4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Moderator: Shannon V. OKeets
RE: 4 player game
41 MA i11:
SU combined
CW naval
1 cp moves from Gib into CSV - intercept with IT SUB?
IT declines to intercept so cp continues to Caribbean.
2 other cp's move into Carib from nearby ports.
3 cp's move from Liverpool to USEC and 3 there RTB to ports adjacent to carib
SU combined
CW naval
1 cp moves from Gib into CSV - intercept with IT SUB?
IT declines to intercept so cp continues to Caribbean.
2 other cp's move into Carib from nearby ports.
3 cp's move from Liverpool to USEC and 3 there RTB to ports adjacent to carib
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- Capture.jpg (244.77 KiB) Viewed 95 times
RE: 4 player game
A small CV TF from Liverpool moves into CSV - intercept?
IT declines to intercept and the TF moves into CVB 1 box.
IT declines to intercept and the TF moves into CVB 1 box.
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- Capture.jpg (124.73 KiB) Viewed 95 times
RE: 4 player game
2 CA's move from Gib into W Med - intercept these?
6 is rolled so the cruiser TF sails into 3 box It Coast
6 is rolled so the cruiser TF sails into 3 box It Coast
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- Capture.jpg (87.64 KiB) Viewed 95 times
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
I continue impulse later tonight.
USSR sends subs and I will ask if any planes want to fly.
USSR sends subs and I will ask if any planes want to fly.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
USSR subs to
Sea of Japan box 2
2x China Sea box 2
Japanese coast box 3
Allies initiate combat in 5 sea areas.
Sea of Japan box 2
2x China Sea box 2
Japanese coast box 3
Allies initiate combat in 5 sea areas.
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If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
Japan has long range fighters in Japan and Manchuria that reach Sea of Japan.
Will they fly? Japan has CVPs on Sea of Japan already.
Will they fly? Japan has CVPs on Sea of Japan already.
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- 11Naval2.jpg (879.47 KiB) Viewed 95 times
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
No planes to Sea of Japan.
Both roll 2, bad news for submarine crew.
Axis have 2 surprise points.
How do you play this?
Both roll 2, bad news for submarine crew.
Axis have 2 surprise points.
How do you play this?
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If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
Planes sink sub.
Nest up China Sea
Japans sends fighter to box 0.
Allied 2, Axis 5.
USSR chooses only box 0.
USSR uses 4 out of 5 points to get submarine combat. There is one escorting CA in box 0.
Both subs make it to next round [X(]
Nest up China Sea
Japans sends fighter to box 0.
Allied 2, Axis 5.
USSR chooses only box 0.
USSR uses 4 out of 5 points to get submarine combat. There is one escorting CA in box 0.
Both subs make it to next round [X(]
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- 11Naval4.jpg (259.99 KiB) Viewed 97 times
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
One CP is sink, two are aborted.
Allies stay, how about Axis?
NAV reaches up to box 2 if you want more planes.
Where do you abort CPs after combat?
Allies stay, how about Axis?
NAV reaches up to box 2 if you want more planes.
Where do you abort CPs after combat?
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- 11Naval5.jpg (275.18 KiB) Viewed 97 times
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
Second round Allied 2, Axis 9.
Once again 0 box only, 4 points to get submarine combat.
2 points negate own damage (2A).
3 points to target D on TRS. 2 CPs will be aborted.
Once again 0 box only, 4 points to get submarine combat.
2 points negate own damage (2A).
3 points to target D on TRS. 2 CPs will be aborted.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
TRS survived.
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If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
On third round rolls are favoring Allies even more: 2-10!
Once again only 0 box chosen and 4 points are used to get submarine combat.
2 points to negate own damage.
4 points to increase damage to 2D 3A and sending all CPs to bottom of the sea or Fukuoka.
Subs dive deep waiting for new CPs.
Next combat on Japanese Coast, Japan sends fighter to box 0.
Once again only 0 box chosen and 4 points are used to get submarine combat.
2 points to negate own damage.
4 points to increase damage to 2D 3A and sending all CPs to bottom of the sea or Fukuoka.
Subs dive deep waiting for new CPs.
Next combat on Japanese Coast, Japan sends fighter to box 0.
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- 11Naval7.jpg (293.15 KiB) Viewed 97 times
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
Both roll 6, no naval combat.
Next up Italian Coast (sub not included).
Next up Italian Coast (sub not included).
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
Axis are not any luckier in Europe.
Allied 2, Axis 10.
CW chooses boxes 0 and 1.
CW uses 2 points to drop own damage to 2A.
2 points are used to increase damage.
6 points are used to choose targets for both D's (CP and CA Duca D'Aosta).
Allied 2, Axis 10.
CW chooses boxes 0 and 1.
CW uses 2 points to drop own damage to 2A.
2 points are used to increase damage.
6 points are used to choose targets for both D's (CP and CA Duca D'Aosta).
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- 11Naval8.jpg (327.67 KiB) Viewed 97 times
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
Do you place A on damaged CA?
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- 11Naval9.jpg (275.07 KiB) Viewed 97 times
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
Damaged CA is aborted.
Both CW CAs are aborted.
CW sub stays deep, combat is over.
CW CAs abort to Gibraltar.
Next up East Med, sub not included first round.
Both CW CAs are aborted.
CW sub stays deep, combat is over.
CW CAs abort to Gibraltar.
Next up East Med, sub not included first round.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9101
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
Allied rolls well again: 2. Axis roll even better: 1.
How do you place damage?
I have to quit from tonight and continue tomorrow. Hour is too late... [>:]
How do you place damage?
I have to quit from tonight and continue tomorrow. Hour is too late... [>:]
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- 11Naval10.jpg (284.32 KiB) Viewed 97 times
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law