• 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


  • German Chaos
    DiceRolling 1d6:
    (2)


  • Baltic states
    DiceRolling 4d6:
    (2, 3, 4, 5)  
    Ukraine
    DiceRolling 9d6:
    (1, 1, 3, 5, 5, 5, 5, 6, 6)


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

    Game History

    Round: 5

    Politics - Germans

    Research Technology - Germans
                    Germans roll 4 and gets 0 hits

    Purchase Units - Germans
                Germans buy 5 armour, 2 fighters and 2 infantry; Remaining resources: 0 PUs; 1 techTokens;

    Combat Move - Germans
                1 transport moved from 115 Sea Zone to 114 Sea Zone
                1 artillery moved from Germany to 114 Sea Zone
                1 infantry moved from Germany to 114 Sea Zone
                1 transport moved from 113 Sea Zone to 114 Sea Zone
                1 infantry moved from Germany to 114 Sea Zone
                1 infantry moved from Germany to 114 Sea Zone
                1 artillery, 3 infantry and 2 transports moved from 114 Sea Zone to 115 Sea Zone
                1 destroyer moved from 113 Sea Zone to 115 Sea Zone
                3 infantry moved from 115 Sea Zone to Baltic States
                1 artillery moved from 115 Sea Zone to Baltic States
                3 bombers moved from Holland Belgium to Baltic States
                1 fighter moved from Western Germany to Baltic States
                5 armour moved from Eastern Poland to Ukraine
                1 infantry moved from Bessarabia to Ukraine
                1 infantry moved from Western Ukraine to Ukraine
                1 artillery moved from Western Ukraine to Ukraine
                1 mech_infantry moved from Eastern Poland to Ukraine
                2 submarines moved from 103 Sea Zone to 109 Sea Zone
                1 destroyer moved from 103 Sea Zone to 109 Sea Zone
                2 cruisers moved from 103 Sea Zone to 110 Sea Zone
                1 battleship moved from 103 Sea Zone to 110 Sea Zone

    Combat - Germans
                Battle in Baltic States
                    Germans attack with 1 artillery, 3 bombers, 1 fighter and 3 infantry
                    Russians defend with 1 artillery, 2 infantry and 1 mech_infantry
                        Germans roll dice for 1 cruiser in Baltic States, round 2 :  0/1 hits
                        Germans roll dice for 1 artillery, 3 bombers, 1 fighter and 3 infantry in Baltic States, round 2 :  2/8 hits
                        Russians roll dice for 1 artillery, 2 infantry and 1 mech_infantry in Baltic States, round 2 :  0/4 hits
                        2 infantry owned by the Russians lost in Baltic States
                        Germans roll dice for 1 artillery, 3 bombers, 1 fighter and 3 infantry in Baltic States, round 3 :  5/8 hits
                        Russians roll dice for 1 artillery and 1 mech_infantry in Baltic States, round 3 :  0/2 hits
                        1 mech_infantry owned by the Russians and 1 artillery owned by the Russians lost in Baltic States
                    Germans win, taking Baltic States from Russians with 1 artillery, 3 bombers, 1 fighter and 3 infantry remaining. Battle score for attacker is 14
                    Casualties for Russians: 1 artillery, 2 infantry and 1 mech_infantry
                Battle in Ukraine
                    Germans attack with 5 armour, 1 artillery, 2 infantry and 1 mech_infantry
                    ANZAC defend with 2 infantry; Russians defend with 3 armour and 1 factory_minor
                        Germans roll dice for 5 armour, 1 artillery, 2 infantry and 1 mech_infantry in Ukraine, round 2 :  1/9 hits
                        Russians roll dice for 3 armour and 2 infantry in Ukraine, round 2 :  2/5 hits
                        1 infantry owned by the ANZAC and 2 infantry owned by the Germans lost in Ukraine
                        Germans roll dice for 5 armour, 1 artillery and 1 mech_infantry in Ukraine, round 3 :  4/7 hits
                        Russians roll dice for 3 armour and 1 infantry in Ukraine, round 3 :  2/4 hits
                        3 armour owned by the Russians , 1 infantry owned by the ANZAC , 1 artillery owned by the Germans and 1 mech_infantry owned by the Germans lost in Ukraine
                    Germans win, taking Ukraine from Russians with 5 armour remaining. Battle score for attacker is 10
                    Casualties for ANZAC: 2 infantry
                    Casualties for Germans: 1 artillery, 2 infantry and 1 mech_infantry
                    Casualties for Russians: 3 armour

    Non Combat Move - Germans
                1 armour moved from Germany to Eastern Poland
                5 aaGuns moved from Poland to Eastern Poland
                3 infantry moved from Germany to Poland
                1 fighter moved from Baltic States to Germany
                1 bomber moved from Baltic States to Germany
                2 bombers moved from Baltic States to Germany
                4 infantry moved from Eastern Poland to Western Ukraine
                1 infantry moved from Eastern Poland to Western Ukraine

    Place Units - Germans
                Turning on Edit Mode
                EDIT: Adding units owned by Japanese to Ukraine: 2 infantry
                EDIT: Turning off Edit Mode
                5 armour placed in Germany
                2 fighters placed in Western Germany
                1 infantry placed in Normandy Bordeaux
                1 infantry placed in France
                Germans undo move 4.
                1 infantry placed in Western Germany

    Turn Complete - Germans
                Germans collect 50 PUs; end with 50 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 55 PUs


  • Rus
    DiceRolling 1d6:
    (6)


  • see that’s how u roll!


  • Blessings for Mother Russia!

    DiceRolling 1d6:
    (4)

    Level

    DiceRolling 1d3:
    (1)

    Class

    DiceRolling 1d3:
    (2)


  • Natural storms:

    Choose 3x random territories / sea zones, and all territories and sea zones adjacent to them. No moves or attacks can take place within these areas for the next 1d8 turns. For each turn that the storms last, remove one unit from the territory that forms the center of the storm.

    Storm hits:

    DiceRolling 3d318:
    (232, 248, 266)

    Storm durations:

    DiceRolling 3d8:
    (3, 4, 7)


  • Western Australia storm: lasts for 3 turns.

    No movement in or out of: W. Australia, S. Australia, N. Territory, SZ 56 UNTIL CHINA 5.

    French Guiana storm: lasts for 4 turns.

    No movement in or out of: F. Guiana, Brazil, Suriname, SZ 88 UNTIL UK 5.

    Slovakia / Hungary storm: lasts for 7 turns.

    No movement in or out of: Slovakia / Hungary, Germany, Poland, G. Southern Germany, Yugoslavia, Romania, Eastern Poland UNTIL FRANCE 5.


  • Consequences:

    1. US cannot move units out of Brazil this turn.
    2. US cannot move fleet off of Australia this turn.
    3. USSR cannot attack Eastern Poland this turn; nor can the Italian there move out.
    4. The Italians cannot move across central / eastern Europe this turn.


  • Good event Chris, but realistically I don’t think a storm could last eight turns. That’s about a year long, in game time. A (1d6) or (1d5) would be more realistic.


  • I mean (3d6) or (3d5)


  • Unless we have a post-apocalyptic nuclear winter.


  • agree…that is a loooong time

    Finland
    DiceRolling 5d6:
    (1, 1, 1, 5, 6)

    Ukraine
    DiceRolling 13d6:
    (1, 1, 1, 2, 2, 2, 2, 4, 4, 5, 5, 6, 6)

    Baltic
    DiceRolling 7d6:
    (1, 3, 3, 4, 5, 5, 6)


  • @Grendal:

    Good event Chris, but realistically I don’t think a storm could last eight turns. That’s about a year long, in game time. A (1d6) or (1d5) would be more realistic.

    Actually, each full round represents approximately 6 months of real world time.

    Round 1 = Summer 1940 start: Battle of France

    Round 2 = Winter 1940: Battle of Britain

    Round 3 = Summer 1941: Operation Barbarossa

    Round 4 = Winter 1941: Pearl Harbor and all that follows…

    Nevertheless, the event not only represents actual storms, but also hard winters or monsoon seasons or famines, disruptions of campaign plans, damage to infrastructure, and so on and so forth that follow after major natural disasters.

    Even the longest event here, let’s call it the Hungary Rusputitsa, doesn’t slow down the Germans at all. In fact, it protects them from a Russian bollocking!

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