• 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:


  • 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 infantry

    Non 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 Japan

    Turn 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 = 38

    DiceRolling 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:

    DiceRolling 1d6:
    (4)


  • Americans use their fantastic influence over Gibraltar.


  • 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 Mode

    Research Technology - Americans
                Americans spend 0 on tech rolls
                    Americans roll 2,3 and gets 0 hits

    Purchase 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 Zone

    Combat - 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 East

    Non Combat Move - Americans
                2 fighters moved from Midway to 26 Sea Zone
                1 fighter moved from Morocco to Gibraltar

    Place 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 Zone

    Turn 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 Shensi

    Combat - 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 infantry

    Non Combat Move - Chinese
                1 fighter moved from Shensi to Szechwan

    Place Units - Chinese
                2 artilleries placed in Szechwan

    Turn 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


  • 1=38 2=40 3=58 4=75 5=77 6=79
    krakan roll
    DiceRolling 1d6:
    (3)

    chinese chaos
    DiceRolling 1d6:
    (5)


  • 1=40, 2=41, 3=57, 4=60, 5=59, 6=74, 7=75, 8=78
    kraken roll
    DiceRolling 1d8:
    (6)

    UK Kaos
    DiceRolling 1d6:
    (5)


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

    Game History

    Round: 5

    Research Technology - British
                    British roll 4,1 and gets 0 hits

    Purchase Units - British
                British buy 1 armour, 1 battleship, 2 infantry, 1 mech_infantry and 1 transport; Remaining resources: 0 PUs; 2 techTokens;

    Purchase Units - UK_Pacific
                UK_Pacific buy 3 armour and 1 infantry; Remaining resources: 0 PUs;

    Combat Move - British
                1 transport moved from 112 Sea Zone to 110 Sea Zone
                2 artilleries moved from United Kingdom to 110 Sea Zone
                2 infantry moved from United Kingdom to 110 Sea Zone
                2 destroyers moved from 112 Sea Zone to 110 Sea Zone
                1 submarine moved from 112 Sea Zone to 110 Sea Zone
                2 artilleries moved from 110 Sea Zone to Holland Belgium
                2 infantry moved from 110 Sea Zone to Holland Belgium
                1 bomber moved from United Kingdom to Normandy Bordeaux
                1 armour moved from Egypt to Tobruk
                      British take Alexandria from Italians
                      British take Tobruk from Italians
                1 infantry moved from Greece to Albania
                1 fighter moved from 35 Sea Zone to Hunan
                1 infantry moved from Yunnan to Hunan
                1 armour moved from Yunnan to Hunan
                1 artillery moved from Burma to Yunnan
                3 infantry moved from Shan State to Yunnan
                1 armour moved from India to Yunnan
                1 infantry moved from Kazakhstan to Tsinghai
                1 artillery moved from Egypt to Trans-Jordan
                1 armour moved from Egypt to Syria
                1 infantry moved from Egypt to Trans-Jordan
                1 tactical_bomber moved from Greece to Albania
                1 fighter moved from Greece to Bulgaria

    Combat - British
                Strategic bombing raid in Normandy Bordeaux
                        AA fire in Normandy Bordeaux :  0/1 hits
                    Bombing raid in Normandy Bordeaux rolls: 8 and causes: 1 damage to unit: factory_minor
                    Bombing raid in Normandy Bordeaux causes 1 damage total.
                Battle in Holland Belgium
                    British attack with 2 artilleries and 2 infantry
                    Germans defend with 1 armour and 1 artillery
                        British roll dice for 1 battleship in Holland Belgium, round 2 :  1/1 hits
                        British roll dice for 2 artilleries and 2 infantry in Holland Belgium, round 2 :  0/4 hits
                        Germans roll dice for 1 armour and 1 artillery in Holland Belgium, round 2 :  0/2 hits
                        1 artillery owned by the Germans lost in Holland Belgium
                        British roll dice for 2 artilleries and 2 infantry in Holland Belgium, round 3 :  0/4 hits
                        Germans roll dice for 1 armour in Holland Belgium, round 3 :  0/1 hits
                        British roll dice for 2 artilleries and 2 infantry in Holland Belgium, round 4 :  0/4 hits
                        Germans roll dice for 1 armour in Holland Belgium, round 4 :  0/1 hits
                        British roll dice for 2 artilleries and 2 infantry in Holland Belgium, round 5 :  1/4 hits
                        Germans roll dice for 1 armour in Holland Belgium, round 5 :  0/1 hits
                        1 armour owned by the Germans lost in Holland Belgium
                    British win, taking Holland Belgium from Germans with 2 artilleries and 2 infantry remaining. Battle score for attacker is 10
                    Casualties for Germans: 1 armour and 1 artillery
                Battle in Hunan
                    British attack with 1 armour, 1 fighter and 1 infantry
                    Japanese defend with 1 armour and 1 fighter
                        British roll dice for 1 armour, 1 fighter and 1 infantry in Hunan, round 2 :  1/3 hits
                        Japanese roll dice for 1 armour and 1 fighter in Hunan, round 2 :  1/2 hits
                        1 infantry owned by the British and 1 armour owned by the Japanese lost in Hunan
                        British roll dice for 1 armour and 1 fighter in Hunan, round 3 :  1/2 hits
                        Japanese roll dice for 1 fighter in Hunan, round 3 :  1/1 hits
                        1 fighter owned by the British and 1 fighter owned by the Japanese lost in Hunan
                    British win, taking Hunan from Japanese with 1 armour remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 armour and 1 fighter
                    Casualties for British: 1 fighter and 1 infantry

    Non Combat Move - British
                1 bomber moved from Normandy Bordeaux to United Kingdom

    Place Units - British
                1 armour, 2 infantry and 1 mech_infantry placed in United Kingdom
                1 battleship and 1 transport placed in 110 Sea Zone

    Turn Complete - British
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 4,5,1,1,6
                British collect 38 PUs (2 lost to blockades); end with 38 PUs total

    Place Units - UK_Pacific
                3 armour and 1 infantry placed in India

    Turn Complete - UK_Pacific
                UK_Pacific collect 21 PUs; end with 21 PUs total
                Some Units in India change ownership: 3 armour and 1 infantry

Suggested Topics

  • 19
  • 105
  • 102
  • 30
  • 99
  • 125
  • 175
  • 280
Axis & Allies Boardgaming Custom Painted Miniatures

20

Online

17.8k

Users

40.4k

Topics

1.8m

Posts