New A&A chaos game C vs S
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It seems pretty even so far. I mean that last game the Axis seemed to be getting the edge but the defeat of Japan crushed that. Now it seems to have swung over to the Allies.
Those are my thoughts so far.
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perhaps in the event of an unbalanced amount of positive chaos events, the other team can roll chaos at 5/6…?
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Jap
Rolling 1d6:
(6) -
outcome for Japanese chaos roll:
ALLIED AUTOMATIC VICTORY!!!
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Japanese Chaos
:dice 1d6
Level
Rolling 1d3:
(2)Class
Rolling 1d3:
(2) -
Little slip of the colon there :-D
Rolling 1d6:
(5) -
The Japanese have invented MASS TELEPORTATION!
In this groundbreaking new discovery, the Japanese have learned how to move bodies through space!
However, because this tech is so new their aim is still… regrettable.
Here’s how to use it:
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At the beginning of each of your turns, you can teleport ANY NUMBER of your units from any territory containing one of your industrial complexes, or a sea zone adjacent to one.
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Just post which units you choose to teleport to the forum, and then I will determine AT RANDOM where they are placed on the board.
Some things you should know:
A) When you teleport a land unit, it’s guaranteed to be placed on a territory.
B) When you teleport a sea unit, it’s guaranteed to be placed in a sea zone.
C) When you teleport an air unit, there are no guarantees.
D) There IS a small chance for strange things to happen when you use this technology. The scientists haven’t quite figured it out completely yet. There IS also a chance that the more you use this tech, the effects will become more predictable.Will this new wonder weapon turn the tides of war in favor of the Axis?! Stay tuned…
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Beam me up Scottie!
You get a good one Carl.
Yes I’ll scramble at Midway Island. If you have to do the move again then scramble me there. OK?
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 4
Purchase Units - Japanese
Japanese buy 2 destroyers and 7 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
10 submarines moved from 6 Sea Zone to 25 Sea Zone
1 destroyer moved from 16 Sea Zone to 25 Sea Zone
1 armour moved from Siberia to Buryatia
1 infantry moved from Jehol to Manchuria
1 infantry moved from Jehol to Shantung
1 infantry moved from Jehol to Chahar
2 artilleries moved from Jehol to Chahar
1 artillery moved from Anhwe to Hopei
1 infantry moved from Anhwe to Hopei
1 armour moved from Kiangsu to Hopei
1 infantry moved from Hunan to Kweichow
1 armour moved from Kiangsu to Kweichow
2 infantry moved from Kwangsi to Yunnan
1 artillery moved from Kwangsi to Yunnan
2 fighters moved from Hunan to Kweichow
1 bomber moved from Kwangtung to Kweichow
1 bomber moved from Kwangtung to Chahar
2 tactical_bombers moved from Kwangtung to Yunnan
1 fighter moved from Hunan to Yunnan
1 battleship, 1 carrier, 1 cruiser, 2 destroyers, 1 fighter and 1 tactical_bomber moved from 35 Sea Zone to 6 Sea Zone
1 artillery moved from Japan to 6 Sea Zone
1 transport moved from 6 Sea Zone to 19 Sea Zone
1 tactical_bomber moved from Kwangtung to Kiangsi
1 tactical_bomber moved from Kwangtung to Amur
1 infantry moved from Anhwe to Hopei
1 tactical_bomber moved from Kiangsi to Hopei
1 tactical_bomber moved from Kwangtung to YunnanCombat - Japanese
Americans scrambles 1 units out of Midway to defend against the attack in 25 Sea Zone
Battle in Chahar
Japanese attack with 2 artilleries, 1 bomber and 1 infantry
Russians defend with 3 infantry
Japanese roll dice for 2 artilleries, 1 bomber and 1 infantry in Chahar, round 2 : 2/4 hits
Chinese roll dice for 3 infantry in Chahar, round 2 : 0/3 hits
2 infantry owned by the Russians lost in Chahar
Japanese roll dice for 2 artilleries, 1 bomber and 1 infantry in Chahar, round 3 : 2/4 hits
Chinese roll dice for 1 infantry in Chahar, round 3 : 0/1 hits
1 infantry owned by the Russians lost in Chahar
Japanese win, taking Chahar from Chinese with 2 artilleries, 1 bomber and 1 infantry remaining. Battle score for attacker is 9
Casualties for Russians: 3 infantry
Battle in Hopei
Japanese attack with 1 armour, 1 artillery, 2 infantry and 1 tactical_bomber
Chinese defend with 2 infantry
Japanese roll dice for 1 armour, 1 artillery, 2 infantry and 1 tactical_bomber in Hopei, round 2 : 3/5 hits
Chinese roll dice for 2 infantry in Hopei, round 2 : 2/2 hits
2 infantry owned by the Japanese and 2 infantry owned by the Chinese lost in Hopei
Japanese win, taking Hopei from Chinese with 1 armour, 1 artillery and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Japanese: 2 infantry
Casualties for Chinese: 2 infantry
Battle in Kweichow
Japanese attack with 1 armour, 1 bomber, 2 fighters and 1 infantry
Chinese defend with 2 infantry
Japanese roll dice for 1 armour, 1 bomber, 2 fighters and 1 infantry in Kweichow, round 2 : 2/5 hits
Chinese roll dice for 2 infantry in Kweichow, round 2 : 1/2 hits
1 infantry owned by the Japanese and 2 infantry owned by the Chinese lost in Kweichow
Japanese win, taking Kweichow from Chinese with 1 armour, 1 bomber and 2 fighters remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for Chinese: 2 infantry
Battle in Yunnan
Japanese attack with 1 artillery, 1 fighter, 2 infantry and 3 tactical_bombers
Chinese defend with 1 artillery and 3 infantry
Japanese roll dice for 1 artillery, 1 fighter, 2 infantry and 3 tactical_bombers in Yunnan, round 2 : 3/7 hits
Chinese roll dice for 1 artillery and 3 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, 1 fighter, 1 infantry and 3 tactical_bombers in Yunnan, round 3 : 2/6 hits
Chinese roll dice for 1 artillery in Yunnan, round 3 : 0/1 hits
1 artillery owned by the Chinese lost in Yunnan
Japanese win, taking Yunnan from Chinese with 1 artillery, 1 fighter, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 10
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 artillery and 3 infantry
Battle in 25 Sea Zone
Japanese attack with 1 destroyer and 10 submarines
Americans defend with 1 battleship, 1 cruiser, 2 destroyers, 1 fighter and 6 submarines
Japanese roll dice for 10 submarines in 25 Sea Zone, round 2 : 5/10 hits
Units damaged: 1 battleship owned by the Americans
Americans roll dice for 6 submarines in 25 Sea Zone, round 2 : 2/6 hits
Japanese roll dice for 1 destroyer in 25 Sea Zone, round 2 : 0/1 hits
Americans roll dice for 1 battleship, 1 cruiser, 2 destroyers and 1 fighter in 25 Sea Zone, round 2 : 3/5 hits
4 submarines owned by the Americans and 5 submarines owned by the Japanese lost in 25 Sea Zone
Japanese roll dice for 5 submarines in 25 Sea Zone, round 3 : 1/5 hits
Americans roll dice for 2 submarines in 25 Sea Zone, round 3 : 1/2 hits
Japanese roll dice for 1 destroyer in 25 Sea Zone, round 3 : 1/1 hits
Americans roll dice for 1 battleship, 1 cruiser, 2 destroyers and 1 fighter in 25 Sea Zone, round 3 : 3/5 hits
2 submarines owned by the Americans and 4 submarines owned by the Japanese lost in 25 Sea Zone
Japanese roll dice for 1 submarine in 25 Sea Zone, round 4 : 1/1 hits
Japanese roll dice for 1 destroyer in 25 Sea Zone, round 4 : 1/1 hits
Americans roll dice for 1 battleship, 1 cruiser, 2 destroyers and 1 fighter in 25 Sea Zone, round 4 : 3/5 hits
2 destroyers owned by the Americans , 1 destroyer owned by the Japanese and 1 submarine owned by the Japanese lost in 25 Sea Zone
Americans win with 1 battleship, 1 cruiser and 1 fighter remaining. Battle score for attacker is -16
Casualties for Japanese: 1 destroyer and 10 submarines
Casualties for Americans: 2 destroyers and 6 submarines
Moving scrambled unit from 25 Sea Zone back to originating territory: MidwayNon Combat Move - Japanese
1 artillery moved from 6 Sea Zone to Korea
1 bomber moved from Chahar to Shantung
1 bomber moved from Kweichow to Kiangsu
1 fighter moved from Kweichow to Kwangtung
1 fighter moved from Kweichow to Kwangsi
1 fighter moved from Yunnan to Kwangsi
3 tactical_bombers moved from Yunnan to Kwangsi
1 tactical_bomber moved from Hopei to AnhwePlace Units - Japanese
3 infantry placed in Kiangsu
4 infantry placed in Japan
2 destroyers placed in 6 Sea ZoneTurn Complete - Japanese
Japanese collect 41 PUs; end with 41 PUs total -
no teleportation Carl?
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not yet…had nothing to teleport!
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US Chaos
Rolling 1d6:
(4) -
US shall use their great influence on the Soloman Islands and anex them into the federation of states.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 4
Research Technology - Americans
Americans spend 5 on tech rolls
Americans roll 4,1 and gets 0 hitsPurchase Units - Americans
Americans buy 1 armour, 1 artillery, 1 battleship, 2 cruisers and 3 submarines; Remaining resources: 0 PUs; 2 techTokens;Combat Move - Americans
1 battleship moved from 25 Sea Zone to 26 Sea Zone
1 cruiser moved from 25 Sea Zone to 26 Sea Zone
1 fighter moved from 26 Sea Zone to Midway
1 fighter moved from Western United States to Midway
1 destroyer moved from 10 Sea Zone to 25 Sea Zone
2 submarines moved from 10 Sea Zone to 25 Sea Zone
1 cruiser moved from 10 Sea Zone to 26 Sea Zone
1 transport moved from 26 Sea Zone to 10 Sea Zone
2 infantry moved from Brazil to 86 Sea Zone
2 infantry moved from Eastern United States to 101 Sea Zone
2 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
2 infantry and 1 transport moved from 86 Sea Zone to 91 Sea Zone
1 transport moved from 91 Sea Zone to 86 Sea Zone
1 transport moved from 102 Sea Zone to 101 Sea Zone
4 infantry moved from 91 Sea Zone to MoroccoCombat - Americans
Battle in Morocco
Americans attack with 4 infantry
Italians defend with 2 artilleries and 1 infantry
Americans roll dice for 1 cruiser in Morocco, round 2 : 1/1 hits
Americans roll dice for 4 infantry in Morocco, round 2 : 0/4 hits
Italians roll dice for 2 artilleries and 1 infantry in Morocco, round 2 : 1/3 hits
1 infantry owned by the Americans and 1 infantry owned by the Italians lost in Morocco
Americans roll dice for 3 infantry in Morocco, round 3 : 0/3 hits
Italians roll dice for 2 artilleries in Morocco, round 3 : 1/2 hits
1 infantry owned by the Americans lost in Morocco
Americans roll dice for 2 infantry in Morocco, round 4 : 0/2 hits
Italians roll dice for 2 artilleries in Morocco, round 4 : 1/2 hits
1 infantry owned by the Americans lost in Morocco
Americans roll dice for 1 infantry in Morocco, round 5 : 1/1 hits
Italians roll dice for 2 artilleries in Morocco, round 5 : 0/2 hits
1 artillery owned by the Italians lost in Morocco
Americans roll dice for 1 infantry in Morocco, round 6 : 1/1 hits
Italians roll dice for 1 artillery in Morocco, round 6 : 0/1 hits
1 artillery owned by the Italians lost in Morocco
Americans win, taking Morocco from Italians with 1 infantry remaining. Battle score for attacker is 2
Casualties for Italians: 2 artilleries and 1 infantry
Casualties for Americans: 3 infantryNon Combat Move - Americans
Place Units - Americans
1 artillery placed in Eastern United States
Americans undo move 1.
1 armour placed in Eastern United States
1 artillery placed in Western United States
1 battleship, 2 cruisers and 3 submarines placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 53 PUs; end with 53 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 58 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs -
Chinese chaos (as if they didn’t have any already)
Rolling 1d6:
(3) -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 4
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 2 PUs;Combat Move - Chinese
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in Suiyuyan
1 infantry placed in Shensi
3 infantry placed in SzechwanTurn Complete - Chinese
Chinese collect 6 PUs; end with 8 PUs total -
British Chaos
Rolling 1d6:
(4) -
kamakazis
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ooops here you go