• kiwis chaos
    DiceRolling 1d6:
    (6)


  • wooo whoooo !!

    yeah baby


  • @Grendal:

    kiwis chaos
    DiceRolling 1d6:
    (6)

    ANZAC Chaos

    DiceRolling 1d6:
    (2)

    Level

    DiceRolling 1d3:
    (3)

    Class

    DiceRolling 1d3:
    (1)


  • ANZAC Special Commando Raids!

    At the end of each of your turns, choose ANY 1 enemy coastal territory or island on the map.

    Place one of your infantry that you would have placed on your industrial complex in that territory instead, then end your turn as normal.

    Good luck, mate!


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

    Game History

    Round: 1

    Politics - ANZAC
                ANZAC takes Political Action: Political Action ANZAC To War With Japanese
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and British from Neutrality to Unprovoked
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and UK_Pacific from Neutrality to Unprovoked
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and ANZAC from Neutrality to Unprovoked
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and Dutch from Neutrality to War
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and British from Neutrality to Allied
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and Dutch from Neutrality to Friendly

    Purchase Units - ANZAC
                ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                2 infantry moved from New South Wales to 62 Sea Zone
                2 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
                1 destroyer moved from 62 Sea Zone to 45 Sea Zone
                1 cruiser moved from 63 Sea Zone to 45 Sea Zone
                1 fighter moved from Queensland to Dutch New Guinea
                2 fighters moved from New Zealand to Dutch New Guinea
                1 infantry moved from Malaya to Shan State

    Non Combat Move - ANZAC
                2 infantry moved from 45 Sea Zone to Dutch New Guinea
                      ANZAC take Dutch New Guinea from Dutch

    Place Units - ANZAC
                Turning on Edit Mode
                EDIT: Adding units owned by ANZAC to Siam: 1 infantry
                EDIT: Changing ownership of Siam from Japanese to ANZAC
                EDIT: Turning off Edit Mode
                1 artillery and 1 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 11 PUs; end with 11 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs


  • French Chaos
    DiceRolling 1d6:
    (3)


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

    Game History

    Round: 1

    Politics - French
                Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians

    Purchase Units - French
                French buy 1 artillery and 5 infantry; Remaining resources: 0 PUs;

    Combat Move - French
                1 fighter moved from United Kingdom to France
                1 infantry moved from Syria to Trans-Jordan
                1 infantry moved from French West Africa to French Central Africa
                1 destroyer moved from 72 Sea Zone to 70 Sea Zone

    Non Combat Move - French

    Place Units - French
                1 artillery and 5 infantry placed in France

    Turn Complete - French
                French collect 11 PUs; end with 11 PUs total


  • @Grendal:

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

    Game History

    Round: 1

    Politics - ANZAC
                ANZAC takes Political Action: Political Action ANZAC To War With Japanese
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and British from Neutrality to Unprovoked
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and UK_Pacific from Neutrality to Unprovoked
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and ANZAC from Neutrality to Unprovoked
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and Dutch from Neutrality to War
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and British from Neutrality to Allied
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and Dutch from Neutrality to Friendly

    Purchase Units - ANZAC
                ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                2 infantry moved from New South Wales to 62 Sea Zone
                2 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
                1 destroyer moved from 62 Sea Zone to 45 Sea Zone
                1 cruiser moved from 63 Sea Zone to 45 Sea Zone
                1 fighter moved from Queensland to Dutch New Guinea
                2 fighters moved from New Zealand to Dutch New Guinea
                1 infantry moved from Malaya to Shan State

    Non Combat Move - ANZAC
                2 infantry moved from 45 Sea Zone to Dutch New Guinea
                      ANZAC take Dutch New Guinea from Dutch

    Place Units - ANZAC
                Turning on Edit Mode
                EDIT: Adding units owned by ANZAC to Siam: 1 infantry
                EDIT: Changing ownership of Siam from Japanese to ANZAC
                EDIT: Turning off Edit Mode
                1 artillery and 1 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 11 PUs; end with 11 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs

    Two corrections in your application of the rules:

    1. You must subtract one infantry from your home IC… in essence, you need to PAY for these Commandos.

    2. You must NOT change the territory ownership… Combat has already occurred by the time you edit these guys in.

    If the next player could make these corrections, that’d be greatly appreciated.

    Cheers!


  • Is the anzac unit a commando unit? 2-2-1


  • @Grendal:

    Is the anzac unit a commando unit? 2-2-1

    Regular inf, with surprise attack ability.


  • So throw me a bone here. Walk me through Chris. I have 21 PU the next Anzac turn. What do I do to use a commando?


  • @Grendal:

    So throw me a bone here. Walk me through Chris. I have 21 PU the next Anzac turn. What do I do to use a commando?

    You’re allowed to take 1 infantry per turn off the board, after you build it normally at the end of your turn.

    Then you edit it onto any enemy coastal territory or island, and post your turn.

    That’s it.

    Combat resolves on the enemy’s turn (thus, your infantry defends on a ‘2’ instead of attacking on a ‘1’).

    If you win, the territory becomes yours at that point.

    The rest of your money is yours to spend however you like.


  • Ok thanks. That was easy.

    I have, if you’ve noticed, bought two infantry but placed only one, but I’ll do it the official way next time. Don’t want to ruffle any feathers.

    :-D


  • Can I save up my commandos for twenty rounds then ATTACK?


  • @Grendal:

    Ok thanks. That was easy.

    I have, if you’ve noticed, bought two infantry but placed only one, but I’ll do it the official way next time. Don’t want to ruffle any feathers.

    :-D

    It’s just easier to build and delete the infantry than remembering for the rest of the game that you have one infantry in stock that is never allowed to be built.

    @Grendal:

    Can I save up my commandos for twenty rounds then ATTACK?

    Nope. One attack per turn. Otherwise you could just pop up on Tokyo on turn six for a free win… pretty unbalanced.


  • This is your turn Carl. I’ve done the edits that Chris has mentioned earlier. And it’s easier to find the file now because a page has added onto the thread.

    German turn.tsvg


  • Ger
    DiceRolling 1d6:
    (6)


  • @pr0c3ss:

    Ger
    DiceRolling 1d6:
    (6)

    Germany Chaos:

    DiceRolling 1d6:
    (1)

    Level:

    DiceRolling 1d6:
    (2)

    Class:

    DiceRolling 1d6:
    (2)


  • Random currently aligned territories declares independence.

    They cannot be functional capitals.

    Add 1d4 neutral infantry +1 for each IPC value to its defense if it lacks them.

    DiceRolling 3d158:
    (7, 79, 109)


  • I ave not a clue what your talking about!

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