@captainwalker shifted around some units in Borneo. should have no effect on China, in case you already move.
if not, then please take the latest post
TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 9
Purchase Units - British
British buy 1 armour and 4 infantry; Remaining resources: 0 PUs;
Combat Move - British
1 infantry moved from Burma to Shan State
1 infantry moved from Burma to Shan State
1 infantry moved from Burma to Shan State
1 infantry moved from Burma to Shan State
1 artillery moved from Burma to Shan State
1 artillery moved from Burma to Shan State
Combat - British
Battle in Shan State
British attack with 2 artilleries and 4 infantry
Japanese defend with 1 armour and 2 infantry
British roll dice for 2 artilleries and 4 infantry in Shan State, round 2 : 3/6 hits, 1.67 expected hits
Japanese roll dice for 1 armour and 2 infantry in Shan State, round 2 : 1/3 hits, 1.17 expected hits
2 infantry owned by the Japanese, 1 armour owned by the Japanese and 1 infantry owned by the British lost in Shan State
British win, taking Shan State from Japanese with 2 artilleries and 3 infantry remaining. Battle score for attacker is 9
Casualties for British: 1 infantry
Casualties for Japanese: 1 armour and 2 infantry
Non Combat Move - British
2 aaGuns and 9 infantry moved from Burma to India
Place Units - British
1 armour and 4 infantry placed in India
Turn Complete - British
British collect 17 PUs; end with 17 PUs
Combat Hit Differential Summary :
Japanese regular : -0.17
British regular : 1.33
TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 9
Purchase Units - ANZAC
ANZAC buy 1 bomber, 1 cruiser and 1 transport; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 armour moved from Dutch New Guinea to 45 Sea Zone
1 artillery moved from Dutch New Guinea to 45 Sea Zone
2 infantry moved from Dutch New Guinea to 45 Sea Zone
1 armour, 1 artillery, 1 carrier, 1 cruiser, 1 destroyer, 2 fighters, 2 infantry and 2 transports moved from 45 Sea Zone to 20 Sea Zone
ANZAC take 35 Sea Zone from Japanese
1 armour moved from 20 Sea Zone to Kwangtung
1 fighter moved from 20 Sea Zone to Kwangtung
1 fighter moved from 20 Sea Zone to Kwangtung
1 infantry moved from 20 Sea Zone to Kwangtung
1 infantry moved from 20 Sea Zone to Kwangtung
1 artillery moved from 20 Sea Zone to Kwangtung
Combat - ANZAC
Battle in Kwangtung
ANZAC attack with 1 armour, 1 artillery, 2 fighters and 2 infantry
Japanese defend with 1 bomber, 1 factory_minor, 1 fighter, 1 harbour and 1 tactical_bomber
ANZAC roll dice for 1 cruiser in Kwangtung, round 2 : 1/1 hits, 0.50 expected hits
ANZAC roll dice for 1 armour, 1 artillery, 2 fighters and 2 infantry in Kwangtung, round 2 : 2/6 hits, 2.33 expected hits
Japanese roll dice for 1 bomber, 1 fighter and 1 tactical_bomber in Kwangtung, round 2 : 0/3 hits, 1.33 expected hits
1 tactical_bomber owned by the Japanese, 1 fighter owned by the Japanese and 1 bomber owned by the Japanese lost in Kwangtung
ANZAC win, taking Kwangtung from Japanese with 1 armour, 1 artillery, 2 fighters and 2 infantry remaining. Battle score for attacker is 33
Casualties for Japanese: 1 bomber, 1 fighter and 1 tactical_bomber
Non Combat Move - ANZAC
1 fighter moved from Kwangtung to 20 Sea Zone
1 fighter moved from Kwangtung to 20 Sea Zone
Place Units - ANZAC
1 cruiser and 1 transport placed in 62 Sea Zone
1 bomber placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs
Combat Hit Differential Summary :
Japanese regular : -1.33
ANZAC regular : 0.17
TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 10
Politics - Japanese
Purchase Units - Japanese
Japanese buy 1 carrier, 1 destroyer, 1 fighter and 3 infantry; Remaining resources: 0 PUs; 0 SuicideAttackTokens;
Combat Move - Japanese
1 infantry moved from Kwangsi to Kwangtung
1 infantry moved from Kwangsi to Kwangtung
1 artillery moved from Kwangsi to Kwangtung
1 submarine moved from 20 Sea Zone to 19 Sea Zone
1 fighter moved from Kiangsu to 19 Sea Zone
1 submarine moved from 20 Sea Zone to 18 Sea Zone
1 fighter moved from Japan to 18 Sea Zone
1 armour moved from Hunan to Kwangtung
1 armour moved from Yunnan to Shan State
1 mech_infantry moved from Yunnan to Kwangtung
1 infantry moved from Yunnan to Shan State
1 infantry moved from Yunnan to Shan State
1 infantry moved from Yunnan to Shan State
1 artillery moved from Yunnan to Shan State
1 armour moved from Yunnan to Kwangtung
1 mech_infantry moved from Szechwan to Shan State
1 artillery moved from Yunnan to Shan State
1 mech_infantry moved from Szechwan to Burma
1 artillery moved from Yunnan to Burma
1 mech_infantry moved from Kiangsu to Kwangtung
1 mech_infantry moved from Kiangsu to Kwangtung
1 submarine moved from 20 Sea Zone to 19 Sea Zone
Combat - Japanese
Battle in 18 Sea Zone
Japanese attack with 1 fighter and 1 submarine
Americans defend with 1 destroyer
Japanese roll dice for 1 submarine in 18 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 fighter in 18 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
Americans roll dice for 1 destroyer in 18 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 submarine in 18 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 fighter in 18 Sea Zone, round 3 : 0/1 hits, 0.50 expected hits
Americans roll dice for 1 destroyer in 18 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 submarine in 18 Sea Zone, round 4 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 fighter in 18 Sea Zone, round 4 : 1/1 hits, 0.50 expected hits
Americans roll dice for 1 destroyer in 18 Sea Zone, round 4 : 1/1 hits, 0.33 expected hits
1 destroyer owned by the Americans and 1 submarine owned by the Japanese lost in 18 Sea Zone
Japanese win with 1 fighter remaining. Battle score for attacker is 2
Casualties for Japanese: 1 submarine
Casualties for Americans: 1 destroyer
Battle in Burma
Japanese attack with 1 artillery and 1 mech_infantry
British defend with 1 infantry
Japanese roll dice for 1 artillery and 1 mech_infantry in Burma, round 2 : 0/2 hits, 0.67 expected hits
British roll dice for 1 infantry in Burma, round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 artillery and 1 mech_infantry in Burma, round 3 : 1/2 hits, 0.67 expected hits
British roll dice for 1 infantry in Burma, round 3 : 1/1 hits, 0.33 expected hits
1 mech_infantry owned by the Japanese and 1 infantry owned by the British lost in Burma
Japanese win, taking Burma from British with 1 artillery remaining. Battle score for attacker is -1
Casualties for Japanese: 1 mech_infantry
Casualties for British: 1 infantry
Battle in Kwangtung
Japanese attack with 2 armour, 1 artillery, 2 infantry and 3 mech_infantrys
British defend with 1 factory_minor and 1 harbour; ANZAC defend with 1 armour, 1 artillery and 2 infantry
Japanese roll dice for 2 armour, 1 artillery, 2 infantry and 3 mech_infantrys in Kwangtung, round 2 : 2/8 hits, 2.33 expected hits
British roll dice for 1 armour, 1 artillery and 2 infantry in Kwangtung, round 2 : 0/4 hits, 1.50 expected hits
2 infantry owned by the ANZAC lost in Kwangtung
Japanese roll dice for 2 armour, 1 artillery, 2 infantry and 3 mech_infantrys in Kwangtung, round 3 : 2/8 hits, 2.33 expected hits
British roll dice for 1 armour and 1 artillery in Kwangtung, round 3 : 1/2 hits, 0.83 expected hits
1 infantry owned by the Japanese, 1 armour owned by the ANZAC and 1 artillery owned by the ANZAC lost in Kwangtung
Japanese win, taking Kwangtung from British with 2 armour, 1 artillery, 1 infantry and 3 mech_infantrys remaining. Battle score for attacker is 13
Casualties for ANZAC: 1 armour, 1 artillery and 2 infantry
Casualties for Japanese: 1 infantry
Battle in Shan State
Japanese attack with 1 armour, 2 artilleries, 3 infantry and 1 mech_infantry
British defend with 2 artilleries and 3 infantry
Japanese roll dice for 1 armour, 2 artilleries, 3 infantry and 1 mech_infantry in Shan State, round 2 : 2/7 hits, 2.17 expected hits
British roll dice for 2 artilleries and 3 infantry in Shan State, round 2 : 1/5 hits, 1.67 expected hits
1 infantry owned by the Japanese and 2 infantry owned by the British lost in Shan State
Japanese roll dice for 1 armour, 2 artilleries, 2 infantry and 1 mech_infantry in Shan State, round 3 : 3/6 hits, 2.00 expected hits
British roll dice for 2 artilleries and 1 infantry in Shan State, round 3 : 3/3 hits, 1.00 expected hits
2 infantry owned by the Japanese, 1 mech_infantry owned by the Japanese, 2 artilleries owned by the British and 1 infantry owned by the British lost in Shan State
Japanese win, taking Shan State from British with 1 armour and 2 artilleries remaining. Battle score for attacker is 4
Casualties for Japanese: 3 infantry and 1 mech_infantry
Casualties for British: 2 artilleries and 3 infantry
Battle in 19 Sea Zone
Japanese attack with 1 fighter and 2 submarines
Americans defend with 1 destroyer and 2 transports
Japanese roll dice for 2 submarines in 19 Sea Zone, round 2 : 1/2 hits, 0.67 expected hits
Japanese roll dice for 1 fighter in 19 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
Americans roll dice for 1 destroyer and 2 transports in 19 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
1 destroyer owned by the Americans lost in 19 Sea Zone
2 transports owned by the Americans lost in 19 Sea Zone
Japanese win with 1 fighter and 2 submarines remaining. Battle score for attacker is 22
Casualties for Americans: 1 destroyer and 2 transports
Non Combat Move - Japanese
1 artillery moved from Hunan to Yunnan
1 infantry moved from Hunan to Anhwe
1 aaGun moved from Yunnan to Shan State
1 artillery moved from Hunan to Anhwe
1 mech_infantry moved from Shensi to Anhwe
1 mech_infantry moved from Sikang to Kweichow
1 fighter moved from 19 Sea Zone to Kiangsu
1 fighter moved from 18 Sea Zone to 6 Sea Zone
Place Units - Japanese
1 carrier placed in 6 Sea Zone
1 destroyer and 1 fighter placed in 6 Sea Zone
3 infantry placed in Kiangsu
Turn Complete - Japanese
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 4,3,5,3,2,4
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 5,1
Japanese collect 33 PUs (6 lost to blockades); end with 33 PUs
Combat Hit Differential Summary :
Americans regular : -0.33
Japanese regular : -1.83
British regular : 0.33
TripleA Manual Gamesave Post for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 10
Purchase Units - Americans
Americans buy 2 armour, 1 cruiser, 2 destroyers, 1 fighter, 1 infantry and 1 transport; Remaining resources: 1 PUs;
Combat Move - Americans
1 artillery and 1 infantry moved from Manchuria to Jehol
Chinese take Jehol from Japanese
2 artilleries and 2 infantry moved from Shantung to Kiangsu
1 fighter moved from Korea to Kiangsu
1 bomber moved from Guam to Kiangsu
1 fighter moved from Korea to 6 Sea Zone
2 cruisers moved from 25 Sea Zone to 6 Sea Zone
Combat - Americans
Battle in Kiangsu
Americans attack with 2 artilleries, 1 bomber, 1 fighter and 2 infantry
Japanese defend with 1 armour, 1 factory_minor, 1 fighter and 3 infantry
Americans roll dice for 2 artilleries, 1 bomber, 1 fighter and 2 infantry in Kiangsu, round 2 : 2/6 hits, 2.50 expected hits
Japanese roll dice for 1 armour, 1 fighter and 3 infantry in Kiangsu, round 2 : 1/5 hits, 2.17 expected hits
2 infantry owned by the Japanese and 1 infantry owned by the Americans lost in Kiangsu
Americans roll dice for 2 artilleries, 1 bomber, 1 fighter and 1 infantry in Kiangsu, round 3 : 2/5 hits, 2.17 expected hits
Japanese roll dice for 1 armour, 1 fighter and 1 infantry in Kiangsu, round 3 : 0/3 hits, 1.50 expected hits
1 infantry owned by the Japanese and 1 armour owned by the Japanese lost in Kiangsu
Americans roll dice for 2 artilleries, 1 bomber, 1 fighter and 1 infantry in Kiangsu, round 4 : 3/5 hits, 2.17 expected hits
Japanese roll dice for 1 fighter in Kiangsu, round 4 : 1/1 hits, 0.67 expected hits
1 fighter owned by the Japanese and 1 infantry owned by the Americans lost in Kiangsu
Americans win, taking Kiangsu from Japanese with 2 artilleries, 1 bomber and 1 fighter remaining. Battle score for attacker is 19
Casualties for Americans: 2 infantry
Casualties for Japanese: 1 armour, 1 fighter and 3 infantry
Battle in 6 Sea Zone
Americans attack with 4 cruisers and 1 fighter
Japanese defend with 1 carrier, 1 destroyer and 2 fighters
Americans roll dice for 4 cruisers and 1 fighter in 6 Sea Zone, round 2 : 2/5 hits, 2.50 expected hits
Units damaged: 1 carrier owned by the Japanese
Japanese roll dice for 1 carrier, 1 destroyer and 2 fighters in 6 Sea Zone, round 2 : 4/4 hits, 2.00 expected hits
4 cruisers owned by the Americans and 1 destroyer owned by the Japanese lost in 6 Sea Zone
1 fighter owned by the Americans retreated
Japanese win with 1 carrier and 2 fighters remaining. Battle score for attacker is -40
Casualties for Americans: 4 cruisers
Casualties for Japanese: 1 destroyer
2 fighters owned by the Japanese forced to land in Japan
Trigger Chinese Destroy Factories Kiangsu Americans: has removed 1 factory_minor owned by Chinese in Kiangsu
Non Combat Move - Americans
1 fighter moved from 6 Sea Zone to Shantung
1 fighter moved from Kiangsu to Shantung
1 artillery and 1 infantry moved from Korea to Manchuria
1 bomber moved from Kiangsu to Guam
1 infantry moved from Midway to 25 Sea Zone
1 artillery moved from Midway to 25 Sea Zone
1 infantry moved from Midway to 25 Sea Zone
1 infantry moved from Midway to 25 Sea Zone
1 artillery, 3 infantry and 2 transports moved from 25 Sea Zone to 33 Sea Zone
1 artillery and 3 infantry moved from 33 Sea Zone to Caroline Islands
1 artillery and 1 infantry moved from Western United States to 10 Sea Zone
1 artillery, 1 cruiser, 1 destroyer, 1 infantry and 1 transport moved from 10 Sea Zone to 25 Sea Zone
1 infantry moved from 25 Sea Zone to Midway
1 artillery moved from 25 Sea Zone to Midway
Place Units - Americans
1 armour placed in Korea
1 cruiser and 1 destroyer placed in 6 Sea Zone
1 destroyer and 1 transport placed in 10 Sea Zone
1 armour and 1 infantry placed in Western United States
Turn Complete - Americans
Americans collect 21 PUs; end with 22 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 30 PUs; end with 52 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Combat Hit Differential Summary :
Americans regular : -0.33
Japanese regular : -0.33
TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 10
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 1 PUs;
Combat Move - Chinese
Place Units - Chinese
1 infantry placed in Shantung
1 infantry placed in Jehol
Turn Complete - Chinese
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 6,1,3,2
Chinese collect 3 PUs (6 lost to blockades); end with 4 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 10
Purchase Units - British
British buy 1 fighter and 1 transport; Remaining resources: 0 PUs;
Combat Move - British
1 armour, 2 artilleries and 17 infantry moved from India to Burma
Combat - British
Battle in Burma
British attack with 1 armour, 2 artilleries and 17 infantry
Japanese defend with 1 artillery
British roll dice for 1 armour, 2 artilleries and 17 infantry in Burma, round 2 : 3/20 hits, 4.33 expected hits
Japanese roll dice for 1 artillery in Burma, round 2 : 0/1 hits, 0.33 expected hits
1 artillery owned by the Japanese lost in Burma
British win, taking Burma from Japanese with 1 armour, 2 artilleries and 17 infantry remaining. Battle score for attacker is 4
Casualties for Japanese: 1 artillery
Non Combat Move - British
2 aaGuns moved from India to Burma
Place Units - British
1 fighter placed in India
1 transport placed in 39 Sea Zone
Turn Complete - British
British collect 16 PUs; end with 16 PUs
Combat Hit Differential Summary :
Japanese regular : -0.33
British regular : -1.33
TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 10
Purchase Units - ANZAC
ANZAC buy 1 armour, 1 harbour and 1 infantry; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 carrier, 1 cruiser, 1 destroyer and 2 fighters moved from 20 Sea Zone to 19 Sea Zone
ANZAC take 20 Sea Zone from Japanese
1 carrier, 1 cruiser and 2 fighters moved from 19 Sea Zone to 6 Sea Zone
Combat - ANZAC
Battle in 19 Sea Zone
ANZAC attack with 1 destroyer
Japanese defend with 2 submarines
ANZAC roll dice for 1 destroyer in 19 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 2 submarines in 19 Sea Zone, round 2 : 0/2 hits, 0.33 expected hits
ANZAC roll dice for 1 destroyer in 19 Sea Zone, round 3 : 1/1 hits, 0.33 expected hits
Japanese roll dice for 2 submarines in 19 Sea Zone, round 3 : 0/2 hits, 0.33 expected hits
1 submarine owned by the Japanese lost in 19 Sea Zone
ANZAC roll dice for 1 destroyer in 19 Sea Zone, round 4 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 submarine in 19 Sea Zone, round 4 : 1/1 hits, 0.17 expected hits
1 destroyer owned by the ANZAC lost in 19 Sea Zone
Japanese win with 1 submarine remaining. Battle score for attacker is -2
Casualties for Japanese: 1 submarine
Casualties for ANZAC: 1 destroyer
Battle in 6 Sea Zone
Americans loiter and taunt; ANZAC attack with 1 carrier, 1 cruiser and 2 fighters
Japanese defend with 1 carrier
ANZAC roll dice for 1 carrier, 1 cruiser and 2 fighters in 6 Sea Zone, round 2 : 2/3 hits, 1.50 expected hits
Japanese roll dice for 1 carrier in 6 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
Units damaged: 1 carrier owned by the ANZAC
1 carrier owned by the Japanese lost in 6 Sea Zone
ANZAC win with 1 carrier, 1 cruiser and 2 fighters remaining. Battle score for attacker is 16
Casualties for Japanese: 1 carrier
Non Combat Move - ANZAC
1 armour moved from New South Wales to 62 Sea Zone
1 infantry moved from New South Wales to 62 Sea Zone
1 armour, 1 cruiser, 1 destroyer, 1 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
1 infantry moved from 45 Sea Zone to Dutch New Guinea
1 armour moved from 45 Sea Zone to Dutch New Guinea
1 bomber moved from New South Wales to Dutch New Guinea
2 transports moved from 20 Sea Zone to 45 Sea Zone
2 fighters moved from 6 Sea Zone to Korea
Place Units - ANZAC
1 harbour placed in Dutch New Guinea
1 armour and 1 infantry placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs
Combat Hit Differential Summary :
Japanese regular : 0.83
ANZAC regular : 0.50
Test summary from TripleA, engine version: 2.5.22294, time: 10:56:45 PM
Savegame
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1
Combat Move - Nationalist
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to elite
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
2 elites, 2 infantry and 1 light_artillery moved from Anyang to Tsingtai
1 light_artillery moved from Tsinan to Kaifeng
3 armour, 1 elite and 2 heavy_artillerys moved from Lungkow to Kaifeng
4 elites and 2 infantry moved from Lungkow to Ichow
3 armour, 2 elites and 1 heavy_artillery moved from Weihsien to Ichow
1 light_artillery moved from Hsuchow to Kaifeng
1 infantry moved from Weihsien to Lungkow
1 elite moved from Weihsien to Jih-Chao
1 elite moved from Weihsien to Weihaiwei
2 light_artillerys moved from Tsingtao to Ichow
7 elites and 1 infantry moved from Tsingtao to Weihsien
1 conscript moved from Kaifeng to Anyang
1 conscript and 2 infantry moved from Hsuchow to Ichow
5 elites and 2 light_artillerys moved from Hangchow to Ningpo
1 conscript moved from Ningpo to Hangchow
1 infantry moved from Foochow to Yen-ping
1 infantry moved from Amoy to Kan
1 conscript moved from Canton to Swatow
1 armour, 2 cavalrys, 15 elites, 1 fighter, 1 heavy_artillery, 1 infantry and 2 light_artillerys moved from Nanking to Anking
1 fighter moved from Wuhan to Kaifeng
1 conscript moved from Luan to Nanking
1 conscript moved from Fancheng to Juning
1 fighter moved from Chungking to Kaifeng
3 conscripts moved from Tali to Puel
2 conscripts moved from Mengtsi to Puel
1 heavy_artillery moved from Kunming to Puel
1 light_artillery moved from Kunming to Puel
Purchase Units - Nationalist
Nationalist repair damage of 8x factory; Remaining resources: 14 PUs; 0 techTokens;
Nationalist buy 3 conscripts, 1 heavy_artillery and 1 infantry; Remaining resources: 0 PUs; 0 techTokens;
Combat - Nationalist
Battle in Puel
Nationalist attack with 5 conscripts, 1 heavy_artillery and 1 light_artillery
Neutral defend with 3 infantry and 1 ruralproduction
Nationalist roll dice for 5 conscripts, 1 heavy_artillery and 1 light_artillery in Puel, round 2 : 1/7 hits, 1.67 expected hits
Neutral roll dice for 3 infantry in Puel, round 2 : 0/3 hits, 1.00 expected hits
1 infantry owned by the Neutral lost in Puel
Nationalist roll dice for 5 conscripts, 1 heavy_artillery and 1 light_artillery in Puel, round 3 : 1/7 hits, 1.67 expected hits
Neutral roll dice for 2 infantry in Puel, round 3 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Neutral and 1 conscript owned by the Nationalist lost in Puel
Nationalist roll dice for 4 conscripts, 1 heavy_artillery and 1 light_artillery in Puel, round 4 : 0/6 hits, 1.50 expected hits
Neutral roll dice for 1 infantry in Puel, round 4 : 0/1 hits, 0.33 expected hits
Nationalist roll dice for 4 conscripts, 1 heavy_artillery and 1 light_artillery in Puel, round 5 : 1/6 hits, 1.50 expected hits
Neutral roll dice for 1 infantry in Puel, round 5 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Neutral and 1 conscript owned by the Nationalist lost in Puel
Nationalist loses 0 PUs for violating Puels neutrality.
Nationalist win, taking Puel from Neutral with 3 conscripts, 1 heavy_artillery and 1 light_artillery remaining. Battle score for attacker is 5
Casualties for Neutral: 3 infantry
Casualties for Nationalist: 2 conscripts
Battle in Tsingtai
Nationalist attack with 2 elites, 2 infantry and 1 light_artillery
Japanese defend with 2 elites and 1 ruralproduction
Nationalist roll dice for 2 elites, 2 infantry and 1 light_artillery in Tsingtai, round 2 : 2/5 hits, 1.50 expected hits
Japanese roll dice for 2 elites in Tsingtai, round 2 : 0/2 hits, 0.67 expected hits
2 elites owned by the Japanese lost in Tsingtai
Nationalist win, taking Tsingtai from Japanese with 2 elites, 2 infantry and 1 light_artillery remaining. Battle score for attacker is 8
Casualties for Japanese: 2 elites
Non Combat Move - Nationalist
4 elites, 1 heavy_artillery, 1 infantry and 2 trains moved from Tsinan to Wuhan
1 conscript moved from Kining to Tsinan
1 infantry moved from Kaifeng to Kining
4 armour, 2 heavy_artillerys and 2 trains moved from Tsingtao to Wuhan
2 conscripts, 1 infantry and 1 train moved from Kweiyang to Nanchang
1 conscript and 1 infantry moved from Nanchang to Poyang
1 elite, 1 infantry and 1 train moved from Chungking to Changsha
1 conscript, 1 infantry, 1 light_artillery and 2 trains moved from Changsha to Nanchang
2 elites and 6 infantry moved from Wuhan to Hwanggang
3 conscripts, 1 heavy_artillery, 4 infantry, 1 light_artillery and 2 trains moved from Kunming to Changsha
1 train moved from Nanchang to Kweiyang
2 conscripts and 1 infantry moved from Nanning to Kweilin
1 conscript moved from Hsingi to Kweiyang
1 conscript moved from Cheng-tu to Chungking
1 conscript moved from Pa-chung to Chungking
1 conscript moved from Chih-Chiang to Changsha
1 elite moved from Weihsien to Tsingtao
Place Units - Nationalist
3 conscripts placed in Poyang
1 heavy_artillery placed in Nanchang
1 infantry placed in Kaifeng
Turn Complete - Nationalist
Nationalist collect 146 PUs; end with 146 PUs
Objective Control Wuhan: Nationalist met a national objective for an additional 20 PUs; end with 166 PUs
Objective Control South China: Nationalist met a national objective for an additional 20 PUs; end with 186 PUs
Objective Control Changsha: Nationalist met a national objective for an additional 10 PUs; end with 196 PUs
Objective Control Nanchang: Nationalist met a national objective for an additional 10 PUs; end with 206 PUs
Objective Control Nanking: Nationalist met a national objective for an additional 20 PUs; end with 226 PUs
Combat Hit Differential Summary :
Japanese regular : -0.67
Nationalist regular : -2.83
Neutral regular : -0.33
TripleA Manual Gamesave Post for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1
Combat Move - Manchukwo
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_infantry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cavalry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_cavalry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
Purchase Units - Manchukwo
Manchukwo buy 1 heavy_cavalry, 1 light_artillery and 3 light_infantrys; Remaining resources: 0 PUs; 0 techTokens;
Non Combat Move - Manchukwo
1 light_infantry moved from Chahar to Paoting
1 light_infantry moved from Chahar to Tsangchow
3 cavalrys, 1 light_artillery and 1 light_infantry moved from Chahar to Peking
1 heavy_cavalry moved from Chengteh to Chahar
1 heavy_cavalry moved from Chengteh to Tientsin
4 infantry and 1 light_artillery moved from Mukden to Chengteh
1 light_artillery moved from Chengteh to Peking
Place Units - Manchukwo
1 heavy_cavalry, 1 light_artillery and 3 light_infantrys placed in Mukden
Turn Complete - Manchukwo
Manchukwo collect 19 PUs; end with 19 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1
Combat Move - Communist
1 light_artillery moved from Yenan to Ordos Plateau
1 infantry moved from Yenan to Ordos Plateau
1 infantry moved from Yenan to Ordos Plateau
1 heavy_artillery moved from Kuyuan to Ningsia
1 guerilla moved from Kuyuan to Ningsia
3 infantry moved from Kuyuan to Ningsia
1 guerilla moved from Tsingyang to Ningsia
1 cavalry moved from Tsingyang to Ningsia
1 cavalry moved from Tsingyang to Ordos Plateau
1 light_artillery moved from Lanchow to Hehsi Corridor
3 infantry moved from Lanchow to Hehsi Corridor
1 guerilla moved from Hanchung to Hehsi Corridor
1 heavy_artillery moved from Yenan to Ordos Plateau
1 heavy_artillery moved from Puchow to Changchih
3 infantry moved from Puchow to Changchih
1 guerilla moved from Weinan to Changchih
1 infantry moved from Yenan to Ordos Plateau
1 infantry moved from Yenan to Ordos Plateau
1 infantry moved from Fen-chow to So-ping
1 guerilla moved from Fen-chow to So-ping
1 guerilla moved from Fen-chow to So-ping
1 guerilla moved from Ichow to Tsangchow
1 propaganda moved from Yenan to Luoyang
1 guerilla moved from Luoyang to Changchih
1 guerilla moved from Kaifeng to Changchih
1 guerilla moved from Fancheng to Puchow
1 guerilla moved from Ningpo to Soochow
1 guerilla moved from Anking to Soochow
1 guerilla moved from Huangshan to Soochow
1 guerilla moved from Hangchow to Soochow
1 propaganda moved from Luoyang to Chengang
Communist take Chengang from Japanese
1 guerilla moved from Puchow to Changchih
1 guerilla moved from Puchow to Changchih
1 cavalry moved from Fen-chow to Changchih
1 light_artillery moved from Fen-chow to Changchih
1 guerilla moved from Fen-chow to Changchih
1 guerilla moved from Fen-chow to Changchih
1 guerilla moved from Fen-chow to Changchih
Purchase Units - Communist
Communist buy 2 armour, 1 cavalry, 1 guerilla and 2 infantry; Remaining resources: 1 PUs; 0 techTokens;
Combat - Communist
Battle in Hehsi Corridor
Communist attack with 1 guerilla, 3 infantry and 1 light_artillery
Neutral defend with 3 infantry and 1 ruralproduction
Communist roll dice for 1 guerilla, 3 infantry and 1 light_artillery in Hehsi Corridor, round 2 : 0/5 hits, 1.17 expected hits
Neutral roll dice for 3 infantry in Hehsi Corridor, round 2 : 1/3 hits, 1.00 expected hits
1 guerilla owned by the Communist lost in Hehsi Corridor
Communist roll dice for 3 infantry and 1 light_artillery in Hehsi Corridor, round 3 : 1/4 hits, 1.00 expected hits
Neutral roll dice for 3 infantry in Hehsi Corridor, round 3 : 0/3 hits, 1.00 expected hits
1 infantry owned by the Neutral lost in Hehsi Corridor
Communist roll dice for 3 infantry and 1 light_artillery in Hehsi Corridor, round 4 : 1/4 hits, 1.00 expected hits
Neutral roll dice for 2 infantry in Hehsi Corridor, round 4 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Neutral and 1 infantry owned by the Communist lost in Hehsi Corridor
Communist roll dice for 2 infantry and 1 light_artillery in Hehsi Corridor, round 5 : 1/3 hits, 0.83 expected hits
Neutral roll dice for 1 infantry in Hehsi Corridor, round 5 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Neutral lost in Hehsi Corridor
Communist loses 0 PUs for violating Hehsi Corridors neutrality.
Communist win, taking Hehsi Corridor from Neutral with 2 infantry and 1 light_artillery remaining. Battle score for attacker is 3
Casualties for Communist: 1 guerilla and 1 infantry
Casualties for Neutral: 3 infantry
Battle in Ningsia
Communist attack with 1 cavalry, 2 guerillas, 1 heavy_artillery and 3 infantry
Neutral defend with 3 infantry and 1 ruralproduction
Communist roll dice for 1 cavalry, 2 guerillas, 1 heavy_artillery and 3 infantry in Ningsia, round 2 : 1/7 hits, 1.67 expected hits
Neutral roll dice for 3 infantry in Ningsia, round 2 : 0/3 hits, 1.00 expected hits
1 infantry owned by the Neutral lost in Ningsia
Communist roll dice for 1 cavalry, 2 guerillas, 1 heavy_artillery and 3 infantry in Ningsia, round 3 : 1/7 hits, 1.67 expected hits
Neutral roll dice for 2 infantry in Ningsia, round 3 : 0/2 hits, 0.67 expected hits
1 infantry owned by the Neutral lost in Ningsia
Communist roll dice for 1 cavalry, 2 guerillas, 1 heavy_artillery and 3 infantry in Ningsia, round 4 : 2/7 hits, 1.67 expected hits
Neutral roll dice for 1 infantry in Ningsia, round 4 : 1/1 hits, 0.33 expected hits
1 guerilla owned by the Communist and 1 infantry owned by the Neutral lost in Ningsia
Communist loses 0 PUs for violating Ningsias neutrality.
Communist win, taking Ningsia from Neutral with 1 cavalry, 1 guerilla, 1 heavy_artillery and 3 infantry remaining. Battle score for attacker is 6
Casualties for Neutral: 3 infantry
Casualties for Communist: 1 guerilla
Battle in Ordos Plateau
Communist attack with 1 cavalry, 1 heavy_artillery, 4 infantry and 1 light_artillery
Manchukwo defend with 1 light_infantry and 1 ruralproduction
Communist roll dice for 1 cavalry, 1 heavy_artillery, 4 infantry and 1 light_artillery in Ordos Plateau, round 2 : 2/7 hits, 2.00 expected hits
Manchukwo roll dice for 1 light_infantry in Ordos Plateau, round 2 : 0/1 hits, 0.17 expected hits
1 light_infantry owned by the Manchukwo lost in Ordos Plateau
Communist win, taking Ordos Plateau from Manchukwo with 1 cavalry, 1 heavy_artillery, 4 infantry and 1 light_artillery remaining. Battle score for attacker is 2
Casualties for Manchukwo: 1 light_infantry
Battle in Changchih
Communist attack with 1 cavalry, 8 guerillas, 1 heavy_artillery, 3 infantry and 1 light_artillery
Japanese defend with 3 elites, 1 heavy_artillery and 1 ruralproduction
Communist roll dice for 1 cavalry, 8 guerillas, 1 heavy_artillery, 3 infantry and 1 light_artillery in Changchih, round 2 : 4/14 hits, 3.17 expected hits
Japanese roll dice for 3 elites and 1 heavy_artillery in Changchih, round 2 : 2/4 hits, 1.33 expected hits
1 heavy_artillery owned by the Japanese, 1 cavalry owned by the Communist, 1 guerilla owned by the Communist and 3 elites owned by the Japanese lost in Changchih
Communist win, taking Changchih from Japanese with 7 guerillas, 1 heavy_artillery, 3 infantry and 1 light_artillery remaining. Battle score for attacker is 11
Casualties for Communist: 1 cavalry and 1 guerilla
Casualties for Japanese: 3 elites and 1 heavy_artillery
Battle in Soochow
Communist attack with 4 guerillas
Japanese defend with 2 elites and 1 ruralproduction
Communist roll dice for 4 guerillas in Soochow, round 2 : 1/4 hits, 0.67 expected hits
Japanese roll dice for 2 elites in Soochow, round 2 : 0/2 hits, 0.67 expected hits
1 elite owned by the Japanese lost in Soochow
Communist roll dice for 4 guerillas in Soochow, round 3 : 1/4 hits, 0.67 expected hits
Japanese roll dice for 1 elite in Soochow, round 3 : 0/1 hits, 0.33 expected hits
1 elite owned by the Japanese lost in Soochow
Communist win with 4 guerillas remaining. Battle score for attacker is 8
Casualties for Japanese: 2 elites
Battle in So-ping
Communist attack with 2 guerillas and 1 infantry
Manchukwo defend with 1 light_infantry; Japanese defend with 1 ruralproduction
Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 2 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 1 light_infantry in So-ping, round 2 : 0/1 hits, 0.17 expected hits
Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 3 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 1 light_infantry in So-ping, round 3 : 0/1 hits, 0.17 expected hits
Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 4 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 1 light_infantry in So-ping, round 4 : 0/1 hits, 0.17 expected hits
Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 5 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 1 light_infantry in So-ping, round 5 : 0/1 hits, 0.17 expected hits
Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 6 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 1 light_infantry in So-ping, round 6 : 0/1 hits, 0.17 expected hits
Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 7 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 1 light_infantry in So-ping, round 7 : 0/1 hits, 0.17 expected hits
Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 8 : 1/3 hits, 0.50 expected hits
Japanese roll dice for 1 light_infantry in So-ping, round 8 : 0/1 hits, 0.17 expected hits
1 light_infantry owned by the Manchukwo lost in So-ping
Communist win, taking So-ping from Japanese with 2 guerillas and 1 infantry remaining. Battle score for attacker is 2
Casualties for Manchukwo: 1 light_infantry
Battle in Tsangchow
Communist attack with 1 guerilla
Manchukwo defend with 1 light_infantry; Japanese defend with 1 ruralproduction
Communist roll dice for 1 guerilla in Tsangchow, round 2 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 light_infantry in Tsangchow, round 2 : 0/1 hits, 0.17 expected hits
Communist roll dice for 1 guerilla in Tsangchow, round 3 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 light_infantry in Tsangchow, round 3 : 1/1 hits, 0.17 expected hits
1 guerilla owned by the Communist lost in Tsangchow
Japanese win with 1 light_infantry remaining. Battle score for attacker is -3
Casualties for Communist: 1 guerilla
Non Combat Move - Communist
3 infantry moved from Tsingyang to Kungchangfu
1 guerilla moved from Ankang to Kungchangfu
6 infantry moved from Sian to Yenan
1 infantry moved from Fen-chow to Changchih
1 guerilla moved from Changchih to Fen-chow
1 guerilla moved from Changchih to Fen-chow
1 guerilla moved from Changchih to Fen-chow
1 guerilla moved from Puchow to Fen-chow
1 guerilla moved from So-ping to Yenan
1 guerilla moved from So-ping to Yenan
2 infantry moved from Weinan to Puchow
1 guerilla moved from Fen-chow to Puchow
1 guerilla moved from Fen-chow to Puchow
1 guerilla moved from Soochow to Anking
1 guerilla moved from Soochow to Hangchow
1 guerilla moved from Soochow to Hangchow
1 guerilla moved from Changchih to Puchow
1 guerilla moved from Changchih to Puchow
1 guerilla moved from Changchih to Puchow
1 guerilla moved from Changchih to Puchow
1 guerilla moved from Soochow to Hangchow
1 guerilla moved from Ningsia to Kuyuan
Place Units - Communist
2 armour and 1 cavalry placed in Yenan
1 guerilla and 2 infantry placed in Chengang
Communist undo move 2.
1 guerilla and 1 infantry placed in Changchih
1 infantry placed in Chengang
Communist undo move 2.
1 guerilla placed in Puchow
1 infantry placed in Changchih
Turn Complete - Communist
Communist collect 36 PUs; end with 37 PUs
Objective Communist Quarantine: Communist met a national objective for an additional 5 PUs; end with 42 PUs
Combat Hit Differential Summary :
Japanese regular : -0.83
Communist regular : -3.33
Manchukwo regular : -0.17
Neutral regular : -2.00
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1
Place Units - Thailand
1 thai_infantry placed in Kra
1 thai_infantry placed in Chiang Mai
1 thai_infantry placed in Kra
1 thai_infantry placed in Chiang Mai
Thailand undo move 4.
1 armour placed in Nakhon Sawan
1 thai_infantry placed in Chiang Mai
Turn Complete - Thailand
Thailand collect 7 PUs; end with 8 PUs
Objective Territorial Integrity: Thailand met a national objective for an additional 5 PUs; end with 13 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1
Place Units - Japanese
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to elite
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to mobile_infantry
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_armour
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
1 armour, 1 light_armour and 2 mobile_infantrys placed in Peking
2 infantry and 2 mobile_infantrys placed in Shanghai
1 bomber and 1 fighter placed in Formosa
Japanese undo move 2.
Japanese undo move 1.
Japanese undo move 1.
2 infantry, 1 light_armour and 2 mobile_infantrys placed in Hanoi
1 bomber and 1 fighter placed in Formosa
1 armour and 2 mobile_infantrys placed in Peking
1 elite and 2 infantry placed in Shanghai
1 infantry placed in Shanghai
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to infantry
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to elite
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to mobile_infantry
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to heavy_artillery
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to light_artillery
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to armour
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to light_armour
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to fighter
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to bomber
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to transport
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to submarine
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to carrier
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to destroyer
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to cruiser
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to battleship
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to aaGun
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to train
Turn Complete - Japanese
Japanese collect 91 PUs; end with 91 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1
Combat Move - British
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to commando
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
Purchase Units - British
British buy 2 armour, 1 infantry and 1 light_artillery; Remaining resources: 0 PUs; 0 techTokens;
Non Combat Move - British
1 commando and 1 light_artillery moved from Calcutta to Pathein
1 infantry moved from Chittagong to Pathein
3 infantry moved from Mandalay to Taungoo
1 infantry moved from Chindwin to Mandalay
1 train moved from Calcutta to East Assam
6 infantry moved from Calcutta to Chittagong
4 infantry and 1 light_artillery moved from Kohima to Manipur
1 train moved from East Assam to Chittagong
1 light_artillery moved from Manipur to Chittagong
1 fighter moved from SZ 19 Bay of Bengal to Malaya-Singapore
Place Units - British
1 armour, 1 infantry and 1 light_artillery placed in Rangoon
1 armour placed in Malaya-Singapore
British undo move 1.
1 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore
British undo move 2.
British undo move 1.
2 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore
Turn Complete - British
British collect 47 PUs; end with 47 PUs
Objective Not At War With Axis: British met a national objective for an additional -25 PUs; end with 22 PUs
Combat Hit Differential Summary :
TripleA Manual Gamesave Post for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1
Combat Move - British
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to commando
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
Purchase Units - British
British buy 2 armour, 1 infantry and 1 light_artillery; Remaining resources: 0 PUs; 0 techTokens;
Non Combat Move - British
1 commando and 1 light_artillery moved from Calcutta to Pathein
1 infantry moved from Chittagong to Pathein
3 infantry moved from Mandalay to Taungoo
1 infantry moved from Chindwin to Mandalay
1 train moved from Calcutta to East Assam
6 infantry moved from Calcutta to Chittagong
4 infantry and 1 light_artillery moved from Kohima to Manipur
1 train moved from East Assam to Chittagong
1 light_artillery moved from Manipur to Chittagong
1 fighter moved from SZ 19 Bay of Bengal to Malaya-Singapore
Place Units - British
1 armour, 1 infantry and 1 light_artillery placed in Rangoon
1 armour placed in Malaya-Singapore
British undo move 1.
1 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore
British undo move 2.
British undo move 1.
2 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore
Turn Complete - British
British collect 47 PUs; end with 47 PUs
Objective Not At War With Axis: British met a national objective for an additional -25 PUs; end with 22 PUs
Turning on Edit Mode
EDIT: Removing units owned by Japanese from Hanoi: 2 infantry, 1 light_armour and 2 mobile_infantrys
EDIT: Removing units owned by Japanese from Peking: 1 armour
EDIT: Adding units owned by Japanese to Peking: 1 light_armour and 2 mobile_infantrys
EDIT: Removing units owned by Japanese from Shanghai: 1 infantry
EDIT: Adding units owned by Japanese to Shanghai: 1 armour
EDIT: Adding units owned by Japanese to Formosa: 3 infantry
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2
Combat Move - Nationalist
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to elite
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
1 conscript moved from Juning to Kaifeng
1 fighter moved from Kaifeng to Huangshan
1 fighter moved from Kaifeng to Huangshan
1 infantry moved from Anking to Huangshan
1 infantry moved from Anking to Huangshan
1 infantry moved from Anking to Huangshan
1 conscript moved from Poyang to Huangshan
1 conscript moved from Poyang to Huangshan
1 conscript moved from Poyang to Huangshan
1 conscript moved from Poyang to Huangshan
1 infantry moved from Poyang to Huangshan
1 conscript moved from Nanchang to Poyang
1 fighter moved from Anking to SZ 7 East China Sea
3 armour, 1 elite, 2 heavy_artillerys, 2 infantry and 2 light_artillerys moved from Kaifeng to Juning
13 elites moved from Anking to Huangshan
1 armour, 2 cavalrys, 6 elites, 1 heavy_artillery and 2 light_artillerys moved from Anking to Hwanggang
3 conscripts and 1 infantry moved from Kweilin to Lungchow
3 conscripts, 1 heavy_artillery and 1 light_artillery moved from Puel to Momein
3 armour, 1 conscript, 6 elites, 1 heavy_artillery, 5 infantry and 2 light_artillerys moved from Ichow to Lungkow
Purchase Units - Nationalist
Nationalist repair damage of 10x factory, 10x factory; Remaining resources: 186 PUs; 0 techTokens;
Nationalist buy 5 armour, 11 conscripts, 14 elites, 5 heavy_artillerys, 11 infantry and 4 light_artillerys; Remaining resources: 0 PUs; 0 techTokens;
Combat - Nationalist
Battle in Lungkow
Nationalist attack with 3 armour, 1 conscript, 6 elites, 1 heavy_artillery, 5 infantry and 2 light_artillerys
Japanese defend with 2 armour, 2 elites, 4 heavy_artillerys, 1 light_armour, 4 light_artillerys and 1 ruralproduction
Nationalist roll dice for 3 armour, 1 conscript, 6 elites, 1 heavy_artillery, 5 infantry and 2 light_artillerys in Lungkow, round 2 : 7/18 hits, 6.17 expected hits
Japanese roll dice for 2 armour, 2 elites, 4 heavy_artillerys, 1 light_armour and 4 light_artillerys in Lungkow, round 2 : 6/13 hits, 4.50 expected hits
2 elites owned by the Japanese, 1 conscript owned by the Nationalist, 5 infantry owned by the Nationalist, 4 light_artillerys owned by the Japanese and 1 light_armour owned by the Japanese lost in Lungkow
Nationalist roll dice for 3 armour, 6 elites, 1 heavy_artillery and 2 light_artillerys in Lungkow, round 3 : 6/12 hits, 5.17 expected hits
Japanese roll dice for 2 armour and 4 heavy_artillerys in Lungkow, round 3 : 1/6 hits, 2.33 expected hits
4 heavy_artillerys owned by the Japanese, 2 armour owned by the Japanese and 1 elite owned by the Nationalist lost in Lungkow
Nationalist win, taking Lungkow from Japanese with 3 armour, 5 elites, 1 heavy_artillery and 2 light_artillerys remaining. Battle score for attacker is 43
Casualties for Nationalist: 1 conscript, 1 elite and 5 infantry
Casualties for Japanese: 2 armour, 2 elites, 4 heavy_artillerys, 1 light_armour and 4 light_artillerys
Battle in Lungchow
Nationalist attack with 3 conscripts and 1 infantry
Japanese defend with 2 mobile_infantrys and 1 ruralproduction
Nationalist roll dice for 3 conscripts and 1 infantry in Lungchow, round 2 : 0/4 hits, 0.67 expected hits
Japanese roll dice for 2 mobile_infantrys in Lungchow, round 2 : 0/2 hits, 0.67 expected hits
Nationalist roll dice for 3 conscripts and 1 infantry in Lungchow, round 3 : 1/4 hits, 0.67 expected hits
Japanese roll dice for 2 mobile_infantrys in Lungchow, round 3 : 1/2 hits, 0.67 expected hits
1 conscript owned by the Nationalist and 1 mobile_infantry owned by the Japanese lost in Lungchow
Nationalist roll dice for 2 conscripts and 1 infantry in Lungchow, round 4 : 1/3 hits, 0.50 expected hits
Japanese roll dice for 1 mobile_infantry in Lungchow, round 4 : 1/1 hits, 0.33 expected hits
1 conscript owned by the Nationalist and 1 mobile_infantry owned by the Japanese lost in Lungchow
Nationalist win, taking Lungchow from Japanese with 1 conscript and 1 infantry remaining. Battle score for attacker is 4
Casualties for Nationalist: 2 conscripts
Casualties for Japanese: 2 mobile_infantrys
Battle in Momein
Nationalist attack with 3 conscripts, 1 heavy_artillery and 1 light_artillery
Neutral defend with 3 infantry and 1 ruralproduction
Nationalist roll dice for 3 conscripts, 1 heavy_artillery and 1 light_artillery in Momein, round 2 : 1/5 hits, 1.33 expected hits
Neutral roll dice for 3 infantry in Momein, round 2 : 1/3 hits, 1.00 expected hits
1 infantry owned by the Neutral and 1 conscript owned by the Nationalist lost in Momein
Nationalist roll dice for 2 conscripts, 1 heavy_artillery and 1 light_artillery in Momein, round 3 : 1/4 hits, 1.17 expected hits
Neutral roll dice for 2 infantry in Momein, round 3 : 2/2 hits, 0.67 expected hits
1 infantry owned by the Neutral and 2 conscripts owned by the Nationalist lost in Momein
Nationalist roll dice for 1 heavy_artillery and 1 light_artillery in Momein, round 4 : 1/2 hits, 0.83 expected hits
Neutral roll dice for 1 infantry in Momein, round 4 : 1/1 hits, 0.33 expected hits
1 light_artillery owned by the Nationalist and 1 infantry owned by the Neutral lost in Momein
Nationalist loses 0 PUs for violating Momeins neutrality.
Nationalist win, taking Momein from Neutral with 1 heavy_artillery remaining. Battle score for attacker is -2
Casualties for Nationalist: 3 conscripts and 1 light_artillery
Casualties for Neutral: 3 infantry
Battle in SZ 7 East China Sea
Nationalist attack with 1 fighter
Japanese defend with 1 submarine and 3 transports
1 submarine owned by the Japanese submerged
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 2 : 0/1 hits, 0.50 expected hits
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 3 : 0/1 hits, 0.50 expected hits
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 4 : 1/1 hits, 0.50 expected hits
1 transport owned by the Japanese lost in SZ 7 East China Sea
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 5 : 0/1 hits, 0.50 expected hits
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 6 : 0/1 hits, 0.50 expected hits
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 7 : 0/1 hits, 0.50 expected hits
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 8 : 1/1 hits, 0.50 expected hits
1 transport owned by the Japanese lost in SZ 7 East China Sea
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 9 : 1/1 hits, 0.50 expected hits
1 transport owned by the Japanese lost in SZ 7 East China Sea
Nationalist win with 1 fighter remaining. Battle score for attacker is 24
Casualties for Japanese: 3 transports
Battle in Huangshan
Nationalist attack with 4 conscripts, 13 elites, 2 fighters and 4 infantry
Japanese defend with 2 armour, 1 elite, 2 heavy_artillerys, 1 light_armour, 6 light_artillerys, 3 mobile_infantrys and 1 ruralproduction
Nationalist roll dice for 4 conscripts, 13 elites, 2 fighters and 4 infantry in Huangshan, round 2 : 6/23 hits, 6.67 expected hits
Japanese roll dice for 2 armour, 1 elite, 2 heavy_artillerys, 1 light_armour, 6 light_artillerys and 3 mobile_infantrys in Huangshan, round 2 : 8/15 hits, 5.17 expected hits
1 elite owned by the Japanese, 4 conscripts owned by the Nationalist, 4 infantry owned by the Nationalist, 1 light_artillery owned by the Japanese, 1 light_armour owned by the Japanese and 3 mobile_infantrys owned by the Japanese lost in Huangshan
Nationalist roll dice for 13 elites and 2 fighters in Huangshan, round 3 : 5/15 hits, 5.33 expected hits
Japanese roll dice for 2 armour, 2 heavy_artillerys and 5 light_artillerys in Huangshan, round 3 : 2/9 hits, 3.33 expected hits
2 elites owned by the Nationalist and 5 light_artillerys owned by the Japanese lost in Huangshan
Nationalist roll dice for 11 elites and 2 fighters in Huangshan, round 4 : 5/13 hits, 4.67 expected hits
Japanese roll dice for 2 armour and 2 heavy_artillerys in Huangshan, round 4 : 2/4 hits, 1.67 expected hits
2 heavy_artillerys owned by the Japanese, 2 armour owned by the Japanese and 2 elites owned by the Nationalist lost in Huangshan
Nationalist win, taking Huangshan from Japanese with 9 elites and 2 fighters remaining. Battle score for attacker is 36
Casualties for Nationalist: 4 conscripts, 4 elites and 4 infantry
Casualties for Japanese: 2 armour, 1 elite, 2 heavy_artillerys, 1 light_armour, 6 light_artillerys and 3 mobile_infantrys
Non Combat Move - Nationalist
4 armour, 4 elites, 3 heavy_artillerys, 1 infantry and 1 light_artillery moved from Wuhan to Hwanggang
2 fighters moved from Huangshan to Hwanggang
1 conscript and 2 trains moved from Kweiyang to Kunming
2 conscripts and 1 train moved from Chungking to Sian
1 train moved from Sian to Chungking
6 trains moved from Wuhan to Chungking
1 train moved from Canton to Kweiyang
1 train moved from Canton to Kweiyang
1 train moved from Nanchang to Wuhan
1 train moved from Nanchang to Wuhan
1 train moved from Nanchang to Kweiyang
1 train moved from Nanchang to Kweiyang
4 conscripts, 1 elite, 1 heavy_artillery, 5 infantry, 1 light_artillery and 3 trains moved from Changsha to Nanchang
1 fighter moved from SZ 7 East China Sea to Amoy
1 conscript moved from Swatow to Amoy
1 infantry moved from Yen-ping to Amoy
1 infantry moved from Kan to Amoy
Place Units - Nationalist
1 conscript placed in Puel
1 conscript placed in Mengtsi
1 conscript placed in Poseh
1 conscript placed in Woochow
1 conscript placed in Te-king
1 conscript placed in Ichow
1 conscript placed in Luoyang
1 conscript placed in Luan
1 conscript placed in Anking
1 conscript placed in Swatow
1 conscript placed in Yen-ping
3 infantry placed in Amoy
3 infantry placed in Hwanggang
3 infantry placed in Nanyang
2 infantry placed in Juning
6 elites placed in Wuhan
Nationalist undo move 16.
3 elites and 3 heavy_artillerys placed in Kunming
Nationalist undo move 14.
3 infantry placed in Tali
Nationalist undo move 12.
3 infantry placed in Hsingi
Nationalist undo move 12.
3 infantry placed in Szecheng
5 armour and 1 heavy_artillery placed in Wuhan
3 elites and 1 heavy_artillery placed in Nanchang
8 elites placed in Chungking
Turn Complete - Nationalist
Nationalist collect 117 PUs; end with 117 PUs
Objective Control Wuhan: Nationalist met a national objective for an additional 20 PUs; end with 137 PUs
Objective Control South China: Nationalist met a national objective for an additional 20 PUs; end with 157 PUs
Objective Control Changsha: Nationalist met a national objective for an additional 10 PUs; end with 167 PUs
Objective Control Nanchang: Nationalist met a national objective for an additional 10 PUs; end with 177 PUs
Combat Hit Differential Summary :
Japanese regular : 2.33
Nationalist regular : -0.17
Neutral regular : 2.00
TripleA Manual Gamesave Post for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2
Combat Move - Manchukwo
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_infantry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cavalry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_cavalry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
3 cavalrys, 2 light_artillerys and 1 light_infantry moved from Peking to So-ping
4 infantry moved from Chengteh to Paoting
1 light_infantry moved from Paoting to So-ping
2 infantry and 1 light_artillery moved from Tangshan to Tientsin
1 heavy_cavalry, 1 light_artillery and 3 light_infantrys moved from Mukden to Peking
Purchase Units - Manchukwo
Manchukwo buy 2 heavy_cavalrys, 1 light_artillery and 3 light_infantrys; Remaining resources: 0 PUs; 0 techTokens;
Non Combat Move - Manchukwo
Place Units - Manchukwo
2 heavy_cavalrys, 1 light_artillery and 3 light_infantrys placed in Mukden
Turn Complete - Manchukwo
Manchukwo collect 17 PUs; end with 17 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2
Combat Move - Communist
2 guerillas moved from Fen-chow to Taiyuan
1 infantry moved from Changchih to Taiyuan
1 light_artillery moved from Changchih to Taiyuan
3 guerillas moved from Puchow to Taiyuan
1 infantry moved from Ordos Plateau to North Suiyuan
1 light_artillery moved from Ordos Plateau to North Suiyuan
1 infantry moved from Ordos Plateau to North Suiyuan
1 cavalry moved from Ordos Plateau to Chiu-Chuan
1 cavalry moved from Ningsia to Sining
1 infantry moved from Hehsi Corridor to Sining
1 light_artillery moved from Hehsi Corridor to Sining
1 guerilla moved from Kuyuan to North Suiyuan
1 heavy_artillery moved from Ningsia to Chiu-Chuan
1 infantry moved from Ningsia to Chiu-Chuan
1 infantry moved from Ningsia to Chiu-Chuan
1 infantry moved from Hehsi Corridor to Sining
4 guerillas moved from Puchow to Anyang
1 infantry moved from Changchih to Anyang
1 heavy_artillery moved from Changchih to Anyang
1 infantry moved from Changchih to Anyang
1 infantry moved from Changchih to Anyang
1 guerilla moved from Juning to Anyang
1 guerilla moved from Luan to Anyang
1 propaganda moved from Yenan to Soochow
Communist take Wuhu from Japanese
Communist take Soochow from Japanese
1 guerilla moved from Yenan to Kannan
1 guerilla moved from Yenan to Kannan
1 guerilla moved from Kungchangfu to Kannan
3 infantry moved from Kungchangfu to Kannan
1 infantry moved from Changchih to Taiyuan
1 cavalry moved from Yenan to Taiyuan
1 armour moved from Yenan to Taiyuan
1 armour moved from Yenan to Taiyuan
Purchase Units - Communist
Communist buy 2 armour, 4 guerillas, 5 infantry and 2 propagandas; Remaining resources: 0 PUs; 0 techTokens;
Combat - Communist
Battle in Taiyuan
Communist attack with 2 armour, 1 cavalry, 5 guerillas, 2 infantry and 1 light_artillery
Japanese defend with 2 elites, 1 factory, 1 fighter, 2 heavy_artillerys, 3 light_artillerys, 1 station and 1 train
Communist roll dice for 2 armour, 1 cavalry, 5 guerillas, 2 infantry and 1 light_artillery in Taiyuan, round 2 : 2/11 hits, 2.83 expected hits
Japanese roll dice for 2 elites, 1 fighter, 2 heavy_artillerys and 3 light_artillerys in Taiyuan, round 2 : 3/8 hits, 3.00 expected hits
1 cavalry owned by the Communist, 2 guerillas owned by the Communist and 2 elites owned by the Japanese lost in Taiyuan
Communist roll dice for 2 armour, 3 guerillas, 2 infantry and 1 light_artillery in Taiyuan, round 3 : 2/8 hits, 2.33 expected hits
Japanese roll dice for 1 fighter, 2 heavy_artillerys and 3 light_artillerys in Taiyuan, round 3 : 3/6 hits, 2.33 expected hits
3 guerillas owned by the Communist and 2 light_artillerys owned by the Japanese lost in Taiyuan
Communist roll dice for 2 armour, 2 infantry and 1 light_artillery in Taiyuan, round 4 : 3/5 hits, 1.83 expected hits
Japanese roll dice for 1 fighter, 2 heavy_artillerys and 1 light_artillery in Taiyuan, round 4 : 2/4 hits, 1.67 expected hits
2 heavy_artillerys owned by the Japanese, 2 infantry owned by the Communist and 1 light_artillery owned by the Japanese lost in Taiyuan
Communist roll dice for 2 armour and 1 light_artillery in Taiyuan, round 5 : 1/3 hits, 1.33 expected hits
Japanese roll dice for 1 fighter in Taiyuan, round 5 : 1/1 hits, 0.67 expected hits
1 fighter owned by the Japanese and 1 light_artillery owned by the Communist lost in Taiyuan
Communist win, taking Taiyuan from Japanese with 2 armour remaining. Battle score for attacker is 19
Casualties for Communist: 1 cavalry, 5 guerillas, 2 infantry and 1 light_artillery
Casualties for Japanese: 2 elites, 1 fighter, 2 heavy_artillerys and 3 light_artillerys
Battle in Chiu-Chuan
Communist attack with 1 cavalry, 1 heavy_artillery and 2 infantry
Neutral defend with 3 infantry and 1 ruralproduction
Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 2 : 2/4 hits, 1.17 expected hits
Neutral roll dice for 3 infantry in Chiu-Chuan, round 2 : 0/3 hits, 1.00 expected hits
2 infantry owned by the Neutral lost in Chiu-Chuan
Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 3 : 0/4 hits, 1.17 expected hits
Neutral roll dice for 1 infantry in Chiu-Chuan, round 3 : 0/1 hits, 0.33 expected hits
Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 4 : 0/4 hits, 1.17 expected hits
Neutral roll dice for 1 infantry in Chiu-Chuan, round 4 : 0/1 hits, 0.33 expected hits
Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 5 : 1/4 hits, 1.17 expected hits
Neutral roll dice for 1 infantry in Chiu-Chuan, round 5 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Neutral lost in Chiu-Chuan
Communist loses 0 PUs for violating Chiu-Chuans neutrality.
Communist win, taking Chiu-Chuan from Neutral with 1 cavalry, 1 heavy_artillery and 2 infantry remaining. Battle score for attacker is 9
Casualties for Neutral: 3 infantry
Battle in North Suiyuan
Communist attack with 1 guerilla, 2 infantry and 1 light_artillery
Manchukwo defend with 1 heavy_cavalry and 1 ruralproduction
Communist roll dice for 1 guerilla, 2 infantry and 1 light_artillery in North Suiyuan, round 2 : 0/4 hits, 1.00 expected hits
Manchukwo roll dice for 1 heavy_cavalry in North Suiyuan, round 2 : 0/1 hits, 0.17 expected hits
Communist roll dice for 1 guerilla, 2 infantry and 1 light_artillery in North Suiyuan, round 3 : 2/4 hits, 1.00 expected hits
Manchukwo roll dice for 1 heavy_cavalry in North Suiyuan, round 3 : 0/1 hits, 0.17 expected hits
1 heavy_cavalry owned by the Manchukwo lost in North Suiyuan
Communist win, taking North Suiyuan from Manchukwo with 1 guerilla, 2 infantry and 1 light_artillery remaining. Battle score for attacker is 4
Casualties for Manchukwo: 1 heavy_cavalry
Battle in Kannan
Communist attack with 3 guerillas and 3 infantry
Neutral defend with 3 infantry and 1 ruralproduction
Communist roll dice for 3 guerillas and 3 infantry in Kannan, round 2 : 1/6 hits, 1.00 expected hits
Neutral roll dice for 3 infantry in Kannan, round 2 : 1/3 hits, 1.00 expected hits
1 guerilla owned by the Communist and 1 infantry owned by the Neutral lost in Kannan
Communist roll dice for 2 guerillas and 3 infantry in Kannan, round 3 : 0/5 hits, 0.83 expected hits
Neutral roll dice for 2 infantry in Kannan, round 3 : 0/2 hits, 0.67 expected hits
Communist roll dice for 2 guerillas and 3 infantry in Kannan, round 4 : 1/5 hits, 0.83 expected hits
Neutral roll dice for 2 infantry in Kannan, round 4 : 1/2 hits, 0.67 expected hits
1 guerilla owned by the Communist and 1 infantry owned by the Neutral lost in Kannan
Communist roll dice for 1 guerilla and 3 infantry in Kannan, round 5 : 2/4 hits, 0.67 expected hits
Neutral roll dice for 1 infantry in Kannan, round 5 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Neutral lost in Kannan
Communist loses 0 PUs for violating Kannans neutrality.
Communist win, taking Kannan from Neutral with 1 guerilla and 3 infantry remaining. Battle score for attacker is 3
Casualties for Communist: 2 guerillas
Casualties for Neutral: 3 infantry
Battle in Sining
Communist attack with 1 cavalry, 2 infantry and 1 light_artillery
Neutral defend with 3 infantry and 1 ruralproduction
Communist roll dice for 1 cavalry, 2 infantry and 1 light_artillery in Sining, round 2 : 1/4 hits, 1.00 expected hits
Neutral roll dice for 3 infantry in Sining, round 2 : 1/3 hits, 1.00 expected hits
1 cavalry owned by the Communist and 1 infantry owned by the Neutral lost in Sining
Communist roll dice for 2 infantry and 1 light_artillery in Sining, round 3 : 2/3 hits, 0.83 expected hits
Neutral roll dice for 2 infantry in Sining, round 3 : 0/2 hits, 0.67 expected hits
2 infantry owned by the Neutral lost in Sining
Communist loses 0 PUs for violating Sinings neutrality.
Communist win, taking Sining from Neutral with 2 infantry and 1 light_artillery remaining. Battle score for attacker is 6
Casualties for Communist: 1 cavalry
Casualties for Neutral: 3 infantry
Battle in Anyang
Communist attack with 6 guerillas, 1 heavy_artillery and 3 infantry
Japanese defend with 1 elite, 1 heavy_artillery, 1 light_armour, 2 light_artillerys and 1 ruralproduction
Communist roll dice for 6 guerillas, 1 heavy_artillery and 3 infantry in Anyang, round 2 : 4/10 hits, 2.17 expected hits
Japanese roll dice for 1 elite, 1 heavy_artillery, 1 light_armour and 2 light_artillerys in Anyang, round 2 : 2/5 hits, 1.50 expected hits
2 guerillas owned by the Communist, 1 elite owned by the Japanese, 2 light_artillerys owned by the Japanese and 1 light_armour owned by the Japanese lost in Anyang
Communist roll dice for 4 guerillas, 1 heavy_artillery and 3 infantry in Anyang, round 3 : 1/8 hits, 1.83 expected hits
Japanese roll dice for 1 heavy_artillery in Anyang, round 3 : 1/1 hits, 0.33 expected hits
1 heavy_artillery owned by the Japanese and 1 guerilla owned by the Communist lost in Anyang
Communist win, taking Anyang from Japanese with 3 guerillas, 1 heavy_artillery and 3 infantry remaining. Battle score for attacker is 14
Casualties for Communist: 3 guerillas
Casualties for Japanese: 1 elite, 1 heavy_artillery, 1 light_armour and 2 light_artillerys
Non Combat Move - Communist
1 infantry moved from Puchow to Changchih
1 infantry moved from Puchow to Fen-chow
1 guerilla moved from North Suiyuan to Ningsia
1 heavy_artillery moved from Ordos Plateau to Yenan
1 infantry moved from Ordos Plateau to Yenan
3 guerillas moved from Anyang to Puchow
1 guerilla moved from Anking to Hwanggang
1 guerilla moved from Poyang to Nanchang
1 guerilla moved from Yen-ping to Nanchang
1 guerilla moved from Kannan to Lanchow
Place Units - Communist
2 armour and 1 infantry placed in Yenan
2 guerillas and 1 propaganda placed in Puchow
1 infantry placed in Soochow
1 infantry placed in Wuhu
2 guerillas and 1 propaganda placed in Ningsia
2 infantry placed in Weinan
Turn Complete - Communist
Communist collect 45 PUs; end with 45 PUs
Objective China-Soviet Highway: Communist met a national objective for an additional 5 PUs; end with 50 PUs
Combat Hit Differential Summary :
Japanese regular : 2.50
Communist regular : 0.83
Manchukwo regular : -0.33
Neutral regular : -3.33
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2
Place Units - Thailand
1 heavy_artillery and 3 thai_infantrys placed in Chiang Mai
1 thai_infantry placed in Kra
Turn Complete - Thailand
Thailand collect 11 PUs; end with 11 PUs
Objective Thailand Indochinese Resources: Thailand met a national objective for an additional 5 PUs; end with 16 PUs
Objective Territorial Integrity: Thailand met a national objective for an additional 5 PUs; end with 21 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2
Place Units - Japanese
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to elite
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to mobile_infantry
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_armour
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
2 infantry and 1 mobile_infantry placed in Hanoi
4 infantry placed in Nanking
1 mobile_infantry placed in Peking
1 infantry and 1 light_armour placed in Shanghai
1 destroyer placed in SZ 7 East China Sea
Japanese undo move 5.
1 destroyer placed in SZ 10 South China Sea
Japanese undo move 5.
1 destroyer placed in SZ 7 East China Sea
1 light_artillery placed in Hanoi
1 armour placed in Hanoi
1 infantry placed in Shanghai
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to infantry
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to elite
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to mobile_infantry
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to heavy_artillery
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to light_artillery
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to armour
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to light_armour
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to fighter
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to bomber
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to transport
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to submarine
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to carrier
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to destroyer
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to cruiser
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to battleship
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to aaGun
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to train
Turn Complete - Japanese
Japanese collect 116 PUs; end with 116 PUs
Objective Japanese Indochinese Resources: Japanese met a national objective for an additional 10 PUs; end with 126 PUs
Combat Hit Differential Summary :