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: 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!
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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…
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First effect of the Kraken = No new UK ships entering the Indian Ocean…
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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??
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What about cutting supply when it’s on a shipping marker in the ocean? (kraken)
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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?
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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
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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…
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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:
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Washington, D.C. (USA)
Alien AttackRolling 1d4:
(3)
Human Defence 2 AAARolling 2d6:
(6, 6) -
Los Angeles (USA)
Alien AttackRolling 1d4:
(3)
Human Defence 2AAARolling 2d6:
(1, 3) -
Manila (USA)
Alien AttackRolling 1d4:
(3)
Human Defence NONE -
Honolulu (USA)
Alien AttackRolling 1d4:
(1)
Human Defence 2 bombersRolling 2d6:
(3, 5) -
London (UK)
Alien AttackRolling 1d4:
(4)
Human Defence 5 AAA, 1 bomberRolling 6d6:
(2, 2, 2, 3, 4, 6) -
Cairo (UK)
Alien AttackRolling 1d4:
(1)
Human Defence NONE -
Ottawa (UK)
Alien AttackRolling 1d4:
(4)
Human Defence NONE -
Calcutta (UK)
Alien AttackRolling 1d4:
(3)
Human Defence NONE -
Hong Kong (UK)
Alien AttackRolling 1d4:
(4)
Human Defence 1 fighterRolling 1d6:
(1) -
Paris (France)
Alien AttackRolling 1d4:
(1)
Human Defence NONE -
Sydney (ANZAC)
Alien AttackRolling 1d4:
(3)
Human Defence NONE -
Moscow (USSR)
Alien AttackRolling 1d4:
(4)
Human Defence 1 fighterRolling 1d6:
(4) -
Leningrad (USSR)
Alien AttackRolling 1d4:
(1)
Human Defence 4 AAARolling 4d6:
(1, 3, 4, 4) -
Stalingrad (USSR)
Alien AttackRolling 1d4:
(2)
Human Defence NONE -
Berlin (Germany)
Alien AttackRolling 1d4:
(2)
Human Defence NONE -
Warsaw (Germany)
Alien AttackRolling 1d4:
(3)
Human Defence NONE -
Rome (Italy)
Alien AttackRolling 1d4:
(4)
Human Defence 2 AAARolling 2d6:
(1, 3) -
Tokyo (Japan)
Alien AttackRolling 1d4:
(2)
Human Defence 3 AAARolling 3d6:
(4, 5, 5) -
Shanghai (Japan)
Alien AttackRolling 1d4:
(2)
Human Defence 1 fighterRolling 1d6:
(3)
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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!
- London (UK)
Alien AttackRolling 1d4:
(4)
Human Defence
5 AAA, 1 bomber
Rolling 6d6:
(1, 2, 2, 3, 6, 6)1 tac bomber
Rolling 1d6:
(3)2 fighters
Rolling 2d6:
(3, 3) - London (UK)
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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.