New A&A chaos game C vs S
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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: 0Axis Total: 0
Russian: 50
American: 66
Chinese: 0
British: 34
ANZAC: 0
French: 0Allies Total: 150
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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!
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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
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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 hitsPurchase 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 StatesTurn 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 KingdomTurn Complete - British
British collect 6 PUs; end with 13 PUs totalPlace Units - UK_Pacific
1 factory_minor placed in IndiaTurn 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
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I suggest a cap on movements per turn. lets say three.
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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.
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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 -
2of4 must be SZ 43, thus 3of4=
Rolling 1d6:
(1)1-Borneo
2-SZ 36
3-SZ 35
4-SZ 44
5-SZ 42
6-SZ 37 -
On the Italy turn, Pterodactyl comes to rest in SZ 43.
Carl, please edit it in as a neutral battleship.
This should make things a little more interesting in this ‘recovery’ period for humanity…
Please follow my pattern and give it 4 moves before every turn, e.g. at the beginning of ANZAC, France, and so on.
I agree with Matt that 7 spaces is far too much, but I want to test this bad boy at the limit of the 1d4 range to see how it plays out.
Stop it if it hits any inhabited spaces, and we’ll do battle on the forum here.