No problem
New A&A chaos game C vs S
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 1
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 4 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
1 fighter moved from Szechwan to Chahar
2 infantry moved from Suiyuyan to Chahar
1 infantry moved from Shensi to Hopei
1 infantry moved from Kweichow to SzechwanCombat - Chinese
Battle in Chahar
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Chinese roll dice for 1 fighter and 2 infantry in Chahar, round 2 : 0/3 hits
Japanese roll dice for 1 infantry in Chahar, round 2 : 0/1 hits
Chinese roll dice for 1 fighter and 2 infantry in Chahar, round 3 : 0/3 hits
Japanese roll dice for 1 infantry in Chahar, round 3 : 1/1 hits
1 infantry owned by the Chinese lost in Chahar
Chinese roll dice for 1 fighter and 1 infantry in Chahar, round 4 : 0/2 hits
Japanese roll dice for 1 infantry in Chahar, round 4 : 1/1 hits
1 infantry owned by the Chinese lost in Chahar
retreated to Chahar
Japanese win with 1 infantry remaining. Battle score for attacker is -6
Casualties for Chinese: 2 infantryNon Combat Move - Chinese
1 fighter moved from Chahar to SuiyuyanPlace Units - Chinese
2 infantry placed in Suiyuyan
2 infantry placed in SzechwanTurn Complete - Chinese
Chinese collect 8 PUs; end with 8 PUs total
Turning on Edit Mode
EDIT: Adding units owned by French to Chahar: 2 infantry
EDIT: Turning off Edit Mode -
Japanese Zombie appear as what? Accidentally put in French - nmeeds to be edited.
BRITISH
Rolling 1d6:
(4)British get 2 rolls?
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 1
Purchase Units - British
British buy 2 destroyers and 2 submarines; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 destroyer, 1 infantry and 1 submarine; Remaining resources: 0 PUs;Combat Move - British
1 destroyer moved from 111 Sea Zone to 109 Sea Zone
1 cruiser moved from 111 Sea Zone to 109 Sea Zone
1 battleship moved from 111 Sea Zone to 109 Sea Zone
1 battleship moved from 110 Sea Zone to 109 Sea Zone
1 cruiser moved from 110 Sea Zone to 109 Sea Zone
1 transport moved from 106 Sea Zone to 109 Sea Zone
1 destroyer moved from 106 Sea Zone to 91 Sea Zone
1 fighter moved from Malta to 96 Sea Zone
1 tactical_bomber moved from 98 Sea Zone to 96 Sea Zone
2 infantry moved from Alexandria to Egypt
1 armour moved from Alexandria to Egypt
1 artillery moved from Alexandria to Egypt
1 cruiser moved from 98 Sea Zone to 81 Sea Zone
1 carrier moved from 98 Sea Zone to 81 Sea Zone
1 destroyer and 1 transport moved from 98 Sea Zone to 81 Sea Zone
1 artillery moved from Egypt to Anglo Egyptian Sudan
1 infantry moved from Egypt to Anglo Egyptian Sudan
1 battleship moved from 37 Sea Zone to 39 Sea Zone
6 infantry moved from India to Burma
1 artillery moved from India to Burma
1 fighter moved from India to Burma
1 tactical_bomber moved from India to Burma
2 infantry moved from Malaya to Shan StateCombat - British
Battle in 96 Sea Zone
British attack with 1 fighter and 1 tactical_bomber
Italians defend with 1 destroyer and 1 transport
British roll dice for 1 fighter and 1 tactical_bomber in 96 Sea Zone, round 2 : 1/2 hits
Italians roll dice for 1 destroyer and 1 transport in 96 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Italians lost in 96 Sea Zone
1 transport owned by the Italians lost in 96 Sea Zone
British win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 15
Casualties for Italians: 1 destroyer and 1 transport
Battle in 109 Sea Zone
British attack with 2 battleships, 2 cruisers, 1 destroyer and 1 transport
Germans defend with 5 submarines
Germans roll dice for 5 submarines in 109 Sea Zone, round 2 : 3/5 hits
Units damaged: 2 battleships owned by the British
British roll dice for 2 battleships, 2 cruisers, 1 destroyer and 1 transport in 109 Sea Zone, round 2 : 1/5 hits
1 submarine owned by the Germans and 1 destroyer owned by the British lost in 109 Sea Zone
Germans roll dice for 4 submarines in 109 Sea Zone, round 3 : 1/4 hits
1 cruiser owned by the British lost in 109 Sea Zone
British roll dice for 2 battleships, 1 cruiser and 1 transport in 109 Sea Zone, round 3 : 1/3 hits
1 submarine owned by the Germans lost in 109 Sea Zone
3 submarines owned by the Germans Submerged
British win, taking 109 Sea Zone from Germans with 2 battleships, 1 cruiser and 1 transport remaining. Battle score for attacker is -8
Casualties for Germans: 2 submarines
Casualties for British: 1 cruiser and 1 destroyerNon Combat Move - British
1 tactical_bomber moved from 96 Sea Zone to Egypt
1 fighter moved from 96 Sea Zone to Egypt
1 infantry moved from West India to Eastern Persia
British take Eastern Persia from Neutral_Allies
1 transport moved from 39 Sea Zone to 38 Sea Zone
1 infantry moved from Burma to 38 Sea Zone
1 infantry moved from Burma to 38 Sea Zone
2 infantry and 1 transport moved from 38 Sea Zone to 41 Sea Zone
2 infantry moved from 41 Sea Zone to Sumatra
UK_Pacific take Sumatra from Dutch
1 battleship, 1 cruiser and 1 destroyer moved from 39 Sea Zone to 41 Sea ZonePlace Units - British
2 destroyers and 2 submarines placed in 109 Sea ZoneTurn Complete - British
Total Cost from Convoy Blockades: 8
Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 3,2,1,3,5,5
British collect 20 PUs (8 lost to blockades); end with 20 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 25 PUsPlace Units - UK_Pacific
1 infantry placed in India
1 destroyer and 1 submarine placed in 39 Sea ZoneTurn Complete - UK_Pacific
UK_Pacific collect 21 PUs; end with 21 PUs total
Units Change Ownership
Some Units in India change ownership: 1 infantry
Some Units in 39 Sea Zone change ownership: 1 destroyer and 1 submarine -
The air uint in china doesnt count so reroll with one die on that one. I think the british get one roll that counts for uk pacific too.
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Italy
Rolling 1d6:
(6) -
OMG!
OK Carl. Now we wait for Chris. In the meantime I’ve edited out the French from the Japanese territory and you just have to do a re-roll on that with one die (1d6)
I’ve also done what I said I would do yesterday and regrouped all my Japanese zombies into Northern Italy.
I’ve saved the game as Italian move so go ahead and do your roll and edit as needed.
Matt the zombie Lord
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As for zombie nationality, if they really do have one, Japanese get either German or Italian. My choice. So if a zombie generates in China edit in an Italian one please. In the future just post and ask what nationality I want for the Pacific rim. The Japanese have the luxury of the choice of zombies. How weird.
Matt the zombie lord
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As for zombie nationality, if they really do have one, Japanese get either German or Italian. My choice. So if a zombie generates in China edit in an Italian one please. In the future just post and ask what nationality I want for the Pacific rim. The Japanese have the luxury of the choice of zombies. How weird.
Matt the zombie lord
Hi Matt,
If you chose Italian zombies for Japan, let’s keep it like that for the rest of the game.
That way Carl doesn’t have to PM you every time he kills a Japanese unit.
Plus, it makes more sense, as we’re trying to keep zombies as ‘minor’ powers (in v.2 of the rules I’ll make it official).
Wow! So far, it’s been an incredibly eventful game!
I’ll get to the upcoming Italian event as soon as work is done… it’s a little crazy here today.
P.S. Carl: Yep, the Brits only get one chuck of the die per round; but obv it’s better that way, given how fast the insanity is piling up!
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What about the upgrade on initial placement to mech inf. for zombies Chris? trade in two for one.
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I’ve edited the three german zombies in china to italian ones. use this file to do the re-roll for the Chahar zombie Carl.
Matt the zombie Lord
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President Roosevelt has infused his polio-crippled legs with Zombie tissue and become a Super-Necromancer.
The US Marines are now being trained down to the sergeant class in the dark arts, increasing the odds of producing Zombie Corps post-combat.
Also! The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.
How does this affect the game?
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The USA produce Zombies at the end of their turn on rolls of ‘5’ OR ‘6’ (instead of just ‘6’).
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When delivering Spore-Bombs, each USA bomber must attack alone, against territories that are not being attacked by friendly ground units. Bombers must survive anti-aircraft fire to deliver Spore-Bombs.
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Roll <:>dice 3d6<:> in the forum here for every USA bomber dropping a Spore-Bomb.
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On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).
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Then, battle continues in that territory as normal (i.e., bomber can retreat if it survives the first round).
The White House has been painted and rebranded as ‘The Dark Crypt’. Chances for Roosevelt’s re-election look very strong indeed among his new zombie majority… Factories in Detroit are no doubt churning out new waves of bombers even as we speak…
I’m a little confused here Chris.
The rule says: The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.And then it adds: On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).
Give us and example to DEMONstrate.
Also, Spore bombing runs should be either at the beggining or end of the combat sequence. Something like the airborne attack phase, but because we cant make a spore bombing phase then I suggest this.
eg. after you have allocated all you attacks and hit the done button, then you either start off your first attack with the spore bombers or you finish your combat round with your spore bombers. I think the latter is better.
Matt: zombie Lord
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President Roosevelt has infused his polio-crippled legs with Zombie tissue and become a Super-Necromancer.
The US Marines are now being trained down to the sergeant class in the dark arts, increasing the odds of producing Zombie Corps post-combat.
Also! The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.
How does this affect the game?
-
The USA produce Zombies at the end of their turn on rolls of ‘5’ OR ‘6’ (instead of just ‘6’).
-
When delivering Spore-Bombs, each USA bomber must attack alone, against territories that are not being attacked by friendly ground units. Bombers must survive anti-aircraft fire to deliver Spore-Bombs.
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Roll <:>dice 3d6<:> in the forum here for every USA bomber dropping a Spore-Bomb.
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On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).
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Then, battle continues in that territory as normal (i.e., bomber can retreat if it survives the first round).
The White House has been painted and rebranded as ‘The Dark Crypt’. Chances for Roosevelt’s re-election look very strong indeed among his new zombie majority… Factories in Detroit are no doubt churning out new waves of bombers even as we speak…
I’m a little confused here Chris.
The rule says: The Americans have developed a new Spore-Bomb to be delivered by bombers, which can create up to 3 Zombie Corps when dropped on enemy territories.And then it adds: On any result of 1, 2, 3, or 4, edit that many enemy ground units off the map, and replace them with Zombie Corps (ANZAC infantry).
Give us and example to DEMONstrate.
Also, Spore bombing runs should be either at the beggining or end of the combat sequence. Something like the airborne attack phase, but because we cant make a spore bombing phase then I suggest this.
eg. after you have allocated all you attacks and hit the done button, then you either start off your first attack with the spore bombers or you finish your combat round with your spore bombers. I think the latter is better.
Matt: zombie Lord
Okay, here we go, step by step, with the spore-bombs (ONLY FOR USA):
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Set up all combat, like normal.
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Spore bombers must attack target territory ALONE.
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Before hitting ‘DONE’ on TripleA attacks, go to forum.
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Roll [dice 3d6] on forum. Look at results in forum.
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Of those three results, look for any hits on 1-4 (normal bomber attack range, but with more dice)
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Go to TripleA. Edit out a # of units equal to your # of hits on the forum. Replace them with Zombie Corps.
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Finish combat like normal!
And voila. You’ve dropped a spore-bomb, and have 0-3 new Zombie Corps to show for it!
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Moving on, to new and more insane developments…
For Italy:
Rolling 1d6:
(3) -
Nation-Specific:
Rolling 1d40:
(29) -
Level I, II, or III?
Rolling 1d3:
(3) -
Grab the knob, and crank it up to 10!!
Class C, Class B, or Class A?
Rolling 1d3:
(2) -
Level II: Significant national prestige
Class B: Ceasefire powers
ITALY now has the right to, at any point in the game, DECLARE ONE CEASEFIRE between itself and one of its enemies.
This is due to its new-found national prestige and respect in the international community.
The ceasefire lasts for 1d4 turns from the moment of declaration.
HOWEVER the ceasefire CAN be nullified unilaterally by ITALY at any time before then.
Enjoy the accolades while you can, Musso!
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Italy
Rolling 1d6:
(6)Air unit wasnt accounted for….2 zombies should spawn, not 3. Will edit if need be
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Tunisia
Rolling 1d6:
(6)Greece
Rolling 6d6:
(2, 2, 5, 5, 6, 6) -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 1
Politics - Italians
Turning on Edit Mode
EDIT: Removing units owned by French from Chahar: 2 infantry
EDIT: Removing units owned by Japanese from Yugoslavia: 2 infantry
EDIT: Removing units owned by Japanese from Southern France: 2 infantry
EDIT: Removing units owned by Japanese from France: 2 infantry
EDIT: Adding units owned by Japanese to Northern Italy: 6 infantry
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from Yunnan: 3 infantry
EDIT: Adding units owned by Italians to Yunnan: 3 infantry
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Adding units owned by Italians to Chahar: 2 infantry
EDIT: Turning off Edit ModePurchase Units - Italians
Italians buy 1 infantry and 1 transport; Remaining resources: 0 PUs;Combat Move - Italians
2 infantry moved from Albania to Greece
1 armour moved from Albania to Greece
2 fighters moved from Southern Italy to Greece
1 armour moved from Northern Italy to 95 Sea Zone
1 artillery moved from Northern Italy to 97 Sea Zone
1 infantry moved from Southern Italy to 97 Sea Zone
1 infantry moved from Southern Italy to 95 Sea Zone
1 armour, 1 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
1 destroyer moved from 95 Sea Zone to 93 Sea Zone
1 submarine moved from 95 Sea Zone to 93 Sea Zone
1 cruiser moved from 95 Sea Zone to 92 Sea Zone
1 bomber moved from Northern Italy to 93 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone
1 infantry moved from 98 Sea Zone to Trans-Jordan
1 artillery moved from 98 Sea Zone to Trans-Jordan
1 cruiser moved from 97 Sea Zone to 98 Sea Zone
1 artillery and 1 infantry moved from Libya to Tunisia
1 armour moved from Tobruk to Tunisia
1 mech_infantry moved from Tobruk to Tunisia
1 armour and 1 infantry moved from 92 Sea Zone to GibraltarCombat - Italians
Battle in Trans-Jordan
Battle in Greece
Italians attack with 1 armour, 2 fighters and 2 infantry
Neutral_Allies defend with 4 infantry
Italians roll dice for 1 armour, 2 fighters and 2 infantry in Greece, round 2 : 1/5 hits
Neutral_Allies roll dice for 4 infantry in Greece, round 2 : 2/4 hits
1 infantry owned by the Neutral_Allies and 2 infantry owned by the Italians lost in Greece
Italians roll dice for 1 armour and 2 fighters in Greece, round 3 : 3/3 hits
Neutral_Allies roll dice for 3 infantry in Greece, round 3 : 2/3 hits
2 fighters owned by the Italians and 3 infantry owned by the Neutral_Allies lost in Greece
Italians win, taking Trans-Jordan from British, taking Greece from Neutral_Allies with 1 armour remaining. Battle score for attacker is -14
Casualties for Neutral_Allies: 4 infantry
Casualties for Italians: 2 fighters and 2 infantry
Battle in Tunisia
Italians attack with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry
French defend with 1 infantry
Italians roll dice for 1 armour, 1 artillery, 1 infantry and 1 mech_infantry in Tunisia, round 2 : 1/4 hits
French roll dice for 1 infantry in Tunisia, round 2 : 0/1 hits
1 infantry owned by the French lost in Tunisia
Italians win, taking Tunisia from French with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for French: 1 infantry
Battle in Gibraltar
Italians attack with 1 armour and 1 infantry
British defend with 1 fighter and 1 harbour
Italians roll dice for 1 cruiser in Gibraltar, round 2 : 1/1 hits
British roll dice for 1 fighter in Gibraltar, round 2 : 0/1 hits
1 fighter owned by the British lost in Gibraltar
Italians win, taking Gibraltar from British with 1 armour and 1 infantry remaining. Battle score for attacker is 10
Casualties for British: 1 fighter
Battle in 93 Sea Zone
Italians attack with 1 bomber, 1 destroyer and 1 submarine
French defend with 1 cruiser and 1 destroyer
Italians roll dice for 1 submarine in 93 Sea Zone, round 2 : 0/1 hits
Italians roll dice for 1 bomber and 1 destroyer in 93 Sea Zone, round 2 : 1/2 hits
French roll dice for 1 cruiser and 1 destroyer in 93 Sea Zone, round 2 : 2/2 hits
1 destroyer owned by the Italians , 1 submarine owned by the Italians and 1 destroyer owned by the French lost in 93 Sea Zone
Italians roll dice for 1 bomber in 93 Sea Zone, round 3 : 0/1 hits
French roll dice for 1 cruiser in 93 Sea Zone, round 3 : 1/1 hits
1 bomber owned by the Italians lost in 93 Sea Zone
French win with 1 cruiser remaining. Battle score for attacker is -18
Casualties for French: 1 destroyer
Casualties for Italians: 1 bomber, 1 destroyer and 1 submarineNon Combat Move - Italians
1 battleship moved from 97 Sea Zone to 95 Sea Zone
4 infantry moved from Southern Italy to Northern Italy
1 artillery moved from Northern Italy to Yugoslavia
2 infantry moved from Northern Italy to Yugoslavia
1 infantry moved from Italian Somaliland to EthiopiaPlace Units - Italians
1 infantry placed in Northern Italy
1 transport placed in 95 Sea Zone
Turning on Edit Mode
EDIT: Adding units owned by Japanese to Greece: 2 infantry
EDIT: Adding units owned by Japanese to Tunisia: 1 infantry
EDIT: Turning off Edit ModeTurn Complete - Italians
Italians collect 14 PUs; end with 14 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 19 PUs