• 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.


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

    Game History

    Round: 10

    Research Technology - British
                Turning on Edit Mode
                EDIT: Removing units owned by Neutral_True from Evenkiyskiy: 1 bomber
                EDIT: Adding units owned by Neutral_True to Dzavhan: 1 bomber
                EDIT: Turning off Edit Mode

    Purchase Units - British
                British buy 1 artillery, 1 destroyer and 1 infantry; Remaining resources: 0 PUs; 0 techTokens;

    Purchase Units - UK_Pacific
                UK_Pacific buy 1 infantry and 1 transport; Remaining resources: 0 PUs;

    Combat Move - British
                1 submarine moved from 110 Sea Zone to 112 Sea Zone
                1 infantry moved from Sumatra to 41 Sea Zone
                1 infantry and 1 transport moved from 41 Sea Zone to 37 Sea Zone
                1 infantry and 1 transport moved from 37 Sea Zone to 42 Sea Zone

    Non Combat Move - British
                1 infantry moved from India to Burma
                      UK_Pacific take Burma from Neutral_True
                1 mech_infantry moved from India to Yunnan
                      Chinese take Yunnan from Neutral_True
                1 infantry moved from Scotland to Eire
                      British take Eire from Neutral_Allies
                1 artillery moved from Spain to Southern France
                      British take Southern France from Neutral_True
                1 transport moved from 105 Sea Zone to 108 Sea Zone

    Place Units - British
                1 artillery and 1 infantry placed in United Kingdom
                1 destroyer placed in 109 Sea Zone

    Turn Complete - British
                British collect 17 PUs; end with 17 PUs total

    Place Units - UK_Pacific
                1 transport placed in 39 Sea Zone
                1 infantry placed in India
                Turning on Edit Mode
                EDIT: Removing units owned by British from 42 Sea Zone: 1 infantry and 1 transport
                EDIT: Adding units owned by UK_Pacific to Java: 1 infantry
                EDIT: Changing ownership of Java from Neutral_True to UK_Pacific
                EDIT: Adding units owned by UK_Pacific to 42 Sea Zone: 1 transport
                EDIT: Turning off Edit Mode

    Turn Complete - UK_Pacific
                UK_Pacific collect 14 PUs; end with 14 PUs total
                Units Change Ownership
                    Some Units in India change ownership: 1 infantry
                    Some Units in Java change ownership: 1 infantry
                    Some Units in 42 Sea Zone change ownership: 1 transport
                    Some Units in 39 Sea Zone change ownership: 1 transport


  • What I’m realizing with this game is that I’ve actually created several distinct variants, each of which needs its own playtesting:

    1. Zombie-World A&A
    2. Kaiju A&A
    3. Apocalypse A&A
    4. Gates of Hell A&A
    5. Shifting Politics A&A
    6. Advanced Tech A&A

    …and so on. After this game terminates, would you be interested in trying out any of these?

    Because I would be publishing all of the variant rules at the start of the match, instead of writing them as we go along, I could actually take part in the playtesting myself if need be.

    Who’s in?


  • me. and I know Carl like zombie world. I like the post apocalyptic one. kind of like civilization.

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