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    Posts made by tanderegg

    • RE: Archaeologists

      TripleA Turn Summary: Communist round 3

      TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1

      Game History

      Round: 3
      
          Combat Move - Communist
              1 cavalry, 1 heavy_artillery and 2 infantry moved from Chiu-Chuan to Ningsia
              1 guerilla moved from Lanchow to Ningsia
              1 light_artillery moved from Sining to Golog
              1 infantry moved from Sining to Golog
              1 infantry moved from Kannan to Golog
              1 infantry moved from Kannan to Golog
              1 infantry moved from Yenan to Kuyuan
              1 heavy_artillery moved from Yenan to Kuyuan
              1 infantry moved from Yenan to Kuyuan
              1 armour moved from Yenan to Fen-chow
              1 armour moved from Yenan to Ordos Plateau
              1 infantry moved from Yenan to Ordos Plateau
              1 infantry moved from Yenan to Fen-chow
              1 guerilla moved from Puchow to Ordos Plateau
              1 guerilla moved from Puchow to Ordos Plateau
              1 guerilla moved from Puchow to Fen-chow
              1 guerilla moved from Puchow to Fen-chow
              1 guerilla moved from Puchow to Kuyuan
              1 infantry moved from Kannan to Golog
              1 infantry moved from Sining to Hehsi Corridor
              1 infantry moved from Yenan to Fen-chow
              1 guerilla moved from Hwanggang to Anking
              1 guerilla moved from Hwanggang to Anking
              1 guerilla moved from Hwangshi to Anking
              1 guerilla moved from Kan to Yen-ping
              1 guerilla moved from Nanchang to Yen-ping
              1 guerilla moved from Nanchang to Yen-ping
              1 infantry moved from Yenan to Ordos Plateau
              1 infantry moved from Yenan to Ordos Plateau
      
          Purchase Units - Communist
              Communist buy 3 armour, 1 conscript, 1 heavy_artillery, 4 infantry, 2 light_artillerys and 2 propagandas; Remaining resources: 0 PUs; 0 techTokens; 
      
          Combat - Communist
              Battle in Golog
                  Communist attack with 4 infantry and 1 light_artillery
                  Neutral defend with 3 infantry and 1 ruralproduction
                      Communist roll dice for 4 infantry and 1 light_artillery in Golog, round 2 : 1/5 hits, 1.17 expected hits
                      Neutral roll dice for 3 infantry in Golog, round 2 : 1/3 hits, 1.00 expected hits
                      1 infantry owned by the Neutral and 1 infantry owned by the Communist lost in Golog
                      Communist roll dice for 3 infantry and 1 light_artillery in Golog, round 3 : 0/4 hits, 1.00 expected hits
                      Neutral roll dice for 2 infantry in Golog, round 3 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the Communist lost in Golog
                      Communist roll dice for 2 infantry and 1 light_artillery in Golog, round 4 : 1/3 hits, 0.83 expected hits
                      Neutral roll dice for 2 infantry in Golog, round 4 : 0/2 hits, 0.67 expected hits
                      1 infantry owned by the Neutral lost in Golog
                      Communist roll dice for 2 infantry and 1 light_artillery in Golog, round 5 : 1/3 hits, 0.83 expected hits
                      Neutral roll dice for 1 infantry in Golog, round 5 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Neutral lost in Golog
                  Communist loses 0 PUs for violating Gologs neutrality.
                  Communist win, taking Golog from Neutral with 2 infantry and 1 light_artillery remaining. Battle score for attacker is 3
                  Casualties for Communist: 2 infantry
                  Casualties for Neutral: 3 infantry
              Battle in Ningsia
                  Communist attack with 1 cavalry, 1 guerilla, 1 heavy_artillery and 2 infantry
                  Manchukwo defend with 2 cavalrys, 1 heavy_cavalry, 2 light_artillerys, 1 light_infantry and 1 ruralproduction
                      Communist roll dice for 1 cavalry, 1 guerilla, 1 heavy_artillery and 2 infantry in Ningsia, round 2 : 1/5 hits, 1.33 expected hits
                      Manchukwo roll dice for 2 cavalrys, 1 heavy_cavalry, 2 light_artillerys and 1 light_infantry in Ningsia, round 2 : 1/6 hits, 1.33 expected hits
                      1 cavalry owned by the Communist and 1 light_infantry owned by the Manchukwo lost in Ningsia
                      Communist roll dice for 1 guerilla, 1 heavy_artillery and 2 infantry in Ningsia, round 3 : 2/4 hits, 1.17 expected hits
                      Manchukwo roll dice for 2 cavalrys, 1 heavy_cavalry and 2 light_artillerys in Ningsia, round 3 : 1/5 hits, 1.17 expected hits
                      1 guerilla owned by the Communist and 2 cavalrys owned by the Manchukwo lost in Ningsia
                      Communist roll dice for 1 heavy_artillery and 2 infantry in Ningsia, round 4 : 2/3 hits, 1.00 expected hits
                      Manchukwo roll dice for 1 heavy_cavalry and 2 light_artillerys in Ningsia, round 4 : 1/3 hits, 0.83 expected hits
                      1 heavy_cavalry owned by the Manchukwo, 1 light_artillery owned by the Manchukwo and 1 infantry owned by the Communist lost in Ningsia
                      Communist roll dice for 1 heavy_artillery and 1 infantry in Ningsia, round 5 : 1/2 hits, 0.83 expected hits
                      Manchukwo roll dice for 1 light_artillery in Ningsia, round 5 : 0/1 hits, 0.33 expected hits
                      1 light_artillery owned by the Manchukwo lost in Ningsia
                  Communist win, taking Ningsia from Manchukwo with 1 heavy_artillery and 1 infantry remaining. Battle score for attacker is 13
                  Casualties for Communist: 1 cavalry, 1 guerilla and 1 infantry
                  Casualties for Manchukwo: 2 cavalrys, 1 heavy_cavalry, 2 light_artillerys and 1 light_infantry
              Battle in Kuyuan
                  Communist attack with 1 guerilla, 1 heavy_artillery and 2 infantry
                  Manchukwo defend with 1 light_infantry; Japanese defend with 1 ruralproduction
                      Communist roll dice for 1 guerilla, 1 heavy_artillery and 2 infantry in Kuyuan, round 2 : 1/4 hits, 1.17 expected hits
                      Japanese roll dice for 1 light_infantry in Kuyuan, round 2 : 0/1 hits, 0.17 expected hits
                      1 light_infantry owned by the Manchukwo lost in Kuyuan
                  Communist win, taking Kuyuan from Japanese with 1 guerilla, 1 heavy_artillery and 2 infantry remaining. Battle score for attacker is 2
                  Casualties for Manchukwo: 1 light_infantry
              Battle in Ordos Plateau
                  Communist attack with 1 armour, 2 guerillas and 3 infantry
                  Manchukwo defend with 1 ruralproduction; Japanese defend with 4 light_artillerys
                      Communist roll dice for 1 armour, 2 guerillas and 3 infantry in Ordos Plateau, round 2 : 0/6 hits, 1.33 expected hits
                      Manchukwo roll dice for 4 light_artillerys in Ordos Plateau, round 2 : 1/4 hits, 1.33 expected hits
                      1 guerilla owned by the Communist lost in Ordos Plateau
                      Communist roll dice for 1 armour, 1 guerilla and 3 infantry in Ordos Plateau, round 3 : 2/5 hits, 1.17 expected hits
                      Manchukwo roll dice for 4 light_artillerys in Ordos Plateau, round 3 : 0/4 hits, 1.33 expected hits
                      2 light_artillerys owned by the Japanese lost in Ordos Plateau
                      Communist roll dice for 1 armour, 1 guerilla and 3 infantry in Ordos Plateau, round 4 : 1/5 hits, 1.17 expected hits
                      Manchukwo roll dice for 2 light_artillerys in Ordos Plateau, round 4 : 1/2 hits, 0.67 expected hits
                      1 guerilla owned by the Communist and 1 light_artillery owned by the Japanese lost in Ordos Plateau
                      Communist roll dice for 1 armour and 3 infantry in Ordos Plateau, round 5 : 1/4 hits, 1.00 expected hits
                      Manchukwo roll dice for 1 light_artillery in Ordos Plateau, round 5 : 0/1 hits, 0.33 expected hits
                      1 light_artillery owned by the Japanese lost in Ordos Plateau
                  Communist win, taking Ordos Plateau from Manchukwo with 1 armour and 3 infantry remaining. Battle score for attacker is 14
                  Casualties for Communist: 2 guerillas
                  Casualties for Japanese: 4 light_artillerys
              Battle in Yen-ping
                  Communist attack with 3 guerillas
                  Japanese defend with 2 elites, 1 heavy_artillery, 1 light_artillery and 1 ruralproduction
                      Communist roll dice for 3 guerillas in Yen-ping, round 2 : 0/3 hits, 0.50 expected hits
                      Japanese roll dice for 2 elites, 1 heavy_artillery and 1 light_artillery in Yen-ping, round 2 : 2/4 hits, 1.33 expected hits
                      2 guerillas owned by the Communist lost in Yen-ping
                      Communist roll dice for 1 guerilla in Yen-ping, round 3 : 0/1 hits, 0.17 expected hits
                      Japanese roll dice for 2 elites, 1 heavy_artillery and 1 light_artillery in Yen-ping, round 3 : 3/4 hits, 1.33 expected hits
                      1 guerilla owned by the Communist lost in Yen-ping
                  Japanese win with 2 elites, 1 heavy_artillery and 1 light_artillery remaining. Battle score for attacker is -9
                  Casualties for Communist: 3 guerillas
              Battle in Fen-chow
                  Communist attack with 1 armour, 2 guerillas and 2 infantry
                  Japanese defend with 4 light_artillerys and 1 ruralproduction
                      Communist roll dice for 1 armour, 2 guerillas and 2 infantry in Fen-chow, round 2 : 1/5 hits, 1.17 expected hits
                      Japanese roll dice for 4 light_artillerys in Fen-chow, round 2 : 1/4 hits, 1.33 expected hits
                      1 guerilla owned by the Communist and 1 light_artillery owned by the Japanese lost in Fen-chow
                      Communist roll dice for 1 armour, 1 guerilla and 2 infantry in Fen-chow, round 3 : 1/4 hits, 1.00 expected hits
                      Japanese roll dice for 3 light_artillerys in Fen-chow, round 3 : 1/3 hits, 1.00 expected hits
                      1 guerilla owned by the Communist and 1 light_artillery owned by the Japanese lost in Fen-chow
                      Communist roll dice for 1 armour and 2 infantry in Fen-chow, round 4 : 0/3 hits, 0.83 expected hits
                      Japanese roll dice for 2 light_artillerys in Fen-chow, round 4 : 2/2 hits, 0.67 expected hits
                      2 infantry owned by the Communist lost in Fen-chow
                      Communist roll dice for 1 armour in Fen-chow, round 5 : 1/1 hits, 0.50 expected hits
                      Japanese roll dice for 2 light_artillerys in Fen-chow, round 5 : 0/2 hits, 0.67 expected hits
                      1 light_artillery owned by the Japanese lost in Fen-chow
                      Communist roll dice for 1 armour in Fen-chow, round 6 : 1/1 hits, 0.50 expected hits
                      Japanese roll dice for 1 light_artillery in Fen-chow, round 6 : 0/1 hits, 0.33 expected hits
                      1 light_artillery owned by the Japanese lost in Fen-chow
                  Communist win, taking Fen-chow from Japanese with 1 armour remaining. Battle score for attacker is 8
                  Casualties for Communist: 2 guerillas and 2 infantry
                  Casualties for Japanese: 4 light_artillerys
              Battle in Anking
                  Communist attack with 3 guerillas
                  Japanese defend with 1 elite, 2 light_artillerys and 1 ruralproduction
                      Communist roll dice for 3 guerillas in Anking, round 2 : 0/3 hits, 0.50 expected hits
                      Japanese roll dice for 1 elite and 2 light_artillerys in Anking, round 2 : 0/3 hits, 1.00 expected hits
                      Communist roll dice for 3 guerillas in Anking, round 3 : 0/3 hits, 0.50 expected hits
                      Japanese roll dice for 1 elite and 2 light_artillerys in Anking, round 3 : 3/3 hits, 1.00 expected hits
                      3 guerillas owned by the Communist lost in Anking
                  Japanese win with 1 elite and 2 light_artillerys remaining. Battle score for attacker is -9
                  Casualties for Communist: 3 guerillas
      
          Non Combat Move - Communist
              1 propaganda moved from Puchow to Yenan
              1 infantry moved from Weinan to Puchow
              1 train moved from Lanchow to Sian
              1 guerilla moved from Kuyuan to Yenan
      
          Place Units - Communist
              1 conscript and 2 infantry placed in Ningsia
              3 armour placed in Yenan
              1 heavy_artillery, 1 infantry and 1 light_artillery placed in Kuyuan
              1 infantry placed in Chiu-Chuan
              1 light_artillery placed in Golog
              2 propagandas placed in Weinan
      
          Turn Complete - Communist
              Communist collect 36 PUs; end with 36 PUs
              Objective China-Soviet Highway: Communist met a national objective for an additional 5 PUs; end with 41 PUs
      

      Combat Hit Differential Summary :

      Japanese regular : 3.17
      Communist regular : -1.67
      Manchukwo regular : -2.33
      Neutral regular : -0.67
      

      Savegame

      posted in Play Boardgames
      T
      tanderegg
    • RE: Archaeologists

      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 PUs
      

      Combat Hit Differential Summary :

      Japanese regular : 2.50
      Communist regular : 0.83
      Manchukwo regular : -0.33
      Neutral regular : -3.33
      

      Savegame

      posted in Play Boardgames
      T
      tanderegg
    • RE: Archaeologists

      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 PUs
      

      Combat Hit Differential Summary :

      Japanese regular : -0.83
      Communist regular : -3.33
      Manchukwo regular : -0.17
      Neutral regular : -2.00
      

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      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 PUs
      

      Combat Hit Differential Summary :

      Japanese regular : 0.83
      ANZAC regular : 0.50
      

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      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 PUs
      

      Combat Hit Differential Summary :

      Japanese regular : -1.33
      ANZAC regular : 0.17
      

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      TripleA Turn Summary: ANZAC round 8

      TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0

      Game History

      Round: 8
      
          Purchase Units - ANZAC
              ANZAC buy 1 armour, 1 destroyer and 1 infantry; Remaining resources: 7 PUs; 
      
          Combat Move - ANZAC
              1 carrier, 1 cruiser, 1 destroyer and 2 fighters moved from 42 Sea Zone to 45 Sea Zone
      
          Combat - ANZAC
              Battle in 45 Sea Zone
                  ANZAC attack with 1 carrier, 1 cruiser, 1 destroyer and 2 fighters
                  Japanese defend with 1 submarine
                      ANZAC roll dice for 1 carrier, 1 cruiser, 1 destroyer and 2 fighters in 45 Sea Zone, round 2 : 0/4 hits, 1.83 expected hits
                      Japanese roll dice for 1 submarine in 45 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                      ANZAC roll dice for 1 carrier, 1 cruiser, 1 destroyer and 2 fighters in 45 Sea Zone, round 3 : 1/4 hits, 1.83 expected hits
                      Japanese roll dice for 1 submarine in 45 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
                      1 submarine owned by the Japanese lost in 45 Sea Zone
                  ANZAC win with 1 carrier, 1 cruiser, 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
                  Casualties for Japanese: 1 submarine
      
          Non Combat Move - ANZAC
              1 infantry moved from New South Wales to 62 Sea Zone
              1 armour moved from New South Wales to 62 Sea Zone
              1 armour, 1 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
              1 infantry moved from Java to 42 Sea Zone
              1 infantry and 1 transport moved from 42 Sea Zone to 45 Sea Zone
              2 infantry moved from 45 Sea Zone to Dutch New Guinea
              1 armour moved from 45 Sea Zone to Dutch New Guinea
      
          Place Units - ANZAC
              1 armour and 1 infantry placed in New South Wales
              1 destroyer placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 14 PUs; end with 21 PUs
              Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 26 PUs
              Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 31 PUs
      

      Combat Hit Differential Summary :

      Japanese regular : -0.33
      ANZAC regular : -2.67
      

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      TripleA Turn Summary: ANZAC round 7

      TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0

      Game History

      Round: 7
      
          Purchase Units - ANZAC
              ANZAC buy 1 armour, 1 infantry and 1 transport; Remaining resources: 0 PUs; 
      
          Combat Move - ANZAC
              1 infantry moved from New South Wales to 62 Sea Zone
              1 infantry moved from New South Wales to 62 Sea Zone
              1 carrier, 1 cruiser, 1 destroyer, 2 fighters, 1 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
              1 infantry and 1 transport moved from 62 Sea Zone to 54 Sea Zone
              1 artillery moved from Queensland to 54 Sea Zone
              1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 45 Sea Zone
              1 infantry moved from 45 Sea Zone to Dutch New Guinea
              1 artillery moved from 45 Sea Zone to Dutch New Guinea
      
          Combat - ANZAC
              Battle in Dutch New Guinea
      
          Non Combat Move - ANZAC
              1 infantry moved from 42 Sea Zone to Java
                    ANZAC take Java from Dutch
      
          Place Units - ANZAC
              1 transport placed in 62 Sea Zone
              1 armour and 1 infantry placed in New South Wales
      
          Turn Complete - ANZAC
              ANZAC collect 14 PUs; end with 14 PUs
              Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs
              Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs
      

      Combat Hit Differential Summary :

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      TripleA Turn Summary: ANZAC round 6

      TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0

      Game History

      Round: 6
      
          Purchase Units - ANZAC
              ANZAC buy 2 transports; Remaining resources: 1 PUs; 
      
          Combat Move - ANZAC
      
          Non Combat Move - ANZAC
              1 infantry moved from Queensland to New South Wales
      
          Place Units - ANZAC
              2 transports placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 10 PUs; end with 11 PUs
              Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs
      

      Combat Hit Differential Summary :

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      TripleA Turn Summary: ANZAC round 5

      TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0

      Game History

      Round: 5
      
          Purchase Units - ANZAC
              ANZAC buy 1 destroyer, 1 fighter and 1 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - ANZAC
      
          Non Combat Move - ANZAC
              1 infantry moved from New South Wales to Queensland
      
          Place Units - ANZAC
              1 infantry placed in New South Wales
              1 destroyer and 1 fighter placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 10 PUs; end with 10 PUs
              Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs
      

      Combat Hit Differential Summary :

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      TripleA Turn Summary: ANZAC round 4

      TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0

      Game History

      Round: 4
      
          Purchase Units - ANZAC
              ANZAC buy 1 carrier; Remaining resources: 1 PUs; 
      
          Combat Move - ANZAC
      
          Non Combat Move - ANZAC
              1 fighter moved from Queensland to 62 Sea Zone
      
          Place Units - ANZAC
              1 carrier placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 10 PUs; end with 11 PUs
              Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs
              Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs
      

      Combat Hit Differential Summary :

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      TripleA Turn Summary: ANZAC round 3

      TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0

      Game History

      Round: 3
      
          Purchase Units - ANZAC
              ANZAC buy 1 cruiser and 1 infantry; Remaining resources: 2 PUs; 
      
          Combat Move - ANZAC
              1 transport moved from 62 Sea Zone to 54 Sea Zone
              2 infantry moved from Queensland to 54 Sea Zone
              2 infantry and 1 transport moved from 54 Sea Zone to 45 Sea Zone
              1 destroyer moved from 62 Sea Zone to 45 Sea Zone
      
          Non Combat Move - ANZAC
              2 infantry moved from 45 Sea Zone to Dutch New Guinea
                    ANZAC take Dutch New Guinea from Dutch
              1 fighter moved from Queensland to Dutch New Guinea
              1 fighter moved from Solomon Islands to Dutch New Guinea
              1 fighter moved from Solomon Islands to Queensland
      
          Place Units - ANZAC
              1 infantry placed in New South Wales
              1 cruiser placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 10 PUs; end with 12 PUs
              Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 17 PUs
      

      Combat Hit Differential Summary :

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      TripleA Turn Summary: ANZAC round 2

      TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0

      Game History

      Round: 2
      
          Purchase Units - ANZAC
              ANZAC buy 1 destroyer and 1 transport; Remaining resources: 2 PUs; 
      
          Combat Move - ANZAC
              1 destroyer moved from 62 Sea Zone to 42 Sea Zone
              1 destroyer moved from 46 Sea Zone to 42 Sea Zone
      
          Combat - ANZAC
              Battle in 42 Sea Zone
                  ANZAC attack with 2 destroyers
                  Japanese defend with 1 battleship
                      ANZAC roll dice for 2 destroyers in 42 Sea Zone, round 2 : 1/2 hits, 0.67 expected hits
                      Japanese roll dice for 1 battleship in 42 Sea Zone, round 2 : 0/1 hits, 0.67 expected hits
                      1 battleship owned by the Japanese lost in 42 Sea Zone
                  ANZAC win, taking 42 Sea Zone from Japanese with 2 destroyers remaining. Battle score for attacker is 20
                  Casualties for Japanese: 1 battleship
      
          Non Combat Move - ANZAC
      
          Place Units - ANZAC
              1 destroyer and 1 transport placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 10 PUs; end with 12 PUs
              Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 17 PUs
      

      Combat Hit Differential Summary :

      Japanese regular : -0.67
      ANZAC regular : 0.33
      

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      TripleA Turn Summary: ANZAC round 1

      TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0

      Game History

      Round: 1
      
          Purchase Units - ANZAC
              ANZAC buy 1 destroyer; Remaining resources: 2 PUs; 
      
          Combat Move - ANZAC
      
          Non Combat Move - ANZAC
              1 cruiser moved from 63 Sea Zone to 49 Sea Zone
              2 infantry moved from New South Wales to 62 Sea Zone
              2 infantry and 1 transport moved from 62 Sea Zone to 49 Sea Zone
              2 infantry moved from 49 Sea Zone to Solomon Islands
              1 fighter moved from New Zealand to Solomon Islands
              1 fighter moved from New Zealand to Solomon Islands
              1 destroyer moved from 62 Sea Zone to 46 Sea Zone
      
          Place Units - ANZAC
              1 destroyer placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 10 PUs; end with 12 PUs
              Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 17 PUs
      

      Combat Hit Differential Summary :

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      TripleA Turn Summary: Federation round 1

      TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4

      Game History

      Round: 1
      
          Combat Move - Federation
              Turning on Edit Mode
              EDIT: Editing Political Relationship for Federation and Vulcans from Friendly to Hostile
              EDIT: Editing Political Relationship for Romulans and Cardassians from Friendly to Hostile
              EDIT: Editing Political Relationship for Dominion and Romulans from Friendly to Hostile
              EDIT: Editing Political Relationship for Cardassians and Dominion from Friendly to Hostile
              EDIT: Editing Political Relationship for Federation and Romulans from Hostile to Friendly
              EDIT: Editing Political Relationship for Federation and Klingons from Friendly to Hostile
              EDIT: Editing Political Relationship for Vulcans and Cardassians from Hostile to Friendly
              EDIT: Changing ownership of Planet Radan from AI to AI
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              1 Security-Force moved from Federation Outpost to Federation Space
              1 Light-Cruiser and 1 Security-Force moved from Federation Space to Orbit 03
                    Federation take SZ 9 from AI
              1 Security-Force moved from Orbit 03 to Planet 03
                    Federation take Planet 03 from AI
      
          Combat - Federation
      
          Non Combat Move - Federation
      
          Turn Complete - Federation
              Trigger Planet 03 captured by Federation: Federation captures territory Planet 03 Place
              Federation collect 0 PUs; end with 0 PUs
              Units generate 10 Engineering; Federation end with 10 Engineering
              Units generate 9 Command; Federation end with 9 Command
              Units generate 6 PUs; Federation end with 6 PUs
              Units generate 1 Dilithium; Federation end with 1 Dilithium
      

      Combat Hit Differential Summary :

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      TripleA Turn Summary: Romulans round 19

      TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4

      Game History

      Round: 19
      
          Combat Move - Romulans
              9 Security-Forces moved from Planet 30 to Orbit 30
              1 Heavy-Cruiser, 3 Light-Cruisers and 9 Security-Forces moved from Orbit 30 to Vulcan Space
              9 Security-Forces moved from Vulcan Space to Vulcan Outpost
      
          Combat - Romulans
              Battle in Vulcan Outpost
                  Romulans attack with 9 Security-Forces
                  Vulcans defend with 10 Security-Forces and 1 VHC-Space-Station
                      Romulans roll dice for 9 Security-Forces in Vulcan Outpost, round 2 : 4/9 hits, 4.50 expected hits
                      Vulcans roll dice for 10 Security-Forces in Vulcan Outpost, round 2 : 6/10 hits, 5.00 expected hits
                  4 Security-Forces owned by the Vulcans and 6 Security-Forces owned by the Romulans lost in Vulcan Outpost
                      Romulans roll dice for 3 Security-Forces in Vulcan Outpost, round 3 : 1/3 hits, 1.50 expected hits
                      Vulcans roll dice for 6 Security-Forces in Vulcan Outpost, round 3 : 5/6 hits, 3.00 expected hits
                  1 Security-Force owned by the Vulcans and 3 Security-Forces owned by the Romulans lost in Vulcan Outpost
                  Vulcans win with 5 Security-Forces remaining. Battle score for attacker is 0
                  Casualties for Romulans: 9 Security-Forces
                  Casualties for Vulcans: 5 Security-Forces
      
          Non Combat Move - Romulans
      
          Acquire Technology - Romulans
              Romulans spend 20 on tech rolls
                  Romulans roll 7,7 for Security-Force-Personal-Shields and gets 0 hits
      
          Call Reinforcements - Romulans
              Romulans buy 3 Light-Cruisers; Remaining resources: 3 Command; 116 Engineering; 9 PUs; 2 Dilithium; 
      
          Place Reinforcements - Romulans
              3 Light-Cruisers placed in Orbit 37
      
          Turn Complete - Romulans
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet Radan
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Vulcan Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Dominion Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Federation Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Klingon Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Cardassian Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Romulan Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 01
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 02
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 03
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 04
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 05
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 06
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 07
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 08
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 09
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 10
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 11
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 12
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 13
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 14
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 15
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 16
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 17
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 18
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 19
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 20
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 21
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 22
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 23
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 24
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 25
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 26
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 27
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 28
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 29
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 30
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 31
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 32
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 33
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 34
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 35
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 36
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 37
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 38
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 39
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 40
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 41
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 42
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 43
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 44
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 45
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 46
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 47
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 48
              Trigger Planet 37 captured by Romulans: Romulans captures territory Planet 37 Place
              Trigger Planet 42 captured by Romulans: Romulans captures territory Planet 42 Place
              Trigger Planet 48 captured by Romulans: Romulans captures territory Planet 48 Place
              Trigger Planet 36 captured by Romulans: Romulans captures territory Planet 36 Place
              Trigger Planet 43 captured by Romulans: Romulans captures territory Planet 43 Place
              Trigger Planet 46 captured by Romulans: Romulans captures territory Planet 46 Place
              Trigger Planet 30 captured by Romulans: Romulans captures territory Planet 30 Place
              Romulans collect 0 PUs; end with 9 PUs
              Units generate 33 Engineering; Romulans end with 149 Engineering
              Units generate 26 Command; Romulans end with 29 Command
              Units generate 23 PUs; Romulans end with 32 PUs
              Units generate 2 Dilithium; Romulans end with 4 Dilithium
      

      Combat Hit Differential Summary :

      Romulans regular : -1.00
      Vulcans regular : 3.00
      

      Savegame

      posted in Play Boardgames
      T
      tanderegg
    • RE: Archaeologists

      TripleA Turn Summary: Dominion round 19

      TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4

      Game History

      Round: 19
      
          Combat Move - Dominion
              1 Security-Force moved from Dominion Outpost to Dominion Space
              1 Security-Force moved from Dominion Outpost to Dominion Space
              2 Light-Cruisers and 2 Security-Forces moved from Dominion Space to Orbit 08
              2 Security-Forces moved from Orbit 08 to Planet 08
              1 Light-Cruiser moved from Orbit 16 to Orbit 15
              1 Scout-Ship moved from Dominion Space to Orbit 08
      
          Combat - Dominion
              Battle in Orbit 15
                  Dominion attack with 1 Light-Cruiser
                  Federation defend with 1 Light-Cruiser
                      Dominion roll dice for 1 Light-Cruiser in Orbit 15, round 2 : 0/1 hits, 0.60 expected hits
                      Federation roll dice for 1 Light-Cruiser in Orbit 15, round 2 : 0/1 hits, 0.40 expected hits
                      Dominion roll dice for 1 Light-Cruiser in Orbit 15, round 3 : 0/1 hits, 0.60 expected hits
                      Federation roll dice for 1 Light-Cruiser in Orbit 15, round 3 : 0/1 hits, 0.40 expected hits
                      Dominion roll dice for 1 Light-Cruiser in Orbit 15, round 4 : 1/1 hits, 0.60 expected hits
                      Federation roll dice for 1 Light-Cruiser in Orbit 15, round 4 : 0/1 hits, 0.40 expected hits
                  1 Light-Cruiser owned by the Federation lost in Orbit 15
                  Dominion win with 1 Light-Cruiser remaining. Battle score for attacker is 0
                  Casualties for Federation: 1 Light-Cruiser
              Battle in Orbit 08
                  Dominion attack with 2 Light-Cruisers and 1 Scout-Ship
                  Federation defend with 1 Escort-Cruiser
                      Dominion roll dice for 2 Light-Cruisers and 1 Scout-Ship in Orbit 08, round 2 : 2/3 hits, 1.50 expected hits
                      Federation roll dice for 1 Escort-Cruiser in Orbit 08, round 2 : 1/1 hits, 0.60 expected hits
                  1 Escort-Cruiser owned by the Federation and 1 Scout-Ship owned by the Dominion lost in Orbit 08
                  Dominion win with 2 Light-Cruisers remaining. Battle score for attacker is 0
                  Casualties for Dominion: 1 Scout-Ship
                  Casualties for Federation: 1 Escort-Cruiser
              Battle in Planet 08
                  Dominion attack with 2 Security-Forces
                  Federation defend with 1 Security-Force
                      Dominion roll dice for 2 Security-Forces in Planet 08, round 2 : 0/2 hits, 1.00 expected hits
                      Federation roll dice for 1 Security-Force in Planet 08, round 2 : 0/1 hits, 0.40 expected hits
                      Dominion roll dice for 2 Security-Forces in Planet 08, round 3 : 1/2 hits, 1.00 expected hits
                      Federation roll dice for 1 Security-Force in Planet 08, round 3 : 1/1 hits, 0.40 expected hits
                  1 Security-Force owned by the Dominion and 1 Security-Force owned by the Federation lost in Planet 08
                  Dominion win, taking Planet 08 from Federation with 1 Security-Force remaining. Battle score for attacker is 0
                  Casualties for Dominion: 1 Security-Force
                  Casualties for Federation: 1 Security-Force
      
          Non Combat Move - Dominion
      
          Acquire Technology - Dominion
              Dominion spend 30 on tech rolls
                  Dominion roll 9,4,3 for Cloaking-Device-For-New-Light-Cruisers and gets 0 hits
      
          Call Reinforcements - Dominion
              Dominion buy 5 Commands, 1 Light-Cruiser, 2 Security-Forces and 1 Support-Vessel; Remaining resources: 2 Command; 17 Engineering; 4 PUs; 0 Dilithium; 
      
          Place Reinforcements - Dominion
              1 Light-Cruiser and 1 Support-Vessel placed in Dominion Space
              2 Security-Forces placed in Dominion Outpost
      
          Turn Complete - Dominion
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet Radan
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Vulcan Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Dominion Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Federation Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Klingon Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Cardassian Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Romulan Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 01
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 02
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 03
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 04
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 05
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 06
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 07
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 08
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 09
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 10
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 11
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 12
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 13
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 14
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 15
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 16
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 17
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 18
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 19
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 20
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 21
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 22
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 23
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 24
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 25
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 26
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 27
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 28
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 29
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 30
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 31
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 32
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 33
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 34
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 35
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 36
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 37
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 38
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 39
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 40
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 41
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 42
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 43
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 44
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 45
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 46
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 47
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 48
              Trigger Planet 15 captured by Dominion: Dominion captures territory Planet 15 Place
              Trigger Planet 17 captured by Dominion: Dominion captures territory Planet 17 Place
              Trigger Planet 16 captured by Dominion: Dominion captures territory Planet 16 Place
              Trigger Planet 08 captured by Dominion: Dominion captures territory Planet 08 Place
              Trigger Planet 09 captured by Dominion: Dominion captures territory Planet 09 Place
              Trigger Planet 24 captured by Dominion: Dominion captures territory Planet 24 Place
              Dominion collect 0 PUs; end with 4 PUs
              Units generate 26 Engineering; Dominion end with 43 Engineering
              Units generate 17 Command; Dominion end with 24 Command
              Units generate 29 PUs; Dominion end with 33 PUs
              Units generate 2 Dilithium; Dominion end with 2 Dilithium
      

      Combat Hit Differential Summary :

      Dominion regular : -1.30
      Federation regular : -0.60
      

      Savegame

      posted in Play Boardgames
      T
      tanderegg
    • RE: Archaeologists

      TripleA Turn Summary: Cardassians round 18

      TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4

      Game History

      Round: 18
      
          Combat Move - Cardassians
              1 Support-Vessel moved from SZ 62 to Orbit 19
              2 Light-Cruisers moved from Cardassian Space to Orbit 19
              1 Escort-Cruiser moved from Cardassian Space to Orbit 19
              1 Scout-Ship moved from Cardassian Space to Orbit 19
              1 Light-Cruiser moved from SZ 62 to SZ 54
              1 Scout-Ship moved from Orbit 25 to Orbit 19
              1 Security-Force moved from Planet 25 to Orbit 25
              1 Light-Cruiser and 1 Security-Force moved from Orbit 25 to Orbit 32
                    Cardassians take SZ 81 from Klingons
              1 Security-Force moved from Orbit 32 to Planet 32
                    Cardassians take Planet 32 from Klingons
      
          Combat - Cardassians
              Cardassians has abandoned SZ 116 to Klingons
              Battle in SZ 54
                  Cardassians attack with 1 Light-Cruiser
                  Federation defend with 1 Nebula; Klingons defend with 1 Light-Cruiser-C
                      Federation roll dice for 1 Light-Cruiser-C in SZ 54, round 2 : 1/1 hits, 0.40 expected hits
                  1 Light-Cruiser owned by the Cardassians lost in SZ 54
                  Federation win, taking SZ 116 from Borg with 1 Light-Cruiser-C and 1 Nebula remaining. Battle score for attacker is 0
                  Casualties for Cardassians: 1 Light-Cruiser
              Battle in Orbit 19
                  Cardassians attack with 1 Escort-Cruiser, 2 Light-Cruisers, 2 Scout-Ships and 1 Support-Vessel
                  Federation defend with 2 Escort-Cruisers and 3 Light-Cruisers
                      Cardassians roll dice for 1 Escort-Cruiser, 2 Light-Cruisers, 2 Scout-Ships and 1 Support-Vessel in Orbit 19, round 2 : 2/6 hits, 2.70 expected hits
                      Federation roll dice for 2 Escort-Cruisers and 3 Light-Cruisers in Orbit 19, round 2 : 3/5 hits, 2.40 expected hits
                  1 Escort-Cruiser owned by the Cardassians, 2 Scout-Ships owned by the Cardassians and 2 Light-Cruisers owned by the Federation lost in Orbit 19
                      Cardassians roll dice for 2 Light-Cruisers and 1 Support-Vessel in Orbit 19, round 3 : 2/3 hits, 1.60 expected hits
                      Federation roll dice for 2 Escort-Cruisers and 1 Light-Cruiser in Orbit 19, round 3 : 1/3 hits, 1.60 expected hits
                  1 Support-Vessel owned by the Cardassians, 1 Escort-Cruiser owned by the Federation and 1 Light-Cruiser owned by the Federation lost in Orbit 19
                      Cardassians roll dice for 2 Light-Cruisers in Orbit 19, round 4 : 0/2 hits, 1.00 expected hits
                      Federation roll dice for 1 Escort-Cruiser in Orbit 19, round 4 : 1/1 hits, 0.60 expected hits
                  1 Light-Cruiser owned by the Cardassians lost in Orbit 19
                      Cardassians roll dice for 1 Light-Cruiser in Orbit 19, round 5 : 1/1 hits, 0.50 expected hits
                      Federation roll dice for 1 Escort-Cruiser in Orbit 19, round 5 : 0/1 hits, 0.60 expected hits
                  1 Escort-Cruiser owned by the Federation lost in Orbit 19
                  Cardassians win with 1 Light-Cruiser remaining. Battle score for attacker is 0
                  Casualties for Cardassians: 1 Escort-Cruiser, 1 Light-Cruiser, 2 Scout-Ships and 1 Support-Vessel
                  Casualties for Federation: 2 Escort-Cruisers and 3 Light-Cruisers
      
          Non Combat Move - Cardassians
      
          Call Reinforcements - Cardassians
              Cardassians buy 5 Commands, 1 Escort-Cruiser and 1 Security-Force; Remaining resources: 2 Command; 96 Engineering; 9 PUs; 0 Dilithium; 
      
          Place Reinforcements - Cardassians
              1 Escort-Cruiser placed in Cardassian Space
              1 Security-Force placed in Cardassian Outpost
      
          Turn Complete - Cardassians
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet Radan
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Vulcan Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Dominion Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Federation Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Klingon Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Cardassian Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Romulan Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 01
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 02
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 03
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 04
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 05
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 06
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 07
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 08
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 09
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 10
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 11
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 12
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 13
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 14
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 15
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 16
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 17
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 18
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 19
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 20
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 21
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 22
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 23
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 24
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 25
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 26
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 27
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 28
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 29
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 30
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 31
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 32
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 33
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 34
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 35
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 36
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 37
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 38
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 39
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 40
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 41
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 42
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 43
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 44
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 45
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 46
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 47
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 48
              Trigger Planet 25 captured by Cardassians: Cardassians captures territory Planet 25 Place
              Trigger Planet 32 captured by Cardassians: Cardassians captures territory Planet 32 Place
              Cardassians collect 0 PUs; end with 9 PUs
              Units generate 10 Engineering; Cardassians end with 106 Engineering
              Units generate 14 Command; Cardassians end with 21 Command
              Units generate 9 PUs; Cardassians end with 18 PUs
              Units generate 2 Dilithium; Cardassians end with 2 Dilithium
      

      Combat Hit Differential Summary :

      Cardassians regular : -0.80
      Federation regular : 0.40
      

      Savegame

      posted in Play Boardgames
      T
      tanderegg
    • RE: Archaeologists

      TripleA Turn Summary: Romulans round 18

      TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4

      Game History

      Round: 18
      
          Combat Move - Romulans
              2 Light-Cruisers moved from Vulcan Space to Orbit 30
              1 Light-Cruiser moved from Orbit 37 to Orbit 30
              1 Support-Vessel moved from SZ 100 to Orbit 37
      
          Non Combat Move - Romulans
      
          Acquire Technology - Romulans
              Romulans spend 20 on tech rolls
                  Romulans roll 2,9 for Security-Force-Personal-Shields and gets 0 hits
      
          Call Reinforcements - Romulans
              Romulans buy 10 Commands, 1 Escort-Cruiser, 1 Light-Cruiser and 3 Security-Forces; Remaining resources: 0 Command; 83 Engineering; 6 PUs; 0 Dilithium; 
      
          Place Reinforcements - Romulans
              1 Security-Force placed in Planet 48
              1 Escort-Cruiser and 1 Light-Cruiser placed in Orbit 37
              2 Security-Forces placed in Planet 36
      
          Turn Complete - Romulans
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet Radan
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Vulcan Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Dominion Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Federation Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Klingon Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Cardassian Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Romulan Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 01
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 02
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 03
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 04
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 05
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 06
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 07
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 08
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 09
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 10
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 11
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 12
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 13
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 14
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 15
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 16
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 17
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 18
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 19
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 20
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 21
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 22
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 23
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 24
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 25
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 26
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 27
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 28
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 29
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 30
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 31
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 32
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 33
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 34
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 35
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 36
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 37
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 38
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 39
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 40
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 41
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 42
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 43
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 44
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 45
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 46
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 47
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 48
              Trigger Planet 37 captured by Romulans: Romulans captures territory Planet 37 Place
              Trigger Planet 42 captured by Romulans: Romulans captures territory Planet 42 Place
              Trigger Planet 48 captured by Romulans: Romulans captures territory Planet 48 Place
              Trigger Planet 36 captured by Romulans: Romulans captures territory Planet 36 Place
              Trigger Planet 43 captured by Romulans: Romulans captures territory Planet 43 Place
              Trigger Planet 46 captured by Romulans: Romulans captures territory Planet 46 Place
              Trigger Planet 30 captured by Romulans: Romulans captures territory Planet 30 Place
              Romulans collect 0 PUs; end with 6 PUs
              Units generate 33 Engineering; Romulans end with 116 Engineering
              Units generate 29 Command; Romulans end with 39 Command
              Units generate 23 PUs; Romulans end with 29 PUs
              Units generate 2 Dilithium; Romulans end with 2 Dilithium
      

      Combat Hit Differential Summary :

      Savegame

      posted in Play Boardgames
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    • RE: Archaeologists

      TripleA Turn Summary: Dominion round 18

      TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4

      Game History

      Round: 18
      
          Combat Move - Dominion
              1 Security-Force moved from Planet 17 to Orbit 17
              1 Light-Cruiser and 1 Security-Force moved from Orbit 17 to Orbit 16
                    Dominion take SZ 40 from Vulcans
              1 Security-Force moved from Orbit 16 to Planet 16
                    Dominion take Planet 16 from Vulcans
              1 Scout-Ship moved from SZ 28 to Dominion Space
                    Dominion take SZ 20 from AI
      
          Combat - Dominion
      
          Non Combat Move - Dominion
      
          Acquire Technology - Dominion
              Dominion spend 20 on tech rolls
                  Dominion roll 4,1 for Cloaking-Device-For-New-Light-Cruisers and gets 0 hits
      
          Call Reinforcements - Dominion
              Dominion buy 10 Commands, 1 Escort-Cruiser, 1 Scout-Ship and 2 Security-Forces; Remaining resources: 2 Command; 95 Engineering; 9 PUs; 0 Dilithium; 
      
          Place Reinforcements - Dominion
              2 Security-Forces placed in Dominion Outpost
              1 Escort-Cruiser and 1 Scout-Ship placed in Dominion Space
      
          Turn Complete - Dominion
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet Radan
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Vulcan Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Dominion Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Federation Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Klingon Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Cardassian Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Romulan Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 01
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 02
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 03
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 04
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 05
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 06
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 07
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 08
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 09
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 10
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 11
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 12
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 13
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 14
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 15
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 16
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 17
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 18
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 19
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 20
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 21
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 22
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 23
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 24
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 25
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 26
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 27
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 28
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 29
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 30
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 31
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 32
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 33
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 34
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 35
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 36
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 37
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 38
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 39
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 40
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 41
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 42
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 43
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 44
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 45
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 46
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 47
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 48
              Trigger Planet 15 captured by Dominion: Dominion captures territory Planet 15 Place
              Trigger Planet 17 captured by Dominion: Dominion captures territory Planet 17 Place
              Trigger Planet 16 captured by Dominion: Dominion captures territory Planet 16 Place
              Trigger Planet 09 captured by Dominion: Dominion captures territory Planet 09 Place
              Trigger Planet 24 captured by Dominion: Dominion captures territory Planet 24 Place
              Dominion collect 0 PUs; end with 9 PUs
              Units generate 22 Engineering; Dominion end with 117 Engineering
              Units generate 12 Command; Dominion end with 24 Command
              Units generate 25 PUs; Dominion end with 34 PUs
              Units generate 1 Dilithium; Dominion end with 1 Dilithium
      

      Combat Hit Differential Summary :

      Savegame

      posted in Play Boardgames
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      tanderegg
    • RE: Archaeologists

      TripleA Turn Summary: Cardassians round 17

      TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4

      Game History

      Round: 17
      
          Combat Move - Cardassians
              1 Light-Cruiser moved from Orbit 19 to Cardassian Space
              1 Escort-Cruiser moved from Orbit 19 to Cardassian Space
      
          Combat - Cardassians
              Battle in Cardassian Space
                  Cardassians attack with 1 Escort-Cruiser and 1 Light-Cruiser
                  Klingons defend with 1 Light-Cruiser-C
                      Klingons roll dice for 1 Light-Cruiser-C in Cardassian Space, round 2 : 0/1 hits, 0.40 expected hits
                      Cardassians roll dice for 1 Escort-Cruiser and 1 Light-Cruiser in Cardassian Space, round 2 : 2/2 hits, 0.90 expected hits
                  1 Light-Cruiser-C owned by the Klingons lost in Cardassian Space
                  Cardassians win with 1 Escort-Cruiser and 1 Light-Cruiser remaining. Battle score for attacker is 0
                  Casualties for Klingons: 1 Light-Cruiser-C
      
          Non Combat Move - Cardassians
              1 Light-Cruiser moved from SZ 42 to SZ 62
              1 Light-Cruiser moved from SZ 54 to Orbit 25
              1 Support-Vessel moved from SZ 54 to SZ 62
              1 Scout-Ship moved from SZ 42 to Orbit 25
      
          Acquire Technology - Cardassians
              Cardassians spend 10 on tech rolls
                  Cardassians rolls : 0/1 hits, 0.00 expected hits
      
          Call Reinforcements - Cardassians
              Cardassians buy 5 Commands, 1 Light-Cruiser and 1 Scout-Ship; Remaining resources: 1 Command; 87 Engineering; 2 PUs; 0 Dilithium; 
      
          Place Reinforcements - Cardassians
              1 Light-Cruiser and 1 Scout-Ship placed in Cardassian Space
      
          Turn Complete - Cardassians
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet Radan
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Vulcan Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Dominion Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Federation Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Klingon Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Cardassian Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Romulan Outpost
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 01
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 02
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 03
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 04
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 05
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 06
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 07
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 08
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 09
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 10
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 11
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 12
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 13
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 14
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 15
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 16
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 17
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 18
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 19
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 20
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 21
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 22
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 23
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 24
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 25
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 26
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 27
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 28
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 29
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 30
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 31
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 32
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 33
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 34
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 35
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 36
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 37
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 38
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 39
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 40
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 41
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 42
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 43
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 44
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 45
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 46
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 47
              Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 48
              Trigger Planet 25 captured by Cardassians: Cardassians captures territory Planet 25 Place
              Cardassians collect 0 PUs; end with 2 PUs
              Units generate 9 Engineering; Cardassians end with 96 Engineering
              Units generate 12 Command; Cardassians end with 18 Command
              Units generate 7 PUs; Cardassians end with 9 PUs
              Units generate 1 Dilithium; Cardassians end with 1 Dilithium
      

      Combat Hit Differential Summary :

      Cardassians rolls : 0.00
      Klingons regular : -0.40
      Cardassians regular : 1.10
      

      Savegame

      posted in Play Boardgames
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