Postapocalyptic with zombies Carl VS Grendal


  • I’m setting up a game Carl. One moment.


  • It’s a new start at world conquest. Australia and Japan have survived the blight that went rampage  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 one 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 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 interim 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 or 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.

    postapocalyptic zombie land.tsvg


  • I noticed that some features in the game may cause indecision, so all questions and discussions are welcome.

    Zombies are generated by land battle only, and all aircraft are not counted towards this total. (:) 1dr6 (:) is used for each zombie generation roll. If there are 7 casualties then :7dr6: is rolled.


  • :7d6:


  • I forgot how to make the dice work. Well if its a problem then take it out of the picture and go for an alternative form of calculation. I was thinking a fixed 25% of whatever land force that gets destroyed. So for ever four losses in land forces you get one zombie. Australians get French zombies (French Foreign Legion) and Japanese get Italian zombies (Finito Benitos).


  • You get the choice of which side you want Carl.

    Cheers


  • If you had 8 losses then you get two zombies, but if you have 7 then you only get one zombie. This gets repeated in higher amounts too. eg. 20 losses = 5 zombies, 19 losses = 4 zombies …


  • So in a turn where there are only 3 losses there is no need for zombies.


  • Total losses of all battles in a Country’s turn are calculated. Then zombies are placed in owned territory with other troops that had fought one of the battles. These move under their respective country’s turn.

    That’s it.

    :-)


  • here is the updated version.

    start here

    postapocalyptic zombie land.tsvg


  • 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

    postapocalyptic zombie land.tsvg


  • 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.

    postapocalyptic zombie land.tsvg


  • here it is


  • 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?


  • no post option come up…so heres file…also no spawns added cause need understanding of above

    r1.tsvg


  • 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.


  • 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.

    postapocalyptic zombie land111.tsvg


  • thats what I used… it loads big world 1942 right?  starts with russia?


  • 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

    postapocalyptic zombie land111 (1)aaa.tsvg


  • 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 Friendly

    Combat 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_Allies

    Combat - 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 submarine

    Non 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 Zone

    Turn Complete - Japanese

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