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    surfer

    @surfer

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    Best posts made by surfer

    • RE: What are some good strategies for newer players?

      The Allied “playbook” thread is here
      https://www.axisandallies.org/forums/topic/32557/we-need-an-allied-playbook?_=1624678622014

      I’m sure I’ll get some negative feedback for this…but that thread rambles. It’s long and much of it is counterproductive arguments since as there are often unstated assumptions in each person’s post that cause confusion.

      Bottom line: it’s hard to definitively say what is best for allies other than defend initially until you can get your forces mobilized.

      Best option is just to play several games and try out some of the strategies. It is just a game…win some …lose some.

      Cheers,
      Yeah its Friday, I’ll have a beer.

      posted in Axis & Allies Global 1940
      surferS
      surfer
    • RE: [Global 1940 ] Victory Cities

      @Franklin_Cain The problem with a 6+5 rule is that the Axis are almost always at or near 11 cities after 6 rounds. Germany with a simple crush Russia assault should have Novgorod (Leningrad), France, Germany, Poland + Italy has Rome = 5 with Volgograd as the relatively easy 6th VC. Japan has Japan, Kiangsu, Kwangtung, Philippines, and with some effort India = 5.

      If the Axis don’t have to get those extra cities (8 Europe or 6 Pacific), then they don’t have to extend themselves to get the “last” VC. India is a stretch for Japan, but not terrible if that is all they need. They can afford to lose a few aircraft if they never have to go get Australia or Hawaii. Similarly, the Germans can easily take Volgograd and leave Moscow alone. The Russians don’t have the flexibility to defend both against the Germans so one of them will fall.

      Bumping up the number to 7+5 is still putting a lot of pressure on the Allies. The Germans should be able to takedown Moscow by maintaining a good focus in the East. The Allies might be able to defend Egypt and have a sizeable force in the Middle East, but they may not (probably won’t) initially be in a position to takeback Volgograd immediately after the fall of Moscow. So again the Axis “win” without really having to exert themselves. The magic number of 8 was developed after lots of game testing and is a surprisingly good rule.

      That all said, changing the VC count is another way (besides the bid) to level the playing field between players of dissimilar abilities. If you wanted to let the newer player take the Axis and lower the VC count, then you could have a competitive game.

      posted in House Rules
      surferS
      surfer
    • RE: WW2 Path to Victory - Feedback Thread

      Completely agree with @trulpen. Sure it’s a little complicated, but it really is an effective barrier for both sides. A great compromise = both sides lose equally, and this is in that category.

      posted in Other Axis & Allies Variants
      surferS
      surfer
    • RE: Find League Opponents Thread

      I find it funny y’all are trying to race to the bottom to con(vince) someone into giving you a game.

      posted in League
      surferS
      surfer
    • RE: L25 PTV - Surfer (X+9) v Stucifer (Allies)

      @Stucifer @Avner @AldoRaine @mikawagunichi @pacifiersboard
      All, just FYI, I’ll be on vacation starting Tues and be back at the end of the week. I’ll gladly play up until then with whoever posts. Otherwise, I’ll talk to y’all in a few days.

      posted in League
      surferS
      surfer
    • RE: Path to Victory League Discussion

      So played a few games and in the middle of a few more, so my sample size for PTV is small, but I have a few observations that i’m curious what the group thinks about.

      a) Adding the SZ around Malaya really does nerf the Japanese threat on India. Only a prolonged build up can win there–which I think was the idea: to make a longer game, i.e. one that isn’t really decided until T14+…but that leads to my other point
      b) Italy must be defended well by the Germans. In OOB or BM4, you can solely focus on Russia as Germany and just use the Italians as can openers. If the Allies nerf Italy, eh, annoying, but not game changing since Russia will fall soon.
      –That doesn’t happen in PTV. Russia may fall, but barring bad play by the Russians (or maybe I’m just terrible with the Germans), Moscow will hold for 12 turns. There’s just a lot of territory and the Russians have enough IPCs to stay in the fight for awhile. Thus, the Allies have plenty of time to control the Med and nerf the Italians. Add to the fact that Italy is an extra space away from France and W. Germany–critical to getting defensive troops into place, and Italy becomes indefensible

      It seems the Axis got a triple whammy. No quick wins, and the added spaces make the defense of their areas that much harder, and yet the southern spaces are still easy to reach for the Allies. This means that it’s hard to get economic parity, and a long game that favors the Allies.

      My point is that unlike OOB or BM4, it seems like there is a “formula” for the Allies to win PTV. Build up Russia, attack the Med, nerf the Italians, pick at the hard to defend Med landing zones, and wait until the money disparity allows you to just win attrition wars, which leads to overwhelming forces.

      To stop this, the Germans have to spend Moscow invasion money early on bolstering Italy, which further delays Moscow falling and plays into the Allies hands.

      I would say that Japan does ameliorate the above somewhat. They still cannot take India quickly, but they can grow rather large and dominant on the ocean, which could prevent an overwhelming force in the Med. But again, playing for the long game, the Allies just keep enough in the pacific to stay alive, nerf Italy and the game should go their way.

      posted in League
      surferS
      surfer
    • RE: Reverse Canopener???

      Can openers for Italy and Germany, I can speak to. The concept is as you stated: a teammate, who goes before you, clears out blockers so that the main force can rapidly advance. Italy can “can open” for Germany because (usually) there are no ANZAC or French forces in the Eastern front. Russia can’t put single inf in territories to try and stop the German mobile units from two step advances because the italian force will kill it. The Russians must either put many units as blockers, which Germany will gladly kill since fewer units now protect Moscow, or retreat and turtle, which is also good.
      As you get closer to Moscow, having the Italians take a territory may not allow 2 step advance, but the Germans can now reinforce with aircraft, which often prevents a Russian counter, and so the German advance continues.

      Incorporating the Italians into your Eastern front is a key enabling tactic for the Axis.

      As far as a British “reverse can opener”… as i see it, you are right, this shouldn’t work for helping the Russians, since Germany moves first and would avoid any counter attack. The US can can open for Brits.

      Perhaps, a reverse can opener is reblocking what the can opener forces cleared. In which case, you would need ANZAC or French forces to take out the Italians and establish control/ block. The Brits don’t move at the right time to make this happen.

      posted in Axis & Allies Global 1940
      surferS
      surfer
    • RE: League General Discussion Thread

      @axis-dominion Agreed. I very much enjoyed my games with @trulpen. Beers tonight in memoriam.

      posted in League
      surferS
      surfer
    • RE: Buying a Destroyer for the Soviet Baltic Fleet

      I’m not sure what you plan to gain from the DD that helps the Russians.
      Mostly, the first turn the germans attack the Russians they don’t need the fighters, so they are free to sink ships. One more DD doesn’t change that.

      The germans can transport men north unimpeded until they attack, so you aren’t stopping any German reinforcements.

      Maybe I’m a poor German player, but i don’t focus on the Baltic. Just go overland until Russia is destroyed.

      posted in Axis & Allies Global 1940
      surferS
      surfer
    • RE: League General Discussion Thread

      @axis-dominion While we are at it, I think AA should also get a tweak. Either 4 shots, or reduced cost to 3 or 4, possibly both.

      It appears that the cost of a AA unit was set to 5 so that after buying 2 AA, one would likely kill 1 ftr, if attacked by 6 ftrs, and the battle would be a wash TUV. But that does not account for the rapid movement of ftrs vs AA so that one almost never buy AA.
      Increasing their lethality would make for more tactical unit buys on defense. Especially in the late game where everyone seems to rely on massive air fleets to dominate a region.

      posted in League
      surferS
      surfer

    Latest posts made by surfer

    • RE: L26 PTV Mikawagunichi (X+14) vs Surfer

      @mikawagunichi Edit on US turn to NCM inf to W. USA

      posted in League
      surferS
      surfer
    • RE: L26 PTV Mikawagunichi (X+14) vs Surfer

      TripleA Turn Summary: UK_Pacific round 2

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 2
      
          Purchase Units - Americans
              Americans buy 1 carrier, 1 destroyer, 1 fighter, 1 infantry, 2 submarines and 1 transport; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
      
          Combat - Americans
      
          Non Combat Move - Americans
              1 aaGun and 1 infantry moved from Western United States to 11 Sea Zone
              1 aaGun, 1 carrier, 1 infantry and 1 transport moved from 11 Sea Zone to 27 Sea Zone
              1 aaGun and 1 infantry moved from 27 Sea Zone to Hawaiian Islands
              1 transport moved from 28 Sea Zone to 11 Sea Zone
              1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 1 fighter and 1 tactical_bomber moved from 28 Sea Zone to 27 Sea Zone
              1 fighter moved from Wake Island to 27 Sea Zone
              1 carrier moved from 104 Sea Zone to 91 Sea Zone
              1 submarine moved from 42 Sea Zone to 59 Sea Zone
              1 destroyer moved from 55 Sea Zone to 63 Sea Zone
      
          Place Units - Americans
              1 infantry placed in Western United States
              1 carrier and 1 submarine placed in 11 Sea Zone
              1 destroyer, 1 submarine and 1 transport placed in 104 Sea Zone
              1 fighter placed in Eastern United States
              Americans undo move 3.
              Americans undo move 1.
              1 submarine placed in 11 Sea Zone
              1 infantry placed in Eastern United States
              1 destroyer and 1 transport placed in 104 Sea Zone
      
          Turn Complete - Americans
              Americans collect 53 PUs; end with 53 PUs
              Turning on Edit Mode
              EDIT: Removing units owned by Americans from Central United States: 1 infantry
              EDIT: Adding units owned by Americans to Western United States: 1 infantry
              EDIT: Turning off Edit Mode
      
          Purchase Units - Chinese
              Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
              Chinese buy 3 infantry; Remaining resources: 2 PUs; 
      
          Combat Move - Chinese
              1 infantry moved from Szechwan to Yunnan
              1 fighter moved from Tsinghai to Yunnan
              12 infantry moved from Tsinghai to Inner Mongolia
      
          Combat - Chinese
              Battle in Inner Mongolia
                  Chinese attack with 12 infantry
                  Japanese defend with 1 infantry
                      Chinese roll dice for 12 infantry in Inner Mongolia, round 2 : 4/12 hits, 2.00 expected hits
                      Japanese roll dice for 1 infantry in Inner Mongolia, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Inner Mongolia
                  Chinese win, taking Inner Mongolia from Japanese with 12 infantry remaining. Battle score for attacker is 3
                  Casualties for Japanese: 1 infantry
              Battle in Yunnan
                  Chinese attack with 1 fighter and 1 infantry
                  Japanese defend with 1 infantry
                      Chinese roll dice for 1 fighter and 1 infantry in Yunnan, round 2 : 0/2 hits, 0.67 expected hits
                      Japanese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0.33 expected hits
                      Chinese roll dice for 1 fighter and 1 infantry in Yunnan, round 3 : 1/2 hits, 0.67 expected hits
                      Japanese roll dice for 1 infantry in Yunnan, round 3 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Chinese lost in Yunnan
                      1 infantry owned by the Japanese lost in Yunnan
                  Chinese win with 1 fighter remaining. Battle score for attacker is 0
                  Casualties for Chinese: 1 infantry
                  Casualties for Japanese: 1 infantry
      
          Non Combat Move - Chinese
              1 fighter moved from Yunnan to Burma
      
          Place Units - Chinese
              3 infantry placed in Inner Mongolia
      
          Turn Complete - Chinese
              Chinese collect 7 PUs; end with 9 PUs
      
          Purchase Units - British
              British buy 1 destroyer, 1 factory_minor, 3 infantry and 1 transport; Remaining resources: 0 PUs; 
      
          Purchase Units - UK_Pacific
              UK_Pacific buy 2 artilleries and 4 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - British
              1 armour moved from Egypt to Alexandria
                    British take Alexandria from Italians
              1 armour moved from Alexandria to Egypt
      
          Combat - British
      
          Non Combat Move - British
              2 infantry moved from Rhodesia to Tanganyika Territory
              1 fighter and 1 tactical_bomber moved from 83 Sea Zone to Egypt
              1 carrier, 1 cruiser, 1 destroyer and 1 transport moved from 83 Sea Zone to 74 Sea Zone
              1 transport moved from 74 Sea Zone to 73 Sea Zone
              1 mech_infantry moved from Syria to Egypt
              1 infantry moved from Baluchistan to Southern Persia
                    British take Southern Persia from Neutral_Allies
              4 infantry and 1 mech_infantry moved from Eastern India to Burma
              4 infantry moved from Shan State to Burma
              1 destroyer moved from 40 Sea Zone to 132 Sea Zone
              1 battleship and 1 cruiser moved from 40 Sea Zone to 58 Sea Zone
              1 infantry moved from Sumatra to 42 Sea Zone
              1 infantry and 1 transport moved from 42 Sea Zone to 81 Sea Zone
              1 infantry moved from 81 Sea Zone to Western India
              1 fighter moved from Eastern India to 74 Sea Zone
              1 bomber moved from Quebec to United Kingdom
              1 mech_infantry moved from United Kingdom to Eire
                    British take Eire from Neutral_Allies
      
          Place Units - British
              1 factory_minor placed in Egypt
              1 transport placed in 73 Sea Zone
              2 infantry placed in Union of South Africa
              1 destroyer placed in 109 Sea Zone
              1 infantry placed in United Kingdom
      
          Turn Complete - British
              Total Cost from Convoy Blockades: 6
                  Rolling for Convoy Blockade Damage in 112 Sea Zone. Rolls: 2,3,5,1
                  Rolling for Convoy Blockade Damage in 122 Sea Zone. Rolls: 4,5
              British collect 22 PUs (6 lost to blockades); end with 22 PUs
              Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 25 PUs
      
          Place Units - UK_Pacific
              2 artilleries and 4 infantry placed in Eastern India
      
          Turn Complete - UK_Pacific
              UK_Pacific collect 20 PUs; end with 20 PUs
              Some Units in Eastern India change ownership: 2 artilleries and 4 infantry
      

      Combat Hit Differential Summary :

      Chinese regular : 1.67
      Japanese regular : 0.00
      

      Savegame

      posted in League
      surferS
      surfer
    • RE: L26 PTV Mikawagunichi (X+14) vs Surfer

      TripleA Turn Summary: Chinese round 2

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 2
      
          Purchase Units - Chinese
              Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
              Chinese buy 3 infantry; Remaining resources: 2 PUs; 
      
          Combat Move - Chinese
              1 infantry moved from Szechwan to Yunnan
              1 fighter moved from Tsinghai to Yunnan
              12 infantry moved from Tsinghai to Inner Mongolia
      
          Combat - Chinese
              Battle in Inner Mongolia
                  Chinese attack with 12 infantry
                  Japanese defend with 1 infantry
                      Chinese roll dice for 12 infantry in Inner Mongolia, round 2 : 4/12 hits, 2.00 expected hits
                      Japanese roll dice for 1 infantry in Inner Mongolia, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Inner Mongolia
                  Chinese win, taking Inner Mongolia from Japanese with 12 infantry remaining. Battle score for attacker is 3
                  Casualties for Japanese: 1 infantry
              Battle in Yunnan
                  Chinese attack with 1 fighter and 1 infantry
                  Japanese defend with 1 infantry
                      Chinese roll dice for 1 fighter and 1 infantry in Yunnan, round 2 : 0/2 hits, 0.67 expected hits
                      Japanese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0.33 expected hits
                      Chinese roll dice for 1 fighter and 1 infantry in Yunnan, round 3 : 1/2 hits, 0.67 expected hits
                      Japanese roll dice for 1 infantry in Yunnan, round 3 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Chinese lost in Yunnan
                      1 infantry owned by the Japanese lost in Yunnan
                  Chinese win with 1 fighter remaining. Battle score for attacker is 0
                  Casualties for Chinese: 1 infantry
                  Casualties for Japanese: 1 infantry
      
          Non Combat Move - Chinese
              1 fighter moved from Yunnan to Burma
      
          Place Units - Chinese
              3 infantry placed in Inner Mongolia
      
          Turn Complete - Chinese
              Chinese collect 7 PUs; end with 9 PUs
      

      Combat Hit Differential Summary :

      Chinese regular : 1.67
      Japanese regular : 0.00
      

      Savegame

      posted in League
      surferS
      surfer
    • RE: L26 PTV Mikawagunichi (X+14) vs Surfer

      TripleA Turn Summary: Americans round 2

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 2
      
          Purchase Units - Americans
              Americans buy 1 carrier, 1 destroyer, 1 fighter, 1 infantry, 2 submarines and 1 transport; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
      
          Combat - Americans
      
          Non Combat Move - Americans
              1 aaGun and 1 infantry moved from Western United States to 11 Sea Zone
              1 aaGun, 1 carrier, 1 infantry and 1 transport moved from 11 Sea Zone to 27 Sea Zone
              1 aaGun and 1 infantry moved from 27 Sea Zone to Hawaiian Islands
              1 transport moved from 28 Sea Zone to 11 Sea Zone
              1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 1 fighter and 1 tactical_bomber moved from 28 Sea Zone to 27 Sea Zone
              1 fighter moved from Wake Island to 27 Sea Zone
              1 carrier moved from 104 Sea Zone to 91 Sea Zone
              1 submarine moved from 42 Sea Zone to 59 Sea Zone
              1 destroyer moved from 55 Sea Zone to 63 Sea Zone
      
          Place Units - Americans
              1 infantry placed in Western United States
              1 carrier and 1 submarine placed in 11 Sea Zone
              1 destroyer, 1 submarine and 1 transport placed in 104 Sea Zone
              1 fighter placed in Eastern United States
              Americans undo move 3.
              Americans undo move 1.
              1 submarine placed in 11 Sea Zone
              1 infantry placed in Eastern United States
              1 destroyer and 1 transport placed in 104 Sea Zone
      
          Turn Complete - Americans
              Americans collect 53 PUs; end with 53 PUs
              Turning on Edit Mode
              EDIT: Removing units owned by Americans from Central United States: 1 infantry
              EDIT: Adding units owned by Americans to Western United States: 1 infantry
              EDIT: Turning off Edit Mode
      

      Combat Hit Differential Summary :

      Savegame

      posted in League
      surferS
      surfer
    • RE: L25 PTV ArtofWar (X+12) v Surfer (L)

      @ArtofWar1947 Pretty sure this is the wrong game save. Its on turn T15…

      posted in League
      surferS
      surfer
    • RE: L25 PTV ArtofWar (X+12) v Surfer (L)

      @ArtofWar1947 I may not be doing as much as we planned due to rain. I can see this…
      No scrambles.

      posted in League
      surferS
      surfer
    • RE: L26 PtV surfer (Allies) vs AetV (Axis+11)

      TripleA Turn Summary: Russians round 6

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 6
      
          Purchase Units - Russians
              Russians buy 1 artillery and 12 infantry; Remaining resources: 2 PUs; 
      
          Combat Move - Russians
              1 infantry moved from Russia to Yaroslavl
              3 fighters moved from Russia to Yaroslavl
              1 infantry moved from Russia to Gorky
              1 infantry moved from Russia to Gorky
              1 fighter moved from Russia to Gorky
              1 tactical_bomber moved from Russia to Gorky
      
          Combat - Russians
              Battle in Gorky
                  Russians attack with 1 fighter, 2 infantry and 1 tactical_bomber
                  Germans defend with 1 infantry
                      Russians roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Gorky, round 2 : 0/4 hits, 1.50 expected hits
                      Germans roll dice for 1 infantry in Gorky, round 2 : 0/1 hits, 0.33 expected hits
                      Russians roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Gorky, round 3 : 1/4 hits, 1.50 expected hits
                      Germans roll dice for 1 infantry in Gorky, round 3 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Germans lost in Gorky
                  Russians win, taking Gorky from Germans with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
              Battle in Yaroslavl
                  Russians attack with 3 fighters and 1 infantry
                  Germans defend with 1 infantry
                      Russians roll dice for 3 fighters and 1 infantry in Yaroslavl, round 2 : 2/4 hits, 1.67 expected hits
                      Germans roll dice for 1 infantry in Yaroslavl, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Germans lost in Yaroslavl
                  Russians win, taking Yaroslavl from Germans with 3 fighters and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
      
          Non Combat Move - Russians
              3 fighters moved from Yaroslavl to Russia
              1 fighter and 1 tactical_bomber moved from Gorky to Russia
              6 infantry moved from Samara to Russia
              6 infantry moved from Stalingrad to Samara
              1 infantry moved from Urals to Samara
              1 aaGun and 2 infantry moved from Tambov to Stalingrad
              1 infantry moved from Stalingrad to Samara
              2 aaGuns, 3 artilleries and 16 infantry moved from Amur to Siberia
              1 submarine moved from 94 Sea Zone to 93 Sea Zone
      
          Place Units - Russians
              1 artillery and 9 infantry placed in Russia
              3 infantry placed in Urals
      
          Turn Complete - Russians
              Russians collect 31 PUs; end with 33 PUs
              Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 36 PUs
              Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 38 PUs
              Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 40 PUs
      

      Combat Hit Differential Summary :

      Germans regular : -1.00
      Russians regular : -1.67
      

      Savegame

      posted in League
      surferS
      surfer
    • RE: L26 BM4 Avner(X) vs Surfer (L+18)

      TripleA Turn Summary: Russians round 2

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3

      Game History

      Round: 2
      
          Purchase Units - Russians
              Russians buy 12 infantry; Remaining resources: 2 PUs; 
      
          Politics - Russians
              Russians takes Political Action: Political Action Russians To War With Japanese
                  Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Japanese and Russians from Neutrality to Unprovoked
                  Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Chinese from Neutrality to Allied
                  Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and ANZAC from Neutrality to Allied
                  Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Dutch from Neutrality to Friendly
                  Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
      
          Combat Move - Russians
              Trigger Russians Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians
      
          Non Combat Move - Russians
              1 fighter and 1 tactical_bomber moved from Russia to Yunnan
              1 armour and 1 mech_infantry moved from Kazakhstan to Shensi
              8 infantry moved from Novgorod to Belarus
              1 submarine moved from 111 Sea Zone to 110 Sea Zone
              6 infantry moved from Russia to Bryansk
              1 fighter moved from Russia to Novgorod
              1 aaGun moved from Novgorod to Belarus
              2 infantry moved from Rostov to Bryansk
              3 infantry moved from Ukraine to Bryansk
              2 aaGuns and 15 infantry moved from Buryatia to Amur
              3 infantry moved from Yakut S.S.R. to Yenisey
              2 artilleries and 5 infantry moved from Bryansk to Belarus
              1 aaGun moved from Bryansk to Ukraine
      
          Place Units - Russians
              3 infantry placed in Novgorod
              3 infantry placed in Ukraine
              6 infantry placed in Russia
      
          Turn Complete - Russians
              Russians collect 37 PUs; end with 39 PUs
      

      Combat Hit Differential Summary :

      Savegame

      posted in League
      surferS
      surfer
    • RE: L26 PtV surfer (Allies) vs AetV (Axis+11)

      TripleA Turn Summary: French round 5

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 5
      
          Purchase Units - ANZAC
              ANZAC buy 1 infantry and 2 submarines; Remaining resources: 0 PUs; 
      
          Combat Move - ANZAC
      
          Non Combat Move - ANZAC
              1 transport moved from 65 Sea Zone to 64 Sea Zone
              1 infantry moved from Burma to Eastern India
      
          Place Units - ANZAC
              2 submarines placed in 64 Sea Zone
              1 infantry placed in New South Wales
      
          Turn Complete - ANZAC
              ANZAC collect 10 PUs; end with 10 PUs
              Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 13 PUs
      
          Combat Move - French
      
          Non Combat Move - French
              1 destroyer moved from 82 Sea Zone to 83 Sea Zone
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      Savegame

      posted in League
      surferS
      surfer
    • RE: L26 PTV Mikawagunichi (X+14) vs Surfer

      TripleA Turn Summary: Russians round 2

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 2
      
          Purchase Units - Russians
              Russians buy 1 artillery and 14 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Russians
      
          Non Combat Move - Russians
              1 artillery and 1 infantry moved from Bryansk to Southern Belarus
              1 artillery and 12 infantry moved from Northern Belarus to Southern Belarus
              2 aaGuns moved from Bryansk to Southern Belarus
              1 artillery and 6 infantry moved from Leningrad to Northern Belarus
              2 infantry moved from Archangel to Leningrad
              2 artilleries and 5 infantry moved from Ukraine to Kursk
              2 infantry moved from Northern Caucasus to Rostov
              4 infantry moved from Russia to Smolensk
              1 mech_infantry moved from Bryansk to Smolensk
              1 armour moved from Bryansk to Smolensk
              1 submarine moved from 128 Sea Zone to 113 Sea Zone
              1 aaGun and 4 infantry moved from Sakha to Siberia
      
          Place Units - Russians
              1 artillery placed in Siberia
              3 infantry placed in Leningrad
              3 infantry placed in Ukraine
              8 infantry placed in Russia
              Russians undo move 4.
              2 infantry placed in Stalingrad
              6 infantry placed in Russia
      
          Turn Complete - Russians
              Russians collect 46 PUs; end with 46 PUs
      

      Combat Hit Differential Summary :

      Savegame

      posted in League
      surferS
      surfer