• 7: sz75


  • teleport - 7 men - japan


  • @pr0c3ss:

    7: sz75

    KRAKEN is actually in SZ 78… because on this forum, annoyingly, 8 + ) always show up as this guy when they appear together: 8)


  • As for the Japan pod of teleporters:

    DiceRolling 1d15:
    (14)


  • The machine doesn’t have any glitches today.

    And our band of quarrelsome heroes land in:

    DiceRolling 1d191:
    (50)


  • RUSSIA. They land in RUSSIA. Which is empty, but also under alien invasion… Wow.

    Please edit that in on the filesave above.

    And, because you forgot, Japan’s chaos roll:

    DiceRolling 1d6:
    (3)


  • already did Cahos roll…
    kraken will count as 8 roll


  • can I make a combat move with the troops that have been transported?


  • No. Transported units cannot move out and attack from areas they land in. In the second version of the rules I’ll probably get them to appear at the end of the turn instead of the beginning… I want it to convey the sense that they’re a bit disoriented from being disintegrated and reintegrated…


  • I added the 7 Japs to Moscow. I also would not have bought a major factory knowing that it will get destroyed. As a matter of fact I would not have bought a major factory at all. That’s why this revised file will reflect this new aspect. Minor factory in Norway and a build of bomber and tank in Ukraine= 30 IPC

    Saucer Attack 2 Complete.tsvg revised after wrong placement of factory.tsvg


  • @Make_It_Round:

    @pr0c3ss:

    7: sz75

    KRAKEN is actually in SZ 78… because on this forum, annoyingly, 8 + ) always show up as this guy when they appear together: 8)

    youve yaken 1 jap out of kiangsu?
    and only 2 from japan?

    is the saucer attack still in Moscow?


  • @pr0c3ss:

    @Make_It_Round:

    @pr0c3ss:

    7: sz75

    KRAKEN is actually in SZ 78… because on this forum, annoyingly, 8 + ) always show up as this guy when they appear together: 8)

    youve yaken 1 ��� out of kiangsu?
    and only 2 from japan?

    is the saucer attack still in Moscow?

    Yes, yes, and yes. Saucer attacks on every victory city will still happen at the beginning of every Japan turn until:

    1. All saucers are destroyed, or
    2. The game ends.

    Only London and Leningrad have freed themselves from their alien tormentors by hitting the FLYING SAUCER 4 TIMES in one round of combat.

    Only air units, and anti-air units, are able to hit the FLYING SAUCERS.

    Roll back through the posts to follow the action and better grasp the development. It’s a big, persistent one, like Zombie World.


  • yup ok…but dont think I should have 7 men in japan and 7 in moscow… matt has forgotten to remove from Japan?


  • @pr0c3ss:

    yup ok…but dont think I should have 7 men in japan and 7 in moscow… matt has forgotten to remove from Japan?

    I would assume that is exactly what happened. Please edit accordingly.


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

    Game History

    Round: 6

    Politics - Japanese
                Turning on Edit Mode
                EDIT: Adding units owned by Russians to Norway: 1 factory_minor
                EDIT: Adding units owned by Russians to Ukraine: 1 armour and 1 bomber

    Research Technology - Japanese
                EDIT: Turning off Edit Mode

    Purchase Units - Japanese
                Japanese buy 10 infantry and 2 submarines; Remaining resources: 0 PUs; 4 SuicideAttackTokens;

    Combat Move - Japanese
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from Japan: 7 infantry
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Removing units owned by Neutral_Allies from 58 Sea Zone: 1 battleship
                EDIT: Adding units owned by Neutral_True to 78 Sea Zone: 1 battleship
                EDIT: Turning off Edit Mode
                1 battleship moved from 6 Sea Zone to 3 Sea Zone
                1 cruiser moved from 6 Sea Zone to 3 Sea Zone
                4 destroyers moved from 6 Sea Zone to 3 Sea Zone
                1 carrier moved from 6 Sea Zone to 3 Sea Zone
                1 fighter moved from 6 Sea Zone to 3 Sea Zone
                1 tactical_bomber moved from 6 Sea Zone to 3 Sea Zone
                1 artillery moved from Korea to 6 Sea Zone
                1 artillery and 1 transport moved from 6 Sea Zone to 5 Sea Zone
                1 artillery moved from Suiyuyan to Kansu
                1 armour moved from Shensi to Kansu
                1 artillery moved from Shensi to Kweichow
                1 artillery moved from Hopei to Shensi
                1 mech_infantry moved from Kiangsu to Hunan
                1 bomber moved from Kiangsu to Hunan
                1 mech_infantry moved from Kiangsu to Kwangsi
                1 armour moved from Kiangsu to Kwangsi
                1 fighter moved from Kwangsi to Hunan
                1 bomber moved from Yakut S.S.R. to Kansu
                1 tactical_bomber moved from Yakut S.S.R. to Siberia

    Combat - Japanese
                Japanese creates battle in territory Russia
                    Japanese captures 66PUs while taking Russians capital
                Battle in Hunan
                    Japanese attack with 1 bomber, 1 fighter and 1 mech_infantry
                    British defend with 1 armour
                        Japanese roll dice for 1 bomber, 1 fighter and 1 mech_infantry in Hunan, round 2 :  2/3 hits
                        Chinese roll dice for 1 armour in Hunan, round 2 :  0/1 hits
                        1 armour owned by the British lost in Hunan
                    Japanese win, taking Russia from Russians, taking Hunan from Chinese with 1 bomber, 1 fighter and 1 mech_infantry remaining. Battle score for attacker is 6
                    Casualties for British: 1 armour
                Battle in Kweichow
                    Japanese attack with 1 artillery
                    Chinese defend with 1 infantry
                        Japanese roll dice for 1 artillery in Kweichow, round 2 :  0/1 hits
                        Chinese roll dice for 1 infantry in Kweichow, round 2 :  0/1 hits
                        Japanese roll dice for 1 artillery in Kweichow, round 3 :  0/1 hits
                        Chinese roll dice for 1 infantry in Kweichow, round 3 :  0/1 hits
                        Japanese roll dice for 1 artillery in Kweichow, round 4 :  0/1 hits
                        Chinese roll dice for 1 infantry in Kweichow, round 4 :  0/1 hits
                        Japanese roll dice for 1 artillery in Kweichow, round 5 :  1/1 hits
                        Chinese roll dice for 1 infantry in Kweichow, round 5 :  0/1 hits
                        1 infantry owned by the Chinese lost in Kweichow
                    Japanese win, taking Kweichow from Chinese with 1 artillery remaining. Battle score for attacker is 3
                    Casualties for Chinese: 1 infantry
                Battle in Kansu
                    Japanese attack with 1 armour, 1 artillery and 1 bomber
                    Russians defend with 2 infantry
                        Japanese roll dice for 1 armour, 1 artillery and 1 bomber in Kansu, round 2 :  3/3 hits
                        Chinese roll dice for 2 infantry in Kansu, round 2 :  1/2 hits
                        2 infantry owned by the Russians and 1 artillery owned by the Japanese lost in Kansu
                    Japanese win, taking Kansu from Chinese with 1 armour and 1 bomber remaining. Battle score for attacker is 2
                    Casualties for Japanese: 1 artillery
                    Casualties for Russians: 2 infantry
                Battle in 3 Sea Zone
                    Japanese attack with 1 battleship, 1 carrier, 1 cruiser, 4 destroyers, 1 fighter and 1 tactical_bomber
                    Americans defend with 1 battleship, 2 cruisers, 3 submarines and 2 transports
                        Americans roll dice for 3 submarines in 3 Sea Zone, round 2 :  0/3 hits
                        Japanese roll dice for 1 battleship, 1 carrier, 1 cruiser, 4 destroyers, 1 fighter and 1 tactical_bomber in 3 Sea Zone, round 2 :  4/8 hits
                    Units damaged: 1 battleship owned by the Americans
                        Americans roll dice for 1 battleship, 2 cruisers and 2 transports in 3 Sea Zone, round 2 :  1/3 hits
                    Units damaged: 1 battleship owned by the Japanese
                        3 submarines owned by the Americans lost in 3 Sea Zone
                        Japanese roll dice for 1 battleship, 1 carrier, 1 cruiser, 4 destroyers, 1 fighter and 1 tactical_bomber in 3 Sea Zone, round 3 :  4/8 hits
                        Americans roll dice for 1 battleship, 2 cruisers and 2 transports in 3 Sea Zone, round 3 :  1/3 hits
                        1 battleship owned by the Americans , 2 cruisers owned by the Americans , 1 transport owned by the Americans and 1 destroyer owned by the Japanese lost in 3 Sea Zone
                        1 transport owned by the Americans lost in 3 Sea Zone
                    Japanese win with 1 battleship, 1 carrier, 1 cruiser, 3 destroyers, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 68
                    Casualties for Japanese: 1 destroyer
                    Casualties for Americans: 1 battleship, 2 cruisers, 3 submarines and 2 transports

    Non Combat Move - Japanese
                1 artillery moved from 5 Sea Zone to Siberia
                1 transport moved from 6 Sea Zone to 25 Sea Zone
                1 fighter moved from Hunan to Kwangtung
                1 bomber moved from Hunan to Kwangtung
                1 bomber moved from Kansu to Jehol

    Place Units - Japanese
                3 infantry placed in Kiangsu
                7 infantry placed in Japan
                2 submarines placed in 6 Sea Zone

    Turn Complete - Japanese
                Total Cost from Convoy Blockades: 2
                    Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 5,4,6,6,5,6,3,1
                Japanese collect 44 PUs (2 lost to blockades); end with 110 PUs total


  • HELL!

    CURRENT COUNT of HELL UNITS after ALIEN MASSACRE:

    Nationality

    German: 5
    Japanese: 7
    Italian: 4

    Axis Total: 16

    Russian: 8
    American: 7
    Chinese: 2
    British: 5
    ANZAC: 0
    French: 1

    Allies Total: 23


  • ACCURATE CURRENT COUNT of HELL UNITS:

    Nationality

    German: 5
    Japanese: 8
    Italian: 4

    Axis Total: 17

    DiceRolling 17d6:
    (1, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 6)

    Russian: 8
    American: 15
    Chinese: 1
    British: 6
    ANZAC: 0
    French: 1

    Allies Total: 31

    DiceRolling 31d6:
    (1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6)


  • In HELL, the weakest nations die first.

    So the Axis kill the French unit in HELL…

    France = 0

    And the Allies, with 5 hits, kill all of the Italians and one German:

    Germany = 4
    Italy = 0

    The AMERICANS still control HELL, with 15 divisions of souls at their command.

    Since it’s the beginning of the AMERICAN turn right now, and they control HELL, they get a random HELLPOWER:

    DiceRolling 1d6:
    (1)

    Stand by for results…


  • The Americans get one-time use of the following HELLPOWER:

    Famine: Units in one target land territory adjacent to one you control cannot move until the beginning of your next turn (i.e., for the current entire round). Remove 25% of all units in that territory, rounded up.

    Remember: America is only in charge of HELL for the moment… This could change between now and the next turn.

    Keep your eyes on the numbers!


  • kraken
    1=79, 2=39, 3=40, 4=58, 5= 75, 6=77
    DiceRolling 1d6:
    (4)

    US chaos
    DiceRolling 1d6:
    (4)

Suggested Topics

  • 22
  • 19
  • 81
  • 28
  • 46
  • 98
  • 120
  • 172
Axis & Allies Boardgaming Custom Painted Miniatures

49

Online

17.8k

Users

40.4k

Topics

1.8m

Posts