• dont tell me what to do!
    Japs

    Kraken =p DiceRolling 1d6:
    (6)  
    ChaosDiceRolling 1d6:
    (6)


  • eg

    1-39
    2-41
    3-37
    DiceRolling 1d3:
    (1)


  • @Grendal:

    eg

    1-39
    2-41
    3-37
    DiceRolling 1d3:
    (1)

    Matt’s got the right idea.

    Kraken’s going to India!

    Which means that next turn, he’ll have 4 possible directions to go…


  • First effect of the Kraken = No new UK ships entering the Indian Ocean…


  • Christ all that KRAKEN talk, and now we’ve got Japanese chaos to figure out:

    DiceRolling 1d6:
    (4)

    Level

    DiceRolling 1d3:
    (3)

    Class

    DiceRolling 1d3:
    (1)

    BTW Carl, since I’m here and rolling, do you have any Japanese you’d care to teleport this turn??


  • What about cutting supply when it’s on a shipping marker in the ocean? (kraken)


  • @Grendal:

    What about cutting supply when it’s on a shipping marker in the ocean? (kraken)

    Great idea for the physical board game; but I don’t know how I’d possibly implement it on TripleA.

    Plus, we’ve already got a fair amount of bookkeeping to keep track of in this game.

    One way to manage the complexity would be to dial back the chaos probability to 1d8 or 1d9; then you’d only expect one development per round (although, even at current levels here we are in Round 5 and only have 6 development).

    What do you think of that proposal? Or do you feel that the current rate of complications is manageable for the players?


  • I’m keeping a word doc open with this game and recording all my advantages plus global events. I think we should both keep a doc like this. I do not have Carls events recorded. I think we should each have our own. If he forgets his own advantage then I’m not going to remind him. But I will remind of global events like kraken and storms etc.

    I think the chaos roll is sufficient for now and I want the complexity to increase. Don’t know about Carl, though.

    :-D


  • WAR OF THE WORLDS

    Seeing that the humans have been weakened by constant struggle against each other, evil aliens choose this time to strike!

    A fleet of hostile FLYING SAUCERS appear over every victory city on Earth!!

    Death rays fall from above on all the strategic centers of the world!!!

    Unilateral peace is declared in this emergency situation: no nation may attack another nation until every last FLYING SAUCER on Earth is destroyed.

    All FLYING SAUCERS take 4 hits in one turn to kill, and instantly destroy 1d4 units in every victory city where they remain, at the beginning of every Japanese turn, until they are destroyed.

    Stand by for the first wave of attacks…


  • One important fact to note:

    FLYING SAUCERS are only vulnerable at the time they attack, at the beginning of each Japanese turn.

    They can only be hit by Anti-Aircraft (1), Bombers (1), Tactical Bombers (3), and Fighters (4).

    They will take the weakest units as casualties, but will destroy the very infrastructure of the land if there are no defenders.

    Oh, and I was joking about that whole “World Peace” thing. You can still attack each other. The aliens don’t care.

    They will keep raining death on these key locations once per season, whoever owns them.

    Victory Cities:

    1. Washington, D.C. (USA)
      Alien AttackDiceRolling 1d4:
      (3)  
      Human Defence 2 AAADiceRolling 2d6:
      (6, 6)

    2. Los Angeles (USA)
      Alien AttackDiceRolling 1d4:
      (3)  
      Human Defence 2AAADiceRolling 2d6:
      (1, 3)

    3. Manila (USA)
      Alien AttackDiceRolling 1d4:
      (3)  
      Human Defence NONE

    4. Honolulu (USA)
      Alien AttackDiceRolling 1d4:
      (1)  
      Human Defence 2 bombersDiceRolling 2d6:
      (3, 5)

    5. London (UK)
      Alien AttackDiceRolling 1d4:
      (4)  
      Human Defence 5 AAA, 1 bomberDiceRolling 6d6:
      (2, 2, 2, 3, 4, 6)

    6. Cairo (UK)
      Alien AttackDiceRolling 1d4:
      (1)  
      Human Defence NONE

    7. Ottawa (UK)
      Alien AttackDiceRolling 1d4:
      (4)  
      Human Defence NONE

    8. Calcutta (UK)
      Alien AttackDiceRolling 1d4:
      (3)  
      Human Defence NONE

    9. Hong Kong (UK)
      Alien AttackDiceRolling 1d4:
      (4)  
      Human Defence 1 fighterDiceRolling 1d6:
      (1)

    10. Paris (France)
      Alien AttackDiceRolling 1d4:
      (1)  
      Human Defence NONE

    11. Sydney (ANZAC)
      Alien AttackDiceRolling 1d4:
      (3)  
      Human Defence NONE

    12. Moscow (USSR)
      Alien AttackDiceRolling 1d4:
      (4)  
      Human Defence 1 fighterDiceRolling 1d6:
      (4)

    13. Leningrad (USSR)
      Alien AttackDiceRolling 1d4:
      (1)  
      Human Defence 4 AAADiceRolling 4d6:
      (1, 3, 4, 4)

    14. Stalingrad (USSR)
      Alien AttackDiceRolling 1d4:
      (2)  
      Human Defence NONE

    15. Berlin (Germany)
      Alien AttackDiceRolling 1d4:
      (2)  
      Human Defence NONE

    16. Warsaw (Germany)
      Alien AttackDiceRolling 1d4:
      (3)  
      Human Defence NONE

    17. Rome (Italy)
      Alien AttackDiceRolling 1d4:
      (4)  
      Human Defence 2 AAADiceRolling 2d6:
      (1, 3)

    18. Tokyo (Japan)
      Alien AttackDiceRolling 1d4:
      (2)  
      Human Defence 3 AAADiceRolling 3d6:
      (4, 5, 5)

    19. Shanghai (Japan)
      Alien AttackDiceRolling 1d4:
      (2)  
      Human Defence 1 fighterDiceRolling 1d6:
      (3)


  • Sorry, need to re-roll London attack… didn’t see that USSR had moved all air units there.

    This could be our first FLYING SAUCER destroyed here, if the dice go right!

    1. London (UK)
      Alien AttackDiceRolling 1d4:
      (4)

    Human Defence

    5 AAA, 1 bomber
    DiceRolling 6d6:
    (1, 2, 2, 3, 6, 6)

    1 tac bomber
    DiceRolling 1d6:
    (3)

    2 fighters
    DiceRolling 2d6:
    (3, 3)


  • That’s it!

    The first FLYING SAUCER of 19 has been destroyed by the combined forces of the Allies in London airspace: the real Battle of Britain has been won!!

    Only 18 left to go… Hope rises in the chest of humanity once more!!!

    Carl, please use the attached file: the smoking ruins of the world are yours to exploit or protect, as you see fit.

    I moved the KRAKEN for you.

    Ah, and now that this development is complete, it’s your time to decide whether or not TELEPORTATION is something you still want to do.

    This is the last time I’ll remind you of the ability… Just thought with all the chaos going on I was my responsibility to keep the game on track.

    Saucer Attack 1 Complete.tsvg


  • thank you kind sir


  • now is the time…

    2 msn in japan - please teleport
    2 men in kiangsuu - please teleport


  • Japan pod results:

    DiceRolling 1d15:
    (11)

    Kiangsu pod results:

    DiceRolling 1d15:
    (10)


  • and if these couunt…the 2 on caroline island please transport


  • if its too late…nps


  • The Japan pod goes on its merry way:

    DiceRolling 1d191:
    (89)

    However, perhaps because of the FLYING SAUCER attack, something goes wrong with the Kiangsu pod: the teleportation machine malfunctions, and SCATTERS your army! Each division ends up in a different location!

    DiceRolling 2d191:
    (48, 155)

    (There’s no industrial complex on Caroline Island… so no teleportation!)


  • Guam; Kansu; Carolines

    Teleport complete!  :-D

    Teleport 1.tsvg


  • errr thanks  :lol:

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