• Siam
    DiceRolling 4d6:
    (1, 1, 4, 5)  
    Kazak
    DiceRolling 2d6:
    (1, 6)  
    Shan
    DiceRolling 1d6:
    (6)  
    NovoSiberia
    DiceRolling 1d6:
    (1)


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

    Game History

    Round: 5

    Research Technology - Japanese
                    Japanese roll 2 and gets 0 hits

    Purchase Units - Japanese
                Japanese buy 1 cruiser, 1 destroyer, 1 fighter, 2 infantry and 2 submarines; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 1 techTokens;

    Combat Move - Japanese
                2 infantry moved from Greece to Turkey
                      Japanese take Turkey from British
                9 infantry moved from Bulgaria to Greece
                1 infantry moved from Vyborg to 115 Sea Zone
                1 infantry moved from Buryatia to Yakut S.S.R.
                3 infantry moved from Korea to 6 Sea Zone
                1 armour moved from Korea to 6 Sea Zone
                1 armour, 3 infantry and 2 transports moved from 6 Sea Zone to 1 Sea Zone
                1 armour moved from 1 Sea Zone to Alaska
                1 infantry moved from 1 Sea Zone to British Columbia
                1 infantry moved from 1 Sea Zone to British Columbia
                1 infantry moved from 1 Sea Zone to Alaska
                2 submarines moved from 6 Sea Zone to 1 Sea Zone
                1 destroyer moved from 6 Sea Zone to 1 Sea Zone
                1 cruiser moved from 6 Sea Zone to 1 Sea Zone
                1 carrier moved from 6 Sea Zone to 1 Sea Zone
                1 tactical_bomber moved from 6 Sea Zone to 1 Sea Zone
                1 fighter moved from Japan to 1 Sea Zone
                1 armour moved from Yunnan to Siam
                1 armour moved from Hunan to Shan State
                1 armour moved from Kwangtung to French Indo China
                1 armour moved from Hunan to French Indo China
                1 infantry moved from French Indo China to Siam
                1 infantry moved from Yunnan to Shan State
                1 mech_infantry moved from Kiangsu to Kwangtung
                4 fighters moved from Szechwan to Kazakhstan
                1 artillery moved from Tsinghai to Kazakhstan
                1 mech_infantry moved from Tsinghai to Novosibirsk
                1 armour moved from Kansu to Novosibirsk
                3 artilleries moved from Jehol to Chahar
                1 infantry moved from Suiyuyan to Kansu
                1 artillery moved from Kansu to Novosibirsk
                1 armour moved from Tsinghai to Novosibirsk
                2 tactical_bombers moved from Szechwan to Siam
                1 bomber moved from Japan to Siam
                1 armour moved from Kweichow to Kansu

    Combat - Japanese
                Battle in Alaska
                Battle in British Columbia
                Battle in Kazakhstan
                    Japanese attack with 1 artillery and 4 fighters
                    Russians defend with 1 infantry; British defend with 1 infantry
                        Japanese roll dice for 1 artillery and 4 fighters in Kazakhstan, round 2 :  3/5 hits
                        Russians roll dice for 2 infantry in Kazakhstan, round 2 :  2/2 hits
                        1 infantry owned by the Russians , 1 infantry owned by the British and 2 fighters owned by the Japanese lost in Kazakhstan
                    Japanese win, taking Alaska from Americans, taking British Columbia from British, taking Kazakhstan from Russians with 1 artillery and 2 fighters remaining. Battle score for attacker is -14
                    Casualties for Japanese: 2 fighters
                    Casualties for Russians: 1 infantry
                    Casualties for British: 1 infantry
                Battle in Siam
                    Japanese attack with 1 armour, 1 bomber, 1 infantry and 2 tactical_bombers
                    British defend with 3 infantry
                        Japanese roll dice for 1 armour, 1 bomber, 1 infantry and 2 tactical_bombers in Siam, round 2 :  3/5 hits
                        UK_Pacific roll dice for 3 infantry in Siam, round 2 :  2/3 hits
                        3 infantry owned by the British , 1 armour owned by the Japanese and 1 tactical_bomber owned by the Japanese lost in Siam
                    Japanese win, taking Siam from UK_Pacific with 1 bomber, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is -8
                    Casualties for Japanese: 1 armour and 1 tactical_bomber
                    Casualties for British: 3 infantry
                    Turning on Edit Mode
                    EDIT: Adding units owned by Japanese to Siam: 1 armour
                    EDIT: Removing units owned by Japanese from Siam: 1 infantry
                    EDIT: Turning off Edit Mode
                Battle in Shan State
                    Japanese attack with 1 armour and 1 infantry
                    ANZAC defend with 1 infantry
                        Japanese roll dice for 1 armour and 1 infantry in Shan State, round 2 :  0/2 hits
                        UK_Pacific roll dice for 1 infantry in Shan State, round 2 :  0/1 hits
                        Japanese roll dice for 1 armour and 1 infantry in Shan State, round 3 :  2/2 hits
                        UK_Pacific roll dice for 1 infantry in Shan State, round 3 :  0/1 hits
                        1 infantry owned by the ANZAC lost in Shan State
                    Japanese win, taking Shan State from UK_Pacific with 1 armour and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for ANZAC: 1 infantry
                Battle in Novosibirsk
                    Japanese attack with 2 armour, 1 artillery and 1 mech_infantry
                    British defend with 1 infantry
                        Japanese roll dice for 2 armour, 1 artillery and 1 mech_infantry in Novosibirsk, round 2 :  3/4 hits
                        Russians roll dice for 1 infantry in Novosibirsk, round 2 :  0/1 hits
                        1 infantry owned by the British lost in Novosibirsk
                    Japanese win, taking Novosibirsk from Russians with 2 armour, 1 artillery and 1 mech_infantry remaining. Battle score for attacker is 3
                    Casualties for British: 1 infantry
                Trigger Japanese Land In North America: Setting switch to true for conditionAttachment_Axis_Land_In_North_America_Switch attached to Germans

    Non Combat Move - Japanese
                2 fighters moved from Kazakhstan to Szechwan
                1 tactical_bomber moved from Siam to French Indo China
                1 bomber moved from Siam to French Indo China
                1 tactical_bomber moved from Kiangsu to French Indo China
                1 aaGun moved from Anhwe to Kiangsu

    Place Units - Japanese
                1 cruiser, 1 destroyer, 1 fighter and 2 submarines placed in 6 Sea Zone
                2 infantry placed in Japan
                Turning on Edit Mode
                EDIT: Adding units owned by Italians to Kazakhstan: 1 infantry
                EDIT: Adding units owned by Italians to Shan State: 1 infantry
                EDIT: Turning off Edit Mode

    Turn Complete - Japanese
                Total Cost from Convoy Blockades: 0
                    Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 5,5
                Japanese collect 56 PUs; end with 56 PUs total


  • USA

    DiceRolling 1d6:
    (6)


  • ooops done my buy and made 1 move

    B. Colombia
    DiceRolling 3d6:
    (1, 3, 4)

    if the next event interferes with whats been done, let me know…


  • USA Chaos

    DiceRolling 1d6:
    (2)

    LEVEL

    DiceRolling 1d3:
    (1)

    CLASS

    DiceRolling 1d3:
    (2)


  • The US has been infiltrated by Nazi spies… And now that the Japanese have landed in North America, Axis saboteurs rise up across the country in an attempt to hinder American production!

    For every unit you build this turn, roll a die on the forum. If you roll a ‘6’ for any units, you must leave those particular units unbuilt (DO NOT place them on the board). At the end of your next turn, you may place those units as normal (the game will remember your purchases for you).


  • US Build

    DiceRolling 12d6:
    (1, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6)


  • Tough turn for the Americans!

    Invaded by the Japanese in the Pacific!

    Held up by Italian diplomacy in Europe!

    Sabotaged by Germans on their home soil!

    And hindered by supernaturally long storms across the world!

    Now we go to the scene on the ground in Brazil:


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

    Game History

    Round: 5

    Purchase Units - Americans
                Americans buy 1 battleship, 1 bomber, 1 destroyer, 5 infantry and 4 submarines; Remaining resources: 0 PUs; 0 techTokens;

    Combat Move - Americans
                1 fighter moved from Western United States to British Columbia
                1 infantry moved from Western United States to 10 Sea Zone
                1 fighter moved from Eastern United States to British Columbia
                1 mech_infantry moved from Central United States to Alberta Saskatchewan Manitoba
                2 mech_infantrys moved from Central United States to British Columbia
                1 mech_infantry moved from Western United States to 10 Sea Zone
                1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                2 submarines moved from 101 Sea Zone to 11 Sea Zone
                1 battleship moved from 101 Sea Zone to 11 Sea Zone
                1 battleship moved from 101 Sea Zone to 88 Sea Zone
                3 submarines moved from 101 Sea Zone to 88 Sea Zone
                1 carrier moved from 101 Sea Zone to 88 Sea Zone
                1 fighter moved from Eastern United States to 88 Sea Zone
                1 bomber moved from Eastern United States to Brazil
                1 bomber moved from Wake Island to Philippines
                1 transport moved from 33 Sea Zone to 26 Sea Zone

    Combat - Americans
                Battle in British Columbia
                    Americans attack with 2 fighters and 2 mech_infantrys
                    Japanese defend with 2 infantry
                        Americans roll dice for 2 fighters and 2 mech_infantrys in British Columbia, round 2 :  1/4 hits
                        Japanese roll dice for 2 infantry in British Columbia, round 2 :  1/2 hits
                        1 mech_infantry owned by the Americans and 1 infantry owned by the Japanese lost in British Columbia
                        Americans roll dice for 2 fighters and 1 mech_infantry in British Columbia, round 3 :  2/3 hits
                        Japanese roll dice for 1 infantry in British Columbia, round 3 :  0/1 hits
                        1 infantry owned by the Japanese lost in British Columbia
                    Americans win, taking British Columbia from Japanese with 2 fighters and 1 mech_infantry remaining. Battle score for attacker is 2
                    Casualties for Japanese: 2 infantry
                    Casualties for Americans: 1 mech_infantry

    Non Combat Move - Americans
                2 fighters moved from British Columbia to Western United States

    Place Units - Americans
                3 infantry placed in Western United States
                1 battleship, 1 destroyer and 4 submarines placed in 10 Sea Zone
                1 bomber placed in Eastern United States

    Turn Complete - Americans
                Americans collect 52 PUs; end with 52 PUs total
                Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 57 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 62 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUs


  • Chinese

    DiceRolling 1d6:
    (2)


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

    Game History

    Round: 5

    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


  • @pr0c3ss:

    US Build

    DiceRolling 12d6:
    (1, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6)��

    Gotta roll for each unit separately… so that you know specifically what to build, what not to build.

    So 5 inf:

    DiceRolling 5d6:
    (1, 2, 3, 3, 5)

    4 subs:

    DiceRolling 4d6:
    (2, 2, 3, 6)

    1 destroyer:

    DiceRolling 1d6:
    (5)

    1 battleship:

    DiceRolling 1d6:
    (4)

    1 bomber:

    DiceRolling 1d6:
    (6)

    Please edit accordingly, and then add them back in the end of your next turn, since you’ve already posted savegame.


  • problem using chinese units as uk zombies…
    chinese units arent allowed to move out of certain territories


  • oh thats terrible!!! player should have choice what to remove from the build!

    will edit accordingly


  • @Make_It_Round:

    @pr0c3ss:

    US Build

    DiceRolling 12d6:
    (1, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6)��

    Gotta roll for each unit separately… so that you know specifically what to build, what not to build.

    So 5 inf:

    DiceRolling 5d6:
    (1, 2, 3, 3, 5)��

    4 subs:

    DiceRolling 4d6:
    (2, 2, 3, 6)��

    1 destroyer:

    DiceRolling 1d6:
    (5)��

    1 battleship:

    DiceRolling 1d6:
    (4)��

    1 bomber:

    DiceRolling 1d6:
    (6)��

    Please edit accordingly, and then add them back in the end of your next turn, since you’ve already posted savegame.

    Only 1 sub & 1 bomber are affected (should be removed until the end of next turn).

    Chinese zombie bug is noted, but so far it looks acceptable to me… if there are any big plays you wanted to do but couldn’t because of it, let me know.

    Cheers, C


  • UK

    DiceRolling 1d6:
    (5)


  • @pr0c3ss:

    oh thats terrible!!! player should have choice what to remove from the build!

    will edit accordingly

    In order to make things fair, half the things I added to the game must be ‘disbenefits’ to balance out the ‘benefits’ one sometimes gets by rolling good things…

    There are basically three kinds of effects:

    1. Stuff that is indifferent to the rolling power, in that it effects everyone equally (for better or worse)

    2. Stuff that rewards the rolling power

    3. Stuff that punishes the rolling power

    America’s just been getting the sh!tty end of the luck stick lately!


  • Yunan
    DiceRolling 4d6:
    (1, 2, 6, 6)


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

    Game History

    Round: 5

    Politics - British
                Turning on Edit Mode
                EDIT: Removing units owned by Americans from 10 Sea Zone: 1 submarine
                EDIT: Removing units owned by Americans from Eastern United States: 1 bomber
                EDIT: Adding units owned by Americans to Western United States: 2 infantry
                EDIT: Turning off Edit Mode

    Purchase Units - British
                British buy 1 bomber, 1 infantry and 3 submarines; Remaining resources: 0 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific buy 2 armour, 1 artillery and 1 fighter; Remaining resources: 0 PUs;

    Combat Move - British
                1 unit repaired.
                1 submarine moved from 106 Sea Zone to 109 Sea Zone
                1 destroyer moved from 106 Sea Zone to 109 Sea Zone
                6 infantry moved from Caucasus to Volgograd
                2 infantry moved from Caucasus to Rostov
                5 infantry moved from Burma to Yunnan
                1 mech_infantry moved from Burma to Yunnan
                2 armour moved from Burma to Yunnan
                3 infantry moved from India to Burma
                1 armour moved from India to Afghanistan
                3 armour moved from India to Burma
                1 destroyer moved from 39 Sea Zone to 76 Sea Zone
                1 bomber moved from Union of South Africa to Egypt
                2 submarines moved from 83 Sea Zone to 91 Sea Zone
                1 transport moved from 37 Sea Zone to 79 Sea Zone
                1 battleship moved from 37 Sea Zone to 79 Sea Zone
                1 destroyer moved from 37 Sea Zone to 79 Sea Zone

    Combat - British
                Battle in Yunnan
                    British attack with 2 armour, 5 infantry and 1 mech_infantry
                    Italians defend with 2 infantry
                        British roll dice for 2 armour, 5 infantry and 1 mech_infantry in Yunnan, round 2 :  4/8 hits
                        Japanese roll dice for 2 infantry in Yunnan, round 2 :  2/2 hits
                        2 infantry owned by the British and 2 infantry owned by the Italians lost in Yunnan
                    British win, taking Yunnan from Japanese with 2 armour, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 0
                    Casualties for British: 2 infantry
                    Casualties for Italians: 2 infantry
                Battle in 109 Sea Zone
                    British attack with 1 destroyer and 1 submarine
                    Germans defend with 1 destroyer and 2 submarines
                        British roll dice for 1 submarine in 109 Sea Zone, round 2 :  1/1 hits
                        Germans roll dice for 2 submarines in 109 Sea Zone, round 2 :  1/2 hits
                        British roll dice for 1 destroyer in 109 Sea Zone, round 2 :  0/1 hits
                        Germans roll dice for 1 destroyer in 109 Sea Zone, round 2 :  1/1 hits
                        1 submarine owned by the British , 1 submarine owned by the Germans and 1 destroyer owned by the British lost in 109 Sea Zone
                    Germans win with 1 destroyer and 1 submarine remaining. Battle score for attacker is -8
                    Casualties for Germans: 1 submarine
                    Casualties for British: 1 destroyer and 1 submarine

    Non Combat Move - British

    Place Units - British
                3 submarines placed in 106 Sea Zone
                1 bomber and 1 infantry placed in Union of South Africa

    Turn Complete - British
                Total Cost from Convoy Blockades: 5
                    Rolling for Convoy Blockade Damage in 1 Sea Zone. Rolls: 4,3,5,3,4,4,6,1,4,3
                    Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 3,6,1
                British collect 26 PUs (5 lost to blockades); end with 26 PUs total

    Place Units - UK_Pacific
                2 armour, 1 artillery and 1 fighter placed in India

    Turn Complete - UK_Pacific
                UK_Pacific collect 24 PUs; end with 24 PUs total
                Some Units in India change ownership: 2 armour, 1 artillery and 1 fighter
                Turning on Edit Mode
                EDIT: Adding units owned by Chinese to Yunnan: 2 infantry
                EDIT: Turning off Edit Mode


  • By the way, US can’t enter SZ 88 due to storms… anywhere else you want to put those cowboys?

Suggested Topics

  • 8
  • 12
  • 29
  • 11
  • 196
  • 93
  • 115
  • 167
Axis & Allies Boardgaming Custom Painted Miniatures

26

Online

17.8k

Users

40.4k

Topics

1.8m

Posts