• The AMERICANS gain the HELLPOWER of SLAUGHTER.

    During the current round, the AMERICANS choose one territory they are attacking.

    In that territory, every US unit gets one free preemptive shot before the actual battle begins.


  • 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

Suggested Topics

  • 15
  • 15
  • 44
  • 12
  • 8
  • 45
  • 96
  • 277
Axis & Allies Boardgaming Custom Painted Miniatures

44

Online

17.8k

Users

40.4k

Topics

1.8m

Posts