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 1 
 on: Today at 05:50:17 pm 
Started by eddiem4145 - Last post by eddiem4145
The scenario.

Two Moscow adjacent territories are under CP control. One Moscow adjacent territory in contested. Another territory not adjacent to Moscow is contested. Moscow is contested and about to fall removing the Russian Revolution option. If the Moscow adjacent territory goes under CP control, the Russian Revolution happens saving Moscow.

On Moscow's turn, knowing it can't hold Moscow, simply withdraws his troops from the one Moscow adjacent territory that is contested back to Moscow.

The question, the instant it withdrawals its troops back to Moscow that was contested, does that territory immediately goes under CP full control, thus fulfilling the Russian Revolution condition at the end of the Russian turn, saving Moscow.   

The argument against this is: The minute Russian troops pull out, the CP power in that territory can't place his marker and gain its income until that CP powers next turn, thus allowing them to attack Moscow the next turn, taking Moscow and avoiding the Russian Revolution.

 2 
 on: Today at 05:49:33 pm 
Started by Baron Munchhausen - Last post by Baron Munchhausen
Here is a way of phrasing KNP's Subs submerge after DD and planes makes an attack.

2. WHENEVER a SUB is due to roll (either in attack or defence), it ALWAYS has the option to submerge instead
-note the word ALWAYS. What this means is, is that at most, a SUB would only have to endure 1 round of opposing rolls.
(Currently, they are forced to stay surfaced every round as long as an opposing DD is in play.)
-DDs still delay the SUBs roll til later in the round, however, the SUBs can submerge even if the DD is present (just not immediately at the start of combat)
-This will significantly increase SUB survival.

Or instead:
2. Whenever a SUB is due to roll (either in attack or defence), it ALWAYS has the option to submerge instead
-opposing DDs still cancel 1st strike, however, they do not cancel a SUBs ability to submerge
-SUBs would still have to endure at least 1 round of combat if a DD is present (but at least not multiple rounds)


In essence, this means that instead of firing in the first round, a blocked Sub submerge during the defenders regular combat roll phase.

This makes for 2 ways:
One in which sub commanders wait to roll his defense dice waiting to see if it gets hit and, if not, can decide to submerge.
And the other:
During the first combat round, the Subs retaliate, then at the start of the second round (during opening phase) the subs retrieve his capacity to submerge and can do it instead of being under ennemy's shots.

 3 
 on: Today at 05:36:04 pm 
Started by ColonelCarter - Last post by eddiem4145
The one thing that can change to give balance and a major oversight by the creators are the submarine rules. Even before the Germans began unrestricted submarine warfare, they did major damage to the British. After they began unrestricted warfare, they did even more damage before the with US assistance, they removed the threat.

The submarine rules are way to weak for the Germans. Submarine damage should be automatic, no rolling. It should be $1 damage per sub to start, $2 once they begin unrestricted submarine warfare.

This can easily be thwarted a turn or two after the US comes into the war and before that, the Germans can't put to much into submarine warfare due to the demands on the eastern front. But it will slow down the US and British.


 4 
 on: Today at 05:20:57 pm 
Started by TheWell-KnownSoldier - Last post by TheWell-KnownSoldier
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

Game History

    Round: 3

        Purchase Units - Italians
            Italians buy 1 armour, 1 fighter and 1 mech_infantry; Remaining resources: 0 PUs;

        Politics - Italians
            Italians takes Political Action: Political Action Axis To War With Russians
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral
            Trigger Russians Allied Americans 3: Changing Relationship for Russians and Americans from Neutrality to Allied

        Combat Move - Italians
            1 artillery and 2 infantry moved from Belgian Congo to Tanganyika Territory
                  Italians take Tanganyika Territory from British
            2 artilleries and 2 infantry moved from Slovakia Hungary to Eastern Poland
            1 armour moved from Romania to Eastern Poland

        Combat - Italians
            Battle in Eastern Poland
                Italians attack with 1 armour, 2 artilleries and 2 infantry
                Russians defend with 1 infantry
                    Italians roll dice for 1 armour, 2 artilleries and 2 infantry in Eastern Poland, round 2 :  1/5 hits
                    Russians roll dice for 1 infantry in Eastern Poland, round 2 :  1/1 hits
                    1 infantry owned by the Russians and 1 infantry owned by the Italians lost in Eastern Poland
                Italians win, taking Eastern Poland from Russians with 1 armour, 2 artilleries and 1 infantry remaining. Battle score for attacker is 0
                Casualties for Russians: 1 infantry
                Casualties for Italians: 1 infantry

        Non Combat Move - Italians
            2 aaGuns moved from Slovakia Hungary to Eastern Poland
            1 infantry moved from Bulgaria to Romania
            4 infantry moved from Yugoslavia to Romania
            1 armour moved from Greece to Romania
            1 infantry moved from Greece to Bulgaria
            1 bomber moved from Alexandria to Western Germany
            1 fighter moved from Alexandria to 92 Sea Zone
            1 armour, 1 artillery, 5 infantry and 1 mech_infantry moved from Alexandria to Tobruk
            1 mech_infantry moved from Northern Italy to Slovakia Hungary
            1 aaGun moved from Northern Italy to Southern Italy

        Place Units - Italians
            1 armour and 1 mech_infantry placed in Northern Italy
            1 fighter placed in Southern Italy

        Turn Complete - Italians
            Italians collect 16 PUs; end with 16 PUs total
            Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 21 PUs
            Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 26 PUs
            Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 31 PUs


Territory Summary for Italians :

    Belgian Congo : 1 flag
    Alexandria : 1 flag
    Kenya : 1 flag
    Tanganyika Territory : 1 flag, 1 artillery and 2 infantry
    Algeria : 1 flag, 1 artillery and 1 infantry
    Tunisia : 1 flag
    Slovakia Hungary : 1 mech_infantry
    Western Germany : 1 bomber
    Romania : 1 armour and 5 infantry
    Tobruk : 1 armour, 1 artillery, 5 infantry and 1 mech_infantry
    Northern Italy : 1 aaGun, 1 armour, 1 factory_major and 1 mech_infantry
    Southern Italy : 1 aaGun, 1 airfield, 1 factory_minor, 1 fighter and 1 harbour
    Eastern Poland : 1 flag, 2 aaGuns, 1 armour, 2 artilleries and 1 infantry
    93 Sea Zone : 1 flag
    Bulgaria : 1 infantry
    92 Sea Zone : 1 fighter
    98 Sea Zone : 1 flag


Production/PUs Summary :

    Germans : 47 / 57
    Russians : 36 / 37
    Japanese : 57 / 64
    Americans : 50 / 70
    Chinese : 7 / 8
    British : 31 / 32
    UK_Pacific : 6 / 8
    Italians : 16 / 31
    ANZAC : 10 / 20
    French : 5 / 0
    Dutch : 0 / 0
    Mongolians : 0 / 0
    Neutral_Axis : 0 / 0
    Neutral_Allies : 0 / 0
    Neutral_True : 18 / 0



 5 
 on: Today at 05:19:43 pm 
Started by Der Kuenstler - Last post by Baron Munchhausen
DK,
did you ever read this stuff and thread?
There is many ideas you could use I think:
Hey guys,

We all know the AA50 OOTB version is severely missing a Battle of the Atlantic
We're looking for some suggestions on rules to makes SUBs more viable, especially for Germany
These should be very small and simple rules tweaks which don't involve introduction of any new units or setup changes
Generally these rules should involve the following

Subs should be more viable purchases, especially for Germany
Subs should have capabilities for economic attacks
Subs should have capabilities to harass transports
Subs should have increased survivability on defense
Subs should not be overly strong as warships

With that said, I do have some initial thoughts...

1. I think we have to reinstitute Convoy Raid damage like we had in AARe
-This can be done as an NO, I would include it for US,UK,Japan, and Italy
-Keep all enemy SUBs away from your shipping lanes
-Lose 2IPC for every enemy sub within 1 SZ (ie. adjacent)
-Lose 1IPC for every enemy sub within 2 SZ

For AA50, I would just include the areas around the capital ICs, not every IC.  For US, it would be bothe EUS and WUS.  Subs that became submerged would count for AA50.

2. I think SUBs should be allowed a Special Attack(needs a name) against enemy transports
-Any attacking force consisting only of SUBs, attacking any enemy fleet with at least 1 transport, has the option to avoid Regular Combat, and instead launch a Special Attack against the trasnport(s).
-For each DD in the defending force, roll a die.  This is considered a Sub Screen, and actually takes place before the attacking subs roll
-Any roll of 2 or less is considered a hit and results in an attacking SUB being removed immediately
-Any surviving SUB is considered undetected, and is allowed to ignore all other defending units and specifically attack a transport. 
-Any roll of 3 or less is considered a hit and results in a defending TRN being removed immediately
-Surviving SUBs can now submerge

What this does is give Germany some chance of slowing the UK(or US) in the Atlantic.  SUBs become a nusiance for the Allies.  they will have to invest some resources to either kill SUBs or better defend their fleets (more DDs, replacement TRNs).  US and Japan can harass each other in the Pacific as well.  For the Super Subs Tech, I would say the Sub Screen drops to 1 or less, and TRNs are sunk at 4 or less.  I would not have Super Subs give any benefit to the regular attack.  Subs stay specialized for their economic role and don't become a cheap warship.

3. The last component of SUB rules for AA50 Enhanced would be giving them some increased survival.  As to how, I'm not quite decided yet
-there have been some ideas thrown around though...

A. SUBs are detected on a 1:1 basis.  1 DD detects 1 SUB.  If attacked, any undetected SUB may submerge prior to the battle.
-this is not bad, though it doesn't give much protection for lone SUBs.  I would add a rule that ANY SUB, can submerge after 1 Round of Combat, regardless of whether or not an opposing DD is present. 

B. Using Detection Rolls as in AARe.    To me, this just doesn't feel right for AA50.  DDs and SUBs are cheaper.  It seems a bit more complex than it needs to be.  I suppose it works, but I'm hoping there are simpler ways.

C. SUBs can only be attacked and killed by DDs.  The idea here is that if SUBs are attacked, only the opposing DDs get to roll against them.  I would say at a roll of 2 or less, 3 or less if a FTR or BMBR is present (could even do this on a one-to-one ratio).  The idea here is that SUBs must be hunted down by DDs.  I worry though, that this makes SUBs too powerful, especially in the Pacific where SUBs may outnumber DDs by a significant amount.

Anyways, this last aspect is important for SUB viability.  There's no use producing SUBs if they can be killed so easily.  You don't want to overdo it though by making them too hard to kill either.  I'd like to see what other suggestions are out there, or how we can modify one of these existing options to make it suitable for use.


 6 
 on: Today at 05:13:00 pm 
Started by dawgoneit - Last post by Karl7
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.6

Game History

    Round: 10

        Purchase Units - Russians
            Russians buy 7 infantry; Remaining resources: 0 PUs;

        Combat Move - Russians
            1 submarine moved from 125 Sea Zone to 110 Sea Zone
            1 infantry moved from Russia to Vologda
            1 infantry moved from Russia to Samara
            1 infantry moved from Russia to Smolensk
            1 infantry moved from Russia to Tambov
            1 infantry moved from Russia to Samara
            1 fighter and 1 tactical_bomber moved from Russia to Samara
            1 fighter moved from Russia to Tambov
            1 fighter moved from Russia to Smolensk
            1 fighter moved from Russia to Vologda
            1 fighter moved from Russia to Tambov
            1 fighter moved from Russia to Samara
            1 fighter moved from Russia to Vologda

        Combat - Russians
            Battle in Tambov
                Russians attack with 2 fighters and 1 infantry
                Germans defend with 1 infantry
                Russians win, taking Tambov from Italians with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
            Battle in Vologda
                Russians attack with 2 fighters and 1 infantry
                Germans defend with 1 mech_infantry
                Russians win, taking Vologda from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 4
                Casualties for Germans: 1 mech_infantry
            Battle in Smolensk
                Russians attack with 1 fighter and 1 infantry
                Germans defend with 1 infantry
                Russians win, taking Smolensk from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
            Battle in Samara
                Russians attack with 2 fighters, 2 infantry and 1 tactical_bomber
                Germans defend with 1 mech_infantry
                Russians win, taking Samara from Germans with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4
                Casualties for Germans: 1 mech_infantry

        Non Combat Move - Russians
            Turning on Edit Mode
            EDIT: Changing ownership of French Equatorial Africa from Italians to Russians
            EDIT: Turning off Edit Mode
            2 fighters and 1 tactical_bomber moved from Samara to Russia
            2 fighters moved from Vologda to Russia
            1 fighter moved from Smolensk to Russia
            2 fighters moved from Tambov to Russia
            1 mech_infantry moved from Anglo Egyptian Sudan to French Equatorial Africa
            2 aaGuns and 18 infantry moved from Amur to Korea

        Place Units - Russians
            7 infantry placed in Russia

        Turn Complete - Russians
            Russians collect 15 PUs; end with 15 PUs total
            Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 21 PUs



 7 
 on: Today at 05:09:18 pm 
Started by wittmann - Last post by Degrasse
I'm getting an error message when I try to load the saved game file, could you test it please?

 8 
 on: Today at 05:08:18 pm 
Started by wheatbeer - Last post by wheatbeer
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

Game History

    Round: 4

        Politics - Germans

        Purchase Units - Germans
            Germans buy 1 artillery, 1 destroyer, 2 fighters, 1 infantry and 5 mech_infantrys; Remaining resources: 0 PUs;

        Combat Move - Germans
            11 armour, 9 artilleries, 24 infantry and 8 mech_infantrys moved from Baltic States to Novgorod
            1 tactical_bomber moved from Syria to 81 Sea Zone
            1 fighter moved from 98 Sea Zone to 81 Sea Zone

        Combat - Germans
            Battle in 81 Sea Zone
                Germans attack with 1 fighter and 1 tactical_bomber
                French defend with 1 destroyer; British defend with 1 transport
                    Germans roll dice for 1 fighter and 1 tactical_bomber in 81 Sea Zone, round 2 :  1/2 hits
                    French roll dice for 1 destroyer and 1 transport in 81 Sea Zone, round 2 :  0/1 hits
                    1 destroyer owned by the French lost in 81 Sea Zone
                    1 transport owned by the British lost in 81 Sea Zone
                Germans win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 15
                Casualties for French: 1 destroyer
                Casualties for British: 1 transport
            Battle in Novgorod
                Germans attack with 11 armour, 9 artilleries, 24 infantry and 8 mech_infantrys
                Russians defend with 1 airfield, 1 factory_minor, 1 harbour and 1 infantry
                    Germans roll dice for 11 armour, 9 artilleries, 24 infantry and 8 mech_infantrys in Novgorod, round 2 :  13/52 hits
                    Russians roll dice for 1 infantry in Novgorod, round 2 :  0/1 hits
                    1 infantry owned by the Russians lost in Novgorod
                Germans win, taking Novgorod from Russians with 11 armour, 9 artilleries, 24 infantry and 8 mech_infantrys remaining. Battle score for attacker is 3
                Casualties for Russians: 1 infantry

        Non Combat Move - Germans
            1 fighter moved from 98 Sea Zone to Southern Italy
            1 tactical_bomber moved from Syria to Southern Italy
            1 mech_infantry moved from Northern Italy to Southern Italy
            1 fighter and 1 tactical_bomber moved from 81 Sea Zone to 98 Sea Zone
            2 transports moved from 98 Sea Zone to 97 Sea Zone
            2 aaGuns moved from Baltic States to Novgorod
            1 destroyer moved from 112 Sea Zone to 104 Sea Zone
            1 aaGun, 2 artilleries and 2 infantry moved from Western Germany to Northern Italy
            1 aaGun moved from Poland to Eastern Poland
            2 mech_infantrys moved from Germany to Western Germany
            1 armour and 4 mech_infantrys moved from Germany to Eastern Poland
            1 cruiser and 1 transport moved from 112 Sea Zone to 113 Sea Zone

        Place Units - Germans
            1 destroyer placed in 113 Sea Zone
            2 fighters placed in Western Germany
            1 artillery, 1 infantry and 1 mech_infantry placed in Western Germany
            4 mech_infantrys placed in Germany

        Turn Complete - Germans
            Germans collect 43 PUs; end with 43 PUs total
            Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 48 PUs
            Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 53 PUs


Production/PUs Summary :

    Germans : 43 / 53
    Russians : 32 / 39
    Japanese : 61 / 67
    Americans : 52 / 72
    Chinese : 7 / 9
    British : 31 / 31
    UK_Pacific : 5 / 5
    Italians : 17 / 27
    ANZAC : 10 / 15
    French : 7 / 0
    Dutch : 0 / 0
    Mongolians : 0 / 0
    Neutral_Axis : 0 / 0
    Neutral_Allies : 0 / 0
    Neutral_True : 18 / 0



 9 
 on: Today at 04:58:37 pm 
Started by Whackamatt - Last post by Karl7
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

Game History

    Round: 1

        Purchase Units - British
            British buy 1 factory_minor and 5 infantry; Remaining resources: 1 PUs;

        Purchase Units - UK_Pacific
            UK_Pacific buy 6 infantry; Remaining resources: 0 PUs;

        Combat Move - British
            1 cruiser moved from 91 Sea Zone to 106 Sea Zone
            1 destroyer moved from 109 Sea Zone to 106 Sea Zone
            1 bomber and 2 fighters moved from United Kingdom to 111 Sea Zone
            1 fighter moved from Malta to 96 Sea Zone
            1 submarine moved from 98 Sea Zone to 96 Sea Zone
            1 transport moved from 98 Sea Zone to 81 Sea Zone
            1 artillery and 1 infantry moved from Anglo Egyptian Sudan to 81 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 81 Sea Zone to 76 Sea Zone
            1 artillery and 1 infantry moved from 76 Sea Zone to Ethiopia
            1 mech_infantry moved from Egypt to Ethiopia
            1 cruiser moved from 98 Sea Zone to 76 Sea Zone
            1 cruiser moved from 39 Sea Zone to 76 Sea Zone
            1 tactical_bomber moved from 98 Sea Zone to Ethiopia
            1 fighter moved from Gibraltar to United Kingdom

        Combat - British
            Battle in 96 Sea Zone
                British attack with 1 fighter and 1 submarine
                Italians defend with 1 destroyer and 1 transport
                British win with 1 fighter and 1 submarine remaining. Battle score for attacker is 15
                Casualties for Italians: 1 destroyer and 1 transport
            Battle in 106 Sea Zone
                British attack with 1 cruiser and 1 destroyer
                Germans defend with 1 submarine
                British win, taking 106 Sea Zone from Germans with 1 cruiser and 1 destroyer remaining. Battle score for attacker is 6
                Casualties for Germans: 1 submarine
            Battle in 111 Sea Zone
                British attack with 1 bomber and 2 fighters
                Germans defend with 1 battleship
                British win with 1 bomber and 2 fighters remaining. Battle score for attacker is 20
                Casualties for Germans: 1 battleship
            Battle in Ethiopia
                British attack with 1 artillery, 1 infantry, 1 mech_infantry and 1 tactical_bomber
                Italians defend with 1 artillery and 2 infantry
                British win, taking Ethiopia from Italians with 1 artillery and 1 tactical_bomber remaining. Battle score for attacker is 3
                Casualties for British: 1 infantry and 1 mech_infantry
                Casualties for Italians: 1 artillery and 2 infantry

        Non Combat Move - British
            1 carrier and 1 destroyer moved from 98 Sea Zone to 76 Sea Zone
            1 tactical_bomber moved from Ethiopia to 76 Sea Zone
            1 fighter moved from 96 Sea Zone to Egypt
            1 armour, 1 artillery and 1 infantry moved from Alexandria to Egypt
            2 infantry moved from Union of South Africa to Rhodesia
            1 destroyer moved from 71 Sea Zone to 76 Sea Zone
            1 battleship moved from 37 Sea Zone to 79 Sea Zone
            1 infantry moved from West India to Eastern Persia
                  British take Eastern Persia from Neutral_Allies
            1 transport moved from 39 Sea Zone to 37 Sea Zone
            2 infantry moved from Malaya to 37 Sea Zone
            2 infantry and 1 transport moved from 37 Sea Zone to 41 Sea Zone
            2 infantry moved from 41 Sea Zone to Sumatra
                  UK_Pacific take Sumatra from Dutch
            1 infantry moved from Malaya to Shan State
            1 destroyer moved from 39 Sea Zone to 37 Sea Zone
            1 fighter moved from Burma to India
            1 aaGun moved from India to Burma
            1 artillery moved from India to Burma
            1 mech_infantry moved from United Kingdom to 109 Sea Zone
            1 mech_infantry and 1 transport moved from 109 Sea Zone to 88 Sea Zone
            1 mech_infantry moved from 88 Sea Zone to Suriname
                  British take Suriname from Dutch
            1 fighter moved from India to Tanganyika Territory
            1 artillery and 1 infantry moved from Ontario to Quebec
            1 bomber and 2 fighters moved from 111 Sea Zone to United Kingdom
            1 aaGun and 2 infantry moved from Scotland to United Kingdom

        Place Units - British
            5 infantry placed in United Kingdom
            1 factory_minor placed in Egypt

        Turn Complete - British
            British collect 29 PUs; end with 30 PUs total
            Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 35 PUs

        Place Units - UK_Pacific
            6 infantry placed in India

        Turn Complete - UK_Pacific
            UK_Pacific collect 21 PUs; end with 21 PUs total
            Some Units in India change ownership: 6 infantry



 10 
 on: Today at 04:50:26 pm 
Started by wittmann - Last post by Vold
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

Game History

    Round: 6

        Research Technology - Japanese
            Turning on Edit Mode
            EDIT: Removing units owned by Russians from Northwest Persia: 2 infantry
            EDIT: Adding units owned by Russians to Northwest Persia: 2 infantry
            EDIT: Removing units owned by Russians from Northwest Persia: 2 infantry
            EDIT: Adding units owned by Russians to Iraq: 2 infantry
            EDIT: Turning off Edit Mode

        Purchase Units - Japanese
            Japanese buy 5 artilleries, 2 factory_minors and 5 infantry; Remaining resources: 12 PUs; 6 SuicideAttackTokens;

        Combat Move - Japanese
            1 infantry moved from Chahar to Suiyuyan
                  Japanese take Suiyuyan from Chinese
            2 infantry moved from Hopei to Shensi
            2 fighters and 2 tactical_bombers moved from Yunnan to Shensi
            1 infantry moved from Kazakhstan to Turkmenistan
                  Japanese take Turkmenistan from Russians

        Combat - Japanese
            Battle in Shensi
                Japanese attack with 2 fighters, 2 infantry and 2 tactical_bombers
                Chinese defend with 1 infantry
                Japanese win, taking Shensi from Chinese with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 0
                Casualties for Japanese: 1 infantry
                Casualties for Chinese: 1 infantry

        Non Combat Move - Japanese
            2 fighters and 2 tactical_bombers moved from Shensi to Yunnan
            1 armour and 1 mech_infantry moved from Tsinghai to Szechwan
            3 infantry moved from Chahar to Hopei
            1 destroyer moved from 6 Sea Zone to 16 Sea Zone
            1 artillery and 1 infantry moved from Japan to 6 Sea Zone
            1 destroyer moved from 6 Sea Zone to 34 Sea Zone
            1 destroyer moved from 36 Sea Zone to 45 Sea Zone
            1 carrier moved from 36 Sea Zone to 35 Sea Zone
            1 fighter and 1 tactical_bomber moved from Manchuria to Philippines
            2 fighters moved from 36 Sea Zone to 35 Sea Zone
            2 destroyers and 2 submarines moved from 6 Sea Zone to 35 Sea Zone
            5 transports moved from 36 Sea Zone to 20 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone
            1 carrier, 1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 6 Sea Zone
            2 fighters and 1 tactical_bomber moved from Manchuria to Japan
            5 transports moved from 20 Sea Zone to 6 Sea Zone
            1 cruiser moved from 36 Sea Zone to 55 Sea Zone
            4 artilleries and 6 infantry moved from Kwangsi to Yunnan
            1 artillery and 1 infantry moved from 36 Sea Zone to French Indo China
            2 battleships, 3 carriers, 1 cruiser, 3 fighters, 3 submarines and 3 tactical_bombers moved from 36 Sea Zone to 42 Sea Zone
            1 submarine moved from 37 Sea Zone to 42 Sea Zone

        Place Units - Japanese
            1 factory_minor placed in French Indo China
            1 factory_minor placed in Manchuria
            5 artilleries and 5 infantry placed in Japan

        Turn Complete - Japanese
            Japanese collect 65 PUs; end with 77 PUs total
            Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 82 PUs



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