New 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
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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 - ANZAC
Turning on Edit Mode
EDIT: Removing units owned by Neutral_Allies from 74 Sea Zone: 1 battleship
EDIT: Adding units owned by Neutral_Allies to 73 Sea Zone: 1 battleship
EDIT: Turning off Edit ModePurchase Units - ANZAC
Turning on Edit Mode
EDIT: Adding units owned by ANZAC to New South Wales: 1 factory_minor
EDIT: Turning off Edit Mode
ANZAC buy 1 cruiser and 1 infantry; Remaining resources: 2 PUs;Combat Move - ANZAC
Turning on Edit Mode
EDIT: Adding units owned by ANZAC to New South Wales: 1 airfield and 1 harbour
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 transport moved from 62 Sea Zone to 54 Sea Zone
1 infantry moved from Queensland to 54 Sea Zone
1 artillery moved from Queensland to 54 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 46 Sea Zone
1 fighter moved from Dutch New Guinea to 35 Sea Zone
1 fighter moved from Queensland to Dutch New GuineaCombat - ANZAC
Non Combat Move - ANZAC
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from 46 Sea Zone: 1 artillery, 1 infantry and 1 transport
EDIT: Adding units owned by ANZAC to 45 Sea Zone: 1 artillery, 1 infantry and 1 transport
EDIT: Turning off Edit Mode
1 infantry moved from 45 Sea Zone to Dutch New Guinea
1 artillery moved from 45 Sea Zone to Dutch New GuineaPlace Units - ANZAC
1 cruiser placed in 62 Sea Zone
1 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 11 PUs; end with 13 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 18 PUs
Turning on Edit Mode
EDIT: Adding units owned by ANZAC to Poland: 1 infantry
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from Dutch New Guinea: 2 fighters
EDIT: Adding units owned by ANZAC to French Indo China: 2 fighters
EDIT: Turning off Edit ModeNope!
Gotta take off the Sydney factory, air field, and naval base again.
The aliens wiped those off the board… you need to pay to rebuild them.
Also Moscow is nothing but ashes.
But note: the aliens are still over 18 of 19 victories cities, and will strike each of them again at the beginning of every Japanese turn, until they’re all destroyed.
Only London is safe now, due to a strong Allied defense.
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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…