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

    Game History

    Round: 8

    Politics - Germans

    Purchase Units - Germans
                Germans buy 1 armour and 1 mech_infantry; Remaining resources: 0 PUs;

    Place Units - Germans
                1 armour and 2 mech_infantrys placed in Germany

    Turn Complete - Germans
                Germans collect 9 PUs; end with 9 PUs total


  • Russ chaos
    DiceRolling 1d6:
    (1)


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

    Game History

    Round: 8

    Turn Complete - Russians


  • @pr0c3ss:

    n1 Matt…this is waaaaaay too complex Chris… I liked the variation with just zombies every turn… that in itself is simple to manage & good fun

    Ger
    DiceRolling 1d6:
    (4)

    Thanks for the feedback.

    Matt, where do you stand? Are Pterodactls, Kraken, Flying Saucers and the like more trouble than they’re worth?

    There are two considerations that I’m keeping in mind for this playtest: fun vs. complexity. We know that the Kaiju are complex, because they require steady upkeep in terms of book-keeping. We don’t really know if they’re fun, and here’s the part that we might need to playtest, because we haven’t seen them interact with anyone’s units or strategies yet.

    Maybe to make them fun, and less punishing, we could introduce some sort of reward or ‘bounty’ to the player that takes them down… That way, they’d be seen not only as threats, but also as opportunities. Thoughts?


  • that would make it more interesting…would prob find some naval battles that fighting to kill the ‘best’.  Would have to be a significant reward oh.

    Jap
    DiceRolling 1d6:
    (6)


  • thats Japan…seems the board doesnt like J-A-P


  • Japan Chaos:

    DiceRolling 1d6:
    (1)

    Level

    DiceRolling 1d3:
    (2)

    Class

    DiceRolling 1d3:
    (3)

    I would say that for a Level III Kaiju would be worth some sort of permanent national upgrade, randomly generated.

    Does that sweeten the deal?


  • New nations form out of the scattered tribes of humanity!

    Pro-Axis = 1
    Pro-Allies = 2

    DiceRolling 5d2:
    (1, 1, 2, 2, 2)

    IPC value + random # of infantry:

    DiceRolling 5d4:
    (1, 2, 3, 3, 4)

    Locations:

    DiceRolling 5d191:
    (34, 95, 105, 154, 174)


  • Gilbert Islands

    Pro-?
    DiceRolling 1d2:
    (2)

    Units
    DiceRolling 1d4:
    (2)

    Mexico

    Pro-?
    DiceRolling 1d2:
    (1)

    Units
    DiceRolling 1d4:
    (4)  +2

    Western Australia

    Pro-?
    DiceRolling 1d2:
    (2)

    Units
    DiceRolling 1d4:
    (2)  +1

    Paulau Island

    Pro-?
    DiceRolling 1d2:
    (1)

    Units
    DiceRolling 1d4:
    (3)

    Rio de Oro

    Pro-?
    DiceRolling 1d2:
    (2)

    Units
    DiceRolling 1d4:
    (2)


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

    Game History

    Round: 8

    Turn Complete - Russians
                Turning on Edit Mode
                EDIT: Changing ownership of Gilbert Islands from Neutral_True to Neutral_Allies
                EDIT: Adding units owned by Neutral_Allies to Gilbert Islands: 2 infantry
                EDIT: Changing ownership of Mexico from Neutral_True to Neutral_Axis
                EDIT: Adding units owned by Neutral_Axis to Mexico: 6 infantry
                EDIT: Changing ownership of Western Australia from Neutral_True to Neutral_Allies
                EDIT: Adding units owned by Neutral_Allies to Western Australia: 3 infantry
                EDIT: Changing ownership of Paulau Island from Neutral_True to Neutral_Axis
                EDIT: Adding units owned by Neutral_Axis to Paulau Island: 3 infantry
                EDIT: Adding units owned by Neutral_Allies to Rio de Oro: 2 infantry
                EDIT: Changing ownership of Rio de Oro from Neutral_True to Neutral_Allies
                EDIT: Turning off Edit Mode


  • Okay Carl, please use the R8 filesave above for your turn.

    Development is one-time only:

    Mexico and Paulau Island are new pro-Axis neutrals.

    Western Australia, Rio de Oro, and Gilbert Islands are new pro-Allied neutrals.

    Attack or annex as appropriate to your faction!


  • Oh, and the bounty offer is now official: the nation that kills the PTERO monster gets a nice fat permanent national buff!!


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

    Game History

    Round: 8

    Research Technology - Japanese
                Japanese spend 0 on tech rolls
                    Japanese roll 6,5,6 and gets 2 hits
                Japanese removing all Technology Tokens after successful research.
                Japanese discover Rockets Advance

    Activate Technology - Japanese
                Japanese activating Rockets Advance

    Purchase Units - Japanese
                Japanese buy 2 armour, 1 artillery, 3 infantry and 3 transports; Remaining resources: 3 SuicideAttackTokens; 0 PUs; 0 techTokens;

    Place Units - Japanese
                2 armour, 1 artillery and 3 infantry placed in Japan
                3 transports placed in 6 Sea Zone

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


  • US Chaos
    DiceRolling 1d6:
    (4)


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

    Game History

    Round: 8

    Research Technology - Americans
                Americans spend 0 on tech rolls
                    Americans roll 5,3 and gets 0 hits

    Purchase Units - Americans
                Americans buy 4 armour, 1 artillery, 1 infantry and 1 transport; Remaining resources: 0 PUs; 2 techTokens;

    Place Units - Americans
                4 armour, 1 artillery and 1 infantry placed in Eastern United States
                1 transport placed in 101 Sea Zone

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


  • Chink chaos
    DiceRolling 1d6:
    (1)


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

    Game History

    Round: 8

    Purchase Units - Chinese
                Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
                Chinese buy nothing; Remaining resources: 18 PUs;

    Combat Move - Chinese

    Non Combat Move - Chinese

    Turn Complete - Chinese
                Chinese collect 0 PUs; end with 18 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 24 PUs


  • Limey chaos
    DiceRolling 1d6:
    (3)


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

    Game History

    Round: 8

    Purchase Units - British
                British buy 1 artillery, 1 infantry and 1 transport; Remaining resources: 0 PUs; 0 techTokens;

    Purchase Units - UK_Pacific
                UK_Pacific buy 1 infantry, 1 mech_infantry and 1 transport; Remaining resources: 0 PUs;

    Combat Move - British

    Non Combat Move - British

    Place Units - British
                1 artillery and 1 infantry placed in United Kingdom
                1 transport placed in 110 Sea Zone

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

    Place Units - UK_Pacific
                1 transport placed in 39 Sea Zone
                1 infantry and 1 mech_infantry placed in India

    Turn Complete - UK_Pacific
                UK_Pacific collect 3 PUs; end with 3 PUs total
                Units Change Ownership
                    Some Units in India change ownership: 1 infantry and 1 mech_infantry
                    Some Units in 39 Sea Zone change ownership: 1 transport


  • Italy
    DiceRolling 1d6:
    (1)

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