No problem
New A&A chaos game C vs S
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ooops done my buy and made 1 move
B. Colombia
Rolling 3d6:
(1, 3, 4)if the next event interferes with whats been done, let me know…
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USA Chaos
Rolling 1d6:
(2)LEVEL
Rolling 1d3:
(1)CLASS
Rolling 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).
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US Build
Rolling 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:
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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 ZoneCombat - 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_infantryNon Combat Move - Americans
2 fighters moved from British Columbia to Western United StatesPlace 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 StatesTurn 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
Rolling 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_ClosedCombat Move - Chinese
Non Combat Move - Chinese
Turn Complete - Chinese
Chinese collect 0 PUs; end with 2 PUs total -
US Build
Rolling 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:
Rolling 5d6:
(1, 2, 3, 3, 5)4 subs:
Rolling 4d6:
(2, 2, 3, 6)1 destroyer:
Rolling 1d6:
(5)1 battleship:
Rolling 1d6:
(4)1 bomber:
Rolling 1d6:
(6)Please edit accordingly, and then add them back in the end of your next turn, since you’ve already posted savegame.
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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
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US Build
Rolling 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:
Rolling 5d6:
(1, 2, 3, 3, 5)��4 subs:
Rolling 4d6:
(2, 2, 3, 6)��1 destroyer:
Rolling 1d6:
(5)��1 battleship:
Rolling 1d6:
(4)��1 bomber:
Rolling 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
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UK
Rolling 1d6:
(5) -
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:
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Stuff that is indifferent to the rolling power, in that it effects everyone equally (for better or worse)
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Stuff that rewards the rolling power
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Stuff that punishes the rolling power
America’s just been getting the sh!tty end of the luck stick lately!
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Yunan
Rolling 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 ModePurchase 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 ZoneCombat - 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 submarineNon Combat Move - British
Place Units - British
3 submarines placed in 106 Sea Zone
1 bomber and 1 infantry placed in Union of South AfricaTurn 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 totalPlace Units - UK_Pacific
2 armour, 1 artillery and 1 fighter placed in IndiaTurn 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?
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you forgot BC zombie roll
British Columbia
Rolling 3d6:
(1, 4, 6) -
will edit one ANZAC zombie in BC