Game History
Round: 1 Purchase Units - Germans Turning on Edit Mode EDIT: Adding units owned by British to Malta: 2 infantry EDIT: Turning off Edit Mode Germans buy nothing; Remaining resources: 49 PUs; Combat Move - Germans 1 submarine moved from South Atlantic Sea Zone to Celtic Sea Sea Zone 1 submarine moved from Mid-Atlantic Sea Zone to Davis Strait Sea Zone 1 submarine moved from Halifax Sea Sea Zone to British Convoy 4 Sea Zone Germans take British Convoy 4 Sea Zone from British 1 submarine moved from British Convoy 4 Sea Zone to Davis Strait Sea Zone 1 transport moved from Danish Sea Sea Zone to North Sea Sea Zone 2 submarines moved from Danish Sea Sea Zone to North Sea Sea Zone 1 fighter moved from Poland to North Sea Sea Zone 1 fighter moved from Norway to North Sea Sea Zone 1 fighter moved from Germany to North Sea Sea Zone 1 fighter moved from Germany to English Channel Sea Zone 1 submarine moved from Azores Sea Sea Zone to British Convoy 3 Sea Zone Germans take British Convoy 3 Sea Zone from British 1 submarine moved from British Convoy 3 Sea Zone to Celtic Sea Sea Zone 1 submarine moved from Bay of Biscay Sea Zone to English Channel Sea Zone 1 submarine moved from Denmark Strait Sea Zone to Davis Strait Sea Zone 1 submarine moved from Barents Sea Sea Zone to Soviet Convoy Sea Zone Germans take Soviet Convoy Sea Zone from Russians 1 submarine moved from Soviet Convoy Sea Zone to Barents Sea Sea Zone 1 submarine moved from Bay of Biscay Sea Zone to Celtic Sea Sea Zone 1 fighter moved from France to English Channel Sea Zone 1 infantry moved from Northern Italy to Tyrrhenian Sea Sea Zone 1 battleship, 1 destroyer, 1 infantry and 1 transport moved from Tyrrhenian Sea Sea Zone to Strait of Gibraltar Sea Zone 1 infantry moved from Strait of Gibraltar Sea Zone to Gibraltar 1 fighter moved from English Channel Sea Zone to Celtic Sea Sea Zone 1 fighter moved from Northern Italy to English Channel Sea Zone 1 bomber moved from Germany to Celtic Sea Sea Zone 4 infantry moved from Poland to Baltic States 1 armour and 1 artillery moved from Poland to Baltic States 3 infantry moved from Rumania to Bessarabia 1 armour moved from Rumania to Bessarabia 3 infantry moved from Hungary to East Poland 2 infantry moved from Poland to East Poland 1 armour and 1 artillery moved from Hungary to East Poland 3 infantry moved from Finland to Vyborg Combat - Germans Battle in North Sea Sea Zone Germans attack with 3 fighters, 2 submarines and 1 transport British defend with 1 battleship, 1 destroyer and 1 transport Units damaged: 1 battleship owned by the British Germans win with 3 fighters and 1 submarine remaining. Battle score for attacker is 28 Casualties for Germans: 1 submarine and 1 transport Casualties for British: 1 battleship, 1 destroyer and 1 transport Battle in Celtic Sea Sea Zone Germans attack with 1 bomber, 1 fighter and 3 submarines British defend with 1 destroyer and 2 transports Germans win with 1 bomber, 1 fighter and 2 submarines remaining. Battle score for attacker is 20 Casualties for Germans: 1 submarine Casualties for British: 1 destroyer and 2 transports Turning on Edit Mode EDIT: Adding units owned by Germans to France: 1 aaGun and 1 factory EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by British to Trans-Jordan: 1 aaGun and 1 factory EDIT: Turning off Edit Mode Battle in English Channel Sea Zone Germans attack with 2 fighters and 1 submarine British defend with 1 destroyer Germans win with 2 fighters and 1 submarine remaining. Battle score for attacker is 12 Casualties for British: 1 destroyer Battle in Davis Strait Sea Zone Germans attack with 3 submarines British defend with 1 destroyer and 1 transport Germans win with 2 submarines remaining. Battle score for attacker is 12 Casualties for British: 1 destroyer and 1 transport Casualties for Germans: 1 submarine Battle in Vyborg Germans attack with 3 infantry Russians defend with 1 infantry Germans win, taking Vyborg from Russians with 3 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Strait of Gibraltar Sea Zone Germans attack with 1 battleship, 1 destroyer and 1 transport British defend with 1 destroyer Germans win with 1 battleship, 1 destroyer and 1 transport remaining. Battle score for attacker is 12 Casualties for British: 1 destroyer Battle in Bessarabia Germans attack with 1 armour and 3 infantry Russians defend with 1 armour and 1 infantry Germans win, taking Bessarabia from Russians with 1 armour remaining. Battle score for attacker is -1 Casualties for Germans: 3 infantry Casualties for Russians: 1 armour and 1 infantry Battle in Gibraltar Battle in East Poland Germans attack with 1 armour, 1 artillery and 5 infantry Russians defend with 4 infantry 1 artillery owned by the Germans, 3 infantry owned by the Germans and 1 armour owned by the Germans retreated to Poland Russians win, taking Gibraltar from British with 1 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 2 infantry Casualties for Russians: 3 infantry Battle in Baltic States Germans attack with 1 armour, 1 artillery and 4 infantry Russians defend with 3 infantry 1 artillery owned by the Germans, 2 infantry owned by the Germans and 1 armour owned by the Germans retreated to Poland Russians win with 1 infantry remaining. Battle score for attacker is 0 Casualties for Germans: 2 infantry Casualties for Russians: 2 infantry Non Combat Move - Germans 2 infantry moved from Yugoslavia to Hungary 1 artillery and 1 infantry moved from Austria to Hungary 2 armour moved from Northern Italy to Hungary 1 infantry moved from Rumania to Hungary 1 artillery and 1 infantry moved from Czechoslovakia to Poland 2 armour moved from Germany to Poland 1 infantry moved from Bulgaria to Yugoslavia 1 infantry moved from Bulgaria to Rumania 1 artillery and 2 infantry moved from Greece to Yugoslavia 1 artillery and 1 infantry moved from Northern Italy to Yugoslavia 2 infantry moved from Southern Italy to Northern Italy 2 armour moved from France to Germany 2 armour moved from Netherlands-Belgium to Poland 1 infantry moved from Denmark to Germany 2 infantry moved from Norway to Finland 2 fighters moved from North Sea Sea Zone to Norway 3 infantry moved from Netherlands-Belgium to Germany 4 infantry moved from Eastern France to Germany 2 infantry moved from France to Netherlands-Belgium 2 infantry moved from France to Netherlands-Belgium 1 artillery moved from France to Netherlands-Belgium 1 fighter moved from North Sea Sea Zone to Norway 2 fighters moved from English Channel Sea Zone to Netherlands-Belgium 1 fighter moved from Celtic Sea Sea Zone to Netherlands-Belgium 1 bomber moved from Celtic Sea Sea Zone to Germany 1 fighter moved from Netherlands-Belgium to Germany 1 armour, 1 artillery and 1 infantry moved from Tunisia to Algeria 1 infantry moved from Morocco to Algeria 4 infantry moved from Germany to Poland 2 artilleries moved from Germany to Poland Turn Complete - Germans Germans collect 40 PUs; end with 89 PUsNew A&A chaos game C vs S
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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.
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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 GermanyTurn 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
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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?
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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
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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?
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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) +2Western Australia
Pro-?
Rolling 1d2:
(2)Units
Rolling 1d4:
(2) +1Paulau 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!
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Oh, and the bounty offer is now official: the nation that kills the PTERO monster gets a nice fat permanent national buff!!
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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 AdvanceActivate Technology - Japanese
Japanese activating Rockets AdvancePurchase 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 ZoneTurn Complete - Japanese
Japanese collect 11 PUs; end with 11 PUs total -
US Chaos
Rolling 1d6:
(4) -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 8
Research Technology - Americans
Americans spend 0 on tech rolls
Americans roll 5,3 and gets 0 hitsPurchase Units - Americans
Americans buy 4 armour, 1 artillery, 1 infantry and 1 transport; Remaining resources: 0 PUs; 2 techTokens;Place Units - Americans
4 armour, 1 artillery and 1 infantry placed in Eastern United States
1 transport placed in 101 Sea ZoneTurn Complete - Americans
Americans collect 20 PUs; end with 20 PUs total -
Chink chaos
Rolling 1d6:
(1) -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 8
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy nothing; Remaining resources: 18 PUs;Combat Move - Chinese
Non Combat Move - Chinese
Turn Complete - Chinese
Chinese collect 0 PUs; end with 18 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 24 PUs -
Limey chaos
Rolling 1d6:
(3)





