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: 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 = 2Rolling 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) -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 8
Purchase Units - British
British buy 1 artillery, 1 infantry and 1 transport; Remaining resources: 0 PUs; 0 techTokens;Purchase Units - UK_Pacific
UK_Pacific buy 1 infantry, 1 mech_infantry and 1 transport; Remaining resources: 0 PUs;Combat Move - British
Non Combat Move - British
Place Units - British
1 artillery and 1 infantry placed in United Kingdom
1 transport placed in 110 Sea ZoneTurn Complete - British
British collect 6 PUs; end with 6 PUs totalPlace Units - UK_Pacific
1 transport placed in 39 Sea Zone
1 infantry and 1 mech_infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 3 PUs; end with 3 PUs total
Units Change Ownership
Some Units in India change ownership: 1 infantry and 1 mech_infantry
Some Units in 39 Sea Zone change ownership: 1 transport -
Italy
Rolling 1d6:
(1)