• USSR
    DiceRolling 1d6:
    (6)


  • Mutha Russia

    DiceRolling 1d6:
    (6)

    Level

    DiceRolling 1d3:
    (3)

    Class

    DiceRolling 1d3:
    (1)


  • Level III Kaiju:

    Class C:

    Move per turn

    DiceRolling 1d4:
    (1)

    Number of attacks per combat roll

    DiceRolling 1d4:
    (4)

    Attack value (hits at # or less):

    DiceRolling 1d4:
    (3)

    Takes ? hits to kill:

    DiceRolling 1d4:
    (4)

    Auto-heals at end of turn of every turn.

    Has 1x special ability from the following list:

    1. First strike (hits preemptively)
    2. Submerge (can retreat underwater or burrow to avoid being destroyed)
    3. Heavy armor (ignore first hit per combat)
    4. Flying (if land Kaiju, can leave land territories; if ocean Kaiju, can leave sea zones)
    5. Intimidation [1d4] (up to 4 units cannot fire back per combat)
    6. Lays offspring at end of turn [1d4]
    7. Targeting (chooses which enemy units to destroy)
    8. Rampage (destroys all infrastructure after winning)

    DiceRolling 1d8:
    (2)


  • Starting position:

    DiceRolling 1d318:
    (229)


  • A GIANT KRAKEN has emerged from the oceanic depths of the coast of Burma.

    It must be moved randomly at the beginning of every turn 1 space, but only moves through sea zones.

    So at the beginning of each turn, you must do a KRAKEN ROLL in the same post as the normal CHAOS ROLL.

    For example! Next turn, KRAKEN can move to 1. SZ 39; 2. SZ 41; 3. SZ 37.

    So! I would post these three numbers, list the available SZs beside them, and then roll 1d3 in the forum to see where the KRAKEN goes. Edit him there accordingly (he is represented on the board by the WHITE BATTLESHIP).

    If KRAKEN encounters ANY UNITS, Axis or Allies, combat starts immediately.

    Leave it to me, and I will do the battle on the forum for you. It looks like it’ll be a few turns before he gets somebody.

    Fun facts:

    KRAKEN has the ‘submerge’ ability of a submarine. So if you want to kill him for good, you’d better bring destroyers or roll lucky.

    KRAKEN must fight for at least one round before submerging.

    KRAKEN attacks with 4 TENTACLES at a time, and hits on a 3 OR LESS.

    KRAKEN must be HIT 4 TIMES in one battle in order to be killed.

    KRAKEN heals automatically at the end of every turn.

    Stupid KRAKEN!

    Kaiju.tsvg


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

    Game History

    Round: 5

    Research Technology - Russians
                Russians spend 0 on tech rolls

    Purchase Units - Russians
                Russians buy 2 armour, 1 bomber, 4 infantry and 1 transport; Remaining resources: 1 PUs; 1 techTokens;

    Combat Move - Russians
                3 submarines moved from 111 Sea Zone to 105 Sea Zone
                10 infantry moved from Belarus to Eastern Poland
                1 artillery moved from Baltic States to Eastern Poland
                1 infantry moved from Baltic States to Eastern Poland
                2 infantry moved from Western Ukraine to Eastern Poland
                1 armour moved from Bessarabia to Eastern Poland
                1 armour moved from Ukraine to Eastern Poland
                1 infantry moved from Bessarabia to Eastern Poland
                3 infantry moved from Ukraine to Bessarabia
                4 infantry moved from Novgorod to Baltic States
                1 artillery moved from Novgorod to Baltic States
                1 armour moved from Novgorod to Eastern Poland
                1 bomber moved from Norway to France
                2 fighters moved from Norway to United Kingdom
                1 tactical_bomber moved from Norway to United Kingdom
                2 infantry moved from Vologda to Novosibirsk
                2 armour moved from Russia to Novosibirsk
                1 fighter moved from Russia to Olgiy
                2 infantry moved from Bryansk to Western Ukraine
                2 infantry moved from Smolensk to Belarus
                3 infantry moved from Caucasus to Kazakhstan

    Combat - Russians
                Strategic bombing raid in France
                    Bombing raid in France rolls: 6 and causes: 6 damage to unit: factory_minor
                    Bombing raid in France causes 6 damage total.
                Battle in Eastern Poland
                    Russians attack with 3 armour, 1 artillery and 14 infantry
                    Germans defend with 3 aaGuns, 3 artilleries and 8 infantry
                    Russians win, taking Eastern Poland from Germans with 3 armour, 1 artillery and 2 infantry remaining. Battle score for attacker is 15
                    Casualties for Germans: 3 aaGuns, 3 artilleries and 8 infantry
                    Casualties for Russians: 12 infantry

    Non Combat Move - Russians
                1 bomber moved from France to United Kingdom
                4 aaGuns moved from Novgorod to Baltic States

    Place Units - Russians
                1 armour, 1 bomber and 1 infantry placed in Russia
                1 armour and 2 infantry placed in Ukraine
                1 infantry placed in Russia
                Russians undo move 3.
                Russians undo move 2.
                1 transport placed in 127 Sea Zone
                1 armour and 1 infantry placed in Novgorod
                2 infantry placed in Ukraine
                Russians undo move 1.
                1 infantry placed in Ukraine
                1 armour and 1 bomber placed in Russia

    Turn Complete - Russians
                Russians collect 38 PUs; end with 39 PUs total
                Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 45 PUs

    Production/PUs Summary :

    Germans : 31 / 32
        Russians : 38 / 45
        Japanese : 40 / 41
        Americans : 52 / 73
        Chinese : 7 / 8
        British : 37 / 39
        UK_Pacific : 21 / 21
        Italians : 18 / 28
        ANZAC : 11 / 17
        French : 7 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 2 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 19 / 0


  • label your rolls Carl.

    one for kraken
    one for chaos (nationality indicated too)


  • dont tell me what to do!
    Japs

    Kraken =p DiceRolling 1d6:
    (6)  
    ChaosDiceRolling 1d6:
    (6)


  • eg

    1-39
    2-41
    3-37
    DiceRolling 1d3:
    (1)


  • @Grendal:

    eg

    1-39
    2-41
    3-37
    DiceRolling 1d3:
    (1)

    Matt’s got the right idea.

    Kraken’s going to India!

    Which means that next turn, he’ll have 4 possible directions to go…


  • First effect of the Kraken = No new UK ships entering the Indian Ocean…


  • Christ all that KRAKEN talk, and now we’ve got Japanese chaos to figure out:

    DiceRolling 1d6:
    (4)

    Level

    DiceRolling 1d3:
    (3)

    Class

    DiceRolling 1d3:
    (1)

    BTW Carl, since I’m here and rolling, do you have any Japanese you’d care to teleport this turn??


  • What about cutting supply when it’s on a shipping marker in the ocean? (kraken)


  • @Grendal:

    What about cutting supply when it’s on a shipping marker in the ocean? (kraken)

    Great idea for the physical board game; but I don’t know how I’d possibly implement it on TripleA.

    Plus, we’ve already got a fair amount of bookkeeping to keep track of in this game.

    One way to manage the complexity would be to dial back the chaos probability to 1d8 or 1d9; then you’d only expect one development per round (although, even at current levels here we are in Round 5 and only have 6 development).

    What do you think of that proposal? Or do you feel that the current rate of complications is manageable for the players?


  • I’m keeping a word doc open with this game and recording all my advantages plus global events. I think we should both keep a doc like this. I do not have Carls events recorded. I think we should each have our own. If he forgets his own advantage then I’m not going to remind him. But I will remind of global events like kraken and storms etc.

    I think the chaos roll is sufficient for now and I want the complexity to increase. Don’t know about Carl, though.

    :-D


  • WAR OF THE WORLDS

    Seeing that the humans have been weakened by constant struggle against each other, evil aliens choose this time to strike!

    A fleet of hostile FLYING SAUCERS appear over every victory city on Earth!!

    Death rays fall from above on all the strategic centers of the world!!!

    Unilateral peace is declared in this emergency situation: no nation may attack another nation until every last FLYING SAUCER on Earth is destroyed.

    All FLYING SAUCERS take 4 hits in one turn to kill, and instantly destroy 1d4 units in every victory city where they remain, at the beginning of every Japanese turn, until they are destroyed.

    Stand by for the first wave of attacks…


  • One important fact to note:

    FLYING SAUCERS are only vulnerable at the time they attack, at the beginning of each Japanese turn.

    They can only be hit by Anti-Aircraft (1), Bombers (1), Tactical Bombers (3), and Fighters (4).

    They will take the weakest units as casualties, but will destroy the very infrastructure of the land if there are no defenders.

    Oh, and I was joking about that whole “World Peace” thing. You can still attack each other. The aliens don’t care.

    They will keep raining death on these key locations once per season, whoever owns them.

    Victory Cities:

    1. Washington, D.C. (USA)
      Alien AttackDiceRolling 1d4:
      (3)  
      Human Defence 2 AAADiceRolling 2d6:
      (6, 6)

    2. Los Angeles (USA)
      Alien AttackDiceRolling 1d4:
      (3)  
      Human Defence 2AAADiceRolling 2d6:
      (1, 3)

    3. Manila (USA)
      Alien AttackDiceRolling 1d4:
      (3)  
      Human Defence NONE

    4. Honolulu (USA)
      Alien AttackDiceRolling 1d4:
      (1)  
      Human Defence 2 bombersDiceRolling 2d6:
      (3, 5)

    5. London (UK)
      Alien AttackDiceRolling 1d4:
      (4)  
      Human Defence 5 AAA, 1 bomberDiceRolling 6d6:
      (2, 2, 2, 3, 4, 6)

    6. Cairo (UK)
      Alien AttackDiceRolling 1d4:
      (1)  
      Human Defence NONE

    7. Ottawa (UK)
      Alien AttackDiceRolling 1d4:
      (4)  
      Human Defence NONE

    8. Calcutta (UK)
      Alien AttackDiceRolling 1d4:
      (3)  
      Human Defence NONE

    9. Hong Kong (UK)
      Alien AttackDiceRolling 1d4:
      (4)  
      Human Defence 1 fighterDiceRolling 1d6:
      (1)

    10. Paris (France)
      Alien AttackDiceRolling 1d4:
      (1)  
      Human Defence NONE

    11. Sydney (ANZAC)
      Alien AttackDiceRolling 1d4:
      (3)  
      Human Defence NONE

    12. Moscow (USSR)
      Alien AttackDiceRolling 1d4:
      (4)  
      Human Defence 1 fighterDiceRolling 1d6:
      (4)

    13. Leningrad (USSR)
      Alien AttackDiceRolling 1d4:
      (1)  
      Human Defence 4 AAADiceRolling 4d6:
      (1, 3, 4, 4)

    14. Stalingrad (USSR)
      Alien AttackDiceRolling 1d4:
      (2)  
      Human Defence NONE

    15. Berlin (Germany)
      Alien AttackDiceRolling 1d4:
      (2)  
      Human Defence NONE

    16. Warsaw (Germany)
      Alien AttackDiceRolling 1d4:
      (3)  
      Human Defence NONE

    17. Rome (Italy)
      Alien AttackDiceRolling 1d4:
      (4)  
      Human Defence 2 AAADiceRolling 2d6:
      (1, 3)

    18. Tokyo (Japan)
      Alien AttackDiceRolling 1d4:
      (2)  
      Human Defence 3 AAADiceRolling 3d6:
      (4, 5, 5)

    19. Shanghai (Japan)
      Alien AttackDiceRolling 1d4:
      (2)  
      Human Defence 1 fighterDiceRolling 1d6:
      (3)


  • Sorry, need to re-roll London attack… didn’t see that USSR had moved all air units there.

    This could be our first FLYING SAUCER destroyed here, if the dice go right!

    1. London (UK)
      Alien AttackDiceRolling 1d4:
      (4)

    Human Defence

    5 AAA, 1 bomber
    DiceRolling 6d6:
    (1, 2, 2, 3, 6, 6)

    1 tac bomber
    DiceRolling 1d6:
    (3)

    2 fighters
    DiceRolling 2d6:
    (3, 3)


  • That’s it!

    The first FLYING SAUCER of 19 has been destroyed by the combined forces of the Allies in London airspace: the real Battle of Britain has been won!!

    Only 18 left to go… Hope rises in the chest of humanity once more!!!

    Carl, please use the attached file: the smoking ruins of the world are yours to exploit or protect, as you see fit.

    I moved the KRAKEN for you.

    Ah, and now that this development is complete, it’s your time to decide whether or not TELEPORTATION is something you still want to do.

    This is the last time I’ll remind you of the ability… Just thought with all the chaos going on I was my responsibility to keep the game on track.

    Saucer Attack 1 Complete.tsvg


  • thank you kind sir

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