2014 5:10 am

Post by DiplomatDC »

Retreat,
invade from Norway;
3 Infantry
1 Fighter

dice removed by mod
Last edited by Thurhame on Fri Aug 29, 2014 11:23 am, edited 1 time in total.
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Post Post #60 (ISO) » Fri Aug 29, 2014 5:13 am

Post by DiplomatDC »

dice removed by mod
Last edited by Thurhame on Fri Aug 29, 2014 11:23 am, edited 1 time in total.
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Post Post #61 (ISO) » Fri Aug 29, 2014 5:16 am

Post by DiplomatDC »

Any advice from here, my Japanese mate? Get Archangel? Get the southern European fleets off?
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Post Post #62 (ISO) » 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 (ISO) » 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 #64 (ISO) » 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 (ISO) » 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 #66 (ISO) » Fri Aug 29, 2014 9:26 pm

Post by DiplomatDC »

Sorry ><
Alright, so anyway, taking anything else isn't viable, West Russia's going to be lost either way so:

End Combat Move


Combat in Karelia:
8 Infantry:
Original Roll String: 8d6
8 6-Sided Dice: (3, 2, 5, 2, 6, 4, 1, 1) = 24

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

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


Russians:
3 Infantry:
Original Roll String: 3d6
3 6-Sided Dice: (1, 3, 4) = 8

1 Fighter
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #67 (ISO) » Fri Aug 29, 2014 9:31 pm

Post by DiplomatDC »

3 hits landed for Germany, 1 for Russia. And that air support... Right. Crap.

7 Infantry:
Original Roll String: 7d6
7 6-Sided Dice: (5, 4, 5, 6, 2, 4, 3) = 29

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

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


Russian Fighter:
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #68 (ISO) » Fri Aug 29, 2014 9:46 pm

Post by DiplomatDC »

Karelia has been taken.

Non-Combat Moves (are they all valid?)

Use Transport in SZ 14 to move 1 Infantry and 1 Artillery from Southern Europe to Libya
Move 1 Infantry and 1 Artillery from Algeria to Libya
Move 2 Infantry from Ukraine to Belorussia
Move everything in Balkans to Ukraine
Move 1 Infantry from Southern Europe to Western Europe
Move 1 Tank from Southern Europe to Ukraine
Move 1 Fighter from Western Europe to Karelia
Move 1 Tank and 1 Artillery from West Russia to Belorussia (since they can't take both at once and to save those 2 units)
Use Transport in SZ 5 to move 2 Infantry to Norway
Move 1 Infantry from Germany to Eastern Europe
Move 1 Bomber, 2 Tanks from Germany to Karelia
Move 1 Fighter from Germany to Belorussia
End Non-Combat Move
(any mistakes or stuff I can't do, please tell me)
Place 1 Transport in SZ14, 2 Tanks in Germany, 3 Infantry in Germany and 4 Infantry in Southern Europe
Collect IPUs and end turn
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Post Post #69 (ISO) » Fri Aug 29, 2014 11:09 pm

Post by DiplomatDC »

My bad, air units can't land in newly captured territories, fixing it later
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Post Post #70 (ISO) » 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 (ISO) » 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 (ISO) » 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 #73 (ISO) » Sat Aug 30, 2014 1:29 am

Post by DiplomatDC »

In post 70, Thurhame wrote:
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.

My bad once more, I think it shouldn't matter since the extra roll wouldn't have affected the results.

In post 72, Thurhame wrote:
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.

Yes, Germany



Revised Non-Combat Moves:

Use Transport in SZ 14 to move 1 Infantry and 1 Artillery from Southern Europe to Libya
Move 1 Infantry and 1 Artillery from Algeria to Libya
Move 2 Infantry from Ukraine to Belorussia
Move everything in Balkans to Ukraine
Move 1 Infantry from Southern Europe to Western Europe
Move 1 Tank from Southern Europe to Ukraine
Move 1 Fighter from Western Europe to Belorussia
Move 1 Tank and 1 Artillery from West Russia to Belorussia (since they can't take both at once and to save those 2 units)
Use Transport in SZ 5 to move 2 Infantry to Norway
Move 1 Infantry from Germany to Eastern Europe
Move 2 Tanks from Germany to Karelia
Move 1 Fighter, 1 Bomber from Germany to Belorussia

Move 2 Fighters from Karelia to Belorussia
End Non-Combat Move

Place 1 Transport in SZ14, 2 Tanks in Germany, 3 Infantry in Germany and 4 Infantry in Southern Europe
Collect IPUs and end turn
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Post Post #74 (ISO) » Sat Aug 30, 2014 2:21 am

Post by Thurhame »

I'll begin my turn in a bit.

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