• Chahar Axis retain killing 2 chinese in the process

    DiceRolling 2d6:
    (6, 6)


  • omg  :-(


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

    Game History

    Round: 1

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 4 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                1 fighter moved from Szechwan to Chahar
                2 infantry moved from Suiyuyan to Chahar
                1 infantry moved from Shensi to Hopei
                1 infantry moved from Kweichow to Szechwan

    Combat - Chinese
                Battle in Chahar
                    Chinese attack with 1 fighter and 2 infantry
                    Japanese defend with 1 infantry
                        Chinese roll dice for 1 fighter and 2 infantry in Chahar, round 2 :  0/3 hits
                        Japanese roll dice for 1 infantry in Chahar, round 2 :  0/1 hits
                        Chinese roll dice for 1 fighter and 2 infantry in Chahar, round 3 :  0/3 hits
                        Japanese roll dice for 1 infantry in Chahar, round 3 :  1/1 hits
                        1 infantry owned by the Chinese lost in Chahar
                        Chinese roll dice for 1 fighter and 1 infantry in Chahar, round 4 :  0/2 hits
                        Japanese roll dice for 1 infantry in Chahar, round 4 :  1/1 hits
                        1 infantry owned by the Chinese lost in Chahar
                    retreated to Chahar
                    Japanese win with 1 infantry remaining. Battle score for attacker is -6
                    Casualties for Chinese: 2 infantry

    Non Combat Move - Chinese
                1 fighter moved from Chahar to Suiyuyan

    Place Units - Chinese
                2 infantry placed in Suiyuyan
                2 infantry placed in Szechwan

    Turn Complete - Chinese
                Chinese collect 8 PUs; end with 8 PUs total
                Turning on Edit Mode
                EDIT: Adding units owned by French to Chahar: 2 infantry
                EDIT: Turning off Edit Mode


  • Japanese Zombie appear as what?  Accidentally put in French - nmeeds to be edited.

    BRITISH

    DiceRolling 1d6:
    (4)

    British get 2 rolls?


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

    Game History

    Round: 1

    Purchase Units - British
                British buy 2 destroyers and 2 submarines; Remaining resources: 0 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific buy 1 destroyer, 1 infantry and 1 submarine; Remaining resources: 0 PUs;

    Combat Move - British
                1 destroyer moved from 111 Sea Zone to 109 Sea Zone
                1 cruiser moved from 111 Sea Zone to 109 Sea Zone
                1 battleship moved from 111 Sea Zone to 109 Sea Zone
                1 battleship moved from 110 Sea Zone to 109 Sea Zone
                1 cruiser moved from 110 Sea Zone to 109 Sea Zone
                1 transport moved from 106 Sea Zone to 109 Sea Zone
                1 destroyer moved from 106 Sea Zone to 91 Sea Zone
                1 fighter moved from Malta to 96 Sea Zone
                1 tactical_bomber moved from 98 Sea Zone to 96 Sea Zone
                2 infantry moved from Alexandria to Egypt
                1 armour moved from Alexandria to Egypt
                1 artillery moved from Alexandria to Egypt
                1 cruiser moved from 98 Sea Zone to 81 Sea Zone
                1 carrier moved from 98 Sea Zone to 81 Sea Zone
                1 destroyer and 1 transport moved from 98 Sea Zone to 81 Sea Zone
                1 artillery moved from Egypt to Anglo Egyptian Sudan
                1 infantry moved from Egypt to Anglo Egyptian Sudan
                1 battleship moved from 37 Sea Zone to 39 Sea Zone
                6 infantry moved from India to Burma
                1 artillery moved from India to Burma
                1 fighter moved from India to Burma
                1 tactical_bomber moved from India to Burma
                2 infantry moved from Malaya to Shan State

    Combat - British
                Battle in 96 Sea Zone
                    British attack with 1 fighter and 1 tactical_bomber
                    Italians defend with 1 destroyer and 1 transport
                        British roll dice for 1 fighter and 1 tactical_bomber in 96 Sea Zone, round 2 :  1/2 hits
                        Italians roll dice for 1 destroyer and 1 transport in 96 Sea Zone, round 2 :  0/1 hits
                        1 destroyer owned by the Italians lost in 96 Sea Zone
                        1 transport owned by the Italians lost in 96 Sea Zone
                    British win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 15
                    Casualties for Italians: 1 destroyer and 1 transport
                Battle in 109 Sea Zone
                    British attack with 2 battleships, 2 cruisers, 1 destroyer and 1 transport
                    Germans defend with 5 submarines
                        Germans roll dice for 5 submarines in 109 Sea Zone, round 2 :  3/5 hits
                    Units damaged: 2 battleships owned by the British
                        British roll dice for 2 battleships, 2 cruisers, 1 destroyer and 1 transport in 109 Sea Zone, round 2 :  1/5 hits
                        1 submarine owned by the Germans and 1 destroyer owned by the British lost in 109 Sea Zone
                        Germans roll dice for 4 submarines in 109 Sea Zone, round 3 :  1/4 hits
                        1 cruiser owned by the British lost in 109 Sea Zone
                        British roll dice for 2 battleships, 1 cruiser and 1 transport in 109 Sea Zone, round 3 :  1/3 hits
                        1 submarine owned by the Germans lost in 109 Sea Zone
                    3 submarines owned by the Germans Submerged
                    British win, taking 109 Sea Zone from Germans with 2 battleships, 1 cruiser and 1 transport remaining. Battle score for attacker is -8
                    Casualties for Germans: 2 submarines
                    Casualties for British: 1 cruiser and 1 destroyer

    Non Combat Move - British
                1 tactical_bomber moved from 96 Sea Zone to Egypt
                1 fighter moved from 96 Sea Zone to Egypt
                1 infantry moved from West India to Eastern Persia
                      British take Eastern Persia from Neutral_Allies
                1 transport moved from 39 Sea Zone to 38 Sea Zone
                1 infantry moved from Burma to 38 Sea Zone
                1 infantry moved from Burma to 38 Sea Zone
                2 infantry and 1 transport moved from 38 Sea Zone to 41 Sea Zone
                2 infantry moved from 41 Sea Zone to Sumatra
                      UK_Pacific take Sumatra from Dutch
                1 battleship, 1 cruiser and 1 destroyer moved from 39 Sea Zone to 41 Sea Zone

    Place Units - British
                2 destroyers and 2 submarines placed in 109 Sea Zone

    Turn Complete - British
                Total Cost from Convoy Blockades: 8
                    Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 3,2,1,3,5,5
                British collect 20 PUs (8 lost to blockades); end with 20 PUs total
                Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 25 PUs

    Place Units - UK_Pacific
                1 infantry placed in India
                1 destroyer and 1 submarine placed in 39 Sea Zone

    Turn Complete - UK_Pacific
                UK_Pacific collect 21 PUs; end with 21 PUs total
                Units Change Ownership
                    Some Units in India change ownership: 1 infantry
                    Some Units in 39 Sea Zone change ownership: 1 destroyer and 1 submarine


  • The air uint in china doesnt count so reroll with one die on that one. I think the british get one roll that counts for uk pacific too.


  • Italy
    DiceRolling 1d6:
    (6)


  • OMG!

    OK Carl. Now we wait for Chris. In the meantime I’ve edited out the French from the Japanese territory and you just have to do a re-roll on that with one die (1d6)

    I’ve also done what I said I would do yesterday and regrouped all my Japanese zombies into Northern Italy.

    I’ve saved the game as Italian move so go ahead and do your roll and edit as needed.

    Matt the zombie Lord

    Italian turn.tsvg


  • As for zombie nationality, if they really do have one, Japanese get either German or Italian. My choice. So if a zombie generates in China edit in an Italian one please. In the future just post and ask what nationality I want for the Pacific rim. The Japanese have the luxury of the choice of zombies. How weird.

    Matt the zombie lord


  • @Grendal:

    As for zombie nationality, if they really do have one, Japanese get either German or Italian. My choice. So if a zombie generates in China edit in an Italian one please. In the future just post and ask what nationality I want for the Pacific rim. The Japanese have the luxury of the choice of zombies. How weird.

    Matt the zombie lord

    Hi Matt,

    If you chose Italian zombies for Japan, let’s keep it like that for the rest of the game.

    That way Carl doesn’t have to PM you every time he kills a Japanese unit.

    Plus, it makes more sense, as we’re trying to keep zombies as ‘minor’ powers (in v.2 of the rules I’ll make it official).

    Wow! So far, it’s been an incredibly eventful game!

    I’ll get to the upcoming Italian event as soon as work is done… it’s a little crazy here today.

    P.S. Carl: Yep, the Brits only get one chuck of the die per round; but obv it’s better that way, given how fast the insanity is piling up!


  • What about the upgrade on initial placement to mech inf. for zombies Chris? trade in two for one.


  • I’ve edited the three german zombies in china to italian ones. use this file to do the re-roll for the Chahar zombie Carl.

    Matt the zombie Lord

    Italian move.tsvg


  • @Make_It_Round:

    President Roosevelt has infused his polio-crippled legs with Zombie tissue and become a Super-Necromancer.

    The US Marines are now being trained down to the sergeant class in the dark arts, increasing the odds of producing Zombie Corps post-combat.

    Also! The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.

    How does this affect the game?

    1. The USA produce Zombies at the end of their turn on rolls of ‘5’ OR ‘6’ (instead of just ‘6’).

    2. When delivering Spore-Bombs, each USA bomber must attack alone, against territories that are not being attacked by friendly ground units. Bombers must survive anti-aircraft fire to deliver Spore-Bombs.

    3. Roll <:>dice 3d6<:> in the forum here for every USA bomber dropping a Spore-Bomb.

    4. On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).

    5. Then, battle continues in that territory as normal (i.e., bomber can retreat if it survives the first round).

    The White House has been painted and rebranded as ‘The Dark Crypt’. Chances for Roosevelt’s re-election look very strong indeed among his new zombie majority… Factories in Detroit are no doubt churning out new waves of bombers even as we speak…

    I’m a little confused here Chris.
    The rule says: The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.

    And then it adds: On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).

    Give us and example to DEMONstrate.

    Also, Spore bombing runs should be either at the beggining or end of the combat sequence. Something like the airborne attack phase, but because we cant make a spore bombing phase then I suggest this.

    eg. after you have allocated all you attacks and hit the done button, then you either start off your first attack with the spore bombers or you finish your combat round with your spore bombers. I think the latter is better.

    Matt: zombie Lord


  • @Grendal:

    @Make_It_Round:

    President Roosevelt has infused his polio-crippled legs with Zombie tissue and become a Super-Necromancer.

    The US Marines are now being trained down to the sergeant class in the dark arts, increasing the odds of producing Zombie Corps post-combat.

    Also! The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.

    How does this affect the game?

    1. The USA produce Zombies at the end of their turn on rolls of ‘5’ OR ‘6’ (instead of just ‘6’).

    2. When delivering Spore-Bombs, each USA bomber must attack alone, against territories that are not being attacked by friendly ground units. Bombers must survive anti-aircraft fire to deliver Spore-Bombs.

    3. Roll <:>dice 3d6<:> in the forum here for every USA bomber dropping a Spore-Bomb.

    4. On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).

    5. Then, battle continues in that territory as normal (i.e., bomber can retreat if it survives the first round).

    The White House has been painted and rebranded as ‘The Dark Crypt’. Chances for Roosevelt’s re-election look very strong indeed among his new zombie majority… Factories in Detroit are no doubt churning out new waves of bombers even as we speak…

    I’m a little confused here Chris.
    The rule says: The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.

    And then it adds: On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).

    Give us and example to DEMONstrate.

    Also, Spore bombing runs should be either at the beggining or end of the combat sequence. Something like the airborne attack phase, but because we cant make a spore bombing phase then I suggest this.

    eg. after you have allocated all you attacks and hit the done button, then you either start off your first attack with the spore bombers or you finish your combat round with your spore bombers. I think the latter is better.

    Matt: zombie Lord

    Okay, here we go, step by step, with the spore-bombs (ONLY FOR USA):

    1. Set up all combat, like normal.

    2. Spore bombers must attack target territory ALONE.

    3. Before hitting ‘DONE’ on TripleA attacks, go to forum.

    4. Roll [dice 3d6] on forum. Look at results in forum.

    5. Of those three results, look for any hits on 1-4 (normal bomber attack range, but with more dice)

    6. Go to TripleA. Edit out a # of units equal to your # of hits on the forum. Replace them with Zombie Corps.

    7. Finish combat like normal!

    And voila. You’ve dropped a spore-bomb, and have 0-3 new Zombie Corps to show for it!


  • Moving on, to new and more insane developments…

    For Italy:

    DiceRolling 1d6:
    (3)


  • Nation-Specific:

    DiceRolling 1d40:
    (29)


  • Level I, II, or III?

    DiceRolling 1d3:
    (3)


  • Grab the knob, and crank it up to 10!!

    Class C, Class B, or Class A?

    DiceRolling 1d3:
    (2)


  • Level II: Significant national prestige

    Class B: Ceasefire powers

    ITALY now has the right to, at any point in the game, DECLARE ONE CEASEFIRE between itself and one of its enemies.

    This is due to its new-found national prestige and respect in the international community.

    The ceasefire lasts for 1d4 turns from the moment of declaration.

    HOWEVER the ceasefire CAN be nullified unilaterally by ITALY at any time before then.

    Enjoy the accolades while you can, Musso!


  • @Grendal:

    Italy
    DiceRolling 1d6:
    (6)

    Air unit wasnt accounted for….2 zombies should spawn, not 3.  Will edit if need be

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