• Tank
    DiceRolling 2d6:
    (3, 6)

    Inf
    DiceRolling 2d6:
    (2, 4)

    Mech inf
    DiceRolling 1d6:
    (2)


  • UK art rtn fire
    DiceRolling 1d6:
    (2)


  • 1 inf dead…
    remaining ger soliders

    2 tank
    1 inf
    1 mech inf

    UK lost

    Like this Chris?


  • @pr0c3ss:

    1 inf dead…
    remaining ger soliders

    2 tank
    1 inf
    1 mech inf

    UK lost

    Like this Chris?

    Yup. I need to see the file to make sure, but it looks good on the forum.

    Except that UK units that were hit should not have gotten their return fire shots.


  • dead inf didnt get rtn fire… only after round 2 did artillery get rtn fire


  • british pus lowered to 7? +6 ger?


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

    Game History

    Round: 11

    Politics - Germans

    Purchase Units - Germans
                Germans buy 2 armour, 1 artillery, 1 destroyer and 2 infantry; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 mech_infantry moved from Poland to Baltic States
                      Germans take Baltic States from Neutral_True
                1 submarine moved from 113 Sea Zone to 112 Sea Zone
                1 bomber moved from Germany to 108 Sea Zone

    Combat - Germans
                Battle in 112 Sea Zone
                    Germans attack with 1 submarine
                    British defend with 1 submarine
                    1 submarine owned by the British Submerged
                        Germans roll dice for 1 submarine in 112 Sea Zone, round 2 :  0/1 hits
                Battle in 108 Sea Zone
                    Germans attack with 1 bomber
                    British defend with 1 transport
                        1 transport owned by the British lost in 108 Sea Zone
                    Germans winGermans win with 1 submarine remaining with 1 bomber remaining. Battle score for attacker is 6
                    Casualties for British: 1 transport
                Trigger Germans Conquer London: Setting switch to true for conditionAttachment_Axis_Capture_London_Switch attached to Germans

    Non Combat Move - Germans
                1 bomber could not land in Amur and was removed
                1 bomber moved from 108 Sea Zone to United Kingdom

    Place Units - Germans
                1 destroyer placed in 113 Sea Zone
                2 armour placed in Germany

    Turn Complete - Germans
                Total Cost from Convoy Blockades: 1
                    Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 1
                Germans collect 36 PUs (1 lost to blockades); end with 36 PUs total


  • You still need transports to get you there. Numpty~!

    Do-over.  :evil:


  • @Make_It_Round:

    @pr0c3ss:

    Bird remains Amur and inf removed
    Need reminder of hell combat

    Ned info on what can surprise attack… all units from 1 piece of land can be sent anywhere? or various units from various lands…or?

    regardless of where they came from.

    !


  • …in that case…

    1 inf + 1 tank + 1 bomber (ger)
    v
    1 inf & 1 art

    inf
    DiceRolling 1d6:
    (2)  
    tank
    DiceRolling 1d6:
    (2)  
    bomber
    DiceRolling 1d6:
    (1)


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

    Game History

    Round: 11

    Politics - Germans

    Purchase Units - Germans
                Germans buy 1 armour, 1 factory_upgrade and 1 infantry; Remaining resources: 1 PUs;

    Combat Move - Germans
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from Amur: 1 infantry
                EDIT: Turning off Edit Mode
                1 mech_infantry moved from Poland to Baltic States
                      Germans take Baltic States from Neutral_True
                1 mech_infantry moved from Slovakia Hungary to Romania
                      Germans take Romania from Neutral_True
                1 infantry moved from Denmark to Western Germany
                1 armour moved from Normandy Bordeaux to Spain
                      Germans take Spain from British
                1 armour moved from Spain to Southern France

    Combat - Germans
                Battle in Southern France
                    Germans attack with 1 armour
                    British defend with 1 artillery
                        Germans roll dice for 1 armour in Southern France, round 2 :  0/1 hits
                        British roll dice for 1 artillery in Southern France, round 2 :  0/1 hits
                        Germans roll dice for 1 armour in Southern France, round 3 :  0/1 hits
                        British roll dice for 1 artillery in Southern France, round 3 :  0/1 hits
                        Germans roll dice for 1 armour in Southern France, round 4 :  0/1 hits
                        British roll dice for 1 artillery in Southern France, round 4 :  0/1 hits
                        Germans roll dice for 1 armour in Southern France, round 5 :  1/1 hits
                        British roll dice for 1 artillery in Southern France, round 5 :  0/1 hits
                        1 artillery owned by the British lost in Southern France
                    Germans win, taking Southern France from British with 1 armour remaining. Battle score for attacker is 4
                    Casualties for British: 1 artillery
                Trigger Germans Conquer London: Setting switch to true for conditionAttachment_Axis_Capture_London_Switch attached to Germans

    Non Combat Move - Germans
                1 bomber could not land in Amur and was removed

    Place Units - Germans
                Units in Germany being upgraded or consumed: 1 factory_minor
                1 armour, 1 factory_upgrade and 1 infantry placed in Germany

    Turn Complete - Germans
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 2
                Germans collect 43 PUs (2 lost to blockades); end with 44 PUs total


  • @pr0c3ss:

    …in that case…

    1 inf + 1 tank + 1 bomber (ger)
    v
    1 inf & 1 art

    inf
    DiceRolling 1d6:
    (2)  
    tank
    DiceRolling 1d6:
    (2)  
    bomber
    DiceRolling 1d6:
    (1)

    We got there in the end… Nice capital strike!


  • russ chaos
    DiceRolling 1d6:
    (6)


  • R-Chaos

    DiceRolling 1d6:
    (6)

    Level

    DiceRolling 1d3:
    (3)

    Class

    DiceRolling 1d3:
    (1)


  • Time Freeze!

    Immediately skip the next

    DiceRolling 1d4:
    (4)

    rounds, stopping only to collect income at the end of turn.

    One player can do this on their own, as no actions are allowed to take place, nor are any dice to be rolled.

    Game continues as usual at point of stoppage, the beginning of the Russian turn in that future round.


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

    Game History

    Round: 11

    Combat Move - Russians

    Non Combat Move - Russians

    Turn Complete - Russians


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

    Game History

    Round: 11

    Purchase Units - Japanese
                Japanese buy nothing; Remaining resources: 3 SuicideAttackTokens; 37 PUs; 0 techTokens;

    Combat Move - Japanese

    Combat - Japanese
                Japanese creates battle in territory 35 Sea Zone

    Non Combat Move - Japanese

    Turn Complete - Japanese
                Japanese collect 24 PUs; end with 61 PUs total


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

    Game History

    Round: 11

    Purchase Units - Americans
                Americans buy nothing; Remaining resources: 57 PUs; 0 techTokens;

    Combat Move - Americans

    Non Combat Move - Americans

    Turn Complete - Americans
                Americans collect 47 PUs; end with 104 PUs total
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 114 PUs


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

    Game History

    Round: 11

    Purchase Units - UK_Pacific
                UK_Pacific buy nothing; Remaining resources: 14 PUs;

    Combat Move - British

    Combat - British
                British creates battle in territory 109 Sea Zone

    Non Combat Move - British

    Turn Complete - UK_Pacific
                UK_Pacific collect 14 PUs; end with 28 PUs total


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

    Game History

    Round: 11

    Purchase Units - Italians
                Italians buy nothing; Remaining resources: 13 PUs;

    Combat Move - Italians

    Non Combat Move - Italians

    Turn Complete - Italians
                Italians collect 8 PUs; end with 21 PUs total
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 26 PUs

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