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
Combat Move - French
Turning on Edit Mode
EDIT: Removing units owned by Neutral_Allies from 73 Sea Zone: 1 battleship
EDIT: Adding units owned by Neutral_Allies to 75 Sea Zone: 1 battleship
EDIT: Turning off Edit Mode
1 destroyer moved from 91 Sea Zone to 93 Sea Zone
French take 93 Sea Zone from Italians
1 infantry moved from Trans-Jordan to EgyptCombat - French
Non Combat Move - French
Turn Complete - French
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from Poland: 1 infantry
EDIT: Removing units owned by ANZAC from New South Wales: 1 airfield, 1 factory_minor and 1 harbour
EDIT: Removing units owned by ANZAC from New South Wales: 1 infantry
EDIT: Removing units owned by ANZAC from 62 Sea Zone: 1 cruiser
EDIT: Adding units owned by ANZAC to Queensland: 1 factory_minor
EDIT: Removing units owned by ANZAC from 45 Sea Zone: 1 transport
EDIT: Removing units owned by ANZAC from Dutch New Guinea: 1 artillery and 1 infantry
EDIT: Adding units owned by ANZAC to New Guinea: 1 artillery and 1 infantry
EDIT: Adding units owned by ANZAC to 46 Sea Zone: 1 transport
EDIT: Turning off Edit Mode -
Took off the commandos from Poland and also move transport two spaces, not to Dutch New Guinea. No factory means no commandos. I placed the factory in Queensland to show that I bought a factory with my IPCs but now I have 2 unused IPCs that I will calculate in the next Anzac turn. Problem is how can I do this?
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Took off the commandos from Poland and also move transport two spaces, not to Dutch New Guinea. No factory means no commandos. I placed the factory in Queensland to show that I bought a factory with my IPCs but now I have 2 unused IPCs that I will calculate in the next Anzac turn. Problem is how can I do this?
Minor IC costs exactly the same as a cruiser: and I think that infantry had to be deleted anyway due to old Commando mistake, right?
But if I’m wrong, just keep track of those IPCs, and when you want to use them you can ‘upgrade’ another unit for the appropriate amount through the edit function.
For example: You buy an artillery. Everyone in this game knows that you’re owed 2 IPC (if indeed that is still the case), so you delete the artillery once its built and edit in a tank in its place, making up the difference in cost. Or you build two infantry, and then replace then with 1 art, 1 mech. That kind of thing.
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Ger
Rolling 1d6:
(4) -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 6
Politics - Germans
Purchase Units - Germans
Germans buy 2 artilleries and 8 infantry; Remaining resources: 0 PUs;Combat Move - Germans
6 infantry moved from Western Germany to Holland Belgium
1 fighter moved from Western Germany to Holland Belgium
1 infantry moved from Denmark to Western Germany
1 artillery moved from Denmark to Western Germany
1 infantry moved from Germany to Poland
1 infantry moved from Romania to Slovakia Hungary
2 armour moved from Greater Southern Germany to Bulgaria
2 infantry moved from Romania to Bulgaria
1 artillery moved from Romania to BulgariaCombat - Germans
Battle in Holland Belgium
Germans attack with 1 fighter and 6 infantry
British defend with 2 artilleries and 2 infantry
Germans roll dice for 1 fighter and 6 infantry in Holland Belgium, round 2 : 2/7 hits
British roll dice for 2 artilleries and 2 infantry in Holland Belgium, round 2 : 3/4 hits
2 infantry owned by the British and 3 infantry owned by the Germans lost in Holland Belgium
Germans roll dice for 1 fighter and 3 infantry in Holland Belgium, round 3 : 2/4 hits
British roll dice for 2 artilleries in Holland Belgium, round 3 : 1/2 hits
1 infantry owned by the Germans and 2 artilleries owned by the British lost in Holland Belgium
Germans win, taking Holland Belgium from British with 1 fighter and 2 infantry remaining. Battle score for attacker is 2
Casualties for Germans: 4 infantry
Casualties for British: 2 artilleries and 2 infantry
Battle in Bulgaria
Germans attack with 2 armour, 1 artillery and 2 infantry
British defend with 1 fighter and 2 infantry
Germans roll dice for 2 armour, 1 artillery and 2 infantry in Bulgaria, round 2 : 1/5 hits
British roll dice for 1 fighter and 2 infantry in Bulgaria, round 2 : 1/3 hits
1 infantry owned by the British and 1 infantry owned by the Germans lost in Bulgaria
Germans roll dice for 2 armour, 1 artillery and 1 infantry in Bulgaria, round 3 : 4/4 hits
British roll dice for 1 fighter and 1 infantry in Bulgaria, round 3 : 2/2 hits
1 infantry owned by the British , 1 infantry owned by the Germans , 1 fighter owned by the British and 1 artillery owned by the Germans lost in Bulgaria
Germans win, taking Bulgaria from British with 2 armour remaining. Battle score for attacker is 6
Casualties for Germans: 1 artillery and 2 infantry
Casualties for British: 1 fighter and 2 infantryNon Combat Move - Germans
1 fighter moved from Holland Belgium to Western GermanyPlace Units - Germans
2 artilleries and 4 infantry placed in Germany
4 infantry placed in Western GermanyTurn Complete - Germans
Germans collect 32 PUs; end with 32 PUs total -
Kraken
Rolling 1d6:
(2) -
oh… its dead init…sowy
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oh… its dead init…sowy
KRAKEN lives… but is very disappointed in your inability to figure out how to move it.
1 = 78
2 = 58
3 = 74
4 = 73
5 = 72
6 = 77Rolling 1d6:
(4) -
KRAKEN USSR
The KRAKEN has made it to the South Pole! And now he migrates to:
1 = 72
2 = 75
3 = 74Rolling 1d3:
(2) -
Okay Matt, after all of that… the KRAKEN stays put. :roll:
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I know this game is getting complex Carl. The kraken roll goes like this:
1. look at the position the kraken occupies. currently it is in sea zone 75.
2. record all the sea zones around the kraken. (72, 77, 78, 58, 74, 73)
3. there are six sea zones so a six sided die is needed (Rolling 1d6:
(3) )
4. number the sea zones 1=72, 2-77, 3=78, 4=58, 5=74, 6=73
5. roll on forum with the numbered sea zones in the same post and you can do the chaos roll at the same timenote sometimes there can be up to eight sea zones so the die would change eg. three sea zones = (:dice 1d3)
re-roll for kraken
Rolling 1d6:
(1)
1=72, 2-77, 3=78, 4=58, 5=74, 6=73 -
I know this game is getting complex Carl. The kraken roll goes like this:
1. look at the position the kraken occupies. currently it is in sea zone 75.
2. record all the sea zones around the kraken. (72, 77, 78, 58, 74, 73)
3. there are six sea zones so a six sided die is needed <Rolling 1d6:
(3) >
4. number the sea zones 1=72, 2-77, 3=78, 4=58, 5=74, 6=73
5. roll on forum with the numbered sea zones in the same post and you can do the chaos roll at the same timenote sometimes there can be up to eight sea zones so the die would change eg. three sea zones = (:dice 1d3)
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im with you… can u edit in to chris’ roll please :wink:
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I know this game is getting complex Carl. The kraken roll goes like this:
1. look at the position the kraken occupies. currently it is in sea zone 75.
2. record all the sea zones around the kraken. (72, 77, 78, 58, 74, 73)
3. there are six sea zones so a six sided die is needed >:dice 1d6;<
4. number the sea zones 1=72, 2-77, 3=78, 4=58, 5=74, 6=73
5. roll on forum with the numbered sea zones in the same post and you can do the chaos roll at the same timenote sometimes there can be up to eight sea zones so the die would change eg. three sea zones = (:dice 1d3)
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sorry had to get the post right. I was f@%&ing up when I entered the dice rolls without >……<
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USSR
chaos roll
Rolling 1d6:
(6) -
USSR Chaos
Rolling 1d6:
(5)Level
Rolling 1d3:
(3)Class
Rolling 1d3:
(2) -
OPEN THE GATES OF HELL
Every time any unit on the board dies, they go to HELL.
Keep a count of the number and nationality of all units in HELL: these numbers and types matter very much now.
At the end of every turn, the forces in HELL fight each other on the forum (all units hit only on a ‘1’).
A unit eliminated from HELL is completely destroyed forever, and no longer counts as a unit in HELL.
If any country has a numerical majority of the units in HELL at the START of their turn, that country will receive a random gift of HELLPOWER!!!
Believe me, there are some interesting perks to having a controlling interest in this real estate…
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Quick recap of developments for those watching at home:
- ANZAC Commandos Trained
- Neutral Partisan Uprisings
- Russia Promotes Chuikov to Marshal [Brilliant Tactician]
- USA gains Superior National Prestige
- Japanese invent Mass Teleportation
- Release the Kraken!
- Alien Invasion!!
- Gates of Hell Open!!!
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HOLY Shize!!