Oof. Very good dice for the Soviets this turn:
Net Allies dice swing: +4.31 swing
Net Axis dice swing: -4.31 swing
This means the Soviets ended up with 4.31 more units than they would’ve had otherwise.
HELL UNITS J7 FIGHT:
Nationality
German: 0
Japanese: 37
Italian: 0
Neutral Axis: 0
Axis Total: 37
Rolling 37d6:
(1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6)
Russian: 50
American: 66
Chinese: 0
British: 40
ANZAC: 0
French: 0
Allies Total: 156
Rolling 156d6:
(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6)
HELL UNITS USA7 FIGHT:
Nationality
German: 0
Japanese: 14
Italian: 0
Neutral Axis: 0
Axis Total: 14
Rolling 1d14:
(11)
Russian: 50
American: 66
Chinese: 0
British: 37
ANZAC: 0
French: 0
Allies Total: 153
Rolling 153d6:
(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6)
Okay, the AXIS have been totally wiped out of HELL.
So there’s no more need for HELL rolls after fixing the last Axis mis-roll:
Rolling 14d6:
(1, 1, 1, 2, 3, 3, 3, 4, 4, 4, 4, 6, 6, 6)
HELL UNITS FINAL COUNT:
Nationality
German: 0
Japanese: 0
Italian: 0
Neutral Axis: 0
Axis Total: 0
Russian: 50
American: 66
Chinese: 0
British: 34
ANZAC: 0
French: 0
Allies Total: 150
HELL UNITS FINAL COUNT:
Nationality
German: 0
Japanese: 0
Italian: 0
Neutral Axis: 0Axis Total: 0
Russian: 50
American: 66
Chinese: 0
British: 34
ANZAC: 0
French: 0Allies Total: 150
It will remain like this until more bodies are added to the graveyard, so that’s one less bit of book-keeping we need to do.
America will simply get one new HELLPOWER every turn automatically, unless LOTS of Axis bodies get built & killed.
Okay Matt, that’s all of the maintenance work done. Go to it!
US chaos
Rolling 1d6:
(6)
out of the doom rises the flag once world renown, now only a tattered faint memory of what once was
I already rolled US chaos, let’s call this Chinese chaos:
Rolling 1d6:
(6)
Level
Rolling 1d3:
(3)
Class
Rolling 1d3:
(3)
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 7
Research Technology - Americans
Americans spend 0 on tech rolls
Americans roll 4,4 and gets 0 hits
Purchase Units - Americans
Americans buy 1 airfield, 1 factory_major and 1 harbour; Remaining resources: 18 PUs; 2 techTokens;
Combat - Americans
Place Units - Americans
1 airfield, 1 factory_major and 1 harbour placed in Eastern United States
Turn Complete - Americans
Americans collect 20 PUs; end with 38 PUs total
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 7
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy nothing; Remaining resources: 12 PUs;
Combat - Chinese
Turn Complete - Chinese
Chinese collect 0 PUs; end with 12 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 18 PUs
UK chaos
Rolling 1d6:
(1)
Okay, so finish and post USA 7.
At the beginning of China 7, we’ll have:
Level III Kaiju:
Class A!
Moves per turn
Rolling 1d8:
(7)
Number of attacks per combat roll (Automatic hits)
Rolling 1d8:
(6)
Takes ? hits to kill:
Rolling 1d8:
(8)
Auto-heals at end of turn of every turn.
Has 3x special abilities from the following list:
Rolling 3d8:
(4, 5, 8)
1: First strike (hits preemptively)
2: Submerge (can retreat underwater or burrow to avoid being destroyed)
3: Heavy armor (ignore first hit per combat)
4: Flying (if land Kaiju, can leave land territories; if ocean Kaiju, can leave sea zones)
5: Intimidation [1d4] (up to 4 units cannot fire back per combat)
6: Lays offspring at end of turn [1d4]
7: Targeting (chooses which enemy units to destroy)
8: Rampage (destroys all infrastructure after winning)
Appears on tile
Rolling 1d318:
(189)
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 7
Purchase Units - British
British buy 1 factory_major; Remaining resources: 7 PUs; 0 techTokens;
Purchase Units - UK_Pacific
UK_Pacific buy 1 factory_minor; Remaining resources: 10 PUs;
Place Units - British
1 factory_major placed in United Kingdom
Turn Complete - British
British collect 6 PUs; end with 13 PUs total
Place Units - UK_Pacific
1 factory_minor placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 3 PUs; end with 13 PUs total
if this kraken moves 7 times per turn then that a lot of recording and posting
I suggest a cap on movements per turn. lets say three.
The cataclysm that shook the earth has thrown up a horror from humanity’s distant past on the lonely island of Java…
A flock of GIANT PTERODACTYLS!!!
These monsters fly, so they move over both SEA ZONES and TERRITORIES equally easily.
They’re the fastest monsters in the game, with the same range as a fighter plane: 4 per turn!
They will move their full range, unless stopped by combat, in which case they will stay in that territory and feed.
They’re meat-hungry, and they paralyze 1d4 units of their prey per round in combat with terror (no shots back).
Their aim is quick and accurate: they unerringly kill 6 units during every round of combat.
And, while not incredibly tough, they are hard to hit and extremely numerous: to wipe out the flock, you need to hit them 8 times in combat.
Finally, if they win a battle, they go on a rampage and trash all of the infrastructure on the territories they attack.
On the board, they will be represented as a neutral battleship while at sea, and as a neutral bomber on land.
UK Pterodactyl Move:
1 of 4 = SZ 42 (only option)
2 of 4 =
Rolling 1d9:
(4)
1. Java
2. SZ 37
3. SZ 43
4. SZ 44
5. SZ 45
6. SZ 55
7. SZ 56
8. SZ 57
9. SZ 41
3 of 4
Rolling 1d7:
(5)
1-35
2-34
3-46
4-55
5-42
6-44
7-Dutch New Guinea
Last move for UK:
Rolling 1d9:
(3)
1. Java
2. SZ 37
3. SZ 43
4. SZ 44
5. SZ 45
6. SZ 55
7. SZ 56
8. SZ 57
9. SZ 41
Italy Pterodactyl 1of4
Rolling 1d6:
(1)
1-Borneo
2-SZ 36
3-SZ 35
4-SZ 44
5-SZ 42
6-SZ 37