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  1. - Top - End - #31
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    Default Re: A Game of Nations: World War 2

    Quote Originally Posted by Nerd-o-rama View Post
    The Empire of Japan vs. The United States of America in FIL (sea)

    SDDCFB vs. SS

    Strategy effects: first miss on a USA S is a hit. First hit on a JAP S is a miss. First hit on a JAP D is a miss.

    Air Phase
    Japan: No valid targets
    USA: No valid units

    Results:
    Japan SDDCFB
    USA SS

    Indirect Phase
    Japan: SB [roll0] (1 hit + 1 free hit from Offensive Planning S)
    USA: SS [roll1] (no hits)

    Results:
    Japan SDDCFB
    USA S
    NO, US fleet is reduced to S* S*, remember 1 point of damage is assigned to each unit in order.

    Each attack means a single d6 is rolled, on a roll of 1, 2 damage is dealt, otherwise the hit is missed. The damage is in order, the first point of damage in each phase coming up against the first unit in the order of battle, the second coming up against the second unit in the order of battle and so on.
    Direct Phase
    Japan: SDDB [roll2 ] (3 hits)
    USA: SS [roll3 ] (3rd and 4th rolls negated - unit destroyed) (1 hit, -1 hit from Defensive Planning S)

    Results:
    Japan SDDCFB
    USA
    US battleships are indeed sunk by now, but get in 2 hits of their own (both negated by defensive planning, one hit negated on battleship and one negated on destroyer...)

    I think defensive planning should be limited to 1/unit per combat or else it's too cheap and too powerfull in small battles. Thoughs?

    Close Phase
    Japan: SDDC [roll4]
    USA: SS [roll5]

    Close phase not necessary.

    Final result:
    Japan SDDFCB
    USA

    IJN - Yamato Group Commander Rating +1

    Headline

    Imperial Japanese Navy makes quick work of American fleet in Manila Harbor. Victory through air power!
    Outcome is no different in the end (but if your defensive planning had been different...)


    Still as I did say that moody could have kept his fleet in port...he can choose to invalidate this entire combat.

    (note normally I'd ask him to state such a claim on the beforehand, but as the rules on naval/ground interaction were not clear he could not have known he was leaving his battleships so vulnerable).

    Quote Originally Posted by Nerd-o-rama View Post
    Strategy Roll on behalf of French forces in VIET:

    France: SDDCF

    [roll0]

    Playing this one safe.

    If 1 advantage: Defensive Planning Battleship
    If 2 advantage: Defensive Planning Destroyer
    If 3 advantage: Defensive Planning Fighter.
    Yeah...I'm thinking on changing this kind of use of defensive planning. The frequent use of defensive planing is making it seem like it is too good for the point cost I gave it (in small battles)... Unless people seriously disagree with me on this point or can provide good argument otherwise.

    Note: it could be the concequence for a lack of naval tactics...

    In any case thoughs would be apreciated (though don't feel compelled to change your orders, you can use any glitches in the rules you can find. PLEASE DO, i need you to munchkin so I can balance the system)
    Last edited by Wizard of the Coat; 2008-08-10 at 12:50 PM.

  2. - Top - End - #32
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    Goblin

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    Default Re: A Game of Nations: World War 2

    Okay, all that is logged. I misread the rules on the order in which damage is dealt (which is silly, since it saved my fleet's ass at Midway just a second ago). And yeah, a lot of Defensive Planning is a little cheap, and yeah, I did originally go with that since most high-level tactics are not applicable to navies. Limiting it to 1/combat and putting in some more naval tactics should fix it.

    And if Moody keeps his fleet in port, Air and Indirect parts of that battle *should* still happen, right? Or we can negate the whole thing and I can do a shore bombardment (Air and Indirect only).
    Last edited by Nerd-o-rama; 2008-08-10 at 12:56 PM.
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  3. - Top - End - #33
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    Default Re: A Game of Nations: World War 2

    Quote Originally Posted by Nerd-o-rama View Post
    Okay, all that is logged. I misread the rules on the order in which damage is dealt (which is silly, since it saved my fleet's ass at Midway just a second ago). And yeah, a lot of Defensive Planning is a little cheap, and yeah, I did originally go with that since most high-level tactics are not applicable to navies. Limiting it to 1/combat and putting in some more naval tactics should fix it.

    And if Moody keeps his fleet in port, Air and Indirect parts of that battle *should* still happen, right? Or we can negate the whole thing and I can do a shore bombardment (Air and Indirect only).
    Whatever the outcome you can do a shore bombardment with your full fleet. In that battle naval units add air and indirect fire, and air units may dish out all they've got.

    Still that's a second combat, so I think you'll have to wait untill next turn unless moody negates the naval battle, in that case roll away... (as your units then wouldn't have fought yet)

    (moody's choice is essentially...sacrifice 2 battleships to slow them down or protect them and risk all I've got. Actually that's not entirely unrealistic...

    I don't know about you guys, but I feel that most results we're getting are making these rules a fairly good simulation)
    Last edited by Wizard of the Coat; 2008-08-10 at 01:09 PM.

  4. - Top - End - #34
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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    I won't have the time to dedicate to battle resolution for a few hours, or maybe not until the morning - Sundays are busy days for us camp counselors - so, uh, Nerd-o-Rama ... run it a few ways to see how it works out each time, but I think I'll opt to go with the way that means you can't take it this turn. That is, send one battleship out to intercept you (one battle), and the other one to force you into a shore bombardment phase (second battle), if that's possible.

    But no matter the outcome, I've pretty much resigned the Phillipines to its fate. At least Midway makes me feel a little better about things.

    Also, Vorpal, if you have a MIL 6, then that's fine, I'll send one of the fighters to assist your naval attack and the other to assist the ground assault. Or however you want to use them, within reason.
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  5. - Top - End - #35
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    Default Re: A Game of Nations: World War 2

    Sending one battleship to its doom is both convenient for resolution (as it means the naval battle end up the same) and best for you. I could nitpick and try to send my forces piecemeal, but forget it. That means the situation on that space looks like this:

    FIL (Sea)

    JAP SDDCFB (I on a transport if WizCoat says I can)

    FIL (Land)

    USA S TTI
    Last edited by Nerd-o-rama; 2008-08-10 at 02:31 PM.
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  6. - Top - End - #36
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    Default Re: A Game of Nations: World War 2

    There is one problem, the rules say you have to minimize the number of armies in a square, specifically to avoid single unit actions like this.* So I guess you'll end up losing both battleships. (considering you opted to slow his advance)

    *Cause I really don't want some-one in the real game holding off a size 20 army for 20 turns by sending his units out one at a time...

    Infantry can be put on a transport, no problem...so long as it's not abused I'll allow transports to be added to any fleet without it taking up any slots. Otherwise convoying is too difficult.
    Last edited by Wizard of the Coat; 2008-08-10 at 03:19 PM.

  7. - Top - End - #37
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    Default Re: A Game of Nations: World War 2

    Russian Special Forces attack Japanese Army in Yakutsk

    Strategy rolls:
    Russia:
    I
    [roll]1d6+1[/roll]

    Japan:
    T* I
    [roll]1d6[/roll]

    * post roll count doesn't match database
    Last edited by Eldan; 2008-08-10 at 03:57 PM.
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  8. - Top - End - #38
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    Default Re: A Game of Nations: World War 2

    Crap. Forgot the no editing. What now?
    Original results were 4 for russia and 6 for Japan.
    Last edited by Eldan; 2008-08-10 at 03:57 PM.
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  9. - Top - End - #39
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    Default Re: A Game of Nations: World War 2

    Quote Originally Posted by Eldan View Post
    Crap. Forgot the no editing. What now?
    Original results were 4 for russia and 6 for Japan.
    Just use those or reroll. Don't worry, we all know you long enough to trust you.

  10. - Top - End - #40
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    Default Re: A Game of Nations: World War 2

    I'll reroll, then.
    Russia
    (1d6+1)[6]
    Japan:
    (1d6)[5]
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  11. - Top - End - #41
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    Default Re: A Game of Nations: World War 2

    Ok.
    Strategy:
    Defensive Planning: Infantry

    Air Phase:
    No targets applicable

    Indirect Phase:
    No units has any indirect attacks

    Direct Phase:
    Russia: I
    (1d6)[2]
    Japan: T* I
    (3d6)[2][3][6](11) -1 from defensive planning

    Close Phase
    Russia: I
    (1d6)[2]
    Japan:
    (2d6)[6][5](11)
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  12. - Top - End - #42
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    Default Re: A Game of Nations: World War 2

    Russian Black Ops surprise Japanese forces

    During the night, Russian Special Forces managed to ambush the Japanese tanks with land mines and supressing fire, eliminating them while remaining unfazed by return fire by excessive use of cover and camouflage.
    Snipers manage to force Japanese infantry into cover long enough to join up with the remaining Russian forces in the area without suffering substantial losses.

    Results:
    Russia: I
    Japan: I

    T destroyed, 1XP for the Special Forces
    Last edited by Eldan; 2008-08-10 at 04:19 PM.
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  13. - Top - End - #43
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    Default Re: A Game of Nations: World War 2

    Not quite what happened. Damaged units are fully healed between battles.

    So you'd have damaged the tank twice with those rolls, still enough to destroy it though.

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    Default Re: A Game of Nations: World War 2

    Right. I'll change it.
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  15. - Top - End - #45
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    Default Re: A Game of Nations: World War 2

    So...why did he get to reroll? Exactly?

    Never mind.

    Anyway, let's see if I can get that ridiculously lucky myself with a surprise semi-suicidal attack.

    HIDDEN MOVE
    I-200 Group (DD) from SJ to MID

    Engaging USA DDDD

    (1d6+1)[5]

    If advantage of 1: Offensive Planning (Enemy Destroyer)
    If advantage of 2: Offensive Planning (Enemy Destroyer), Defensive Planning (Destroyer)
    If advantage of 3: Mislead (Destroyer, Close)
    Last edited by Nerd-o-rama; 2008-08-10 at 07:00 PM.
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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    Strategy roll for 2nd Battle of Midway:
    (1d6)[1] edit: +1 for commander rating
    If ...
    1: Defensive Planning: Destroyer
    2: As 1 with Offensive Planning: Destroyer
    3: As 2 with 1 unused
    Last edited by Moody the Wise; 2008-08-10 at 07:21 PM.
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  17. - Top - End - #47
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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    Ugh. Alright, let's get on with this s**tshow.

    2nd Battle of Midway

    JAP: DD (0-star general)
    US: DDDD (1-star general)

    Strategy won by JAP, margin of 3
    Strategies used: Mislead: Destroyer: Close

    AIR: No targets, no attacks

    INDIRECT: Same

    DIRECT: US: (4d6)[3][3][2][1](9) ((2 hits))
    DIRECT: JAP: (2d6)[5][6](11)

    Result:
    US: DDDD
    JAP: -

    CLOSE: US: (6d6)[4][2][3][6][6][3](24) ((this phase doesn't actually happen))
    CLOSE: JAP: (4d6)[2][2][6][5](15)

    Result:
    US: DDDD
    JAP: -

    US Commander earns 2 XP, bringing total to 6 and earning second star.
    Last edited by Moody the Wise; 2008-08-10 at 07:25 PM. Reason: edited for commander rating
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  18. - Top - End - #48
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    Goblin

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    Default Re: A Game of Nations: World War 2

    Plus two for commander rating?

    Oh, wait, I see. Was thinking that everyone else had been as gracious/lazy as me in instituting promotions via XP. Very well then.
    Last edited by Nerd-o-rama; 2008-08-10 at 07:14 PM.
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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    Alright then, good point, you can take the 3-point margin and use Mislead: Destroyer: Close ... in which case, I win a flawless victory, getting two hits to your none in the DIRECT phase.

    Further proving the unbalancedness of Offensive and Defensive Planning, especially in small engagements.
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  20. - Top - End - #50
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    Goblin

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    Default Re: A Game of Nations: World War 2

    I agree on the unbalance. But, your modifier was correct. I'm just generally being a bitch, and it is quite rightly coming back to bite me. I'm sorry for my tone, and for indicating that you are anything less than honorable.
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  21. - Top - End - #51
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    Default Re: A Game of Nations: World War 2

    Ok, starting the battle in the Vietnam waters

    Battle of the South China Sea:

    Indian Fleet: C D SS B F attacks French Colonial Fleet: DD S C F

    Britain (w/ US) strategy roll: (1d6)[4]
    +1: Defensive Planning on Battleships
    +2: Defensive Planning on Battleships, Offensive Planning on Bombers
    +3: Press the Advantage on Direct
    Last edited by thevorpalbunny; 2008-08-11 at 08:28 AM. Reason: typo
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  22. - Top - End - #52
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    Default Re: A Game of Nations: World War 2

    ((If you look on the previous page, you'll see I also rolled a 4 on France's behalf. Let's get this over with.))

    Battle in VIET

    Vichy France SDDCF
    vs.
    Great Britain SSDCFB

    No strategy

    Air:
    VIC DDCF (5d6)[3][6][2][2][1](14) (3 hits)
    GB DCF (4d6)[2][4][4][3](13) (1 hit)

    Result
    VIC SDDC
    GB SSDC

    Indirect:
    VIC S (1d6)[2](2) (1 hit)
    GB SSB (4d6)[3][6][2][5](16) (last two rolls negated) (0 hits)

    Result
    VIC SDDC
    GB S*SDC

    Direct:
    VIC SDD (4d6)[5][2][4][4](15) (1 hit)
    GB SSDB (6d6)[2][2][4][5][1][4](18) (3 hits)

    Result
    VIC S*C
    GB S*S*DC

    Close:
    VIC SDDC (7d6)[1][1][5][5][4][3][6](25) (rolls 3, 4, 5, 6 negated) (2 hits)
    GB SSDC (5d6)[6][2][2][2][2](14) (4 hits)

    Results
    VIC
    GB S*S*C*

    GB commander gains 5 XP.
    Last edited by Nerd-o-rama; 2008-08-10 at 10:24 PM.
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  23. - Top - End - #53
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    Default Re: A Game of Nations: World War 2

    Quote Originally Posted by Nerd-o-rama View Post
    ((If you look on the previous page, you'll see I also rolled a 4 on France's behalf. Let's get this over with.))

    Battle in VIET

    Vichy France SDDCF
    vs.
    Great Britain SSDCFB

    No strategy

    Air:
    VIC DDCF [roll0] (3 hits)
    GB DCF [roll1] (1 hit)

    Result
    VIC SDDC
    GB SSDC

    Indirect:
    VIC S [roll2] (1 hit)
    GB SSB [roll3] (last two rolls negated) (0 hits)

    Result
    VIC SDDC
    GB S*SDC
    Correct...

    Direct:
    VIC SDD [roll4] (1 hit)
    GB SSDB [roll5] (3 hits)

    Result
    VIC S*C
    GB S*S*DC
    Nope, not correct the British battleship was sunk by taking a second hit. the other is undamaged. (also formallty the last british attack was negated due to the bomber shot down, but that doesn't matter as it was a miss)

    The rule being: Within a combat phase damage is assigned 1st to 1st, 2nd to 2nd, but in the next. However in the next combat phase the 1st damage again comes up against the first opponent. So the british S is destroyed.
    So

    Result:
    VIC S*C
    GB SDC

    Close:
    VIC SDDC [roll6] (rolls 3, 4, 5, 6 negated) (2 hits)
    GB SSDC [roll7] (4 hits)

    Results
    VIC
    GB S*S*C*

    GB commander gains 5 XP.
    As a formality only the last 4 french rolls are negated. To avoid problems (as battleorders can be changed sometimes), any rolls taken away by units destroyed are removed from the end, regardless of their place in the battleorder.

    As there is one British S allready taken out, Britain does only 3 damage (which is still enough to destroy the Vichi fleet). However it does mean that the damges the vichi government does are dealt 1st to the S and 2nd to the D.

    Result:
    VIC: -whiped out-
    GB: S*C (which will heal)

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    Default Re: A Game of Nations: World War 2

    The British naval commander shows his ability to attack with superior forces and win by getting lucky, and thus gets immediately jumped up to a 2-star admiral. (5 XP, rating 2).
    Showing his ability to not be an idiot, the navy will now remain in harbor in Vietnam, where they can be defended by the army.
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    Default Re: A Game of Nations: World War 2

    New turn right, well Here's wealth spending, and maunvers
    [IMG] http://tbn0.google.com/images?q=tbn:...9uieBAt_fs.jpg [/IMG]

    3 units (Fighter, and 1 tanks, and 1 artillery)
    Army 2
    Wealth 2

    The PanzerFuast (Western Eroupe)
    Command rating: 0 Name: General Greig Rommel

    Dig in (+1 to stratagems right?)
    Units present:
    4 tanks
    1 infantry
    1 fighter
    1 bomber
    and a artillery

    Western Eruope:
    Units present:
    4 tanks
    1 fighter
    1 bomber
    1 infantry
    Manuevers:
    Use my first move to enter Russian territory, and attack whatever forces, they had next to Ukraine. (I think that leaves me with 3 move on the bombers, and fighters, 1 move on the tank, and one move on infanry right?)

  26. - Top - End - #56
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    Default Re: A Game of Nations: World War 2

    Updated Deployments, as of end of 1st Movement phase (i.e. I won't be making any more moves until the second round of movement)

    United States

    PAC
    5 Destroyers
    (0* Commander)

    MID
    4 Destroyers
    (2* Commander)

    FIL
    1 Battleship
    2 Tanks
    1 Infantry
    (0* Commander)
    (Garrison under siege)

    SUM
    2 Battleships
    1 Fighter
    1 Carrier
    (0* Commander)

    As far as I'm concerned, I'm ready for the second movement phase. Until everyone else is ready, I'll sit back and enjoy the action.
    Last edited by Moody the Wise; 2008-08-11 at 08:32 AM.
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    Default Re: A Game of Nations: World War 2

    British Deployments after 1st movement phase

    VIET (land)
    Army of India
    1 Tank
    1 Artillery
    1 Infantry
    1 Fighter

    VIET (sea)
    Indian Fleet
    1 Battleship
    1 Carrier

    British Home Fleet (BI)
    1 Destroyer
    2 Battleships

    RAF (BI)
    2 bombers
    1 fighter

    Army of England (BI)
    2 infantry

    Army of the Middle East (ME)
    1 tanks
    1 artillery
    1 infantry
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    Default Re: A Game of Nations: World War 2

    Japanese Deployment as of the end of first movement phase.

    Imperial Japanese Army - First Group (JAP)
    (Commander Rating: 0)
    I

    Imperial Japanese Army - Second Group (YAK - engaged)
    (Commander Rating: 0 XP: 1)
    I

    Imperial Japanese Army - Third Group (CHIN)
    (Commander Rating: 0)
    TI

    Imperial Japanese Navy - Yamato Group (FIL - engaged)
    (Commander Rating: 0 XP: 1)
    SDDCFB

    (USA: I think WizCoat made a ruling you couldn't split your battleships so you lost both. Let me go find that quote...I've honestly given up being a rules-lawyer jerk, now, I'm just trying to help the GM adjudicate.

    Quote Originally Posted by Wizard of the Coat View Post
    There is one problem, the rules say you have to minimize the number of armies in a square, specifically to avoid single unit actions like this.* So I guess you'll end up losing both battleships. (considering you opted to slow his advance)

    *Cause I really don't want some-one in the real game holding off a size 20 army for 20 turns by sending his units out one at a time...
    )

    (Note: I still acknowledge that I am totally booped.)
    Last edited by Nerd-o-rama; 2008-08-11 at 09:40 AM.
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    Switzerland
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    Male

    Default Re: A Game of Nations: World War 2

    Caucasus Strategy Check:
    (1d6+1)[3]
    +1 because army hasn't moved.
    Resident Vancian Apologist

  30. - Top - End - #60
    Ettin in the Playground
    Join Date
    Oct 2007
    Gender
    Male

    Default Re: A Game of Nations: World War 2

    [roll] 1d6[/roll] Do i get a bonu for us having the historical non-agression pct or has that never been made?

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