TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 2 Purchase Units - Russians Russians buy 4 artilleries and 7 infantry; Remaining resources: 0 PUs;Combat Hit Differential Summary :
amerians buy a tank and next turn declare war on neutral to be able to get to western US. If not the Japanese will certainly have an eye on it. This declaration means eight turns before all the European VCs are on axis side one turn and the game is over.
Yeah, I see what you mean.
It means the Allies are not free to declare war on the neutrals, they must let the Axis do it.
Since the Allies have more money than the Axis, it is in the Axis’ interest to break neutrality ASAP and get more IPCs.
If the Axis don’t break neutrality, then the Allies will have a great material advantage.
I don’t necessarily see this as a flaw, but it is an interesting wrinkle; the Allies have political restrictions that the Axis do not.
As the Axis have economic restrictions compared to the Allies, I don’t think that this is unbalanced.
it is flawed chris. play it out on local game mode.
Hmm. It’s interesting, I didn’t realize that the game counted pro-Axis neutrals as Axis-controlled VCs for the purposes of winning the game… It doesn’t come up in normal games, so TripleA probably takes some programming shortcuts. Our little variant is stretching the parameters of the game!
I didn’t check the politics bar, but here’s a quick fix for the game just in case you already declared war on the neutrals as the Allies… simply take all the victory cities throughout the world that are not currently Axis-controlled, and change the territory ownership of those places to pro-Allied neutral. That way, the game shouldn’t declare an Axis winner at the end of the turn.
Anyway, the true focus of this variant is not winning or losing, but the simple joy of moving around a murderous band of pterodactyls… :-D
here is your file Carl. had to do some digging into old pages.
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 7
Turn Complete - French
Turning on Edit Mode
EDIT: Removing units owned by Neutral_Allies from 43 Sea Zone: 1 battleship
EDIT: Adding units owned by Neutral_Allies to 35 Sea Zone: 1 battleship
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Neutral_Allies from 35 Sea Zone: 1 battleship
EDIT: Adding units owned by Neutral_True to 33 Sea Zone: 1 battleship
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Changing ownership of Novgorod from Neutral_True to Neutral_Allies
EDIT: Changing ownership of Poland from Neutral_True to Neutral_Allies
EDIT: Changing ownership of Volgograd from Neutral_True to Neutral_Allies
EDIT: Changing ownership of Egypt from Neutral_True to Neutral_Allies
EDIT: Turning off Edit Mode
These are the countries that affected the game outcome if Allies declares war on neutrals. The rest I did not change because only the European theatre caused the game to end quick.
n1 Matt…this is waaaaaay too complex Chris… I liked the variation with just zombies every turn… that in itself is simple to manage & good fun
Ger
Rolling 1d6:
(4)
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 8
Politics - Germans
Purchase Units - Germans
Germans buy 1 armour and 1 mech_infantry; Remaining resources: 0 PUs;
Place Units - Germans
1 armour and 2 mech_infantrys placed in Germany
Turn Complete - Germans
Germans collect 9 PUs; end with 9 PUs total
Russ chaos
Rolling 1d6:
(1)
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 8
Turn Complete - Russians
n1 Matt…this is waaaaaay too complex Chris… I liked the variation with just zombies every turn… that in itself is simple to manage & good fun
Ger
Rolling 1d6:
(4)
Thanks for the feedback.
Matt, where do you stand? Are Pterodactls, Kraken, Flying Saucers and the like more trouble than they’re worth?
There are two considerations that I’m keeping in mind for this playtest: fun vs. complexity. We know that the Kaiju are complex, because they require steady upkeep in terms of book-keeping. We don’t really know if they’re fun, and here’s the part that we might need to playtest, because we haven’t seen them interact with anyone’s units or strategies yet.
Maybe to make them fun, and less punishing, we could introduce some sort of reward or ‘bounty’ to the player that takes them down… That way, they’d be seen not only as threats, but also as opportunities. Thoughts?
that would make it more interesting…would prob find some naval battles that fighting to kill the ‘best’. Would have to be a significant reward oh.
Jap
Rolling 1d6:
(6)
thats Japan…seems the board doesnt like J-A-P
Japan Chaos:
Rolling 1d6:
(1)
Level
Rolling 1d3:
(2)
Class
Rolling 1d3:
(3)
I would say that for a Level III Kaiju would be worth some sort of permanent national upgrade, randomly generated.
Does that sweeten the deal?
New nations form out of the scattered tribes of humanity!
Pro-Axis = 1
Pro-Allies = 2
Rolling 5d2:
(1, 1, 2, 2, 2)
IPC value + random # of infantry:
Rolling 5d4:
(1, 2, 3, 3, 4)
Locations:
Rolling 5d191:
(34, 95, 105, 154, 174)
Gilbert Islands
Pro-?
Rolling 1d2:
(2)
Units
Rolling 1d4:
(2)
Mexico
Pro-?
Rolling 1d2:
(1)
Units
Rolling 1d4:
(4) +2
Western Australia
Pro-?
Rolling 1d2:
(2)
Units
Rolling 1d4:
(2) +1
Paulau Island
Pro-?
Rolling 1d2:
(1)
Units
Rolling 1d4:
(3)
Rio de Oro
Pro-?
Rolling 1d2:
(2)
Units
Rolling 1d4:
(2)
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 8
Turn Complete - Russians
Turning on Edit Mode
EDIT: Changing ownership of Gilbert Islands from Neutral_True to Neutral_Allies
EDIT: Adding units owned by Neutral_Allies to Gilbert Islands: 2 infantry
EDIT: Changing ownership of Mexico from Neutral_True to Neutral_Axis
EDIT: Adding units owned by Neutral_Axis to Mexico: 6 infantry
EDIT: Changing ownership of Western Australia from Neutral_True to Neutral_Allies
EDIT: Adding units owned by Neutral_Allies to Western Australia: 3 infantry
EDIT: Changing ownership of Paulau Island from Neutral_True to Neutral_Axis
EDIT: Adding units owned by Neutral_Axis to Paulau Island: 3 infantry
EDIT: Adding units owned by Neutral_Allies to Rio de Oro: 2 infantry
EDIT: Changing ownership of Rio de Oro from Neutral_True to Neutral_Allies
EDIT: Turning off Edit Mode
Okay Carl, please use the R8 filesave above for your turn.
Development is one-time only:
Mexico and Paulau Island are new pro-Axis neutrals.
Western Australia, Rio de Oro, and Gilbert Islands are new pro-Allied neutrals.
Attack or annex as appropriate to your faction!
Oh, and the bounty offer is now official: the nation that kills the PTERO monster gets a nice fat permanent national buff!!
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 8
Research Technology - Japanese
Japanese spend 0 on tech rolls
Japanese roll 6,5,6 and gets 2 hits
Japanese removing all Technology Tokens after successful research.
Japanese discover Rockets Advance
Activate Technology - Japanese
Japanese activating Rockets Advance
Purchase Units - Japanese
Japanese buy 2 armour, 1 artillery, 3 infantry and 3 transports; Remaining resources: 3 SuicideAttackTokens; 0 PUs; 0 techTokens;
Place Units - Japanese
2 armour, 1 artillery and 3 infantry placed in Japan
3 transports placed in 6 Sea Zone
Turn Complete - Japanese
Japanese collect 11 PUs; end with 11 PUs total