@Blackychan I don’t believe your Italian attacks were legal moves for this set up. If you look at the game notes it states that Italy cannot attack any game spaces containing French or British units until Paris has fallen.
Look at the game notes and let me know your interpretation of those rules.
“Italy, while not at war may move naval units out of the Mediterranean Use Edit. They may declare war at any time, however unless Paris has fallen their combat moves may not include attacks on any game space occupied by French or British units. This is Player Enforced”
Archaeologists
-
TripleA Turn Summary: British round 9
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 PUsCombat Hit Differential Summary :
Japanese regular : -0.17 British regular : 1.33 -
TripleA Turn Summary: ANZAC round 9
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 PUsCombat Hit Differential Summary :
Japanese regular : -1.33 ANZAC regular : 0.17 -
TripleA Turn Summary: Japanese round 10
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 PUsCombat Hit Differential Summary :
Americans regular : -0.33 Japanese regular : -1.83 British regular : 0.33 -
TripleA Manual Gamesave Post: Americans round 10
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 PUsCombat Hit Differential Summary :
Americans regular : -0.33 Japanese regular : -0.33 -
TripleA Turn Summary: Chinese round 10
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 PUsCombat Hit Differential Summary :
-
TripleA Turn Summary: British round 10
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 PUsCombat Hit Differential Summary :
Japanese regular : -0.33 British regular : -1.33 -
TripleA Turn Summary: ANZAC round 10
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 PUsCombat Hit Differential Summary :
Japanese regular : 0.83 ANZAC regular : 0.50 -
Testing Forum poster
Test summary from TripleA, engine version: 2.5.22294, time: 10:56:45 PM
Savegame -
TripleA Turn Summary: Nationalist round 1
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 PUsCombat Hit Differential Summary :
Japanese regular : -0.67 Nationalist regular : -2.83 Neutral regular : -0.33 -
TripleA Manual Gamesave Post: Manchukwo round 1
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 PUsCombat Hit Differential Summary :
-
TripleA Turn Summary: Communist round 1
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 PUsCombat Hit Differential Summary :
Japanese regular : -0.83 Communist regular : -3.33 Manchukwo regular : -0.17 Neutral regular : -2.00 -
TripleA Turn Summary: Thailand round 1
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 PUsCombat Hit Differential Summary :
-
TripleA Turn Summary: Japanese round 1
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 PUsCombat Hit Differential Summary :
-
TripleA Turn Summary: British round 1
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 PUsCombat Hit Differential Summary :
-
TripleA Manual Gamesave Post: British round 1
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 ModeCombat Hit Differential Summary :
-
TripleA Turn Summary: Nationalist round 2
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 PUsCombat Hit Differential Summary :
Japanese regular : 2.33 Nationalist regular : -0.17 Neutral regular : 2.00 -
TripleA Manual Gamesave Post: Manchukwo round 2
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 PUsCombat Hit Differential Summary :
-
TripleA Turn Summary: Communist round 2
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 PUsCombat Hit Differential Summary :
Japanese regular : 2.50 Communist regular : 0.83 Manchukwo regular : -0.33 Neutral regular : -3.33 -
TripleA Turn Summary: Thailand round 2
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 PUsCombat Hit Differential Summary :
-
TripleA Turn Summary: Japanese round 2
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 PUsCombat Hit Differential Summary :





