Game History
Round: 3 Purchase Units - Ottomans Ottomans buy 7 infantry; Remaining resources: 1 PUs; Combat Move - Ottomans 1 artillery and 5 infantry moved from Trans-Jordan to Smyrna 2 infantry moved from Smyrna to Constantinople 3 infantry moved from Ankara to Constantinople 1 artillery and 3 infantry moved from Arabia to Mesopotamia Combat - Ottomans Combat Move - Ottomans Place Units - Ottomans 7 infantry placed in Constantinople Turn Complete - Ottomans Ottomans collect 17 PUs; end with 18 PUsNew A&A chaos game C vs S
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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!!
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Hell Units:
Nationality
German:
Russian:
Japanese:
American:
Chinese:
British:
UK Pacific:
Italian:
ANZAC:
French:Here Carl copy this into your word file to keep track of HELL BOY units.
Hey Chris does UK have two separate listings or are they both counted as on nationality?
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UK units are unified in HELL…
KRAKEN ON with the game:
1 = 78
2 = 58
3 = 74
4 = 73
5 = 72
6 = 77Rolling 1d6:
(2) -
Marshal Chuikov: Brilliant Tactician
Scramble over the Russian Invasion averted by Chuikov -
Kraken roll:
1=75, 2=78, 3=40, 4=41, 5=57, 6=60, 7=59, 8=74Rolling 1d8:
(7) -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 6
Research Technology - Russians
Russians spend 0 on tech rolls
Russians roll 6 and gets 1 hit
Russians removing all Technology Tokens after successful research.
Russians discover Long Range AircraftActivate Technology - Russians
Russians activating Long Range AircraftPurchase Units - Russians
Russians buy 3 aaGuns and 1 factory_major; Remaining resources: 0 PUs; 0 techTokens;Combat Move - Russians
2 fighters moved from United Kingdom to 112 Sea Zone
1 tactical_bomber moved from United Kingdom to 112 Sea Zone
1 transport moved from 127 Sea Zone to 112 Sea Zone
2 infantry moved from Norway to 112 Sea Zone
2 infantry moved from 112 Sea Zone to Denmark
1 bomber moved from United Kingdom to Slovakia Hungary
2 infantry moved from Eastern Poland to Slovakia Hungary
3 infantry moved from Bessarabia to Romania
1 artillery moved from Eastern Poland to Romania
4 infantry moved from Baltic States to Poland
1 artillery moved from Baltic States to Poland
2 infantry moved from Belarus to Baltic States
2 infantry moved from Western Ukraine to Eastern Poland
3 infantry moved from Ukraine to Bessarabia
1 armour moved from Novgorod to Eastern Poland
2 infantry moved from Novosibirsk to Kansu
1 armour moved from Novosibirsk to Yenisey
1 fighter moved from Olgiy to Kansu
3 infantry moved from Kazakhstan to Sikang
1 armour moved from Novosibirsk to Yenisey
3 submarines moved from 105 Sea Zone to 91 Sea ZoneCombat - Russians
Battle in Yenisey
Russians attack with 2 armour
Japanese defend with 1 armour
Russians roll dice for 2 armour in Yenisey, round 2 : 0/2 hits
Japanese roll dice for 1 armour in Yenisey, round 2 : 1/1 hits
1 armour owned by the Russians lost in Yenisey
Russians roll dice for 1 armour in Yenisey, round 3 : 0/1 hits
Japanese roll dice for 1 armour in Yenisey, round 3 : 0/1 hits
Russians roll dice for 1 armour in Yenisey, round 4 : 0/1 hits
Japanese roll dice for 1 armour in Yenisey, round 4 : 0/1 hits
Russians roll dice for 1 armour in Yenisey, round 5 : 1/1 hits
Japanese roll dice for 1 armour in Yenisey, round 5 : 1/1 hits
1 armour owned by the Russians and 1 armour owned by the Japanese lost in Yenisey
Japanese win with no units remaining. Battle score for attacker is -6
Casualties for Japanese: 1 armour
Casualties for Russians: 2 armour
Battle in Kansu
Russians attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Russians roll dice for 1 fighter and 2 infantry in Kansu, round 2 : 1/3 hits
Japanese roll dice for 1 infantry in Kansu, round 2 : 0/1 hits
1 infantry owned by the Japanese lost in Kansu
Russians win, taking Kansu from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Denmark
Battle in Romania
Russians attack with 1 artillery and 3 infantry
Germans defend with 1 infantry
Russians roll dice for 1 artillery and 3 infantry in Romania, round 2 : 1/4 hits
Germans roll dice for 1 infantry in Romania, round 2 : 0/1 hits
1 infantry owned by the Germans lost in Romania
Russians win, taking Denmark from Germans, taking Romania from Germans with 1 artillery and 3 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Slovakia Hungary
Russians attack with 1 bomber and 2 infantry
Germans defend with 1 infantry
Russians roll dice for 1 bomber and 2 infantry in Slovakia Hungary, round 2 : 0/3 hits
Germans roll dice for 1 infantry in Slovakia Hungary, round 2 : 1/1 hits
1 infantry owned by the Russians lost in Slovakia Hungary
Russians roll dice for 1 bomber and 1 infantry in Slovakia Hungary, round 3 : 1/2 hits
Germans roll dice for 1 infantry in Slovakia Hungary, round 3 : 0/1 hits
1 infantry owned by the Germans lost in Slovakia Hungary
Russians win, taking Slovakia Hungary from Germans with 1 bomber and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Poland
Russians attack with 1 artillery and 4 infantry
Germans defend with 1 infantry
Russians roll dice for 1 artillery and 4 infantry in Poland, round 2 : 2/5 hits
Germans roll dice for 1 infantry in Poland, round 2 : 0/1 hits
1 infantry owned by the Germans lost in Poland
Russians win, taking Poland from Germans with 1 artillery and 4 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
1 bomber moved from Slovakia Hungary to Novgorod
2 fighters moved from 112 Sea Zone to Novgorod
1 tactical_bomber moved from 112 Sea Zone to Novgorod
4 aaGuns moved from Baltic States to Novgorod
1 fighter moved from Kansu to NovgorodPlace Units - Russians
3 aaGuns placed in Novgorod
1 factory_major placed in RussiaTurn Complete - Russians
Russians collect 48 PUs; end with 48 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 18 PUs; end with 66 PUs
Turning on Edit Mode
EDIT: Removing units owned by Neutral_Allies from 75 Sea Zone: 1 battleship
EDIT: Adding units owned by Neutral_Allies to 58 Sea Zone: 1 battleship
EDIT: Turning off Edit Mode