AllenK vs Mayhemizer III: Oil be back.
Moderator: Shannon V. OKeets
RE: AllenK vs Mayhemizer III: Oil be back.
Nav to Cape St Vincent. 4-box I think. A-22 to West Med 0-box. Thanks.
- Mayhemizer_slith
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RE: AllenK vs Mayhemizer III: Oil be back.
NAV reaches box 3.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Jagdtiger14
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RE: AllenK vs Mayhemizer III: Oil be back.
It's 11 movement points to get to the 4 box...only has 10 when reacting.
Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC
RE: AllenK vs Mayhemizer III: Oil be back.
Fair enough. 3-box it is then.
- Mayhemizer_slith
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RE: AllenK vs Mayhemizer III: Oil be back.
Cape St. Vincent: Axis 10, Allies 4. How do you want to play this?
Edit: I'm an infantry man, but I would say frontal attack in surface combat would be good choose for you. You take 2A and Italians take 2D 3A.

Edit: I'm an infantry man, but I would say frontal attack in surface combat would be good choose for you. You take 2A and Italians take 2D 3A.

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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
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RE: AllenK vs Mayhemizer III: Oil be back.
To move on I'm going to cause maximum damage for Italian subs. If you want to choose something else I will come back and roll again all results for this combat.
On 8 and 2 both CW ships are aborted to Gibraltar.
On 5 and 8 both Italian subs are damaged. On 2 and 1 both subs are aborted.
Combat is over.
On 8 and 2 both CW ships are aborted to Gibraltar.
On 5 and 8 both Italian subs are damaged. On 2 and 1 both subs are aborted.
Combat is over.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
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RE: AllenK vs Mayhemizer III: Oil be back.
West Med: Axis 8, Allies 1.
How do you want to play this [X(]
Edit: Bad picture. All ships are in box 4.

How do you want to play this [X(]
Edit: Bad picture. All ships are in box 4.

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If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: AllenK vs Mayhemizer III: Oil be back.
Good call for Cape St Vincent, thanks.
By my (dodgy) reckoning, I think I have 6 surprise points. Put all into increasing damage to the Italians. I think it'll give me an X and an A, taking a D and 3 A in return.
By my (dodgy) reckoning, I think I have 6 surprise points. Put all into increasing damage to the Italians. I think it'll give me an X and an A, taking a D and 3 A in return.
- Mayhemizer_slith
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RE: AllenK vs Mayhemizer III: Oil be back.
French ship is damaged and both are aborted.


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If your attack is going really well, it's an ambush.
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-Murphy's war law
- Mayhemizer_slith
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RE: AllenK vs Mayhemizer III: Oil be back.
Italy loses a CL and another CL is aborted.


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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
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RE: AllenK vs Mayhemizer III: Oil be back.
Axis stay, how about Allies?


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If your attack is going really well, it's an ambush.
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-Murphy's war law
- Mayhemizer_slith
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RE: AllenK vs Mayhemizer III: Oil be back.
Mean while I play East Med naval combat:
Axis 8, Allies 4.
How about this one, combat or avoid?

Axis 8, Allies 4.
How about this one, combat or avoid?

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If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: AllenK vs Mayhemizer III: Oil be back.
West Med, stay.
East Med. All points to increase damage to Italians. I think that leaves D & A. Either CL can have the D. If CL is damaged, A to it as well.
East Med. All points to increase damage to Italians. I think that leaves D & A. Either CL can have the D. If CL is damaged, A to it as well.
- Mayhemizer_slith
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RE: AllenK vs Mayhemizer III: Oil be back.
West Med round 2
Axis 5, Allies 7.
Italy uses 4 points to choose surface combat and 2 points to increase damage.
Axis take NE. Allies take 2D A, how do you place them?
Axis stay, how about Allies?

Axis 5, Allies 7.
Italy uses 4 points to choose surface combat and 2 points to increase damage.
Axis take NE. Allies take 2D A, how do you place them?
Axis stay, how about Allies?

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If your attack is going really well, it's an ambush.
-Murphy's war law
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- Mayhemizer_slith
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RE: AllenK vs Mayhemizer III: Oil be back.
East Med round 1 Allied damage.


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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
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RE: AllenK vs Mayhemizer III: Oil be back.
East Med round 1 Axis damage.
Axis stay, I bet Allies stay too.

Axis stay, I bet Allies stay too.

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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
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RE: AllenK vs Mayhemizer III: Oil be back.
East Med round 2: Axis 7, Allies 9. Combat is over.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: AllenK vs Mayhemizer III: Oil be back.
West Med Allied damage: 1 D to each CL. A to whatever is left standing, thanks.
Stay in East and West Med.
Stay in East and West Med.
- Mayhemizer_slith
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RE: AllenK vs Mayhemizer III: Oil be back.
In West Med one CL is damaged and aborted, other is aborted.
Allies have CP and LND left there.
Round 3: Axis 3, Allies 7. Axis use 4 points to choose surface combat and sinks CP.
Axis stay, I think there is no reason for CW to abort plane?
Is it OK to abort French ships to Algiers where one ship is already?
Allies have CP and LND left there.
Round 3: Axis 3, Allies 7. Axis use 4 points to choose surface combat and sinks CP.
Axis stay, I think there is no reason for CW to abort plane?
Is it OK to abort French ships to Algiers where one ship is already?
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9371
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: AllenK vs Mayhemizer III: Oil be back.
West Med round 4: Axis 2, Allies 3.
Axis have 3 surprise points. I think Allies want naval air combat. Axis use their points to increase AA fire from NW to lowest of 6.
AA fire: 2 3 5 7 5 8
Round 5: Axis 6, Allies 8. Combat is over.
Axis have 3 surprise points. I think Allies want naval air combat. Axis use their points to increase AA fire from NW to lowest of 6.
AA fire: 2 3 5 7 5 8
Round 5: Axis 6, Allies 8. Combat is over.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law