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Recent Posts

  • T

    @johnnycat Good morning JC. My thoughts are:

    No to modifying the game. Will hurt your learning curve and believe it or not the Axis has a slight advantage in this game but it's very slight. For a beginner it's easier to play Allies since they have alot more dough to start off with and you get to see how things play out a bit before Commies and Hot Dog-eaters enter the battle. Axis, it takes awhile to figure out how to use those two big advantages it has. First, G has a huge number of special killer units. Secondly, J starts off with a large navy and ridiculously large air force. I do agree with you that this game is headed for an Allied victory most likely. Because you really smoked me big time in our first game, I played my very best in this game and that's what you got from me. 🙂 You are welcome to surrender if you want. I have frustrated Beelee a few times when I surrendered around where the game is now if I could see no path to victory. It's really up to you because I want to help you learn. I think it may benefit you for the next game to be you playing Allies since with your big Pacific trick which I wasn't prepared for, you didn't really get a feel for playing somebody as the Allies past a few turns.

    Anyway, just let me know what you decide sir

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  • B

    @trout

    Fire away 🙂 No Ftr hits 😞

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  • T

    @beelee Good morning. Okay, did the manual rolls on Dice Bot. Two LM hits in SZ 110 and zero for Flak Fighter hits and the one LM in Scotland. No attacks except on London. I have Bismarck and one cruiser which can shore bombard. Did you want to scramble somebody like the French fighter to stop the bombardment or should I fire away?

    09cfbddd-ed7d-4973-98cc-368ff96e054a-exp-game-10-trout-g4.tsvg

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  • B

    @trout

    Good Morning

    Game History

    Round: 3 Purchase Units - ANZAC ANZAC buy 1 Fortification, 1 armour, 1 infantry, 3 mine_unarmeds and 1 transport; Remaining resources: 2 PUs; Combat Move - ANZAC Combat - ANZAC Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bessarabia Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - ANZAC Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger RussiansParaBoost atBessarabia: Russians has 1 russian_paraBoost placed in Bessarabia 1 destroyer moved from 62 Sea Zone to 49 Sea Zone 1 cruiser moved from 49 Sea Zone to 54 Sea Zone 2 infantry and 3 mine_unarmeds moved from New South Wales to Queensland 1 infantry moved from Queensland to South Australia 1 infantry moved from Queensland to South Australia 1 transport moved from 44 Sea Zone to 56 Sea Zone 1 infantry moved from Java to 42 Sea Zone 1 infantry and 1 transport moved from 42 Sea Zone to 41 Sea Zone 1 infantry moved from 41 Sea Zone to Sumatra ANZAC take Sumatra from Dutch Place Units - ANZAC 1 transport placed in 62 Sea Zone 1 armour, 1 infantry and 3 mine_unarmeds placed in New South Wales 1 Fortification placed in Celebes Turn Complete - ANZAC ANZAC collect 21 PUs; end with 23 PUs Trigger ANZAC Liberates Celebes: ANZAC met a national objective for an additional 1 PUs; end with 24 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 26 PUs Turning on Edit Mode EDIT: Adding units owned by British to United Kingdom: 1 HomeDefense EDIT: Turning off Edit Mode Combat Move - French Combat - French Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bessarabia Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - French Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger RussiansParaBoost atBessarabia: Russians has 1 russian_paraBoost placed in Bessarabia Turn Complete - French

    Combat Hit Differential Summary :

    EXP Game 10 Trout F 3.tsvg

    Well confidence is low in England. Remember you have to roll for the Ftrs by hand for Flak. Bmbrs and Tac will work.

    1 LM Scotland 4 110 3 109

    OOL
    5 on the Flak, don't take the 6th one
    5 aaGuns
    Bmbr
    Inf including French
    Mech
    Paras
    Elite
    Ftrs or Tank Army. If Tank Army can stay intact take Ftrs. If not start whacking Tanks. Remember to kill active one first.

    If the Elite Ftrs and Tank Army are all alive and only 1 unit survives, keep the Elite.

    If you make a secondary attack somewhere, you can turn on edit at start of Combat, do the die rolls and remove the hits. Can then turn edit off and fight normal.

    Secondary attack can be a made up one. Edit it back when done. Probably won't be needed unless that FlakTower hits heavy.

    Just save every battle rd if you have any questions

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