• @pr0c3ss:

    germans cant move into western germany owned by neutral true?

    Not unless you declare war on true neutrals during politics phase, nope…


  • I’ll move Crazy Bird for Russia, so as to move the game along (you can take Japan move immediately after Germany).

    Russia Bird 1

    DiceRolling 1d7:
    (6)

    1-Iwo Jima
    2-SZ6
    3-SZ16
    4-SZ24
    5-SZ23
    6-SZ22
    7-SZ18


  • RUSSIA PTERO 2

    DiceRolling 1d7:
    (2)

    1-Marianas
    2-18
    3-17
    4-23
    5-33
    6-34
    7-21


  • RUSSIA PTERO 3

    DiceRolling 1d5:
    (5)

    1-6
    2-17
    3-22
    4-21
    5-19


  • RUSSIA PTERO 4

    DiceRolling 1d9:
    (3)

    1-Okinawa
    2-Manchuria
    3-Jehol
    4-Shantung
    5-Kiangsu
    6-6
    7-18
    8-21
    9-20


  • JAPAN PTERO 1

    DiceRolling 1d6:
    (1)

    1-Manchuria
    2-Buyant-Uhaa
    3-Chahar
    4-Anhwe
    5-Shantung
    6-19


  • JAPAN PTERO 2

    DiceRolling 1d5:
    (5)

    1-Korea
    2-Amur
    3-Buyant-Uhaa
    4-Jehol
    5-19


  • JAPAN PTERO 3

    DiceRolling 1d9:
    (9)

    1-Okinawa
    2-Manchuria
    3-Jehol
    4-Shantung
    5-Kiangsu
    6-6
    7-18
    8-21
    9-20


  • JAPAN PTERO 4

    DiceRolling 1d7:
    (4)

    1-Formosa
    2-Kiangsi
    3-Kwangtung
    4-19
    5-21
    6-35
    7-36


  • When Japan starts its turn, Crazy Bird will be in SZ 19.

    In case you don’t see my earlier reply Carl, just like in an ordinary game you need to declare war on the true neutrals first if you want to attack them and get the points.

    I’d highly recommend doing exactly that.

    And, again, just to speed things along, Russian Chaos roll:

    DiceRolling 1d6:
    (5)


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

    Game History

    Round: 9

    Politics - Germans
                Germans takes Political Action: Political Action Axis To War With TrueNeutrals
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Germans and Neutral_True from Strict_Neutral to War
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Italians and Neutral_True from Strict_Neutral to War
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Japanese and Neutral_True from Strict_Neutral to War
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and British from Strict_Neutral to Friendly_Neutral
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and UK_Pacific from Strict_Neutral to Friendly_Neutral
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and ANZAC from Strict_Neutral to Friendly_Neutral
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and Dutch from Strict_Neutral to Friendly_Neutral
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and Chinese from Strict_Neutral to Friendly_Neutral
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and French from Strict_Neutral to Friendly_Neutral
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and Neutral_Allies from Strict_Neutral to Friendly_Neutral
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Germans and Mongolians from Strict_Neutral to War
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Italians and Mongolians from Strict_Neutral to War
                    Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Japanese and Mongolians from Strict_Neutral to War

    Purchase Units - Germans
                Germans buy 1 infantry and 1 submarine; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 mech_infantry moved from Germany to Western Germany
                      Germans take Western Germany from Neutral_True
                1 mech_infantry moved from Germany to Greater Southern Germany
                      Germans take Greater Southern Germany from Neutral_True
                1 armour moved from Germany to Holland Belgium
                      Germans take Holland Belgium from Neutral_True

    Combat - Germans

    Non Combat Move - Germans

    Place Units - Germans
                1 infantry placed in Germany
                1 submarine and 1 transport placed in 113 Sea Zone

    Turn Complete - Germans
                Germans collect 21 PUs; end with 21 PUs total


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

    Game History

    Round: 9

    Politics - Russians
                Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Chile
                Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Argentina
                Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Venezuela
                Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Sweden
                Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Switzerland
                Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Spain
                Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Portugal
                Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Turkey
                Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Saudi Arabia
                Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Afghanistan
                Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Mozambique
                Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Angola
                Trigger Russians Friendly TrueNeutral: Changing Relationship for Russians and Neutral_True from Strict_Neutral to Friendly_Neutral

    Combat Move - Russians

    Non Combat Move - Russians

    Turn Complete - Russians


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

    Game History

    Round: 9

    Research Technology - Japanese
                Turning on Edit Mode
                EDIT: Removing units owned by Neutral_True from 32 Sea Zone: 1 battleship
                EDIT: Adding units owned by Neutral_True to 19 Sea Zone: 1 battleship
                EDIT: Turning off Edit Mode

    Purchase Units - Japanese
                Japanese buy 1 armour and 1 mech_infantry; Remaining resources: 1 PUs; 3 SuicideAttackTokens; 0 techTokens;

    Combat Move - Japanese
                1 infantry moved from Japan to 6 Sea Zone
                1 artillery moved from Japan to 6 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 21 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 21 Sea Zone to 20 Sea Zone
                1 artillery moved from 20 Sea Zone to Kwangtung
                1 infantry moved from 20 Sea Zone to Kwangtung
                1 infantry moved from Japan to 6 Sea Zone
                1 armour moved from Japan to 6 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 1 Sea Zone
                1 infantry moved from 1 Sea Zone to British Columbia
                1 armour moved from 1 Sea Zone to British Columbia
                1 infantry moved from Japan to 6 Sea Zone
                1 armour moved from Japan to 6 Sea Zone
                1 infantry moved from 6 Sea Zone to Korea
                1 armour moved from 6 Sea Zone to Korea

    Combat - Japanese
                Battle in Kwangtung
                Battle in British Columbia
                Battle in Korea
                Trigger Japanese Land In North America: Setting switch to true for conditionAttachment_Axis_Land_In_North_America_Switch attached to Germans

    Non Combat Move - Japanese

    Place Units - Japanese
                1 armour and 1 mech_infantry placed in Japan

    Turn Complete - Japanese
                Japanese collect 18 PUs; end with 19 PUs total


  • Japan Chaos

    DiceRolling 1d6:
    (1)

    American Chaos

    DiceRolling 1d6:
    (6)


  • USA PTERO 1

    DiceRolling 1d9:
    (3)

    1-Okinawa
    2-Manchuria
    3-Jehol
    4-Shantung
    5-Kiangsu
    6-6
    7-18
    8-21
    9-20


  • USA PTERO 2

    DiceRolling 1d6:
    (3)

    1-Manchuria
    2-Buyant-Uhaa
    3-Chahar
    4-Anhwe
    5-Shantung
    6-19


  • USA PTERO 3

    DiceRolling 1d6:
    (3)

    1-Central Mongolia
    2-Buyant-Uhaa
    3-Jehol
    4-Anhwe
    5-Hopei
    6-Suiyuyan


  • USA PTERO 4

    DiceRolling 1d6:
    (3)

    1-Manchuria
    2-Buyant-Uhaa
    3-Chahar
    4-Anhwe
    5-Shantung
    6-19


  • Crazy Bird ends up in Chahar.

    American Chaos

    DiceRolling 1d6:
    (1)

    Level

    DiceRolling 1d3:
    (3)

    Class

    DiceRolling 1d3:
    (1)


  • The AMERICANS permanently gain the power of NOTORIETY:

    AMERICAN troops are considered merciless by their enemies, and cause fear and disorganization in battle.

    A mixture of savage training regimens, political manipulation, and satanic dealings has turned every AMERICAN G.I. into a bloodthirsty ear collector.

    WHENEVER an AMERICAN UNIT hits on a ‘1’ during an ATTACK for the rest of the game, they can choose a casualty of the same type instead of the enemy.

    For example:

    US artillery rolls ‘1’–can choose to kill enemy tank.
    US sub rolls ‘1’–can choose to kill enemy aircraft carrier.
    US fighter rolls ‘1’–can choose to kill enemy bomber.

Suggested Topics

  • 12
  • 89
  • 11
  • 8
  • 196
  • 94
  • 118
  • 167
Axis & Allies Boardgaming Custom Painted Miniatures

67

Online

17.8k

Users

40.4k

Topics

1.8m

Posts