Game History
Round: 3 Purchase Units - Germans Germans buy 1 fighter and 15 infantry; Remaining resources: 0 PUs; Combat Move - Germans 9 artilleries and 21 infantry moved from Belgium to Alsace 1 artillery and 2 infantry moved from Ruhr to Alsace 1 infantry moved from Hanover to Ruhr 1 infantry moved from Kiel to Ruhr 2 infantry moved from Berlin to Kiel 3 artilleries and 18 infantry moved from Poland to Livonia 1 fighter moved from Silesia to Livonia 2 infantry moved from Silesia to Poland 2 infantry moved from Silesia to Poland 3 artilleries and 3 infantry moved from Silesia to Hanover 1 fighter moved from Berlin to Poland 10 infantry moved from Berlin to Hanover 2 infantry moved from Belarus to Livonia Combat - Germans Germans creates battle in territory Ukraine Combat Move - Germans Place Units - Germans 1 fighter and 15 infantry placed in Berlin Turn Complete - Germans Germans collect 42 PUs; end with 42 PUsNew A&A chaos game C vs S
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 1
Purchase Units - Italians
Italians buy 1 artillery and 1 submarine; Remaining resources: 0 PUs;Combat Move - Italians
1 destroyer moved from 96 Sea Zone to 99 Sea Zone
1 cruiser moved from 97 Sea Zone to 99 Sea Zone
2 infantry moved from Ethiopia to Anglo Egyptian Sudan
1 artillery moved from Ethiopia to Anglo Egyptian Sudan
1 infantry moved from Italian Somaliland to Ethiopia
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 93 Sea Zone
2 fighters moved from Southern Italy to 93 Sea Zone
1 bomber moved from Northern Italy to 99 Sea Zone
2 infantry moved from Northern Italy to Southern France
2 artilleries moved from Northern Italy to Southern France
1 armour moved from Northern Italy to Southern France
1 battleship moved from 97 Sea Zone to 92 Sea Zone
1 infantry moved from Libya to Tunisia
1 artillery moved from Libya to Tunisia
2 infantry moved from Southern Italy to 95 Sea Zone
2 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
2 infantry moved from 92 Sea Zone to Morocco
2 infantry moved from Southern Italy to 97 Sea Zone
2 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone
2 infantry moved from 92 Sea Zone to Morocco
1 transport moved from 96 Sea Zone to 95 Sea Zone
3 infantry moved from Tobruk to Alexandria
1 artillery moved from Tobruk to Alexandria
1 armour moved from Tobruk to Alexandria
1 mech_infantry moved from Tobruk to Alexandria
2 infantry moved from Southern Italy to 95 Sea Zone
2 infantry and 1 transport moved from 95 Sea Zone to 94 Sea Zone
2 infantry moved from 94 Sea Zone to AlgeriaCombat - Italians
Battle in 93 Sea Zone
Italians attack with 1 cruiser, 1 destroyer, 2 fighters 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 cruiser, 1 destroyer and 2 fighters in 93 Sea Zone, round 2 : 1/4 hits
French roll dice for 1 cruiser and 1 destroyer in 93 Sea Zone, round 2 : 1/2 hits
1 submarine owned by the Italians and 1 destroyer owned by the French lost in 93 Sea Zone
Italians roll dice for 1 cruiser, 1 destroyer and 2 fighters in 93 Sea Zone, round 3 : 1/4 hits
French roll dice for 1 cruiser in 93 Sea Zone, round 3 : 0/1 hits
1 cruiser owned by the French lost in 93 Sea Zone
Italians win, taking 93 Sea Zone from Neutral with 1 cruiser, 1 destroyer and 2 fighters remaining. Battle score for attacker is 14
Casualties for French: 1 cruiser and 1 destroyer
Casualties for Italians: 1 submarine
Battle in Morocco
Italians attack with 4 infantry
French defend with 1 infantry
Italians roll dice for 1 battleship in Morocco, round 2 : 1/1 hits
French roll dice for 1 infantry in Morocco, round 2 : 1/1 hits
1 infantry owned by the French and 1 infantry owned by the Italians lost in Morocco
Italians win, taking Morocco from French with 3 infantry remaining. Battle score for attacker is 0
Casualties for French: 1 infantry
Casualties for Italians: 1 infantry
Battle in Alexandria
Italians attack with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry
British defend with 1 artillery and 1 infantry
Italians roll dice for 1 armour, 1 artillery, 3 infantry and 1 mech_infantry in Alexandria, round 2 : 1/6 hits
British roll dice for 1 artillery and 1 infantry in Alexandria, round 2 : 1/2 hits
1 infantry owned by the British and 1 infantry owned by the Italians lost in Alexandria
Italians roll dice for 1 armour, 1 artillery, 2 infantry and 1 mech_infantry in Alexandria, round 3 : 1/5 hits
British roll dice for 1 artillery in Alexandria, round 3 : 0/1 hits
1 artillery owned by the British lost in Alexandria
Italians win, taking Alexandria from British with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 4
Casualties for British: 1 artillery and 1 infantry
Casualties for Italians: 1 infantry
Battle in 99 Sea Zone
Italians attack with 1 bomber, 1 cruiser and 1 destroyer
British defend with 1 cruiser, 1 destroyer and 1 transport
Italians roll dice for 1 bomber, 1 cruiser and 1 destroyer in 99 Sea Zone, round 2 : 1/3 hits
British roll dice for 1 cruiser, 1 destroyer and 1 transport in 99 Sea Zone, round 2 : 2/2 hits
1 destroyer owned by the Italians , 1 cruiser owned by the Italians and 1 destroyer owned by the British lost in 99 Sea Zone
Italians roll dice for 1 bomber in 99 Sea Zone, round 3 : 1/1 hits
British roll dice for 1 cruiser and 1 transport in 99 Sea Zone, round 3 : 1/1 hits
1 cruiser owned by the British and 1 bomber owned by the Italians lost in 99 Sea Zone
British win with 1 transport remaining. Battle score for attacker is -16
Casualties for British: 1 cruiser and 1 destroyer
Casualties for Italians: 1 bomber, 1 cruiser and 1 destroyer
Battle in Tunisia
Italians attack with 1 artillery and 1 infantry
French defend with 1 infantry
Italians roll dice for 1 artillery and 1 infantry in Tunisia, round 2 : 1/2 hits
French roll dice for 1 infantry in Tunisia, round 2 : 1/1 hits
1 infantry owned by the French and 1 infantry owned by the Italians lost in Tunisia
Italians win, taking Tunisia from French with 1 artillery remaining. Battle score for attacker is 0
Casualties for French: 1 infantry
Casualties for Italians: 1 infantry
Battle in Algeria
Italians attack with 2 infantry
French defend with 1 infantry
Italians roll dice for 2 infantry in Algeria, round 2 : 0/2 hits
French roll dice for 1 infantry in Algeria, round 2 : 0/1 hits
Italians roll dice for 2 infantry in Algeria, round 3 : 1/2 hits
French roll dice for 1 infantry in Algeria, round 3 : 1/1 hits
1 infantry owned by the French and 1 infantry owned by the Italians lost in Algeria
Italians win, taking Algeria from French with 1 infantry remaining. Battle score for attacker is 0
Casualties for French: 1 infantry
Casualties for Italians: 1 infantry
Battle in Southern France
Italians attack with 1 armour, 2 artilleries and 2 infantry
French defend with 1 factory_minor and 1 harbour; British defend with 2 fighters
Italians roll dice for 1 armour, 2 artilleries and 2 infantry in Southern France, round 2 : 3/5 hits
French roll dice for 2 fighters in Southern France, round 2 : 1/2 hits
2 fighters owned by the British and 1 infantry owned by the Italians lost in Southern France
Italians win, taking Southern France from French with 1 armour, 2 artilleries and 1 infantry remaining. Battle score for attacker is 17
Casualties for British: 2 fighters
Casualties for Italians: 1 infantry
Battle in Anglo Egyptian Sudan
Italians attack with 1 artillery and 2 infantry
British defend with 1 mech_infantry and 1 tactical_bomber
Italians roll dice for 1 artillery and 2 infantry in Anglo Egyptian Sudan, round 2 : 1/3 hits
British roll dice for 1 mech_infantry and 1 tactical_bomber in Anglo Egyptian Sudan, round 2 : 0/2 hits
1 mech_infantry owned by the British lost in Anglo Egyptian Sudan
Italians roll dice for 1 artillery and 2 infantry in Anglo Egyptian Sudan, round 3 : 0/3 hits
British roll dice for 1 tactical_bomber in Anglo Egyptian Sudan, round 3 : 0/1 hits
Italians roll dice for 1 artillery and 2 infantry in Anglo Egyptian Sudan, round 4 : 0/3 hits
British roll dice for 1 tactical_bomber in Anglo Egyptian Sudan, round 4 : 1/1 hits
1 infantry owned by the Italians lost in Anglo Egyptian Sudan
Italians roll dice for 1 artillery and 1 infantry in Anglo Egyptian Sudan, round 5 : 0/2 hits
British roll dice for 1 tactical_bomber in Anglo Egyptian Sudan, round 5 : 1/1 hits
1 infantry owned by the Italians lost in Anglo Egyptian Sudan
Italians roll dice for 1 artillery in Anglo Egyptian Sudan, round 6 : 1/1 hits
British roll dice for 1 tactical_bomber in Anglo Egyptian Sudan, round 6 : 1/1 hits
1 tactical_bomber owned by the British and 1 artillery owned by the Italians lost in Anglo Egyptian Sudan
British win with no units remaining. Battle score for attacker is 5
Casualties for British: 1 mech_infantry and 1 tactical_bomber
Casualties for Italians: 1 artillery and 2 infantryNon Combat Move - Italians
1 fighter moved from 93 Sea Zone to Southern Italy
1 fighter moved from 93 Sea Zone to Southern Italy
1 infantry moved from Albania to Bulgaria
Italians take Bulgaria from Neutral_Axis
1 armour moved from Albania to BulgariaPlace Units - Italians
1 submarine placed in 97 Sea Zone
1 artillery placed in Northern ItalyTurn Complete - Italians
Italians collect 17 PUs; end with 17 PUs total
Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 22 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 27 PUs -
kiwis chaos
Rolling 1d6:
(6) -
wooo whoooo !!
yeah baby
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kiwis chaos
Rolling 1d6:
(6)ANZAC Chaos
Rolling 1d6:
(2)Level
Rolling 1d3:
(3)Class
Rolling 1d3:
(1) -
ANZAC Special Commando Raids!
At the end of each of your turns, choose ANY 1 enemy coastal territory or island on the map.
Place one of your infantry that you would have placed on your industrial complex in that territory instead, then end your turn as normal.
Good luck, mate!
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 1
Politics - ANZAC
ANZAC takes Political Action: Political Action ANZAC To War With Japanese
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and British from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and UK_Pacific from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and ANZAC from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and Dutch from Neutrality to War
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and British from Neutrality to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and Dutch from Neutrality to FriendlyPurchase Units - ANZAC
ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;Combat Move - ANZAC
2 infantry moved from New South Wales to 62 Sea Zone
2 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
1 destroyer moved from 62 Sea Zone to 45 Sea Zone
1 cruiser moved from 63 Sea Zone to 45 Sea Zone
1 fighter moved from Queensland to Dutch New Guinea
2 fighters moved from New Zealand to Dutch New Guinea
1 infantry moved from Malaya to Shan StateNon Combat Move - ANZAC
2 infantry moved from 45 Sea Zone to Dutch New Guinea
ANZAC take Dutch New Guinea from DutchPlace Units - ANZAC
Turning on Edit Mode
EDIT: Adding units owned by ANZAC to Siam: 1 infantry
EDIT: Changing ownership of Siam from Japanese to ANZAC
EDIT: Turning off Edit Mode
1 artillery and 1 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 11 PUs; end with 11 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs -
French Chaos
Rolling 1d6:
(3) -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 1
Politics - French
Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansPurchase Units - French
French buy 1 artillery and 5 infantry; Remaining resources: 0 PUs;Combat Move - French
1 fighter moved from United Kingdom to France
1 infantry moved from Syria to Trans-Jordan
1 infantry moved from French West Africa to French Central Africa
1 destroyer moved from 72 Sea Zone to 70 Sea ZoneNon Combat Move - French
Place Units - French
1 artillery and 5 infantry placed in FranceTurn Complete - French
French collect 11 PUs; end with 11 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 1
Politics - ANZAC
ANZAC takes Political Action: Political Action ANZAC To War With Japanese
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and British from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and UK_Pacific from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and ANZAC from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and Dutch from Neutrality to War
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and British from Neutrality to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and Dutch from Neutrality to FriendlyPurchase Units - ANZAC
ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;Combat Move - ANZAC
2 infantry moved from New South Wales to 62 Sea Zone
2 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
1 destroyer moved from 62 Sea Zone to 45 Sea Zone
1 cruiser moved from 63 Sea Zone to 45 Sea Zone
1 fighter moved from Queensland to Dutch New Guinea
2 fighters moved from New Zealand to Dutch New Guinea
1 infantry moved from Malaya to Shan StateNon Combat Move - ANZAC
2 infantry moved from 45 Sea Zone to Dutch New Guinea
ANZAC take Dutch New Guinea from DutchPlace Units - ANZAC
Turning on Edit Mode
EDIT: Adding units owned by ANZAC to Siam: 1 infantry
EDIT: Changing ownership of Siam from Japanese to ANZAC
EDIT: Turning off Edit Mode
1 artillery and 1 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 11 PUs; end with 11 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUsTwo corrections in your application of the rules:
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You must subtract one infantry from your home IC… in essence, you need to PAY for these Commandos.
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You must NOT change the territory ownership… Combat has already occurred by the time you edit these guys in.
If the next player could make these corrections, that’d be greatly appreciated.
Cheers!
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Is the anzac unit a commando unit? 2-2-1
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So throw me a bone here. Walk me through Chris. I have 21 PU the next Anzac turn. What do I do to use a commando?
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So throw me a bone here. Walk me through Chris. I have 21 PU the next Anzac turn. What do I do to use a commando?
You’re allowed to take 1 infantry per turn off the board, after you build it normally at the end of your turn.
Then you edit it onto any enemy coastal territory or island, and post your turn.
That’s it.
Combat resolves on the enemy’s turn (thus, your infantry defends on a ‘2’ instead of attacking on a ‘1’).
If you win, the territory becomes yours at that point.
The rest of your money is yours to spend however you like.
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Ok thanks. That was easy.
I have, if you’ve noticed, bought two infantry but placed only one, but I’ll do it the official way next time. Don’t want to ruffle any feathers.
:-D
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Can I save up my commandos for twenty rounds then ATTACK?
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Ok thanks. That was easy.
I have, if you’ve noticed, bought two infantry but placed only one, but I’ll do it the official way next time. Don’t want to ruffle any feathers.
:-D
It’s just easier to build and delete the infantry than remembering for the rest of the game that you have one infantry in stock that is never allowed to be built.
Can I save up my commandos for twenty rounds then ATTACK?
Nope. One attack per turn. Otherwise you could just pop up on Tokyo on turn six for a free win… pretty unbalanced.
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This is your turn Carl. I’ve done the edits that Chris has mentioned earlier. And it’s easier to find the file now because a page has added onto the thread.
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Ger
Rolling 1d6:
(6) -
Ger
Rolling 1d6:
(6)Germany Chaos:
Rolling 1d6:
(1)Level:
Rolling 1d6:
(2)Class:
Rolling 1d6:
(2) -
Random currently aligned territories declares independence.
They cannot be functional capitals.
Add 1d4 neutral infantry +1 for each IPC value to its defense if it lacks them.
Rolling 3d158:
(7, 79, 109)