• Please forgive me: I’ve made a slight alteration.

    In order to preserve the special character of the ‘Zombie Corps’, I have given control of them to the most geographically distant ally.

    I think it just looks better and works better with the spirit of the rules.

    So for the Axis:

    German & Italian Zombies appear as Japanese.
    Japanese Zombies appear as either Germans or Italians (Japanese player’s choice, as they are equidistant).

    For the Allies:

    Russian Zombies appear as ANZAC.
    USA Zombies appear as ANZAC.
    Chinese Zombies appear as French.
    UK Zombies appear as Chinese.
    ANZAC Zombies appear as French.
    French Zombies appear as Chinese.

    It’s not perfect, but I think it’ll be more fun. Be sure to let me know what you think of playing this way as we go along.

    Thanks again for your patience in learning and adapting to the (changing) rules: I know it’s not easy being a playtester!

    Sincerely,

    Chris


  • Personally, I’d put those new Zombie Corps to work guarding the Atlantic Wall, or suppressing partisan activities behind the Eastern Front…  :wink:


  • no chinese zombies.

    They can not be allowed to exit chinese soil. Their country doesnt even have a capital. they could only appear on american homeland and not venture out or other american owned territories.


  • In other words only americans can generate chinese zombies and they stay in green territories as defenders. Or else they will gain a strategic advantage that they normally don’t have in the game. That is, ‘attacking outside of the PRC.’


  • Russian Zombies appear as ANZAC.
    USA Zombies appear as Chinese.
    Chinese Zombies appear US.
    UK Zombies appear as French.
    ANZAC Zombies appear Russians.
    French Zombies appear UK.

    How is this?


  • Also,

    We should be allowed to upgrade our zombie forces at initial placement. For example, two infantry zombies upgraded to one mech. inf. Only on even numbers. If you have five zombies then you can upgrade to two zombie mech inf. and the remaining one stays inf. This is allowed for chinese too since they can’t attack outside their territory but can relocate fast for defence.

    :evil:


  • @Grendal:

    In other words only americans can generate chinese zombies and they stay in green territories as defenders. Or else they will gain a strategic advantage that they normally don’t have in the game. That is, ‘attacking outside of the PRC.’

    I’m comfortable with giving the poor Chinese a little boost.

    For the Allies, Zombie Corps should only appear as Allied minors, i.e., ANZAC, France, China.

    This is because, unlike the Axis, the Allies actually do a fair bit of cross-theatre fighting, and it would be unbalancing to give the Allies majors units they can easily use, while denying the same to the Axis.

    So, please, for the moment let’s stick with the original proposal:

    Russian Zombies appear as ANZAC.
    USA Zombies appear as ANZAC.
    Chinese Zombies appear as French.
    UK Zombies appear as Chinese.
    ANZAC Zombies appear as French.
    French Zombies appear as Chinese.

    If it turns out that China is sh!tting all over the Japanese because of this, we may need to reconsider.

    But my guess is that it’ll be fine.


  • You’re up Carl! Please use my most recent gamesave on the previous page…


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

    Game History

    Round: 1

    Purchase Units - Russians
                Russians buy 1 armour, 1 artillery and 9 infantry; Remaining resources: 0 PUs;

    Combat Move - Russians
                2 infantry moved from Baltic States to Belarus
                1 infantry moved from Eastern Poland to Belarus
                3 infantry moved from Ukraine to Bessarabia
                1 infantry moved from Caucasus to Rostov
                1 armour moved from Volgograd to Bryansk
                1 mech_infantry moved from Volgograd to Bryansk
                3 infantry moved from Vyborg to Karelia
                1 fighter moved from Russia to Novgorod
                1 infantry moved from Russia to Bryansk
                1 artillery moved from Russia to Bryansk
                1 armour moved from Russia to Belarus
                1 mech_infantry moved from Russia to Belarus
                1 tactical_bomber moved from Russia to Western Ukraine
                6 infantry moved from Sakha to Amur
                6 infantry moved from Buryatia to Amur
                1 infantry moved from Archangel to Novgorod
                2 infantry moved from Novgorod to Karelia

    Non Combat Move - Russians
                2 aaGuns moved from Sakha to Amur
                2 aaGuns moved from Russia to Smolensk

    Place Units - Russians
                3 infantry placed in Novgorod
                1 artillery and 2 infantry placed in Ukraine
                1 armour and 4 infantry placed in Russia

    Turn Complete - Russians
                Russians collect 37 PUs; end with 37 PUs total


  • Hi Carl, before every move you should post a chaos roll to the forum.

    Like this: I’ll do one for your R1 move below.

    DiceRolling 1d6:
    (2)

    On the result of a ‘6’, something happens. If not, the moves proceeds as normal…


  • MATHEW ON CARLS COMPUTER:

    Japan
    DiceRolling 1d6:
    (5)


  • yunan
    DiceRolling 6d6:
    (2, 4, 5, 6, 6, 6)

    hunan
    DiceRolling 2d6:
    (1, 2)


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

    Game History

    Round: 1

    Politics - Japanese
                Japanese takes Political Action: Political Action Japanese To War With French
                    Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Japanese and French from Neutrality to War
                    Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Chinese and French from Neutrality to Allied

    Research Technology - Japanese
                Japanese spend 5 on tech rolls
                    Japanese roll 2 and gets 0 hits

    Purchase Units - Japanese
                Japanese buy 1 armour, 1 factory_minor and 1 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 1 techTokens;

    Combat Move - Japanese
                1 infantry moved from Jehol to Chahar
                      Japanese take Chahar from Chinese
                1 infantry moved from Jehol to Anhwe
                      Japanese take Anhwe from Chinese
                1 artillery moved from Jehol to Anhwe
                3 infantry moved from Shantung to Anhwe
                1 artillery moved from Shantung to Anhwe
                4 infantry moved from Korea to Manchuria
                1 mech_infantry moved from Manchuria to Anhwe
                1 infantry moved from Japan to 6 Sea Zone
                1 armour moved from Japan to 6 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone
                1 armour moved from 36 Sea Zone to French Indo China
                1 infantry moved from 36 Sea Zone to French Indo China
                1 cruiser moved from 20 Sea Zone to 36 Sea Zone
                1 destroyer moved from 19 Sea Zone to 36 Sea Zone
                1 submarine moved from 19 Sea Zone to 36 Sea Zone
                1 battleship moved from 19 Sea Zone to 36 Sea Zone
                1 carrier moved from 33 Sea Zone to 36 Sea Zone
                1 destroyer moved from 33 Sea Zone to 36 Sea Zone
                1 fighter moved from 33 Sea Zone to 36 Sea Zone
                1 tactical_bomber moved from 33 Sea Zone to 36 Sea Zone
                1 infantry moved from Kwangsi to Yunnan
                1 infantry moved from Kwangsi to Yunnan
                1 infantry moved from Kwangsi to Yunnan
                1 artillery moved from Kwangsi to Yunnan
                1 fighter moved from Formosa to Hunan
                2 infantry moved from Kiangsi to Hunan
                1 infantry moved from Kiangsi to Hunan
                1 artillery moved from Kiangsi to Hunan
                1 artillery moved from Kiangsu to Anhwe
                1 fighter moved from Kiangsu to Yunnan
                1 tactical_bomber moved from Kiangsu to Yunnan
                3 infantry moved from Kiangsu to Anhwe
                1 bomber moved from Japan to Yunnan
                1 bomber moved from Japan to Yunnan
                1 tactical_bomber moved from Manchuria to Hunan
                2 fighters moved from Manchuria to Hunan
                1 tactical_bomber moved from Manchuria to Hunan
                1 infantry moved from Okinawa to 19 Sea Zone
                1 infantry and 1 transport moved from 19 Sea Zone to 6 Sea Zone
                1 artillery moved from Japan to 6 Sea Zone
                1 transport moved from 20 Sea Zone to 6 Sea Zone
                1 infantry moved from Japan to 6 Sea Zone
                1 artillery moved from Japan to 6 Sea Zone

    Combat - Japanese
                Battle in French Indo China
                Battle in Yunnan
                    Japanese attack with 1 artillery, 2 bombers, 1 fighter, 3 infantry and 1 tactical_bomber
                    Chinese defend with 4 infantry
                        Japanese roll dice for 1 artillery, 2 bombers, 1 fighter, 3 infantry and 1 tactical_bomber in Yunnan, round 2 :  3/8 hits
                        Chinese roll dice for 4 infantry in Yunnan, round 2 :  1/4 hits
                        1 infantry owned by the Japanese and 3 infantry owned by the Chinese lost in Yunnan
                        Japanese roll dice for 1 artillery, 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber in Yunnan, round 3 :  3/7 hits
                        Chinese roll dice for 1 infantry in Yunnan, round 3 :  1/1 hits
                        1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
                    Japanese win, taking French Indo China from French, taking Yunnan from Chinese with 1 artillery, 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Japanese: 2 infantry
                    Casualties for Chinese: 4 infantry
                Battle in Hunan
                    Japanese attack with 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers
                    Chinese defend with 2 infantry
                        Japanese roll dice for 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers in Hunan, round 2 :  3/9 hits
                        Chinese roll dice for 2 infantry in Hunan, round 2 :  0/2 hits
                        2 infantry owned by the Chinese lost in Hunan
                    Japanese win, taking Hunan from Chinese with 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 6
                    Casualties for Chinese: 2 infantry

    Non Combat Move - Japanese
                Turning on Edit Mode
                EDIT: Adding units owned by Germans to Yunnan: 3 infantry
                EDIT: Turning off Edit Mode
                1 fighter moved from Yunnan to Kwangsi
                2 fighters moved from Hunan to Kwangsi
                1 fighter moved from Hunan to Kwangsi
                2 tactical_bombers moved from Hunan to Kwangsi
                2 bombers moved from Yunnan to Kwangsi
                1 tactical_bomber moved from Yunnan to Kwangsi
                1 fighter moved from Okinawa to Kwangsi
                1 fighter moved from Korea to Manchuria
                2 tactical_bombers moved from Japan to Manchuria

    Place Units - Japanese
                1 factory_minor placed in Kiangsu
                1 armour and 1 infantry placed in Japan

    Turn Complete - Japanese
                Japanese collect 32 PUs; end with 32 PUs total


  • USA

    DiceRolling 1d6:
    (6)


  • @pr0c3ss:

    USA

    DiceRolling 1d6:
    (6)

    HAHAHAHAHAHA!!!  :evil:


  • The Gods of Chaos dictate:

    DiceRolling 1d6:
    (4)


  • A ‘natural’ event.

    Level I, II, or III?

    DiceRolling 1d3:
    (3)


  • <choking back=“” horror=“”>Class C, Class B, or Class A?

    DiceRolling 1d6:
    (2)</choking>


  • President Roosevelt has infused his polio-crippled legs with Zombie tissue and become a Super-Necromancer.

    The US Marines are now being trained down to the sergeant class in the dark arts, increasing the odds of producing Zombie Corps post-combat.

    Also! The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.

    How does this affect the game?

    1. The USA produce Zombies at the end of their turn on rolls of ‘5’ OR ‘6’ (instead of just ‘6’).

    2. When delivering Spore-Bombs, each USA bomber must attack alone, against territories that are not being attacked by friendly ground units. Bombers must survive anti-aircraft fire to deliver Spore-Bombs.

    3. Roll <:>dice 3d6<:> in the forum here for every USA bomber dropping a Spore-Bomb.

    4. On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).

    5. Then, battle continues in that territory as normal (i.e., bomber can retreat if it survives the first round).

    The White House has been painted and rebranded as ‘The Dark Crypt’. Chances for Roosevelt’s re-election look very strong indeed among his new zombie majority… Factories in Detroit are no doubt churning out new waves of bombers even as we speak…


Suggested Topics

  • 9
  • 13
  • 90
  • 40
  • 11
  • 8
  • 94
  • 167
Axis & Allies Boardgaming Custom Painted Miniatures

91

Online

17.8k

Users

40.4k

Topics

1.8m

Posts