• @Grendal:

    As for zombie nationality, if they really do have one, Japanese get either German or Italian. My choice. So if a zombie generates in China edit in an Italian one please. In the future just post and ask what nationality I want for the Pacific rim. The Japanese have the luxury of the choice of zombies. How weird.

    Matt the zombie lord

    Hi Matt,

    If you chose Italian zombies for Japan, let’s keep it like that for the rest of the game.

    That way Carl doesn’t have to PM you every time he kills a Japanese unit.

    Plus, it makes more sense, as we’re trying to keep zombies as ‘minor’ powers (in v.2 of the rules I’ll make it official).

    Wow! So far, it’s been an incredibly eventful game!

    I’ll get to the upcoming Italian event as soon as work is done… it’s a little crazy here today.

    P.S. Carl: Yep, the Brits only get one chuck of the die per round; but obv it’s better that way, given how fast the insanity is piling up!


  • What about the upgrade on initial placement to mech inf. for zombies Chris? trade in two for one.


  • I’ve edited the three german zombies in china to italian ones. use this file to do the re-roll for the Chahar zombie Carl.

    Matt the zombie Lord

    Italian move.tsvg


  • @Make_It_Round:

    President Roosevelt has infused his polio-crippled legs with Zombie tissue and become a Super-Necromancer.

    The US Marines are now being trained down to the sergeant class in the dark arts, increasing the odds of producing Zombie Corps post-combat.

    Also! The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.

    How does this affect the game?

    1. The USA produce Zombies at the end of their turn on rolls of ‘5’ OR ‘6’ (instead of just ‘6’).

    2. When delivering Spore-Bombs, each USA bomber must attack alone, against territories that are not being attacked by friendly ground units. Bombers must survive anti-aircraft fire to deliver Spore-Bombs.

    3. Roll <:>dice 3d6<:> in the forum here for every USA bomber dropping a Spore-Bomb.

    4. On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).

    5. Then, battle continues in that territory as normal (i.e., bomber can retreat if it survives the first round).

    The White House has been painted and rebranded as ‘The Dark Crypt’. Chances for Roosevelt’s re-election look very strong indeed among his new zombie majority… Factories in Detroit are no doubt churning out new waves of bombers even as we speak…

    I’m a little confused here Chris.
    The rule says: The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.

    And then it adds: On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).

    Give us and example to DEMONstrate.

    Also, Spore bombing runs should be either at the beggining or end of the combat sequence. Something like the airborne attack phase, but because we cant make a spore bombing phase then I suggest this.

    eg. after you have allocated all you attacks and hit the done button, then you either start off your first attack with the spore bombers or you finish your combat round with your spore bombers. I think the latter is better.

    Matt: zombie Lord


  • @Grendal:

    @Make_It_Round:

    President Roosevelt has infused his polio-crippled legs with Zombie tissue and become a Super-Necromancer.

    The US Marines are now being trained down to the sergeant class in the dark arts, increasing the odds of producing Zombie Corps post-combat.

    Also! The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.

    How does this affect the game?

    1. The USA produce Zombies at the end of their turn on rolls of ‘5’ OR ‘6’ (instead of just ‘6’).

    2. When delivering Spore-Bombs, each USA bomber must attack alone, against territories that are not being attacked by friendly ground units. Bombers must survive anti-aircraft fire to deliver Spore-Bombs.

    3. Roll <:>dice 3d6<:> in the forum here for every USA bomber dropping a Spore-Bomb.

    4. On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).

    5. Then, battle continues in that territory as normal (i.e., bomber can retreat if it survives the first round).

    The White House has been painted and rebranded as ‘The Dark Crypt’. Chances for Roosevelt’s re-election look very strong indeed among his new zombie majority… Factories in Detroit are no doubt churning out new waves of bombers even as we speak…

    I’m a little confused here Chris.
    The rule says: The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.

    And then it adds: On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).

    Give us and example to DEMONstrate.

    Also, Spore bombing runs should be either at the beggining or end of the combat sequence. Something like the airborne attack phase, but because we cant make a spore bombing phase then I suggest this.

    eg. after you have allocated all you attacks and hit the done button, then you either start off your first attack with the spore bombers or you finish your combat round with your spore bombers. I think the latter is better.

    Matt: zombie Lord

    Okay, here we go, step by step, with the spore-bombs (ONLY FOR USA):

    1. Set up all combat, like normal.

    2. Spore bombers must attack target territory ALONE.

    3. Before hitting ‘DONE’ on TripleA attacks, go to forum.

    4. Roll [dice 3d6] on forum. Look at results in forum.

    5. Of those three results, look for any hits on 1-4 (normal bomber attack range, but with more dice)

    6. Go to TripleA. Edit out a # of units equal to your # of hits on the forum. Replace them with Zombie Corps.

    7. Finish combat like normal!

    And voila. You’ve dropped a spore-bomb, and have 0-3 new Zombie Corps to show for it!


  • Moving on, to new and more insane developments…

    For Italy:

    DiceRolling 1d6:
    (3)


  • Nation-Specific:

    DiceRolling 1d40:
    (29)


  • Level I, II, or III?

    DiceRolling 1d3:
    (3)


  • Grab the knob, and crank it up to 10!!

    Class C, Class B, or Class A?

    DiceRolling 1d3:
    (2)


  • Level II: Significant national prestige

    Class B: Ceasefire powers

    ITALY now has the right to, at any point in the game, DECLARE ONE CEASEFIRE between itself and one of its enemies.

    This is due to its new-found national prestige and respect in the international community.

    The ceasefire lasts for 1d4 turns from the moment of declaration.

    HOWEVER the ceasefire CAN be nullified unilaterally by ITALY at any time before then.

    Enjoy the accolades while you can, Musso!


  • @Grendal:

    Italy
    DiceRolling 1d6:
    (6)

    Air unit wasnt accounted for….2 zombies should spawn, not 3.  Will edit if need be


  • Tunisia
    DiceRolling 1d6:
    (6)

    Greece
    DiceRolling 6d6:
    (2, 2, 5, 5, 6, 6)


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

    Game History

    Round: 1

    Politics - Italians
                Turning on Edit Mode
                EDIT: Removing units owned by French from Chahar: 2 infantry
                EDIT: Removing units owned by Japanese from Yugoslavia: 2 infantry
                EDIT: Removing units owned by Japanese from Southern France: 2 infantry
                EDIT: Removing units owned by Japanese from France: 2 infantry
                EDIT: Adding units owned by Japanese to Northern Italy: 6 infantry
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Removing units owned by Germans from Yunnan: 3 infantry
                EDIT: Adding units owned by Italians to Yunnan: 3 infantry
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Adding units owned by Italians to Chahar: 2 infantry
                EDIT: Turning off Edit Mode

    Purchase Units - Italians
                Italians buy 1 infantry and 1 transport; Remaining resources: 0 PUs;

    Combat Move - Italians
                2 infantry moved from Albania to Greece
                1 armour moved from Albania to Greece
                2 fighters moved from Southern Italy to Greece
                1 armour moved from Northern Italy to 95 Sea Zone
                1 artillery moved from Northern Italy to 97 Sea Zone
                1 infantry moved from Southern Italy to 97 Sea Zone
                1 infantry moved from Southern Italy to 95 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
                1 destroyer moved from 95 Sea Zone to 93 Sea Zone
                1 submarine moved from 95 Sea Zone to 93 Sea Zone
                1 cruiser moved from 95 Sea Zone to 92 Sea Zone
                1 bomber moved from Northern Italy to 93 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone
                1 infantry moved from 98 Sea Zone to Trans-Jordan
                1 artillery moved from 98 Sea Zone to Trans-Jordan
                1 cruiser moved from 97 Sea Zone to 98 Sea Zone
                1 artillery and 1 infantry moved from Libya to Tunisia
                1 armour moved from Tobruk to Tunisia
                1 mech_infantry moved from Tobruk to Tunisia
                1 armour and 1 infantry moved from 92 Sea Zone to Gibraltar

    Combat - Italians
                Battle in Trans-Jordan
                Battle in Greece
                    Italians attack with 1 armour, 2 fighters and 2 infantry
                    Neutral_Allies defend with 4 infantry
                        Italians roll dice for 1 armour, 2 fighters and 2 infantry in Greece, round 2 :  1/5 hits
                        Neutral_Allies roll dice for 4 infantry in Greece, round 2 :  2/4 hits
                        1 infantry owned by the Neutral_Allies and 2 infantry owned by the Italians lost in Greece
                        Italians roll dice for 1 armour and 2 fighters in Greece, round 3 :  3/3 hits
                        Neutral_Allies roll dice for 3 infantry in Greece, round 3 :  2/3 hits
                        2 fighters owned by the Italians and 3 infantry owned by the Neutral_Allies lost in Greece
                    Italians win, taking Trans-Jordan from British, taking Greece from Neutral_Allies with 1 armour remaining. Battle score for attacker is -14
                    Casualties for Neutral_Allies: 4 infantry
                    Casualties for Italians: 2 fighters and 2 infantry
                Battle in Tunisia
                    Italians attack with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry
                    French defend with 1 infantry
                        Italians roll dice for 1 armour, 1 artillery, 1 infantry and 1 mech_infantry in Tunisia, round 2 :  1/4 hits
                        French roll dice for 1 infantry in Tunisia, round 2 :  0/1 hits
                        1 infantry owned by the French lost in Tunisia
                    Italians win, taking Tunisia from French with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
                    Casualties for French: 1 infantry
                Battle in Gibraltar
                    Italians attack with 1 armour and 1 infantry
                    British defend with 1 fighter and 1 harbour
                        Italians roll dice for 1 cruiser in Gibraltar, round 2 :  1/1 hits
                        British roll dice for 1 fighter in Gibraltar, round 2 :  0/1 hits
                        1 fighter owned by the British lost in Gibraltar
                    Italians win, taking Gibraltar from British with 1 armour and 1 infantry remaining. Battle score for attacker is 10
                    Casualties for British: 1 fighter
                Battle in 93 Sea Zone
                    Italians attack with 1 bomber, 1 destroyer and 1 submarine
                    French defend with 1 cruiser and 1 destroyer
                        Italians roll dice for 1 submarine in 93 Sea Zone, round 2 :  0/1 hits
                        Italians roll dice for 1 bomber and 1 destroyer in 93 Sea Zone, round 2 :  1/2 hits
                        French roll dice for 1 cruiser and 1 destroyer in 93 Sea Zone, round 2 :  2/2 hits
                        1 destroyer owned by the Italians , 1 submarine owned by the Italians and 1 destroyer owned by the French lost in 93 Sea Zone
                        Italians roll dice for 1 bomber in 93 Sea Zone, round 3 :  0/1 hits
                        French roll dice for 1 cruiser in 93 Sea Zone, round 3 :  1/1 hits
                        1 bomber owned by the Italians lost in 93 Sea Zone
                    French win with 1 cruiser remaining. Battle score for attacker is -18
                    Casualties for French: 1 destroyer
                    Casualties for Italians: 1 bomber, 1 destroyer and 1 submarine

    Non Combat Move - Italians
                1 battleship moved from 97 Sea Zone to 95 Sea Zone
                4 infantry moved from Southern Italy to Northern Italy
                1 artillery moved from Northern Italy to Yugoslavia
                2 infantry moved from Northern Italy to Yugoslavia
                1 infantry moved from Italian Somaliland to Ethiopia

    Place Units - Italians
                1 infantry placed in Northern Italy
                1 transport placed in 95 Sea Zone
                Turning on Edit Mode
                EDIT: Adding units owned by Japanese to Greece: 2 infantry
                EDIT: Adding units owned by Japanese to Tunisia: 1 infantry
                EDIT: Turning off Edit Mode

    Turn Complete - Italians
                Italians collect 14 PUs; end with 14 PUs total
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 19 PUs


  • ANZAC

    DiceRolling 1d6:
    (1)


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

    Game History

    Round: 1

    Purchase Units - ANZAC
                ANZAC buy nothing; Remaining resources: 10 PUs;

    Combat Move - ANZAC
                2 infantry moved from Queensland to New South Wales
                1 fighter moved from Queensland to New South Wales
                1 artillery moved from Queensland to New South Wales
                1 cruiser moved from 63 Sea Zone to 62 Sea Zone
                2 fighters moved from New Zealand to New South Wales
                3 fighters moved from New South Wales to Western Australia

    Non Combat Move - ANZAC

    Turn Complete - ANZAC
                ANZAC collect 10 PUs; end with 20 PUs total


  • FRENCH

    DiceRolling 1d6:
    (1)


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

    Game History

    Round: 1

    Combat Move - French
                1 cruiser moved from 93 Sea Zone to 92 Sea Zone
                1 cruiser moved from 110 Sea Zone to 109 Sea Zone
                1 infantry moved from Algeria to Morocco
                1 infantry moved from French West Africa to French Central Africa
                1 destroyer moved from 72 Sea Zone to 70 Sea Zone

    Combat - French
                Battle in 109 Sea Zone
                    French attack with 1 cruiser; British loiter and taunt with
                    Germans defend with 3 submarines
                    3 submarines owned by the Germans Submerged
                Battle in 92 Sea Zone
                    French attack with 1 cruiser
                    Italians defend with 1 cruiser and 1 transport
                        French roll dice for 1 cruiser in 92 Sea Zone, round 2 :  0/1 hits
                        Italians roll dice for 1 cruiser and 1 transport in 92 Sea Zone, round 2 :  0/1 hits
                        French roll dice for 1 cruiser in 92 Sea Zone, round 3 :  1/1 hits
                        Italians roll dice for 1 cruiser and 1 transport in 92 Sea Zone, round 3 :  0/1 hits
                        1 cruiser owned by the Italians lost in 92 Sea Zone
                        1 transport owned by the Italians lost in 92 Sea Zone
                    French winFrench win with 1 cruiser remaining with 1 cruiser remaining. Battle score for attacker is 19
                    Casualties for Italians: 1 cruiser and 1 transport

    Non Combat Move - French

    Turn Complete - French


  • Germany
    DiceRolling 1d6:
    (1)


  • scramble scramble scramble

    scramble brits and french.tsvg


  • @Grendal:

    Italy
    DiceRolling 1d6:
    (6)

    mussolini-smile.jpg

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