• HELL UNITS R6 FIGHT:

    Nationality

    German: 0
    Japanese: 62
    Italian: 2
    Neutral Axis: 0

    Axis Total: 64

    DiceRolling 64d6:
    (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6)

    Russian: 50
    American: 66
    Chinese: 0
    British: 43
    ANZAC: 11
    French: 0

    Allies Total: 170

    DiceRolling 170d6:
    (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6)


  • HELL UNITS J7 FIGHT:

    Nationality

    German: 0
    Japanese: 37
    Italian: 0
    Neutral Axis: 0

    Axis Total: 37

    DiceRolling 37d6:
    (1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6)

    Russian: 50
    American: 66
    Chinese: 0
    British: 40
    ANZAC: 0
    French: 0

    Allies Total: 156

    DiceRolling 156d6:
    (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6)


  • HELL UNITS USA7 FIGHT:

    Nationality

    German: 0
    Japanese: 14
    Italian: 0
    Neutral Axis: 0

    Axis Total: 14

    DiceRolling 1d14:
    (11)

    Russian: 50
    American: 66
    Chinese: 0
    British: 37
    ANZAC: 0
    French: 0

    Allies Total: 153

    DiceRolling 153d6:
    (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6)


  • Okay, the AXIS have been totally wiped out of HELL.

    So there’s no more need for HELL rolls after fixing the last Axis mis-roll:

    DiceRolling 14d6:
    (1, 1, 1, 2, 3, 3, 3, 4, 4, 4, 4, 6, 6, 6)


  • HELL UNITS FINAL COUNT:

    Nationality

    German: 0
    Japanese: 0
    Italian: 0
    Neutral Axis: 0

    Axis Total: 0

    Russian: 50
    American: 66
    Chinese: 0
    British: 34
    ANZAC: 0
    French: 0

    Allies Total: 150


  • @Make_It_Round:

    HELL UNITS FINAL COUNT:

    Nationality

    German: 0
    Japanese: 0
    Italian: 0
    Neutral Axis: 0

    Axis Total: 0

    Russian: 50
    American: 66
    Chinese: 0
    British: 34
    ANZAC: 0
    French: 0

    Allies Total: 150

    It will remain like this until more bodies are added to the graveyard, so that’s one less bit of book-keeping we need to do.

    America will simply get one new HELLPOWER every turn automatically, unless LOTS of Axis bodies get built & killed.

    Okay Matt, that’s all of the maintenance work done. Go to it!


  • US chaos
    DiceRolling 1d6:
    (6)


  • out of the doom rises the flag once world renown, now only a tattered faint memory of what once was


  • I already rolled US chaos, let’s call this Chinese chaos:

    DiceRolling 1d6:
    (6)

    Level

    DiceRolling 1d3:
    (3)

    Class

    DiceRolling 1d3:
    (3)


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

    Game History

    Round: 7

    Research Technology - Americans
                Americans spend 0 on tech rolls
                    Americans roll 4,4 and gets 0 hits

    Purchase Units - Americans
                Americans buy 1 airfield, 1 factory_major and 1 harbour; Remaining resources: 18 PUs; 2 techTokens;

    Combat - Americans

    Place Units - Americans
                1 airfield, 1 factory_major and 1 harbour placed in Eastern United States

    Turn Complete - Americans
                Americans collect 20 PUs; end with 38 PUs total


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

    Game History

    Round: 7

    Purchase Units - Chinese
                Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
                Chinese buy nothing; Remaining resources: 12 PUs;

    Combat - Chinese

    Turn Complete - Chinese
                Chinese collect 0 PUs; end with 12 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 18 PUs


  • UK chaos
    DiceRolling 1d6:
    (1)


  • Okay, so finish and post USA 7.

    At the beginning of China 7, we’ll have:

    Level III Kaiju:

    Class A!

    Moves per turn

    DiceRolling 1d8:
    (7)

    Number of attacks per combat roll (Automatic hits)

    DiceRolling 1d8:
    (6)

    Takes ? hits to kill:

    DiceRolling 1d8:
    (8)

    Auto-heals at end of turn of every turn.

    Has 3x special abilities from the following list:

    DiceRolling 3d8:
    (4, 5, 8)

    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)

    Appears on tile

    DiceRolling 1d318:
    (189)


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

    Game History

    Round: 7

    Purchase Units - British
                British buy 1 factory_major; Remaining resources: 7 PUs; 0 techTokens;

    Purchase Units - UK_Pacific
                UK_Pacific buy 1 factory_minor; Remaining resources: 10 PUs;

    Place Units - British
                1 factory_major placed in United Kingdom

    Turn Complete - British
                British collect 6 PUs; end with 13 PUs total

    Place Units - UK_Pacific
                1 factory_minor placed in India

    Turn Complete - UK_Pacific
                UK_Pacific collect 3 PUs; end with 13 PUs total


  • if this kraken moves 7 times per turn then that a lot of recording and posting


  • I suggest a cap on movements per turn. lets say three.


  • The cataclysm that shook the earth has thrown up a horror from humanity’s distant past on the lonely island of Java…

    A flock of GIANT PTERODACTYLS!!!

    These monsters fly, so they move over both SEA ZONES and TERRITORIES equally easily.

    They’re the fastest monsters in the game, with the same range as a fighter plane: 4 per turn!

    They will move their full range, unless stopped by combat, in which case they will stay in that territory and feed.

    They’re meat-hungry, and they paralyze 1d4 units of their prey per round in combat with terror (no shots back).

    Their aim is quick and accurate: they unerringly kill 6 units during every round of combat.

    And, while not incredibly tough, they are hard to hit and extremely numerous: to wipe out the flock, you need to hit them 8 times in combat.

    Finally, if they win a battle, they go on a rampage and trash all of the infrastructure on the territories they attack.

    On the board, they will be represented as a neutral battleship while at sea, and as a neutral bomber on land.


  • UK Pterodactyl Move:

    1 of 4 = SZ 42 (only option)

    2 of 4 =

    DiceRolling 1d9:
    (4)

    1. Java
    2. SZ 37
    3. SZ 43
    4. SZ 44
    5. SZ 45
    6. SZ 55
    7. SZ 56
    8. SZ 57
    9. SZ 41


  • 3 of 4

    DiceRolling 1d7:
    (5)

    1-35
    2-34
    3-46
    4-55
    5-42
    6-44
    7-Dutch New Guinea


  • Last move for UK:

    DiceRolling 1d9:
    (3)

    1. Java
    2. SZ 37
    3. SZ 43
    4. SZ 44
    5. SZ 45
    6. SZ 55
    7. SZ 56
    8. SZ 57
    9. SZ 41

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