TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 1 Purchase Units - GermansCombat Hit Differential Summary :
In my only other game of PtV Trulpen is the Axis. Based on our game I decided to go 100% with the US into the pacific the entire game and still I am not able to do anything of consequence. At the moment the US is collecting more than Japan but that is temporary. In two Turns Japan will take India and that will swing things back into Japan’s favor. ANZAC is cowering for their own life so they are useless and only China is still helping the US. But once India is out of the game Japan will reallocate their forces to go after China taking them out. Maybe the US will be able to be effective by then but the point being only a 100% effort by the US has given me any hope in the pacific and frankly Russia and UK cannot beat Germany and Italy by themselves. I would much rather be the Axis than the Allies.
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13
Purchase Units - Russians
Russians buy 10 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 infantry moved from Sakha to Amur
Russians take Amur from Japanese
1 infantry moved from Russia to Gorky
Russians take Gorky from Germans
Combat - Russians
Non Combat Move - Russians
3 armour and 1 mech_infantry moved from Stalingrad to Russia
2 fighters and 1 tactical_bomber moved from Stalingrad to Russia
1 mech_infantry moved from Stalingrad to Russia
2 aaGuns, 9 artilleries and 45 infantry moved from Stalingrad to Samara
1 armour, 2 artilleries, 15 infantry and 2 mech_infantrys moved from Eastern Sinkiang to Western Sinkiang
1 armour and 2 mech_infantrys moved from Western Sinkiang to Urals
Place Units - Russians
3 infantry placed in Urals
7 infantry placed in Russia
Turn Complete - Russians
Russians collect 23 PUs; end with 23 PUs
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 26 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 28 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 30 PUs
Combat Hit Differential Summary :
Yep, after 13 rds – an eternity in any previous game. The Russians are now dead. No one came to help and they are too far to help. But 13 rounds of mostly Pacific buys did not put the Japanese on notice or even make them uncomfortable.
the point is that yep 100% Pacific is possible for a long time, but Russia will go down with a whimper and no significant Allied forces are then present to stop the resulting German hordes. Nothing has been built to stop that due to Pacific focus.
An eternity without any foreign help, that is…
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13
Purchase Units - Japanese
Japanese buy 2 carriers, 1 destroyer, 9 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 artillery moved from Buryatia to Sakha
Japanese take Sakha from Russians
1 artillery and 1 infantry moved from Buryatia to Amur
2 artilleries moved from Buryatia to Yakut S.S.R.
Japanese take Yakut S.S.R. from Russians
6 fighters and 5 tactical_bombers moved from Northern Manchuria to Amur
2 bombers moved from Northern Manchuria to Iwo Jima
3 fighters moved from Japan to Iwo Jima
1 artillery and 1 infantry moved from Caroline Islands to 35 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 35 Sea Zone to 7 Sea Zone
1 artillery and 1 infantry moved from 7 Sea Zone to Iwo Jima
1 infantry moved from Northern Sinkiang to Urals
2 armour, 2 fighters, 2 mech_infantrys and 1 tactical_bomber moved from Kansu to Urals
1 submarine moved from 7 Sea Zone to 18 Sea Zone
Combat - Japanese
Battle in 18 Sea Zone
Japanese attack with 1 submarine
Americans defend with 1 transport
1 transport owned by the Americans lost in 18 Sea Zone
Japanese roll dice for 1 submarine in 18 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Japanese win with 1 submarine remaining. Battle score for attacker is 6
Casualties for Americans: 1 transport
Battle in Iwo Jima
Japanese attack with 1 artillery, 2 bombers, 3 fighters and 1 infantry
Americans defend with 2 infantry
Japanese roll dice for 1 artillery, 2 bombers, 3 fighters and 1 infantry in Iwo Jima, round 2 : 4/7 hits, 3.17 expected hits
Americans roll dice for 2 infantry in Iwo Jima, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Japanese and 2 infantry owned by the Americans lost in Iwo Jima
Japanese win, taking Iwo Jima from Americans with 1 artillery, 2 bombers and 3 fighters remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for Americans: 2 infantry
Battle in Urals
Japanese attack with 2 armour, 2 fighters, 1 infantry, 2 mech_infantrys and 1 tactical_bomber
Russians defend with 1 armour, 1 factory_minor, 3 infantry and 2 mech_infantrys
Japanese roll dice for 2 armour, 2 fighters, 1 infantry, 2 mech_infantrys and 1 tactical_bomber in Urals, round 2 : 4/8 hits, 3.50 expected hits
Russians roll dice for 1 armour, 3 infantry and 2 mech_infantrys in Urals, round 2 : 1/6 hits, 2.33 expected hits
1 mech_infantry owned by the Russians, 1 infantry owned by the Japanese and 3 infantry owned by the Russians lost in Urals
Japanese roll dice for 2 armour, 2 fighters, 2 mech_infantrys and 1 tactical_bomber in Urals, round 3 : 2/7 hits, 3.33 expected hits
Russians roll dice for 1 armour and 1 mech_infantry in Urals, round 3 : 1/2 hits, 1.00 expected hits
1 mech_infantry owned by the Russians, 1 mech_infantry owned by the Japanese and 1 armour owned by the Russians lost in Urals
Japanese win, taking Urals from Russians with 2 armour, 2 fighters, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 17
Casualties for Japanese: 1 infantry and 1 mech_infantry
Casualties for Russians: 1 armour, 3 infantry and 2 mech_infantrys
Battle in Amur
Japanese attack with 1 artillery, 6 fighters, 1 infantry and 5 tactical_bombers
Russians defend with 1 infantry
Japanese roll dice for 1 artillery, 6 fighters, 1 infantry and 5 tactical_bombers in Amur, round 2 : 7/13 hits, 7.00 expected hits
Russians roll dice for 1 infantry in Amur, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Amur
Japanese win, taking Amur from Russians with 1 artillery, 6 fighters, 1 infantry and 5 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Trigger Japanese Destroy Factories Urals: has removed 1 factory_minor owned by Japanese in Urals
Non Combat Move - Japanese
Trigger Urals Has Fallen to Japanese Switch: Setting switch to false for conditionAttachment_Russian_Urals_Factory_May_Be_Destroyed_Japanese attached to Japanese
2 aaGuns moved from Buryatia to Yakut S.S.R.
6 fighters and 5 tactical_bombers moved from Amur to Japan
3 fighters moved from Iwo Jima to 35 Sea Zone
2 bombers moved from Iwo Jima to Japan
1 infantry moved from Kwangsi to French Indo China
1 infantry moved from Yunnan to French Indo China
1 infantry moved from Kweichow to Yunnan
1 infantry moved from Hunan to Kweichow
1 infantry moved from Kwangtung to Kwangsi
1 armour and 1 mech_infantry moved from Kwangtung to French Indo China
1 infantry moved from Kiangsi to Hunan
1 infantry moved from Kansu to Northern Sinkiang
1 infantry moved from Tsinghai to Kansu
2 fighters and 1 tactical_bomber moved from Urals to Kansu
1 infantry moved from Hopei to Tsinghai
1 infantry moved from Inner Mongolia to Kansu
1 infantry moved from Honan to Inner Mongolia
1 infantry moved from Anhwe to Honan
1 infantry moved from Kiangsi to Hopei
1 infantry moved from Kiangsu to Anhwe
1 infantry moved from Kiangsu to Kiangsi
1 infantry moved from Kiangsu to Kiangsi
1 transport moved from 35 Sea Zone to 46 Sea Zone
1 infantry moved from Dutch New Guinea to 46 Sea Zone
1 infantry and 1 transport moved from 46 Sea Zone to 35 Sea Zone
1 infantry moved from 35 Sea Zone to Caroline Islands
Place Units - Japanese
3 infantry placed in French Indo China
3 infantry placed in Kwangtung
3 infantry placed in Kiangsu
1 destroyer and 1 submarine placed in 7 Sea Zone
2 carriers and 1 transport placed in 6 Sea Zone
Turn Complete - Japanese
Japanese collect 73 PUs; end with 73 PUs
Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 76 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 81 PUs
Combat Hit Differential Summary :
Americans : 0.33
Russians : -1.67
Japanese : -0.33
I think a couple of territory adjustments have made a big difference. First the US can no longer threaten Korea from Hawaii. That was always a key weakness of Japan. The Japanese cannot let the US take Korea and hold it because then they build a minor IC there and that is big trouble for Japan. That forced the Japanese to leave at least some ground forces in or around Korea to protect it. Now that is not necessary because the US cannot get there in one Turn and if they move against it the Japanese navy from Caroline or Philippines just moves north to counter it. Secondly by splitting the Sea of Japan into two sea zones even with a large US naval presence in Hawaii the Japanese are still able to build naval units on the backside of Japan. That allows them to try and maintain naval parity with the US without having to use mainland IC slots to do it allowing them to bring more forces onto the mainland than before and that has always been Japan’s biggest weakness; land forces. My gosh look at how many Jap ground troops I have in this game!!!
It has always been easier to defend at sea than attack and the new carrier rules just amplify that. WIth the additional Chinese territory it is actually a benefit to Japan because it allows them to gain more money than before. With that additional money they have as much as the US which means the US cannot gain fleet superiority. Without fleet superiority it is impossible to do anything worthwhile with a navy.
I am not sure I can beat Trulpen in the pacific even with a 100% US investment and that is like… wow.
Yep. I can’t do anything in the Pacific. The US can’t even build a fleet since it cannot get out from W. Coast with your fleet sitting in Carolines- The other side of Carolines. Not attackable, and completely dominating the Central Pacific.
I agree 100%. Unless the US has a superior fleet than Japan does there is nothing the US can do in the pacific. Which means all Japan has to do is maintain parity at sea while they push inland against China, India and Russia. In our game it will not be long before Japan is collecting MORE than the US. And Japan has not even taken India and they have more money!!!
@surfer hey dudes. Great game. I’ve been following your game and this conversation with interest, particularly regarding the issue of balance. I noticed that you guys are playing version 1.0 of the map, rather than the current version 4.0… Version 4.0 some substantive changes impacting the situation in the Pacific, including:
The sea zones around Korea have been redrawn so that it can’t be contested by Japan from Malaya and elsewhere;
Carrier defense has been reduced to 1, and carrier scramble now requires the presence of a defending surface warship in the target sea zone (player enforced);
A U.S. marine has been added to Hawaii at the start of the game.
To download this update, simply open the “Download Maps” screen, click on “Good Quality” and then click on the “Update” tab. Look forward to hearing your thoughts with the new changes.
@regularkid Good points. But for our game only the carrier scramble rule would have made any difference
The map changes that completely change the Pacific in my mind are
a) the interior SZ 6 that allows Japan to build even with superior forces in Hawaii. (See @AndrewAAGamer’s comment above)
b) The split of the SZ around the Carolines. Japan can use the mobility bonus of the port without being in range of US forces in Hawaii. Thus can’t be chased off. And yet from there they can control SZ 27 (off Hawaii) and SZ31 (off Johnson Island). The point here is that now the US can’t get any forces into the game without consolidating all forces in Hawaii (or Johnson Island). You can’t hang out in Queensland and shuck naval forces to SZ31 which typically is a free space.
Perhaps move boundary between SZ23 &24 to allow all of Carolines to be attacked.
I should amend the comment “the only map changes…” because the map is very different. And requires many adaptations of a typical strategy.
The placement of islands into SZ boundaries is a very dynamic change in the game and I really like it!
The two points above are just some observations of how the topology of the map affects game play in a way the supports J.
You have accurately assessed some of Japan’s advantages in PTV over Global: the availability of a safe harbor in sz 6 for construction of new ships, and the splitting of the Caroline seazone making it more difficult to Hold as Allies are two major changes in favor of Japan.
That being said, I don’t think I was clear about the significance of the Korea Seazone: it was redrawn to prevent Japan from contesting Korea from Malaya and elsewhere, in the event of Russian or American capture. Below is an image of the new Seazone configuration in Version 4.0. In the prior Map, Japan did not have to get out of position to deadzone Korea. Now it does.
Also, if I understand your post correctly, you suggest that the US fleet at Hawaii (sz 27) can’t hit the Japanese fleet at Caroline (sz 35), but that Japan can hit Hawaii. This is not the case. Hawaii can only be reached from sz 34, which is in range of any ships in Hawaii (sz 27).
I think the most efficient way to counter Japan is to apply pressure on multiple fronts. The Allies are given the means to do so with a boosted Russian economy, Siberian factory, and buffed China. I think it would be interesting to hear your thoughts after playing version 4.0. If you are down for a game, lemme know!
On our map SZ6 does completely surround Korea. I don’t think it had the US Marine though.
@regularkid Sure the change around SZ 6 helps, and since the development of a “safe harbor” for Japan was intended, I guess I need to try a few more games to see how it plays out.
The point about the Carolines is that Japan can hang out on “their side” and use the Caroline’s mobility buff to dominate the Central Pacific – without being threatened by a US build up in Hawaii. This really hampers US development since they no longer have a clear path from W.Coast to Queensland, the typical build up point to attack the extended Japanese fleet.
Japan can build and control all of the Pacific, while the US is left hanging out in Hawaii because they can’t send forces anywhere without escorts.
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13
Purchase Units - Americans
Americans buy 2 carriers, 2 fighters, 4 infantry, 1 mech_infantry and 2 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 artillery and 7 infantry moved from Morocco to 93 Sea Zone
2 infantry and 1 transport moved from 93 Sea Zone to 113 Sea Zone
2 infantry moved from 113 Sea Zone to Holland Belgium
2 infantry and 1 transport moved from 93 Sea Zone to 113 Sea Zone
2 infantry moved from 113 Sea Zone to Normandy Bordeaux
1 artillery, 3 infantry and 2 transports moved from 93 Sea Zone to 113 Sea Zone
1 artillery and 3 infantry moved from 113 Sea Zone to Normandy Bordeaux
1 fighter and 1 tactical_bomber moved from 93 Sea Zone to Normandy Bordeaux
2 fighters moved from 93 Sea Zone to Holland Belgium
1 bomber moved from United Kingdom to Western Germany
Combat - Americans
Strategic bombing raid in Western Germany
AA fire in Western Germany : 0/1 hits, 0.17 expected hits
Bombing raid in Western Germany rolls: 7 and causes: 7 damage to unit: factory_major
Bombing raid in Western Germany causes 7 damage total.
Battle in Normandy Bordeaux
Americans attack with 1 artillery, 1 fighter, 5 infantry and 1 tactical_bomber
Germans defend with 1 factory_minor, 1 harbour and 1 infantry
Americans roll dice for 1 artillery, 1 fighter, 5 infantry and 1 tactical_bomber in Normandy Bordeaux, round 2 : 3/8 hits, 2.50 expected hits
Germans roll dice for 1 infantry in Normandy Bordeaux, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Germans and 1 infantry owned by the Americans lost in Normandy Bordeaux
Americans win, taking Normandy Bordeaux from Germans with 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Americans: 1 infantry
Casualties for Germans: 1 infantry
Battle in Holland Belgium
Americans attack with 2 fighters and 2 infantry
Germans defend with 1 infantry
Americans roll dice for 2 fighters and 2 infantry in Holland Belgium, round 2 : 1/4 hits, 1.33 expected hits
Germans roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Holland Belgium
Americans win, taking Holland Belgium from Germans with 2 fighters and 2 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Non Combat Move - Americans
Turning on Edit Mode
EDIT: Changing ownership of New Guinea from Japanese to ANZAC
EDIT: Changing ownership of New Guinea from ANZAC to Americans
EDIT: Turning off Edit Mode
2 fighters moved from Holland Belgium to 113 Sea Zone
1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to 113 Sea Zone
2 submarines moved from 93 Sea Zone to 95 Sea Zone
4 carriers, 1 cruiser, 1 destroyer, 3 fighters and 2 submarines moved from 93 Sea Zone to 113 Sea Zone
1 tactical_bomber moved from Gibraltar to 113 Sea Zone
1 bomber moved from Western Germany to United Kingdom
2 submarines moved from 11 Sea Zone to 27 Sea Zone
2 artilleries and 2 infantry moved from Hawaiian Islands to 27 Sea Zone
2 artilleries, 1 battleship, 12 carriers, 2 cruisers, 5 destroyers, 18 fighters, 2 infantry, 1 marine, 2 submarines and 2 transports moved from 27 Sea Zone to 55 Sea Zone
1 artillery moved from 55 Sea Zone to New Guinea
1 infantry moved from 55 Sea Zone to New Guinea
1 artillery, 1 infantry and 1 marine moved from 55 Sea Zone to Queensland
2 tactical_bombers moved from New South Wales to 55 Sea Zone
3 fighters moved from New South Wales to 55 Sea Zone
1 bomber moved from New South Wales to Queensland
1 bomber moved from Hawaiian Islands to Queensland
2 fighters moved from Western United States to Hawaiian Islands
1 submarine moved from 27 Sea Zone to 30 Sea Zone
3 infantry and 1 mech_infantry moved from Eastern United States to 104 Sea Zone
3 infantry, 1 mech_infantry and 2 transports moved from 104 Sea Zone to 93 Sea Zone
3 infantry and 1 mech_infantry moved from 93 Sea Zone to Morocco
1 carrier moved from 104 Sea Zone to 93 Sea Zone
1 bomber moved from Eastern United States to United Kingdom
Place Units - Americans
2 carriers placed in 11 Sea Zone
2 fighters placed in Western United States
1 mech_infantry placed in Western United States
Americans undo move 2.
1 fighter and 4 infantry placed in Eastern United States
2 transports placed in 104 Sea Zone
1 fighter placed in Western United States
Turn Complete - Americans
Americans collect 61 PUs; end with 61 PUs
Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 66 PUs
Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 71 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 81 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 86 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 91 PUs
Combat Hit Differential Summary :
Germans : 0.33
AA fire in Western Germany : : -0.17
Americans : 0.17
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Combat Move - Chinese
Combat - Chinese
Non Combat Move - Chinese
1 infantry moved from Eastern Sinkiang to Western Sinkiang
Turn Complete - Chinese
Chinese collect 2 PUs; end with 4 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13
Purchase Units - Americans
Americans buy 2 carriers, 2 fighters, 4 infantry, 1 mech_infantry and 2 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 artillery and 7 infantry moved from Morocco to 93 Sea Zone
2 infantry and 1 transport moved from 93 Sea Zone to 113 Sea Zone
2 infantry moved from 113 Sea Zone to Holland Belgium
2 infantry and 1 transport moved from 93 Sea Zone to 113 Sea Zone
2 infantry moved from 113 Sea Zone to Normandy Bordeaux
1 artillery, 3 infantry and 2 transports moved from 93 Sea Zone to 113 Sea Zone
1 artillery and 3 infantry moved from 113 Sea Zone to Normandy Bordeaux
1 fighter and 1 tactical_bomber moved from 93 Sea Zone to Normandy Bordeaux
2 fighters moved from 93 Sea Zone to Holland Belgium
1 bomber moved from United Kingdom to Western Germany
Combat - Americans
Strategic bombing raid in Western Germany
AA fire in Western Germany : 0/1 hits, 0.17 expected hits
Bombing raid in Western Germany rolls: 7 and causes: 7 damage to unit: factory_major
Bombing raid in Western Germany causes 7 damage total.
Battle in Normandy Bordeaux
Americans attack with 1 artillery, 1 fighter, 5 infantry and 1 tactical_bomber
Germans defend with 1 factory_minor, 1 harbour and 1 infantry
Americans roll dice for 1 artillery, 1 fighter, 5 infantry and 1 tactical_bomber in Normandy Bordeaux, round 2 : 3/8 hits, 2.50 expected hits
Germans roll dice for 1 infantry in Normandy Bordeaux, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Germans and 1 infantry owned by the Americans lost in Normandy Bordeaux
Americans win, taking Normandy Bordeaux from Germans with 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Americans: 1 infantry
Casualties for Germans: 1 infantry
Battle in Holland Belgium
Americans attack with 2 fighters and 2 infantry
Germans defend with 1 infantry
Americans roll dice for 2 fighters and 2 infantry in Holland Belgium, round 2 : 1/4 hits, 1.33 expected hits
Germans roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Holland Belgium
Americans win, taking Holland Belgium from Germans with 2 fighters and 2 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Non Combat Move - Americans
Turning on Edit Mode
EDIT: Changing ownership of New Guinea from Japanese to ANZAC
EDIT: Changing ownership of New Guinea from ANZAC to Americans
EDIT: Turning off Edit Mode
2 fighters moved from Holland Belgium to 113 Sea Zone
1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to 113 Sea Zone
2 submarines moved from 93 Sea Zone to 95 Sea Zone
4 carriers, 1 cruiser, 1 destroyer, 3 fighters and 2 submarines moved from 93 Sea Zone to 113 Sea Zone
1 tactical_bomber moved from Gibraltar to 113 Sea Zone
1 bomber moved from Western Germany to United Kingdom
2 submarines moved from 11 Sea Zone to 27 Sea Zone
2 artilleries and 2 infantry moved from Hawaiian Islands to 27 Sea Zone
2 artilleries, 1 battleship, 12 carriers, 2 cruisers, 5 destroyers, 18 fighters, 2 infantry, 1 marine, 2 submarines and 2 transports moved from 27 Sea Zone to 55 Sea Zone
1 artillery moved from 55 Sea Zone to New Guinea
1 infantry moved from 55 Sea Zone to New Guinea
1 artillery, 1 infantry and 1 marine moved from 55 Sea Zone to Queensland
2 tactical_bombers moved from New South Wales to 55 Sea Zone
3 fighters moved from New South Wales to 55 Sea Zone
1 bomber moved from New South Wales to Queensland
1 bomber moved from Hawaiian Islands to Queensland
2 fighters moved from Western United States to Hawaiian Islands
1 submarine moved from 27 Sea Zone to 30 Sea Zone
3 infantry and 1 mech_infantry moved from Eastern United States to 104 Sea Zone
3 infantry, 1 mech_infantry and 2 transports moved from 104 Sea Zone to 93 Sea Zone
3 infantry and 1 mech_infantry moved from 93 Sea Zone to Morocco
1 carrier moved from 104 Sea Zone to 93 Sea Zone
1 bomber moved from Eastern United States to United Kingdom
Place Units - Americans
2 carriers placed in 11 Sea Zone
2 fighters placed in Western United States
1 mech_infantry placed in Western United States
Americans undo move 2.
1 fighter and 4 infantry placed in Eastern United States
2 transports placed in 104 Sea Zone
1 fighter placed in Western United States
Turn Complete - Americans
Americans collect 61 PUs; end with 61 PUs
Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 66 PUs
Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 71 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 81 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 86 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 91 PUs
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Combat Move - Chinese
Combat - Chinese
Non Combat Move - Chinese
1 infantry moved from Eastern Sinkiang to Western Sinkiang
Turn Complete - Chinese
Chinese collect 2 PUs; end with 4 PUs
Purchase Units - British
British buy 1 fighter, 8 infantry and 1 transport; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 2 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - British
1 infantry moved from Burma to Shan State
1 infantry moved from Burma to Shan State
4 fighters moved from Eastern India to Shan State
Combat - British
Battle in Shan State
British attack with 4 fighters and 2 infantry
Japanese defend with 2 infantry
British roll dice for 4 fighters and 2 infantry in Shan State, round 2 : 2/6 hits, 2.33 expected hits
Japanese roll dice for 2 infantry in Shan State, round 2 : 0/2 hits, 0.67 expected hits
2 infantry owned by the Japanese lost in Shan State
British win, taking Shan State from Japanese with 4 fighters and 2 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantry
Non Combat Move - British
2 fighters moved from Shan State to Eastern India
2 fighters moved from Shan State to Eastern India
6 infantry moved from Eastern India to Burma
2 infantry moved from Central India to Eastern India
2 artilleries and 3 infantry moved from Baluchistan to Central India
2 armour moved from Trans-Jordan to Northwest Persia
3 infantry moved from Iraq to Northwest Persia
3 infantry moved from Southern Persia to Northwest Persia
1 infantry moved from Northeast Persia to Northwest Persia
4 infantry moved from Trans-Jordan to Iraq
1 artillery and 1 infantry moved from Egypt to Trans-Jordan
1 infantry moved from Tobruk to Libya
3 fighters moved from Egypt to Southern Persia
1 bomber moved from Egypt to Iraq
1 artillery and 1 infantry moved from Morocco to 93 Sea Zone
1 artillery, 2 carriers, 2 cruisers, 2 destroyers, 3 fighters, 1 infantry, 1 tactical_bomber and 2 transports moved from 93 Sea Zone to 113 Sea Zone
1 artillery and 1 infantry moved from 113 Sea Zone to Normandy Bordeaux
1 aaGun and 1 infantry moved from United Kingdom to 113 Sea Zone
1 aaGun and 1 infantry moved from 113 Sea Zone to Normandy Bordeaux
8 infantry moved from United Kingdom to 113 Sea Zone
1 destroyer moved from 109 Sea Zone to 93 Sea Zone
1 transport moved from 85 Sea Zone to 93 Sea Zone
1 battleship moved from 27 Sea Zone to 55 Sea Zone
Place Units - British
1 fighter and 8 infantry placed in United Kingdom
1 transport placed in 113 Sea Zone
Turn Complete - British
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 100 Sea Zone. Rolls: 3,3
British collect 31 PUs (3 lost to blockades); end with 31 PUs
Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 34 PUs
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 37 PUs
Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 40 PUs
Place Units - UK_Pacific
2 infantry and 1 mech_infantry placed in Eastern India
Turn Complete - UK_Pacific
UK_Pacific collect 8 PUs; end with 8 PUs
Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 11 PUs
Some Units in Eastern India change ownership: 2 infantry and 1 mech_infantry
Combat Hit Differential Summary :
Germans : 0.33
British : -0.33
AA fire in Western Germany : : -0.17
Americans : 0.17
Japanese : -0.67
TripleA Move Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13
Purchase Units - Italians
Italians buy 1 artillery, 1 fighter and 1 infantry; Remaining resources: 0 PUs;
Combat Move - Italians
5 fighters and 4 tactical_bombers moved from Southern Italy to Holland Belgium
3 infantry moved from France to Holland Belgium
2 infantry moved from Southern Italy to 99 Sea Zone
2 infantry and 1 transport moved from 99 Sea Zone to 101 Sea Zone
2 infantry moved from 101 Sea Zone to Crete
1 bomber moved from Southern Italy to Crete
Scramble Holland?