Game History
Round: 3 Purchase Units - Ottomans Ottomans buy 7 infantry; Remaining resources: 1 PUs; Combat Move - Ottomans 1 artillery and 5 infantry moved from Trans-Jordan to Smyrna 2 infantry moved from Smyrna to Constantinople 3 infantry moved from Ankara to Constantinople 1 artillery and 3 infantry moved from Arabia to Mesopotamia Combat - Ottomans Combat Move - Ottomans Place Units - Ottomans 7 infantry placed in Constantinople Turn Complete - Ottomans Ottomans collect 17 PUs; end with 18 PUsNew A&A chaos game C vs S
-
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 4
Purchase Units - Italians
Italians buy 2 armour and 6 infantry; Remaining resources: 0 PUs;Combat Move - Italians
2 submarines moved from 95 Sea Zone to 98 Sea Zone
1 battleship moved from 95 Sea Zone to 98 Sea Zone
1 transport moved from 92 Sea Zone to 93 Sea Zone
1 infantry moved from Southern France to 93 Sea Zone
1 artillery moved from Southern France to 93 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 93 Sea Zone to 92 Sea Zone
1 infantry moved from 92 Sea Zone to Morocco
1 artillery moved from 92 Sea Zone to Morocco
1 infantry moved from Northern Italy to 95 Sea Zone
1 artillery moved from Northern Italy to 95 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 95 Sea Zone to 98 Sea Zone
1 infantry moved from 98 Sea Zone to Egypt
1 artillery moved from 98 Sea Zone to Egypt
1 mech_infantry moved from Alexandria to Egypt
2 fighters moved from Alexandria to Egypt
1 artillery moved from Alexandria to Egypt
1 artillery moved from Alexandria to Egypt
1 armour moved from Alexandria to Egypt
3 infantry moved from Alexandria to Egypt
1 armour moved from Normandy Bordeaux to Northern Italy
3 infantry moved from Northern Italy to YugoslaviaCombat - Italians
Battle in 98 Sea Zone
Italians attack with 1 battleship, 2 submarines and 1 transport
British defend with 1 battleship and 1 transport
Italians roll dice for 2 submarines in 98 Sea Zone, round 2 : 1/2 hits
1 battleship owned by the British lost in 98 Sea Zone
Italians roll dice for 1 battleship and 1 transport in 98 Sea Zone, round 2 : 0/1 hits
1 transport owned by the British lost in 98 Sea Zone
Italians roll dice for 2 submarines in 98 Sea Zone, round 3 : 1/2 hits
Italians win, taking 98 Sea Zone from British with 1 battleship, 2 submarines and 1 transport remaining. Battle score for attacker is 23
Casualties for British: 1 battleship and 1 transport
Battle in Egypt
Italians attack with 1 armour, 3 artilleries, 2 fighters, 4 infantry and 1 mech_infantry
ANZAC defend with 2 infantry; British defend with 2 armour, 1 artillery, 1 harbour and 6 infantry
Italians roll dice for 1 armour, 3 artilleries, 2 fighters, 4 infantry and 1 mech_infantry in Egypt, round 2 : 2/11 hits
British roll dice for 2 armour, 1 artillery and 8 infantry in Egypt, round 2 : 4/11 hits
2 infantry owned by the ANZAC and 4 infantry owned by the Italians lost in Egypt
Italians roll dice for 1 armour, 3 artilleries, 2 fighters and 1 mech_infantry in Egypt, round 3 : 2/7 hits
British roll dice for 2 armour, 1 artillery and 6 infantry in Egypt, round 3 : 4/9 hits
2 infantry owned by the British , 3 artilleries owned by the Italians and 1 mech_infantry owned by the Italians lost in Egypt
Italians roll dice for 1 armour and 2 fighters in Egypt, round 4 : 1/3 hits
British roll dice for 2 armour, 1 artillery and 4 infantry in Egypt, round 4 : 1/7 hits
1 infantry owned by the British and 1 armour owned by the Italians lost in Egypt
British win with 2 armour, 1 artillery and 3 infantry remaining. Battle score for attacker is -19
Casualties for ANZAC: 2 infantry
Casualties for British: 3 infantry
Casualties for Italians: 1 armour, 3 artilleries, 4 infantry and 1 mech_infantry
2 fighters owned by the Italians retreated
Battle in Morocco
Italians attack with 1 artillery and 1 infantry
Americans defend with 1 infantry
Italians roll dice for 1 artillery and 1 infantry in Morocco, round 2 : 1/2 hits
Americans roll dice for 1 infantry in Morocco, round 2 : 0/1 hits
1 infantry owned by the Americans lost in Morocco
Italians win, taking Morocco from Americans with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantryNon Combat Move - Italians
2 fighters moved from Egypt to LibyaPlace Units - Italians
2 armour and 4 infantry placed in Northern Italy
Italians undo move 1.
1 infantry placed in Southern France
2 infantry placed in Southern Italy
2 armour and 3 infantry placed in Northern ItalyTurn Complete - Italians
Italians collect 18 PUs; end with 18 PUs total
Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 23 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 28 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 4
Purchase Units - ANZAC
ANZAC buy 1 infantry and 1 transport; Remaining resources: 1 PUs;Combat Move - ANZAC
1 carrier moved from 54 Sea Zone to 35 Sea Zone
2 fighters moved from 54 Sea Zone to Dutch New GuineaNon Combat Move - ANZAC
1 fighter moved from Queensland to 35 Sea Zone
1 fighter moved from New South Wales to QueenslandPlace Units - ANZAC
1 transport placed in 62 Sea Zone
1 infantry placed in New South Wales
Turning on Edit Mode
EDIT: Adding units owned by ANZAC to Holland Belgium: 1 infantry
EDIT: Removing units owned by ANZAC from New South Wales: 1 infantry
EDIT: Turning off Edit ModeTurn Complete - ANZAC
ANZAC collect 11 PUs; end with 12 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 17 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 4
Combat Move - French
1 infantry moved from Anglo Egyptian Sudan to EgyptNon Combat Move - French
Turn Complete - French
-
ANZAC Chaos
Rolling 1d6:
(2)France Chaos
Rolling 1d6:
(2)And since I’m online now, forgive me Carl, Germany chaos
Rolling 1d6:
(4) -
scum"!
Rolling 1d6:
(5) -
ok forgiven :lol:
-
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 5
Politics - Germans
Purchase Units - Germans
Germans buy 1 armour, 1 fighter and 9 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Western Germany to Holland Belgium
1 artillery moved from Western Germany to Holland Belgium
2 infantry moved from Western Germany to Denmark
1 artillery moved from Western Germany to Denmark
1 armour moved from France to Holland Belgium
2 armour moved from France to Greater Southern Germany
4 infantry moved from Slovakia Hungary to Romania
1 artillery moved from Slovakia Hungary to Romania
3 artilleries and 9 infantry moved from Poland to Eastern Poland
2 infantry moved from Germany to Poland
1 artillery moved from Germany to PolandCombat - Germans
Battle in Eastern Poland
Germans attack with 3 artilleries and 9 infantry
Russians defend with 1 armour and 1 mech_infantry
Germans roll dice for 3 artilleries and 9 infantry in Eastern Poland, round 2 : 4/12 hits
Russians roll dice for 1 armour and 1 mech_infantry in Eastern Poland, round 2 : 1/2 hits
1 armour owned by the Russians , 1 infantry owned by the Germans and 1 mech_infantry owned by the Russians lost in Eastern Poland
Germans win, taking Eastern Poland from Russians with 3 artilleries and 8 infantry remaining. Battle score for attacker is 7
Casualties for Germans: 1 infantry
Casualties for Russians: 1 armour and 1 mech_infantry
Battle in Holland Belgium
Germans attack with 1 armour, 1 artillery and 1 infantry
ANZAC defend with 1 infantry
Germans roll dice for 1 armour, 1 artillery and 1 infantry in Holland Belgium, round 2 : 1/3 hits
ANZAC roll dice for 1 infantry in Holland Belgium, round 2 : 1/1 hits
1 infantry owned by the ANZAC and 1 infantry owned by the Germans lost in Holland Belgium
Germans win with 1 armour and 1 artillery remaining. Battle score for attacker is 0
Casualties for ANZAC: 1 infantry
Casualties for Germans: 1 infantry
Battle in Denmark
Germans attack with 1 artillery and 2 infantry
British defend with 2 infantry
Germans roll dice for 1 artillery and 2 infantry in Denmark, round 2 : 2/3 hits
British roll dice for 2 infantry in Denmark, round 2 : 1/2 hits
2 infantry owned by the British and 1 infantry owned by the Germans lost in Denmark
Germans win, taking Denmark from British with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for British: 2 infantryNon Combat Move - Germans
3 aaGuns moved from Poland to Eastern PolandPlace Units - Germans
1 armour and 2 infantry placed in Germany
1 fighter and 6 infantry placed in Western Germany
1 infantry placed in GermanyTurn Complete - Germans
Germans collect 32 PUs; end with 32 PUs total -
USSR
Rolling 1d6:
(6) -
Mutha Russia
Rolling 1d6:
(6)Level
Rolling 1d3:
(3)Class
Rolling 1d3:
(1) -
Level III Kaiju:
Class C:
Move per turn
Rolling 1d4:
(1)Number of attacks per combat roll
Rolling 1d4:
(4)Attack value (hits at # or less):
Rolling 1d4:
(3)Takes ? hits to kill:
Rolling 1d4:
(4)Auto-heals at end of turn of every turn.
Has 1x special ability from the following list:
- First strike (hits preemptively)
- Submerge (can retreat underwater or burrow to avoid being destroyed)
- Heavy armor (ignore first hit per combat)
- Flying (if land Kaiju, can leave land territories; if ocean Kaiju, can leave sea zones)
- Intimidation [1d4] (up to 4 units cannot fire back per combat)
- Lays offspring at end of turn [1d4]
- Targeting (chooses which enemy units to destroy)
- Rampage (destroys all infrastructure after winning)
Rolling 1d8:
(2) -
Starting position:
Rolling 1d318:
(229) -
A GIANT KRAKEN has emerged from the oceanic depths of the coast of Burma.
It must be moved randomly at the beginning of every turn 1 space, but only moves through sea zones.
So at the beginning of each turn, you must do a KRAKEN ROLL in the same post as the normal CHAOS ROLL.
For example! Next turn, KRAKEN can move to 1. SZ 39; 2. SZ 41; 3. SZ 37.
So! I would post these three numbers, list the available SZs beside them, and then roll 1d3 in the forum to see where the KRAKEN goes. Edit him there accordingly (he is represented on the board by the WHITE BATTLESHIP).
If KRAKEN encounters ANY UNITS, Axis or Allies, combat starts immediately.
Leave it to me, and I will do the battle on the forum for you. It looks like it’ll be a few turns before he gets somebody.
Fun facts:
KRAKEN has the ‘submerge’ ability of a submarine. So if you want to kill him for good, you’d better bring destroyers or roll lucky.
KRAKEN must fight for at least one round before submerging.
KRAKEN attacks with 4 TENTACLES at a time, and hits on a 3 OR LESS.
KRAKEN must be HIT 4 TIMES in one battle in order to be killed.
KRAKEN heals automatically at the end of every turn.
Stupid KRAKEN!
-
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 5
Research Technology - Russians
Russians spend 0 on tech rollsPurchase Units - Russians
Russians buy 2 armour, 1 bomber, 4 infantry and 1 transport; Remaining resources: 1 PUs; 1 techTokens;Combat Move - Russians
3 submarines moved from 111 Sea Zone to 105 Sea Zone
10 infantry moved from Belarus to Eastern Poland
1 artillery moved from Baltic States to Eastern Poland
1 infantry moved from Baltic States to Eastern Poland
2 infantry moved from Western Ukraine to Eastern Poland
1 armour moved from Bessarabia to Eastern Poland
1 armour moved from Ukraine to Eastern Poland
1 infantry moved from Bessarabia to Eastern Poland
3 infantry moved from Ukraine to Bessarabia
4 infantry moved from Novgorod to Baltic States
1 artillery moved from Novgorod to Baltic States
1 armour moved from Novgorod to Eastern Poland
1 bomber moved from Norway to France
2 fighters moved from Norway to United Kingdom
1 tactical_bomber moved from Norway to United Kingdom
2 infantry moved from Vologda to Novosibirsk
2 armour moved from Russia to Novosibirsk
1 fighter moved from Russia to Olgiy
2 infantry moved from Bryansk to Western Ukraine
2 infantry moved from Smolensk to Belarus
3 infantry moved from Caucasus to KazakhstanCombat - Russians
Strategic bombing raid in France
Bombing raid in France rolls: 6 and causes: 6 damage to unit: factory_minor
Bombing raid in France causes 6 damage total.
Battle in Eastern Poland
Russians attack with 3 armour, 1 artillery and 14 infantry
Germans defend with 3 aaGuns, 3 artilleries and 8 infantry
Russians win, taking Eastern Poland from Germans with 3 armour, 1 artillery and 2 infantry remaining. Battle score for attacker is 15
Casualties for Germans: 3 aaGuns, 3 artilleries and 8 infantry
Casualties for Russians: 12 infantryNon Combat Move - Russians
1 bomber moved from France to United Kingdom
4 aaGuns moved from Novgorod to Baltic StatesPlace Units - Russians
1 armour, 1 bomber and 1 infantry placed in Russia
1 armour and 2 infantry placed in Ukraine
1 infantry placed in Russia
Russians undo move 3.
Russians undo move 2.
1 transport placed in 127 Sea Zone
1 armour and 1 infantry placed in Novgorod
2 infantry placed in Ukraine
Russians undo move 1.
1 infantry placed in Ukraine
1 armour and 1 bomber placed in RussiaTurn Complete - Russians
Russians collect 38 PUs; end with 39 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 45 PUsProduction/PUs Summary :
Germans : 31 / 32
Russians : 38 / 45
Japanese : 40 / 41
Americans : 52 / 73
Chinese : 7 / 8
British : 37 / 39
UK_Pacific : 21 / 21
Italians : 18 / 28
ANZAC : 11 / 17
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 0 / 0
Neutral_True : 19 / 0 -
label your rolls Carl.
one for kraken
one for chaos (nationality indicated too) -
dont tell me what to do!
JapsKraken =p
Rolling 1d6:
(6)
ChaosRolling 1d6:
(6) -
eg
1-39
2-41
3-37
Rolling 1d3:
(1) -
eg
1-39
2-41
3-37
Rolling 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:
Rolling 1d6:
(4)Level
Rolling 1d3:
(3)Class
Rolling 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)