• TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 6

    Purchase Units - ANZAC
                ANZAC buy 1 artillery, 1 infantry and 1 transport; Remaining resources: 4 PUs;

    Combat Move - ANZAC
                1 submarine moved from 33 Sea Zone to 35 Sea Zone
                1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 19 Sea Zone
                1 artillery and 1 infantry moved from 19 Sea Zone to Shantung
                1 artillery and 1 infantry moved from New South Wales to 62 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 62 Sea Zone to 34 Sea Zone
                1 artillery and 1 infantry moved from 34 Sea Zone to Paulau Island
                1 submarine moved from 42 Sea Zone to 38 Sea Zone
                      ANZAC take 41 Sea Zone from Japanese

    Combat - ANZAC
                Japanese scrambles 1 units out of Philippines to defend against the attack in 35 Sea Zone
                Battle in 35 Sea Zone
                    ANZAC attack with 1 submarine
                    Japanese defend with 1 fighter and 1 transport
                        ANZAC roll dice for 1 submarine in 35 Sea Zone, round 2 :  1/1 hits
                        1 transport owned by the Japanese lost in 35 Sea Zone
                    1 submarine owned by the ANZAC Submerged
                    Japanese win with 1 fighter remaining. Battle score for attacker is 7
                    Casualties for Japanese: 1 transport
                Battle in 38 Sea Zone
                    ANZAC attack with 1 submarine
                    Japanese defend with 1 transport
                        1 transport owned by the Japanese lost in 38 Sea Zone
                        ANZAC roll dice for 1 submarine in 38 Sea Zone, round 2 :  0/1 hits
                    ANZAC win with 1 submarine remaining. Battle score for attacker is 7
                    Casualties for Japanese: 1 transport
                Battle in Shantung
                Battle in Paulau Island
                    ANZAC attack with 1 artillery and 1 infantry
                    Japanese defend with 1 infantry
                        ANZAC roll dice for 1 artillery and 1 infantry in Paulau Island, round 2 :  1/2 hits
                        Japanese roll dice for 1 infantry in Paulau Island, round 2 :  0/1 hits
                        1 infantry owned by the Japanese lost in Paulau Island
                    ANZAC win, taking Shantung from Japanese, taking Paulau Island from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry
                Moving scrambled unit from 35 Sea Zone back to originating territory: Philippines

    Non Combat Move - ANZAC
                1 infantry moved from Caroline Islands to 33 Sea Zone
                1 infantry and 1 transport moved from 33 Sea Zone to 44 Sea Zone
                1 infantry moved from 44 Sea Zone to Celebes
                      ANZAC take Celebes from Dutch
                1 destroyer moved from 33 Sea Zone to 34 Sea Zone

    Place Units - ANZAC
                1 transport placed in 62 Sea Zone
                1 artillery and 1 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 13 PUs; end with 17 PUs total
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 6

    Combat Move - French
                1 infantry moved from Trans-Jordan to Egypt
                2 infantry moved from Tunisia to Algeria
                3 infantry moved from Libya to Tunisia
                1 infantry moved from United Kingdom to 110 Sea Zone
                1 cruiser moved from 125 Sea Zone to 110 Sea Zone

    Combat - French

    Non Combat Move - French

    Turn Complete - French


  • Surrender yet?  :evil:


  • BTW lads, in happier news I published this new variant today:

    http://www.axisandallies.org/forums/index.php?topic=32411.0

    Thank you both for helping to playtest it; I gave you shouts in the write-up.

    Finally: I’m working on another variant for A&A, it’s quite exciting and altogether different from this one, “Chaos A&A”.

    I would have you play each other on this one, with me working on the rules side as we go along.

    Mainly, I need you to tell me about the experience while playing: Fun or Die will be the gold standard.

    Sound interesting?

    Let me know, C


  • Yeah I give! Shize! Never had this much bad luck with anything ever. Ever. EVER! Anywhoo.  I sent you a pm. Waiting for your response.

    matt


  • Okay, here’s the premise for Chaos A&A.

    You two should start up a game between the two of you, as normal.

    However, before each of your nation’s turns, you will roll a die on the forum here.

    Type it out like this:

    <:>dice 1d6<:>

    Except take out the < and > signs. You’ll get something like this to appear:

    DiceRolling 1d6:
    (1)

    On the the result of a ‘6’, I will intervene with a random event, which will change WWII forever.

    I will give you detailed instructions on the effects if and when this happens; otherwise, I will remain a silent observer.

    You have your marching orders, gentlemen! Good luck… and God speed.

    • Admiral Yorkenhaus

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