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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dont tell me what to do!
JapsKraken =p
Rolling 1d6:
(6)
Chaos
Rolling 1d6:
(6) -
eg
1-39
2-41
3-37
Rolling 1d3:
(1) -
eg
1-39
2-41
3-37
Rolling 1d3:
(1)Matt’s got the right idea.
Kraken’s going to India!
Which means that next turn, he’ll have 4 possible directions to go…
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First effect of the Kraken = No new UK ships entering the Indian Ocean…
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Christ all that KRAKEN talk, and now we’ve got Japanese chaos to figure out:
Rolling 1d6:
(4)Level
Rolling 1d3:
(3)Class
Rolling 1d3:
(1)BTW Carl, since I’m here and rolling, do you have any Japanese you’d care to teleport this turn??
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What about cutting supply when it’s on a shipping marker in the ocean? (kraken)
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What about cutting supply when it’s on a shipping marker in the ocean? (kraken)
Great idea for the physical board game; but I don’t know how I’d possibly implement it on TripleA.
Plus, we’ve already got a fair amount of bookkeeping to keep track of in this game.
One way to manage the complexity would be to dial back the chaos probability to 1d8 or 1d9; then you’d only expect one development per round (although, even at current levels here we are in Round 5 and only have 6 development).
What do you think of that proposal? Or do you feel that the current rate of complications is manageable for the players?
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I’m keeping a word doc open with this game and recording all my advantages plus global events. I think we should both keep a doc like this. I do not have Carls events recorded. I think we should each have our own. If he forgets his own advantage then I’m not going to remind him. But I will remind of global events like kraken and storms etc.
I think the chaos roll is sufficient for now and I want the complexity to increase. Don’t know about Carl, though.
:-D
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WAR OF THE WORLDS
Seeing that the humans have been weakened by constant struggle against each other, evil aliens choose this time to strike!
A fleet of hostile FLYING SAUCERS appear over every victory city on Earth!!
Death rays fall from above on all the strategic centers of the world!!!
Unilateral peace is declared in this emergency situation: no nation may attack another nation until every last FLYING SAUCER on Earth is destroyed.

All FLYING SAUCERS take 4 hits in one turn to kill, and instantly destroy 1d4 units in every victory city where they remain, at the beginning of every Japanese turn, until they are destroyed.
Stand by for the first wave of attacks…
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One important fact to note:
FLYING SAUCERS are only vulnerable at the time they attack, at the beginning of each Japanese turn.
They can only be hit by Anti-Aircraft (1), Bombers (1), Tactical Bombers (3), and Fighters (4).
They will take the weakest units as casualties, but will destroy the very infrastructure of the land if there are no defenders.
Oh, and I was joking about that whole “World Peace” thing. You can still attack each other. The aliens don’t care.
They will keep raining death on these key locations once per season, whoever owns them.
Victory Cities:
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Washington, D.C. (USA)
Alien Attack
Rolling 1d4:
(3)
Human Defence 2 AAA
Rolling 2d6:
(6, 6) -
Los Angeles (USA)
Alien Attack
Rolling 1d4:
(3)
Human Defence 2AAA
Rolling 2d6:
(1, 3) -
Manila (USA)
Alien Attack
Rolling 1d4:
(3)
Human Defence NONE -
Honolulu (USA)
Alien Attack
Rolling 1d4:
(1)
Human Defence 2 bombers
Rolling 2d6:
(3, 5) -
London (UK)
Alien Attack
Rolling 1d4:
(4)
Human Defence 5 AAA, 1 bomber
Rolling 6d6:
(2, 2, 2, 3, 4, 6) -
Cairo (UK)
Alien Attack
Rolling 1d4:
(1)
Human Defence NONE -
Ottawa (UK)
Alien Attack
Rolling 1d4:
(4)
Human Defence NONE -
Calcutta (UK)
Alien Attack
Rolling 1d4:
(3)
Human Defence NONE -
Hong Kong (UK)
Alien Attack
Rolling 1d4:
(4)
Human Defence 1 fighter
Rolling 1d6:
(1) -
Paris (France)
Alien Attack
Rolling 1d4:
(1)
Human Defence NONE -
Sydney (ANZAC)
Alien Attack
Rolling 1d4:
(3)
Human Defence NONE -
Moscow (USSR)
Alien Attack
Rolling 1d4:
(4)
Human Defence 1 fighter
Rolling 1d6:
(4) -
Leningrad (USSR)
Alien Attack
Rolling 1d4:
(1)
Human Defence 4 AAA
Rolling 4d6:
(1, 3, 4, 4) -
Stalingrad (USSR)
Alien Attack
Rolling 1d4:
(2)
Human Defence NONE -
Berlin (Germany)
Alien Attack
Rolling 1d4:
(2)
Human Defence NONE -
Warsaw (Germany)
Alien Attack
Rolling 1d4:
(3)
Human Defence NONE -
Rome (Italy)
Alien Attack
Rolling 1d4:
(4)
Human Defence 2 AAA
Rolling 2d6:
(1, 3) -
Tokyo (Japan)
Alien Attack
Rolling 1d4:
(2)
Human Defence 3 AAA
Rolling 3d6:
(4, 5, 5) -
Shanghai (Japan)
Alien Attack
Rolling 1d4:
(2)
Human Defence 1 fighter
Rolling 1d6:
(3)
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Sorry, need to re-roll London attack… didn’t see that USSR had moved all air units there.
This could be our first FLYING SAUCER destroyed here, if the dice go right!
- London (UK)
Alien Attack
Rolling 1d4:
(4)
Human Defence
5 AAA, 1 bomber
Rolling 6d6:
(1, 2, 2, 3, 6, 6)1 tac bomber
Rolling 1d6:
(3)2 fighters
Rolling 2d6:
(3, 3) - London (UK)
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That’s it!
The first FLYING SAUCER of 19 has been destroyed by the combined forces of the Allies in London airspace: the real Battle of Britain has been won!!
Only 18 left to go… Hope rises in the chest of humanity once more!!!
Carl, please use the attached file: the smoking ruins of the world are yours to exploit or protect, as you see fit.
I moved the KRAKEN for you.
Ah, and now that this development is complete, it’s your time to decide whether or not TELEPORTATION is something you still want to do.
This is the last time I’ll remind you of the ability… Just thought with all the chaos going on I was my responsibility to keep the game on track.
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thank you kind sir
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now is the time…
2 msn in japan - please teleport
2 men in kiangsuu - please teleport -
Japan pod results:
Rolling 1d15:
(11)Kiangsu pod results:
Rolling 1d15:
(10) -
and if these couunt…the 2 on caroline island please transport
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if its too late…nps
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The Japan pod goes on its merry way:
Rolling 1d191:
(89)However, perhaps because of the FLYING SAUCER attack, something goes wrong with the Kiangsu pod: the teleportation machine malfunctions, and SCATTERS your army! Each division ends up in a different location!
Rolling 2d191:
(48, 155)(There’s no industrial complex on Caroline Island… so no teleportation!)
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errr thanks :lol:





