Game History
Round: 3 Purchase Units - Americans Americans buy 1 fighter, 4 infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans Turning on Edit Mode EDIT: Turning off Edit Mode 1 destroyer and 1 submarine moved from British Convoy 2 Sea Zone to Strait of Gibraltar Sea Zone 1 destroyer moved from Denmark Strait Sea Zone to Soviet Convoy Sea Zone 1 bomber moved from United Kingdom to Soviet Convoy Sea Zone 1 fighter moved from Finland to Soviet Convoy Sea Zone 1 artillery and 1 infantry moved from United States to U.S. Eastern Coast Sea Zone 1 artillery, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 artillery and 1 infantry moved from South Atlantic Sea Zone to Morocco Americans take Morocco from Germans Combat - Americans Turning on Edit Mode EDIT: Removing units owned by Germans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Americans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Germans from Soviet Convoy Sea Zone: 2 submarines EDIT: Removing units owned by Russians from Soviet Convoy Sea Zone: 1 submarine EDIT: Changing ownership of Soviet Convoy Sea Zone from Germans to Russians EDIT: Turning off Edit Mode Battle in Soviet Convoy Sea Zone Americans attack with 1 bomber, 1 destroyer and 1 fighter Battle in Strait of Gibraltar Sea Zone Americans attack with 1 destroyer Non Combat Move - Americans 1 aaGun and 5 infantry moved from United States to U.S. Eastern Coast Sea Zone 4 infantry and 2 transports moved from U.S. Eastern Coast Sea Zone to Atlantic Sea Zone 4 infantry moved from Atlantic Sea Zone to United Kingdom 1 aaGun, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 aaGun and 1 infantry moved from South Atlantic Sea Zone to Morocco 1 fighter moved from United Kingdom to Norway 1 bomber moved from Soviet Convoy Sea Zone to United Kingdom 1 fighter moved from Soviet Convoy Sea Zone to Norway Place Units - Americans 1 fighter and 4 infantry placed in United States 2 transports placed in U.S. Eastern Coast Sea Zone Turn Complete - Americans Americans collect 41 PUs; end with 41 PUsNew A&A chaos game C vs S
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dont tell me what to do!
JapsKraken =p
Rolling 1d6:
(6)
Chaos
Rolling 1d6:
(6) -
eg
1-39
2-41
3-37
Rolling 1d3:
(1) -
eg
1-39
2-41
3-37
Rolling 1d3:
(1)Matt’s got the right idea.
Kraken’s going to India!
Which means that next turn, he’ll have 4 possible directions to go…
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First effect of the Kraken = No new UK ships entering the Indian Ocean…
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Christ all that KRAKEN talk, and now we’ve got Japanese chaos to figure out:
Rolling 1d6:
(4)Level
Rolling 1d3:
(3)Class
Rolling 1d3:
(1)BTW Carl, since I’m here and rolling, do you have any Japanese you’d care to teleport this turn??
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What about cutting supply when it’s on a shipping marker in the ocean? (kraken)
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What about cutting supply when it’s on a shipping marker in the ocean? (kraken)
Great idea for the physical board game; but I don’t know how I’d possibly implement it on TripleA.
Plus, we’ve already got a fair amount of bookkeeping to keep track of in this game.
One way to manage the complexity would be to dial back the chaos probability to 1d8 or 1d9; then you’d only expect one development per round (although, even at current levels here we are in Round 5 and only have 6 development).
What do you think of that proposal? Or do you feel that the current rate of complications is manageable for the players?
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I’m keeping a word doc open with this game and recording all my advantages plus global events. I think we should both keep a doc like this. I do not have Carls events recorded. I think we should each have our own. If he forgets his own advantage then I’m not going to remind him. But I will remind of global events like kraken and storms etc.
I think the chaos roll is sufficient for now and I want the complexity to increase. Don’t know about Carl, though.
:-D
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WAR OF THE WORLDS
Seeing that the humans have been weakened by constant struggle against each other, evil aliens choose this time to strike!
A fleet of hostile FLYING SAUCERS appear over every victory city on Earth!!
Death rays fall from above on all the strategic centers of the world!!!
Unilateral peace is declared in this emergency situation: no nation may attack another nation until every last FLYING SAUCER on Earth is destroyed.

All FLYING SAUCERS take 4 hits in one turn to kill, and instantly destroy 1d4 units in every victory city where they remain, at the beginning of every Japanese turn, until they are destroyed.
Stand by for the first wave of attacks…
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One important fact to note:
FLYING SAUCERS are only vulnerable at the time they attack, at the beginning of each Japanese turn.
They can only be hit by Anti-Aircraft (1), Bombers (1), Tactical Bombers (3), and Fighters (4).
They will take the weakest units as casualties, but will destroy the very infrastructure of the land if there are no defenders.
Oh, and I was joking about that whole “World Peace” thing. You can still attack each other. The aliens don’t care.
They will keep raining death on these key locations once per season, whoever owns them.
Victory Cities:
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Washington, D.C. (USA)
Alien Attack
Rolling 1d4:
(3)
Human Defence 2 AAA
Rolling 2d6:
(6, 6) -
Los Angeles (USA)
Alien Attack
Rolling 1d4:
(3)
Human Defence 2AAA
Rolling 2d6:
(1, 3) -
Manila (USA)
Alien Attack
Rolling 1d4:
(3)
Human Defence NONE -
Honolulu (USA)
Alien Attack
Rolling 1d4:
(1)
Human Defence 2 bombers
Rolling 2d6:
(3, 5) -
London (UK)
Alien Attack
Rolling 1d4:
(4)
Human Defence 5 AAA, 1 bomber
Rolling 6d6:
(2, 2, 2, 3, 4, 6) -
Cairo (UK)
Alien Attack
Rolling 1d4:
(1)
Human Defence NONE -
Ottawa (UK)
Alien Attack
Rolling 1d4:
(4)
Human Defence NONE -
Calcutta (UK)
Alien Attack
Rolling 1d4:
(3)
Human Defence NONE -
Hong Kong (UK)
Alien Attack
Rolling 1d4:
(4)
Human Defence 1 fighter
Rolling 1d6:
(1) -
Paris (France)
Alien Attack
Rolling 1d4:
(1)
Human Defence NONE -
Sydney (ANZAC)
Alien Attack
Rolling 1d4:
(3)
Human Defence NONE -
Moscow (USSR)
Alien Attack
Rolling 1d4:
(4)
Human Defence 1 fighter
Rolling 1d6:
(4) -
Leningrad (USSR)
Alien Attack
Rolling 1d4:
(1)
Human Defence 4 AAA
Rolling 4d6:
(1, 3, 4, 4) -
Stalingrad (USSR)
Alien Attack
Rolling 1d4:
(2)
Human Defence NONE -
Berlin (Germany)
Alien Attack
Rolling 1d4:
(2)
Human Defence NONE -
Warsaw (Germany)
Alien Attack
Rolling 1d4:
(3)
Human Defence NONE -
Rome (Italy)
Alien Attack
Rolling 1d4:
(4)
Human Defence 2 AAA
Rolling 2d6:
(1, 3) -
Tokyo (Japan)
Alien Attack
Rolling 1d4:
(2)
Human Defence 3 AAA
Rolling 3d6:
(4, 5, 5) -
Shanghai (Japan)
Alien Attack
Rolling 1d4:
(2)
Human Defence 1 fighter
Rolling 1d6:
(3)
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Sorry, need to re-roll London attack… didn’t see that USSR had moved all air units there.
This could be our first FLYING SAUCER destroyed here, if the dice go right!
- London (UK)
Alien Attack
Rolling 1d4:
(4)
Human Defence
5 AAA, 1 bomber
Rolling 6d6:
(1, 2, 2, 3, 6, 6)1 tac bomber
Rolling 1d6:
(3)2 fighters
Rolling 2d6:
(3, 3) - London (UK)
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That’s it!
The first FLYING SAUCER of 19 has been destroyed by the combined forces of the Allies in London airspace: the real Battle of Britain has been won!!
Only 18 left to go… Hope rises in the chest of humanity once more!!!
Carl, please use the attached file: the smoking ruins of the world are yours to exploit or protect, as you see fit.
I moved the KRAKEN for you.
Ah, and now that this development is complete, it’s your time to decide whether or not TELEPORTATION is something you still want to do.
This is the last time I’ll remind you of the ability… Just thought with all the chaos going on I was my responsibility to keep the game on track.
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thank you kind sir
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now is the time…
2 msn in japan - please teleport
2 men in kiangsuu - please teleport -
Japan pod results:
Rolling 1d15:
(11)Kiangsu pod results:
Rolling 1d15:
(10) -
and if these couunt…the 2 on caroline island please transport
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if its too late…nps
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The Japan pod goes on its merry way:
Rolling 1d191:
(89)However, perhaps because of the FLYING SAUCER attack, something goes wrong with the Kiangsu pod: the teleportation machine malfunctions, and SCATTERS your army! Each division ends up in a different location!
Rolling 2d191:
(48, 155)(There’s no industrial complex on Caroline Island… so no teleportation!)
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errr thanks :lol:





