• @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


  • now is the time…

    2 msn in japan - please teleport
    2 men in kiangsuu - please teleport


  • Japan pod results:

    DiceRolling 1d15:
    (11)

    Kiangsu pod results:

    DiceRolling 1d15:
    (10)


  • and if these couunt…the 2 on caroline island please transport


  • if its too late…nps


  • The Japan pod goes on its merry way:

    DiceRolling 1d191:
    (89)

    However, perhaps because of the FLYING SAUCER attack, something goes wrong with the Kiangsu pod: the teleportation machine malfunctions, and SCATTERS your army! Each division ends up in a different location!

    DiceRolling 2d191:
    (48, 155)

    (There’s no industrial complex on Caroline Island… so no teleportation!)


  • Guam; Kansu; Carolines

    Teleport complete!  :-D

    Teleport 1.tsvg


  • errr thanks  :lol:


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

    Game History

    Round: 5

    Purchase Units - Japanese
                Japanese buy 1 armour, 9 infantry and 2 mech_infantrys; Remaining resources: 4 SuicideAttackTokens; 0 PUs;

    Combat Move - Japanese
                1 transport moved from 20 Sea Zone to 6 Sea Zone
                1 transport moved from 19 Sea Zone to 6 Sea Zone
                1 infantry moved from Shantung to Kiangsu
                1 infantry moved from Chahar to Suiyuyan
                1 artillery moved from Chahar to Suiyuyan
                1 artillery moved from Hopei to Shensi
                1 armour moved from Hopei to Shensi
                1 artillery moved from Chahar to Hopei
                1 armour moved from Kweichow to Hunan
                1 fighter moved from Kwangsi to Hunan
                1 tactical_bomber moved from Anhwe to Kwangtung
                1 mech_infantry moved from Yakut S.S.R. to Yenisey
                1 armour moved from Buryatia to Yenisey
                1 bomber moved from Shantung to Yenisey
                1 tactical_bomber moved from Amur to Yakut S.S.R.

    Combat - Japanese
                Japanese creates battle in territory Kansu
                Japanese creates battle in territory Guam
                Battle in Shensi
                    Japanese attack with 1 armour and 1 artillery
                    Chinese defend with 1 infantry
                        Japanese roll dice for 1 armour and 1 artillery in Shensi, round 2 :  1/2 hits
                        Chinese roll dice for 1 infantry in Shensi, round 2 :  0/1 hits
                        1 infantry owned by the Chinese lost in Shensi
                    Japanese win, taking Kansu from Chinese, taking Guam from Americans, taking Shensi from Chinese with 1 armour and 1 artillery remaining. Battle score for attacker is 3
                    Casualties for Chinese: 1 infantry
                Battle in Yenisey
                    Japanese attack with 1 armour, 1 bomber and 1 mech_infantry
                    Russians defend with 2 infantry
                        Japanese roll dice for 1 armour, 1 bomber and 1 mech_infantry in Yenisey, round 2 :  1/3 hits
                        Russians roll dice for 2 infantry in Yenisey, round 2 :  1/2 hits
                        1 infantry owned by the Russians and 1 mech_infantry owned by the Japanese lost in Yenisey
                        Japanese roll dice for 1 armour and 1 bomber in Yenisey, round 3 :  1/2 hits
                        Russians roll dice for 1 infantry in Yenisey, round 3 :  0/1 hits
                        1 infantry owned by the Russians lost in Yenisey
                    Japanese win, taking Yenisey from Russians with 1 armour and 1 bomber remaining. Battle score for attacker is 2
                    Casualties for Japanese: 1 mech_infantry
                    Casualties for Russians: 2 infantry
                Battle in Suiyuyan
                    Japanese attack with 1 artillery and 1 infantry
                    Chinese defend with 1 infantry
                        Japanese roll dice for 1 artillery and 1 infantry in Suiyuyan, round 2 :  2/2 hits
                        Chinese roll dice for 1 infantry in Suiyuyan, round 2 :  1/1 hits
                        1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Suiyuyan
                    Japanese win, taking Suiyuyan from Chinese with 1 artillery remaining. Battle score for attacker is 0
                    Casualties for Japanese: 1 infantry
                    Casualties for Chinese: 1 infantry

    Non Combat Move - Japanese
                1 bomber moved from Yenisey to Yakut S.S.R.

    Place Units - Japanese
                1 armour and 2 mech_infantrys placed in Kiangsu
                9 infantry placed in Japan

    Turn Complete - Japanese
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 4,6,6,3,4,1,3,3
                Japanese collect 42 PUs (2 lost to blockades); end with 42 PUs total


  • Let me help with the KRAKEN:

    1 = 79
    2 = 78
    3 = 40
    4 = 41
    5 = 38

    DiceRolling 1d5:
    (2)

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