• Since I checked in here, let me roll for the USA in case in need to do something:

    DiceRolling 1d6:
    (2)


  • Proceed!  :-D


  • cheating barstool


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

    Game History

    Round: 4

    Purchase Units - Americans
                Americans buy 1 battleship, 1 bomber, 1 fighter, 5 submarines and 1 transport; Remaining resources: 0 PUs; 0 techTokens;

    Combat Move - Americans
                2 submarines moved from 10 Sea Zone to 26 Sea Zone
                1 bomber moved from Hawaiian Islands to Wake Island
                1 fighter moved from Hawaiian Islands to 33 Sea Zone
                1 fighter moved from Hawaiian Islands to 33 Sea Zone

    Non Combat Move - Americans

    Place Units - Americans
                1 battleship and 5 submarines placed in 101 Sea Zone
                1 transport placed in 10 Sea Zone
                1 fighter placed in Western United States
                1 bomber placed in Eastern United States

    Turn Complete - Americans
                Americans collect 54 PUs; end with 54 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 59 PUs
                Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 64 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 69 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 79 PUs


  • Still chaos roll with no units on map?

    Chinese
    DiceRolling 16d:
    (2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 5, 5, 5, 5, 6, 6)


  • haha ignore above

    DiceRolling 1d6:
    (4)


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

    Game History

    Round: 4

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed

    Combat Move - Chinese

    Non Combat Move - Chinese

    Turn Complete - Chinese
                Chinese collect 0 PUs; end with 2 PUs total


  • UK

    DiceRolling 1d6:
    (2)


  • Siam
    DiceRolling 1d6:
    (4)


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

    Game History

    Round: 4

    Purchase Units - British
                British buy 1 bomber, 1 destroyer and 1 submarine; Remaining resources: 0 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific buy 4 armour and 3 infantry; Remaining resources: 0 PUs;

    Combat Move - British
                1 infantry moved from Afghanistan to Kazakhstan
                5 infantry moved from India to Burma
                2 armour moved from India to Burma
                1 mech_infantry moved from India to Burma
                1 destroyer moved from 42 Sea Zone to 39 Sea Zone
                1 battleship moved from 44 Sea Zone to 37 Sea Zone
                2 infantry moved from Celebes to 44 Sea Zone
                2 infantry and 1 transport moved from 44 Sea Zone to 37 Sea Zone
                2 infantry moved from 37 Sea Zone to Siam
                1 infantry moved from Shan State to Siam
                1 destroyer moved from 44 Sea Zone to 37 Sea Zone
                1 artillery moved from Anglo Egyptian Sudan to Egypt
                1 mech_infantry moved from Union of South Africa to Belgian Congo
                2 submarines moved from 71 Sea Zone to 83 Sea Zone
                8 infantry moved from Turkey to Caucasus
                3 submarines moved from 106 Sea Zone to 103 Sea Zone
                1 infantry moved from Ontario to Quebec
                1 artillery moved from Ontario to Quebec

    Combat - British
                Battle in Siam
                    British attack with 3 infantry
                    Japanese defend with 1 infantry
                        British roll dice for 1 battleship in Siam, round 2 :  1/1 hits
                        Japanese roll dice for 1 infantry in Siam, round 2 :  0/1 hits
                        1 infantry owned by the Japanese lost in Siam
                    British win, taking Siam from Japanese with 3 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry
                Battle in 103 Sea Zone
                    British attack with 3 submarines
                    Germans defend with 1 battleship, 2 cruisers, 1 destroyer and 3 submarines
                        Germans roll dice for 3 submarines in 103 Sea Zone, round 2 :  1/3 hits
                        1 submarine owned by the British lost in 103 Sea Zone
                        British roll dice for 2 submarines in 103 Sea Zone, round 2 :  1/2 hits
                        Germans roll dice for 1 battleship, 2 cruisers and 1 destroyer in 103 Sea Zone, round 2 :  2/4 hits
                        2 submarines owned by the British and 1 submarine owned by the Germans lost in 103 Sea Zone
                    Germans win with 1 battleship, 2 cruisers, 1 destroyer and 2 submarines remaining. Battle score for attacker is -12
                    Casualties for Germans: 1 submarine
                    Casualties for British: 3 submarines

    Non Combat Move - British

    Place Units - British
                1 destroyer and 1 submarine placed in 106 Sea Zone
                1 bomber placed in Union of South Africa

    Turn Complete - British
                British collect 33 PUs; end with 33 PUs total

    Place Units - UK_Pacific
                4 armour and 3 infantry placed in India

    Turn Complete - UK_Pacific
                UK_Pacific collect 26 PUs; end with 26 PUs total
                Some Units in India change ownership: 4 armour and 3 infantry


  • ITALY CHAOS… The Gods are restless!  :-D

    DiceRolling 1d6:
    (5)


  • Chris if your dying to play, set another cahos up and ill join ya  :-D


  • @pr0c3ss:

    Chris if your dying to play, set another cahos up and ill join ya  :-D

    Here’s the problem with that: you already think I’m cheating, in a game I’m not even playing!

    So it would be a conflict of interest for me to play anyone personally until the rules have been playtested and solidified, i.e., before the point of publishing.

    Afterwards, deffo! I’m excited to play this variant for myself.

    How are you guys finding the play experience so far? Is the added complexity compensated for by added fun?


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

    Game History

    Round: 4

    Purchase Units - Italians
                Italians buy 1 cruiser, 1 infantry and 1 mech_infantry; Remaining resources: 0 PUs;

    Combat Move - Italians
                1 transport moved from 98 Sea Zone to 95 Sea Zone
                1 artillery moved from Eastern Poland to Bessarabia
                1 infantry moved from Eastern Poland to Bessarabia
                1 infantry moved from Buyant-Uhaa to Ulaanbaatar
                      Italians take Ulaanbaatar from Russians
                3 infantry moved from Manchuria to Buyant-Uhaa
                1 infantry moved from Shensi to Sikang
                2 infantry moved from Szechwan to Yunnan

    Combat - Italians

    Non Combat Move - Italians

    Place Units - Italians
                1 cruiser placed in 95 Sea Zone
                1 infantry and 1 mech_infantry placed in Northern Italy

    Turn Complete - Italians
                Italians collect 15 PUs; end with 15 PUs total
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 20 PUs
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 25 PUs


  • Chaos ANZAC

    DiceRolling 1d6:
    (5)

    Chaos France

    DiceRolling 1d6:
    (3)


  • @Make_It_Round:

    @pr0c3ss:

    Chris if your dying to play, set another cahos up and ill join ya  :-D

    Here’s the problem with that: you already think I’m cheating, in a game I’m not even playing!

    So it would be a conflict of interest for me to play anyone personally until the rules have been playtested and solidified, i.e., before the point of publishing.

    Afterwards, deffo! I’m excited to play this variant for myself.

    How are you guys finding the play experience so far? Is the added complexity compensated for by added fun?

    I love it….If I were a geek, I’d probably have a wank over it now


  • ps…I knbow its your little game… but please stop rolling my dies!  It will not make this go any quuicker!


  • …you cunt  :lol:


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

    Game History

    Round: 4

    Purchase Units - ANZAC
                ANZAC buy 2 destroyers; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                3 submarines moved from 62 Sea Zone to 33 Sea Zone
                1 infantry moved from Baltic States to Belarus
                1 infantry moved from Novgorod to Karelia

    Combat - ANZAC

    Non Combat Move - ANZAC

    Place Units - ANZAC
                2 destroyers placed in 62 Sea Zone

    Turn Complete - ANZAC
                ANZAC collect 10 PUs; end with 10 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs


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

    Game History

    Round: 4

    Combat Move - French
                1 infantry moved from Anglo Egyptian Sudan to Egypt

    Non Combat Move - French

    Turn Complete - French

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