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

    Game History

    Round: 10

    Research Technology - Americans
                Americans spend 0 on tech rolls
                    Americans roll 5,6 and gets 1 hit
                Americans removing all Technology Tokens after successful research.
                Americans discover Long Range Aircraft

    Activate Technology - Americans
                Americans activating Long Range Aircraft

    Purchase Units - Americans
                Americans buy 1 armour, 1 factory_major, 1 fighter and 3 infantry; Remaining resources: 0 PUs; 0 techTokens;

    Combat Move - Americans
                1 armour moved from Western United States to Alaska
                      British take British Columbia from Japanese
                1 mech_infantry moved from Eastern United States to Alberta Saskatchewan Manitoba
                1 bomber moved from Eastern United States to Normandy Bordeaux
                1 armour moved from Western United States to Alaska
                1 armour moved from Southeast Mexico to Alberta Saskatchewan Manitoba
                1 mech_infantry moved from Eastern United States to Southeast Mexico

    Combat - Americans
                Battle in Normandy Bordeaux
                    Americans attack with 1 bomber
                    Germans defend with 1 armour
                        Americans roll dice for 1 bomber in Normandy Bordeaux, round 2 :  0/1 hits
                        Germans roll dice for 1 armour in Normandy Bordeaux, round 2 :  1/1 hits
                        1 bomber owned by the Americans lost in Normandy Bordeaux
                    Germans win with 1 armour remaining. Battle score for attacker is -12
                    Casualties for Americans: 1 bomber
                Battle in Alaska
                    Americans attack with 2 armour
                    Japanese defend with 1 infantry
                        Americans roll dice for 2 armour in Alaska, round 2 :  1/2 hits
                        Japanese roll dice for 1 infantry in Alaska, round 2 :  1/1 hits
                        1 infantry owned by the Japanese and 1 armour owned by the Americans lost in Alaska
                    Americans win, taking Alaska from Japanese with 1 armour remaining. Battle score for attacker is -3
                    Casualties for Japanese: 1 infantry
                    Casualties for Americans: 1 armour
                Battle in Alberta Saskatchewan Manitoba
                    Americans attack with 1 armour and 1 mech_infantry
                    Japanese defend with 1 armour
                        Americans roll dice for 1 armour and 1 mech_infantry in Alberta Saskatchewan Manitoba, round 2 :  1/2 hits
                        Japanese roll dice for 1 armour in Alberta Saskatchewan Manitoba, round 2 :  0/1 hits
                        1 armour owned by the Japanese lost in Alberta Saskatchewan Manitoba
                    Americans win, taking Alberta Saskatchewan Manitoba from Japanese with 1 armour and 1 mech_infantry remaining. Battle score for attacker is 6
                    Casualties for Japanese: 1 armour

    Non Combat Move - Americans

    Place Units - Americans
                1 factory_major placed in Western United States
                1 armour, 1 fighter and 3 infantry placed in Eastern United States

    Turn Complete - Americans
                Americans collect 47 PUs; end with 47 PUs total
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 57 PUs


  • chinese chaos
    DiceRolling 1d6:
    (6)

    bird
    1 yenisey
    2 timguska
    3 urals
    DiceRolling 1d3:
    (3)


  • bird in urals

    1 evenkiyskiy
    2 timguska
    3 new siberia
    4 vologda
    5 ninetsia

    DiceRolling 1d5:
    (3)


  • bird in new siberia

    1 vologda
    2 urals
    3 timguska
    4 kansu
    5 tsinghai
    6 kazakhstan
    7 samara

    DiceRolling 1d7:
    (3)


  • bird in timguska

    1 evenkiyskiy
    2 yenisey
    3 olgiy
    4 kansu
    5 new siberia
    6 urals
    DiceRolling 1d6:
    (1)


  • bird in evenkiyskiy and waiting for chinese chaos outcome!!!


  • the bird ended up in the same place. what a twit.

    chinese chaos outcome.tsvg


  • Greetings guys, hope you had a good and relaxing holiday…

    Time to get back to work!  :-D

    China chaos

    DiceRolling 1d6:
    (1)

    Class

    DiceRolling 1d3:
    (1)

    Level

    DiceRolling 1d3:
    (2)


  • DiceRolling 1d193:
    (169)


  • DiceRolling 1d4:
    (3)


  • This is a (very) minor political event.

    Mozambique has built up its own armed forces: please place 4 true neutral infantry in that territory and proceed with your turn!

    I think that the flock of wild Pterodactyls is the only active development on the table, other than the USA’s special power… Am I right?


  • The USA permanent buff, in case you forgot:

    @Make_It_Round:

    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.

    Also, the USA is still in control of HELL.

    As such, it would have gotten a random HELLPOWER at the beginning of the turn.

    DiceRolling 1d6:
    (2)


  • The AMERICANS gain the HELLPOWER of PESTILENCE:

    Pestilence: Immediately roll a die each for all enemy units in one target land territory adjacent to one you control. Roll these dice all together. On any result of a two or less, remove the least expensive unit remaining on the enemy’s side.

    Count the total number of enemy units destroyed this way. Choose another target enemy land territory adjacent to the one you just attacked with PESTILENCE. Roll that number of dice. On any result of a two or less, remove the least expensive unit remaining on the enemy’s side.

    Repeat this process until either (1) you run out of new adjacent enemy territories to infect, or (2) no enemies are removed as a result of PESTILENCE rolls.


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

    Game History

    Round: 10

    Purchase Units - Chinese
                Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
                Chinese buy nothing; Remaining resources: 27 PUs;

    Combat Move - Chinese

    Non Combat Move - Chinese

    Place Units - Chinese
                Turning on Edit Mode
                EDIT: Adding units owned by Neutral_True to Mozambique: 4 infantry
                EDIT: Turning off Edit Mode

    Turn Complete - Chinese
                Chinese collect 0 PUs; end with 27 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 33 PUs


  • Brit chaos:
    DiceRolling 1d6:
    (4)


  • doh doh bird
    1-urals
    2-timguska
    3-yenisey
    DiceRolling 1d3:
    (2)


  • bird in timguska
    1-urals
    2evenkiyskiy
    3-yenisey
    4-olgiy
    5-kansu
    6-new siberia
    DiceRolling 1d6:
    (3)


  • bird in yenisey
    1-evenkiyskiy
    2-timguska
    3-olgiy
    4-dzavhan
    5-yakut soviet socialist republic
    DiceRolling 1d5:
    (5)


  • bird in yakut soviet socialist republic
    1-yenisey
    2-dzavhan
    3-ulaanbaatar
    4-buryatia
    DiceRolling 1d4:
    (2)


  • bird rests in Dzavhan for Brit turn.

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