Game History
Round: 16 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 1 PUs; Combat Move - Russians 1 infantry moved from Karelia S.S.R. to Ukraine S.S.R. Russians take Ukraine S.S.R. from Germans 1 infantry moved from Evenki National Okrug to Yakut S.S.R. Russians take Yakut S.S.R. from Japanese 6 infantry moved from Russia to Kazakh S.S.R. 3 armour moved from Russia to Kazakh S.S.R. 1 infantry moved from Caucasus to Karelia S.S.R. Combat - Russians Non Combat Move - Russians Place Units - Russians 8 infantry placed in Russia Turn Complete - Russians Russians collect 27 PUs; end with 28 PUsNew A&A chaos game C vs S
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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.
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thank you kind sir
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now is the time…
2 msn in japan - please teleport
2 men in kiangsuu - please teleport -
Japan pod results:
Rolling 1d15:
(11)Kiangsu pod results:
Rolling 1d15:
(10) -
and if these couunt…the 2 on caroline island please transport
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if its too late…nps
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The Japan pod goes on its merry way:
Rolling 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!
Rolling 2d191:
(48, 155)(There’s no industrial complex on Caroline Island… so no teleportation!)
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errr thanks :lol:
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 5
Purchase Units - Japanese
Japanese buy 1 armour, 9 infantry and 2 mech_infantrys; Remaining resources: 4 SuicideAttackTokens; 0 PUs;Combat Move - Japanese
1 transport moved from 20 Sea Zone to 6 Sea Zone
1 transport moved from 19 Sea Zone to 6 Sea Zone
1 infantry moved from Shantung to Kiangsu
1 infantry moved from Chahar to Suiyuyan
1 artillery moved from Chahar to Suiyuyan
1 artillery moved from Hopei to Shensi
1 armour moved from Hopei to Shensi
1 artillery moved from Chahar to Hopei
1 armour moved from Kweichow to Hunan
1 fighter moved from Kwangsi to Hunan
1 tactical_bomber moved from Anhwe to Kwangtung
1 mech_infantry moved from Yakut S.S.R. to Yenisey
1 armour moved from Buryatia to Yenisey
1 bomber moved from Shantung to Yenisey
1 tactical_bomber moved from Amur to Yakut S.S.R.Combat - Japanese
Japanese creates battle in territory Kansu
Japanese creates battle in territory Guam
Battle in Shensi
Japanese attack with 1 armour and 1 artillery
Chinese defend with 1 infantry
Japanese roll dice for 1 armour and 1 artillery in Shensi, round 2 : 1/2 hits
Chinese roll dice for 1 infantry in Shensi, round 2 : 0/1 hits
1 infantry owned by the Chinese lost in Shensi
Japanese win, taking Kansu from Chinese, taking Guam from Americans, taking Shensi from Chinese with 1 armour and 1 artillery remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in Yenisey
Japanese attack with 1 armour, 1 bomber and 1 mech_infantry
Russians defend with 2 infantry
Japanese roll dice for 1 armour, 1 bomber and 1 mech_infantry in Yenisey, round 2 : 1/3 hits
Russians roll dice for 2 infantry in Yenisey, round 2 : 1/2 hits
1 infantry owned by the Russians and 1 mech_infantry owned by the Japanese lost in Yenisey
Japanese roll dice for 1 armour and 1 bomber in Yenisey, round 3 : 1/2 hits
Russians roll dice for 1 infantry in Yenisey, round 3 : 0/1 hits
1 infantry owned by the Russians lost in Yenisey
Japanese win, taking Yenisey from Russians with 1 armour and 1 bomber remaining. Battle score for attacker is 2
Casualties for Japanese: 1 mech_infantry
Casualties for Russians: 2 infantry
Battle in Suiyuyan
Japanese attack with 1 artillery and 1 infantry
Chinese defend with 1 infantry
Japanese roll dice for 1 artillery and 1 infantry in Suiyuyan, round 2 : 2/2 hits
Chinese roll dice for 1 infantry in Suiyuyan, round 2 : 1/1 hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Suiyuyan
Japanese win, taking Suiyuyan from Chinese with 1 artillery remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantryNon Combat Move - Japanese
1 bomber moved from Yenisey to Yakut S.S.R.Place Units - Japanese
1 armour and 2 mech_infantrys placed in Kiangsu
9 infantry placed in JapanTurn Complete - Japanese
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 4,6,6,3,4,1,3,3
Japanese collect 42 PUs (2 lost to blockades); end with 42 PUs total -
Let me help with the KRAKEN:
1 = 79
2 = 78
3 = 40
4 = 41
5 = 38Rolling 1d5:
(2) -
KRAKEN is moving into deeper waters… the middle of the Indian Ocean.
Please edit accordingly.
And just because I might have to do more stuff before I hit bed,
USA Chaos:
Rolling 1d6:
(4) -
Americans use their fantastic influence over Gibraltar.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 5
Politics - Americans
Turning on Edit Mode
EDIT: Removing units owned by Neutral_True from 39 Sea Zone: 1 battleship
EDIT: Adding units owned by Neutral_Allies to 78 Sea Zone: 1 battleship
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Changing ownership of Gibraltar from Neutral_True to Americans
EDIT: Removing units owned by Neutral_True from Gibraltar: 1 armour, 1 fighter and 1 infantry
EDIT: Adding units owned by Americans to Gibraltar: 1 armour, 1 fighter and 1 infantry
EDIT: Turning off Edit ModeResearch Technology - Americans
Americans spend 0 on tech rolls
Americans roll 2,3 and gets 0 hitsPurchase Units - Americans
Americans buy 3 artilleries, 1 bomber, 1 carrier, 2 fighters, 2 infantry and 1 transport; Remaining resources: 0 PUs; 2 techTokens;Combat Move - Americans
1 unit repaired.
1 infantry moved from Brazil to 86 Sea Zone
1 infantry and 1 transport moved from 86 Sea Zone to 91 Sea Zone
1 transport moved from 91 Sea Zone to 101 Sea Zone
1 armour moved from Gibraltar to 91 Sea Zone
1 infantry moved from Gibraltar to 91 Sea Zone
2 destroyers moved from 91 Sea Zone to 92 Sea Zone
2 infantry moved from 91 Sea Zone to Morocco
1 armour moved from 91 Sea Zone to Morocco
1 fighter moved from Gibraltar to Morocco
1 transport moved from 10 Sea Zone to 1 Sea Zone
1 infantry and 1 mech_infantry moved from British Columbia to 1 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 1 Sea Zone to 3 Sea Zone
1 infantry moved from 3 Sea Zone to Soviet Far East
1 mech_infantry moved from 3 Sea Zone to Soviet Far East
1 battleship moved from 10 Sea Zone to 3 Sea Zone
1 cruiser moved from 10 Sea Zone to 3 Sea Zone
3 submarines moved from 10 Sea Zone to 3 Sea Zone
2 submarines moved from 25 Sea Zone to 26 Sea Zone
1 destroyer moved from 25 Sea Zone to 26 Sea Zone
1 fighter moved from Midway to Hawaiian Islands
1 transport moved from 10 Sea Zone to 2 Sea Zone
1 mech_infantry moved from Alaska to 2 Sea Zone
1 mech_infantry and 1 transport moved from 2 Sea Zone to 3 Sea Zone
1 cruiser moved from 10 Sea Zone to 3 Sea Zone
1 mech_infantry moved from 3 Sea Zone to Soviet Far East
1 destroyer moved from 101 Sea Zone to 91 Sea ZoneCombat - Americans
Battle in 92 Sea Zone
Americans attack with 2 destroyers
Italians defend with 1 transport
1 transport owned by the Italians lost in 92 Sea Zone
Americans win with 2 destroyers remaining. Battle score for attacker is 7
Casualties for Italians: 1 transport
Battle in Morocco
Americans attack with 1 armour, 1 fighter and 2 infantry
Italians defend with 1 artillery and 1 infantry
Americans roll dice for 1 cruiser in Morocco, round 2 : 1/1 hits
Americans roll dice for 1 armour, 1 fighter and 2 infantry in Morocco, round 2 : 4/4 hits
Italians roll dice for 1 artillery and 1 infantry in Morocco, round 2 : 1/2 hits
1 artillery owned by the Italians , 1 infantry owned by the Americans and 1 infantry owned by the Italians lost in Morocco
Americans win, taking Morocco from Italians with 1 armour, 1 fighter and 1 infantry remaining. Battle score for attacker is 4
Casualties for Italians: 1 artillery and 1 infantry
Casualties for Americans: 1 infantry
Battle in Soviet Far EastNon Combat Move - Americans
2 fighters moved from Midway to 26 Sea Zone
1 fighter moved from Morocco to GibraltarPlace Units - Americans
2 artilleries, 1 bomber, 2 fighters and 1 infantry placed in Western United States
1 artillery and 1 infantry placed in Eastern United States
1 carrier and 1 transport 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 -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 5
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 2 artilleries; Remaining resources: 0 PUs;Combat Move - Chinese
1 infantry moved from Szechwan to Kweichow
Chinese take Kweichow from Japanese
2 infantry moved from Szechwan to Shensi
1 fighter moved from Burma to ShensiCombat - Chinese
Battle in Shensi
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 armour and 1 artillery
Chinese roll dice for 1 fighter and 2 infantry in Shensi, round 2 : 0/3 hits
Japanese roll dice for 1 armour and 1 artillery in Shensi, round 2 : 1/2 hits
1 infantry owned by the Chinese lost in Shensi
1 infantry owned by the Chinese retreated to Szechwan
Japanese win with 1 armour and 1 artillery remaining. Battle score for attacker is -3
Casualties for Chinese: 1 infantryNon Combat Move - Chinese
1 fighter moved from Shensi to SzechwanPlace Units - Chinese
2 artilleries placed in SzechwanTurn Complete - Chinese
Chinese collect 5 PUs; end with 5 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 11 PUs