Game History
Round: 4 Purchase Units - Ottomans Note to players Ottomans: <body><b>All powers can now produce tank units!<b></body> Condition TankProductionOttomans: Ottomans has their production frontier changed to: lateWarProduction Ottomans buy 7 infantry; Remaining resources: 1 PUs; Combat Move - Ottomans 3 infantry moved from Arabia to Mesopotamia 1 artillery and 11 infantry moved from Ankara to Mesopotamia 2 infantry moved from Smyrna to Trans-Jordan 2 infantry moved from Trans-Jordan to Arabia 2 infantry moved from Constantinople to Smyrna 4 infantry moved from Constantinople to Ankara Combat - Ottomans Ottomans has abandoned SZ 18 to Italians Combat Move - Ottomans Trigger ChangeToTriesteMine: AustroHungarians captures territory SZ 18 Place Units - Ottomans 7 infantry placed in Constantinople Turn Complete - Ottomans Ottomans collect 20 PUs; end with 21 PUsPostapocalyptic with zombies Carl VS Grendal
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Here is the final tweaked version. Use this one. I have had to make it so that both sides don’t have too much choice in the beginning where to attack.
Enjoy
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It’s a new start at world conquest. Australia and Japan have survived the blight that went rampaging through the world. It was a top secret Nazi experiment on extermination. ‘It worked !’ Better then projected by German strategic command at least. There were US covert operatives that had entered the top secret German facilities and breached their security. There was an incident.
At first the infected were contained within the original facility or ground zero of infection point. It was far more aggressive than security could control. Within hours it had spread to the borders of Berlin. Hitler and high command had evacuated in their newly developed jet aeroplanes. What happened after that is comparable to a great catastrophe on global proportions.
‘The Blight,’ as it was called, spread through human contact at first but then it quickly evolved into an animal strain of virus. All major cities were devastated in the first week. Then surrounding burbs and suburbs. Masses of unimpeded zombies were trudging their way into the country land. The infected could survive as long as it had energy left to move at its prey. Soon the cities were burning ghost towns with no order and governments completely collapsed.
In Australia the blight never made it across the water and it was generally able to form an interim war council to impose martial law an save what it could of their society. It was established as an temporary government and mostly Aboriginal and Maori were the chiefs in command of strategic forces. The Maori provided ships and the Aboriginals formed the army.
Although Japan was completely destroyed the blight couldn’t travel any further than the Soviet far east by land. Siberia, in the winter, took care of that. Japanese General Masaharu had command of Imperial Japanese Forces in the Soviet Far East, and Yamamoto managed to assemble a task force near the Aleutian Islands.
So now it’s a slow move forward in establishing income to be able to build an empire or a civilization.
Use this final edition of the game. Even more tweaks.
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here it is
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what dead soldiers get taken into account…soldiers totalled from both teams? or just your own team?
russia v germany in western russia - 2 russians died… 4 germans died… total 6. orare on my russians able to respawn?
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no post option come up…so heres file…also no spawns added cause need understanding of above
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All dead in one battle are calculated at 25% re spawning. So in the example you gave there would be one zombie that re spawns in the victors territory.
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I don’t know how you got that game, but it’s the wrong one. Use the attached file for the game. You have the choice of Anzac or Japan. If you choose Japan then it will be your turn after Russia. If you choose Anzac tell me and I’ll start with Japanese move.
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thats what I used… it loads big world 1942 right? starts with russia?
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First you need updated axiaandallies game and have latest version installed.
Game Name should be Alpha 3 version WW2 Global 1940
Game Version 3.7 (check that too)
File Name: ‘postapocalyptic zombie land111(1)aaa’
Dice Server: Should be set to ‘Internal Dice Roller’
Post to Forum: Should have ‘AxisAndAllies.org’
Topic Id: 33214.0
your login name and password
‘attach save game to summary’ should be checked
Play by Email: disabled
I don’t know what to do other than that.
Try again.
Matt
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 1
Politics - Japanese
Japanese takes Political Action: Political Action Japanese To War With British And ANZAC
Japanese succeeds on action: Political Action Japanese To War With British And ANZAC: Changing Relationship for Japanese and British from Neutrality to War
Japanese succeeds on action: Political Action Japanese To War With British And ANZAC: Changing Relationship for Japanese and UK_Pacific from Neutrality to War
Japanese succeeds on action: Political Action Japanese To War With British And ANZAC: Changing Relationship for Japanese and ANZAC from Neutrality to War
Japanese succeeds on action: Political Action Japanese To War With British And ANZAC: Changing Relationship for Chinese and British from Neutrality to Allied
Japanese succeeds on action: Political Action Japanese To War With British And ANZAC: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
Japanese succeeds on action: Political Action Japanese To War With British And ANZAC: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
Japanese succeeds on action: Political Action Japanese To War With British And ANZAC: Changing Relationship for Chinese and Dutch from War to FriendlyCombat Move - Japanese
1 submarine moved from 14 Sea Zone to 7 Sea Zone
1 destroyer moved from 14 Sea Zone to 16 Sea Zone
1 destroyer moved from 14 Sea Zone to 7 Sea Zone
1 cruiser moved from 14 Sea Zone to 16 Sea Zone
1 fighter moved from 14 Sea Zone to 7 Sea Zone
1 fighter moved from 14 Sea Zone to 16 Sea Zone
6 infantry moved from Soviet Far East to Siberia
Japanese take Siberia from Neutral_AlliesCombat - Japanese
Battle in 16 Sea Zone
Japanese attack with 1 cruiser, 1 destroyer and 1 fighter
Neutral_True defend with 1 submarine
Japanese roll dice for 1 cruiser, 1 destroyer and 1 fighter in 16 Sea Zone, round 2 : 0/3 hits
Neutral_True roll dice for 1 submarine in 16 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 cruiser, 1 destroyer and 1 fighter in 16 Sea Zone, round 3 : 1/3 hits
Neutral_True roll dice for 1 submarine in 16 Sea Zone, round 3 : 0/1 hits
1 submarine owned by the Neutral_True lost in 16 Sea Zone
Japanese win with 1 cruiser, 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
Casualties for Neutral_True: 1 submarine
Battle in 7 Sea Zone
Japanese attack with 1 destroyer, 1 fighter and 1 submarine
Neutral_True defend with 1 submarine
Japanese roll dice for 1 submarine in 7 Sea Zone, round 2 : 1/1 hits
1 submarine owned by the Neutral_True lost in 7 Sea Zone
Japanese win with 1 destroyer, 1 fighter and 1 submarine remaining. Battle score for attacker is 6
Casualties for Neutral_True: 1 submarineNon Combat Move - Japanese
1 transport moved from 14 Sea Zone to 7 Sea Zone
1 carrier moved from 14 Sea Zone to 7 Sea Zone
1 fighter moved from 16 Sea Zone to 7 Sea ZoneTurn Complete - Japanese
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try the link above and check the game out first.
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Test summary from TripleA, engine version: 1.8.0.3, time: 16:23:30
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think i done it all… but errr the map starts as mostly neutral teritories? just 1 japanese fleet… germans start but got no troops?!
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You read the prologue. This is the new world. Japanese and Anzacs. Until they (other countries) get freed and can produce units. OK I’m going to take over with the Anzac you play the Japanese.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 1
Purchase Units - ANZAC
ANZAC buy nothing; Remaining resources: 10 PUs;Combat Move - ANZAC
1 destroyer moved from 50 Sea Zone to 53 Sea Zone
1 destroyer moved from 50 Sea Zone to 53 Sea Zone
1 destroyer moved from 50 Sea Zone to 63 Sea Zone
1 submarine moved from 50 Sea Zone to 63 Sea Zone
1 fighter moved from 50 Sea Zone to 63 Sea Zone
1 fighter moved from 50 Sea Zone to 53 Sea ZoneCombat - ANZAC
ANZAC creates battle in territory Queensland
ANZAC creates battle in territory Northern Territory
ANZAC creates battle in territory New Guinea
Battle in 53 Sea Zone
ANZAC attack with 2 destroyers and 1 fighter
Neutral_True defend with 1 submarine
ANZAC roll dice for 2 destroyers and 1 fighter in 53 Sea Zone, round 2 : 0/3 hits
Neutral_True roll dice for 1 submarine in 53 Sea Zone, round 2 : 0/1 hits
ANZAC roll dice for 2 destroyers and 1 fighter in 53 Sea Zone, round 3 : 1/3 hits
Neutral_True roll dice for 1 submarine in 53 Sea Zone, round 3 : 0/1 hits
1 submarine owned by the Neutral_True lost in 53 Sea Zone
ANZAC win, taking Queensland from Neutral_True, taking Northern Territory from Neutral_True, taking New Guinea from Neutral_Allies with 2 destroyers and 1 fighter remaining. Battle score for attacker is 6
Casualties for Neutral_True: 1 submarine
Battle in 63 Sea Zone
ANZAC attack with 1 destroyer, 1 fighter and 1 submarine
Neutral_True defend with 1 submarine
ANZAC roll dice for 1 submarine in 63 Sea Zone, round 2 : 1/1 hits
1 submarine owned by the Neutral_True lost in 63 Sea Zone
ANZAC win, taking 63 Sea Zone from Neutral with 1 destroyer, 1 fighter and 1 submarine remaining. Battle score for attacker is 6
Casualties for Neutral_True: 1 submarineNon Combat Move - ANZAC
1 carrier moved from 50 Sea Zone to 53 Sea Zone
1 transport moved from 50 Sea Zone to 53 Sea Zone
1 fighter moved from 63 Sea Zone to 53 Sea ZoneTurn Complete - ANZAC
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 54 Sea Zone. Rolls: 2,3
Rolling for Convoy Blockade Damage in 62 Sea Zone. Rolls: 4
ANZAC collect 3 PUs (2 lost to blockades); end with 13 PUs total -
french…germans…russians got no units…so it goes all the way back around to japan ye?
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 2
Combat Move - Japanese
1 destroyer moved from 16 Sea Zone to 6 Sea Zone
1 cruiser moved from 16 Sea Zone to 6 Sea Zone
1 destroyer moved from 7 Sea Zone to 5 Sea Zone
1 submarine moved from 7 Sea Zone to 5 Sea Zone
1 carrier moved from 7 Sea Zone to 6 Sea Zone
1 fighter moved from 7 Sea Zone to 6 Sea Zone
1 fighter moved from 7 Sea Zone to 6 Sea Zone
4 infantry moved from Siberia to Amur
1 transport moved from 7 Sea Zone to 5 Sea Zone
2 infantry moved from Siberia to 5 Sea Zone
2 infantry and 1 transport moved from 5 Sea Zone to 6 Sea Zone
2 infantry moved from 6 Sea Zone to JapanCombat - Japanese
Battle in 5 Sea Zone
Japanese attack with 1 destroyer and 1 submarine
Neutral_True defend with 1 submarine
Japanese roll dice for 1 submarine in 5 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 destroyer in 5 Sea Zone, round 2 : 1/1 hits
Neutral_True roll dice for 1 submarine in 5 Sea Zone, round 2 : 0/1 hits
1 submarine owned by the Neutral_True lost in 5 Sea Zone
Japanese win with 1 destroyer and 1 submarine remaining. Battle score for attacker is 6
Casualties for Neutral_True: 1 submarine
Battle in 6 Sea Zone
Japanese attack with 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 1 transport
Neutral_True defend with 1 battleship
Japanese roll dice for 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 1 transport in 6 Sea Zone, round 2 : 1/4 hits
Units damaged: 1 battleship owned by the Neutral_True
Neutral_True roll dice for 1 battleship in 6 Sea Zone, round 2 : 1/1 hits
1 destroyer owned by the Japanese lost in 6 Sea Zone
Japanese roll dice for 1 carrier, 1 cruiser, 2 fighters and 1 transport in 6 Sea Zone, round 3 : 1/3 hits
Neutral_True roll dice for 1 battleship in 6 Sea Zone, round 3 : 0/1 hits
1 battleship owned by the Neutral_True lost in 6 Sea Zone
Japanese win, taking 6 Sea Zone from Neutral_True with 1 carrier, 1 cruiser, 2 fighters and 1 transport remaining. Battle score for attacker is 11
Casualties for Japanese: 1 destroyer
Casualties for Neutral_True: 1 battleship
Battle in Japan
Battle in Amur
Japanese attack with 4 infantryJapanese roll dice for 4 infantry in Amur, round 2 : 0/4 hits
Neutral_Allies roll dice for 1 infantry in Amur, round 2 : 0/1 hits
Japanese roll dice for 4 infantry in Amur, round 3 : 1/4 hits
Neutral_Allies roll dice for 1 infantry in Amur, round 3 : 0/1 hits
1 infantry owned by the Neutral_True lost in Amur
Japanese win, taking Japan from Neutral_True, taking Amur from Neutral_Allies with 4 infantry remaining. Battle score for attacker is 0
Casualties for Neutral_True: 1 infantryNon Combat Move - Japanese
Turn Complete - Japanese
Japanese collect 11 PUs; end with 37 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 2
Purchase Units - ANZAC
ANZAC buy 1 factory_minor; Remaining resources: 1 PUs;Combat Move - ANZAC
2 destroyers moved from 53 Sea Zone to 54 Sea Zone
1 destroyer moved from 63 Sea Zone to 54 Sea Zone
1 submarine moved from 63 Sea Zone to 54 Sea Zone
2 fighters moved from 53 Sea Zone to 54 Sea Zone
1 infantry moved from Northern Territory to Western Australia
ANZAC take Western Australia from Neutral_True
1 infantry moved from Northern Territory to South Australia
ANZAC take South Australia from Neutral_True
1 infantry moved from New Guinea to Dutch New Guinea
ANZAC take Dutch New Guinea from Neutral_Allies
1 infantry moved from Northern Territory to QueenslandCombat - ANZAC
Battle in 54 Sea Zone
ANZAC attack with 3 destroyers, 2 fighters and 1 submarine
Neutral_True defend with 1 submarine
ANZAC roll dice for 1 submarine in 54 Sea Zone, round 2 : 1/1 hits
1 submarine owned by the Neutral_True lost in 54 Sea Zone
ANZAC win, taking 54 Sea Zone from Neutral with 3 destroyers, 2 fighters and 1 submarine remaining. Battle score for attacker is 6
Casualties for Neutral_True: 1 submarineNon Combat Move - ANZAC
1 carrier moved from 53 Sea Zone to 54 Sea Zone
1 transport moved from 53 Sea Zone to 54 Sea Zone
1 infantry moved from Queensland to 54 Sea Zone
1 infantry and 1 transport moved from 54 Sea Zone to 63 Sea ZonePlace Units - ANZAC
1 factory_minor placed in QueenslandTurn Complete - ANZAC
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 62 Sea Zone. Rolls: 4
ANZAC collect 7 PUs; end with 8 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 3
Purchase Units - Japanese
Japanese buy 2 destroyers, 1 harbour and 1 submarine; Remaining resources: 0 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
1 destroyer moved from 5 Sea Zone to 6 Sea Zone
1 submarine moved from 5 Sea Zone to 6 Sea Zone
3 infantry moved from Amur to Sakha
1 infantry moved from Amur to Korea
2 infantry moved from Japan to 6 Sea Zone
2 infantry moved from 6 Sea Zone to Korea
2 fighters moved from 6 Sea Zone to KoreaCombat - Japanese
Battle in Sakha
Japanese attack with 3 infantryJapanese roll dice for 3 infantry in Sakha, round 2 : 0/3 hits
Neutral_Allies roll dice for 1 infantry in Sakha, round 2 : 1/1 hits
1 infantry owned by the Japanese lost in Sakha
Japanese roll dice for 2 infantry in Sakha, round 3 : 0/2 hits
Neutral_Allies roll dice for 1 infantry in Sakha, round 3 : 1/1 hits
1 infantry owned by the Japanese lost in Sakha
1 infantry owned by the Japanese retreated to Amur
Neutral_Allies win with 1 infantry remaining. Battle score for attacker is -6
Casualties for Japanese: 2 infantry
Battle in Korea
Japanese attack with 2 fighters and 3 infantry
Neutral_True defend with 3 infantry
Japanese roll dice for 1 cruiser in Korea, round 2 : 0/1 hits
Japanese roll dice for 2 fighters and 3 infantry in Korea, round 2 : 1/5 hits
Neutral_True roll dice for 3 infantry in Korea, round 2 : 0/3 hits
1 infantry owned by the Neutral_True lost in Korea
Japanese roll dice for 2 fighters and 3 infantry in Korea, round 3 : 2/5 hits
Neutral_True roll dice for 2 infantry in Korea, round 3 : 1/2 hits
1 infantry owned by the Japanese and 2 infantry owned by the Neutral_True lost in Korea
Japanese win, taking Korea from Neutral_True with 2 fighters and 2 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 1 infantry
Casualties for Neutral_True: 3 infantryNon Combat Move - Japanese
2 fighters moved from Korea to 6 Sea ZonePlace Units - Japanese
1 harbour placed in JapanTurn Complete - Japanese
Japanese collect 14 PUs; end with 14 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 3
Research Technology - ANZAC
Turning on Edit Mode
EDIT: Adding units owned by Italians to Korea: 1 infantry
EDIT: Turning off Edit ModePurchase Units - ANZAC
ANZAC buy 1 transport; Remaining resources: 1 PUs;Combat Move - ANZAC
1 infantry moved from 63 Sea Zone to New Zealand
3 destroyers moved from 54 Sea Zone to 62 Sea Zone
1 submarine moved from 54 Sea Zone to 62 Sea Zone
2 fighters moved from 54 Sea Zone to 62 Sea Zone
1 infantry moved from South Australia to Victoria
ANZAC take Victoria from Neutral_True
1 infantry moved from Western Australia to Northern Territory
3 infantry moved from Queensland to Northern TerritoryCombat - ANZAC
Battle in 62 Sea Zone
ANZAC attack with 3 destroyers, 2 fighters and 1 submarine
Neutral_True defend with 1 battleship
ANZAC roll dice for 1 submarine in 62 Sea Zone, round 2 : 0/1 hits
ANZAC roll dice for 3 destroyers and 2 fighters in 62 Sea Zone, round 2 : 3/5 hits
Neutral_True roll dice for 1 battleship in 62 Sea Zone, round 2 : 1/1 hits
1 battleship owned by the Neutral_True and 1 submarine owned by the ANZAC lost in 62 Sea Zone
ANZAC win, taking 62 Sea Zone from Neutral with 3 destroyers and 2 fighters remaining. Battle score for attacker is 13
Casualties for ANZAC: 1 submarine
Casualties for Neutral_True: 1 battleship
Battle in New ZealandNon Combat Move - ANZAC
2 fighters moved from 62 Sea Zone to 54 Sea Zone
2 fighters moved from 54 Sea Zone to 45 Sea Zone
1 carrier moved from 54 Sea Zone to 45 Sea ZonePlace Units - ANZAC
1 transport placed in 54 Sea ZoneTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 11 PUs total
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from Dutch New Guinea: 1 infantry
EDIT: Adding units owned by ANZAC to New Guinea: 1 infantry
EDIT: Turning off Edit Mode