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  • RE: 1914 NML TEAM GAME

    TripleA Turn Summary: Turkey round 13

    TripleA Turn Summary for game: Domination 1914 No Man’s Land, version: 1.4

    Game History

    Round: 13
    
        Research Technology - Turkey
            Turkey spend 10 on tech rolls
                Turkey roll 4,2 and gets 0 hits
    
        Combat Move - Turkey
            1 late_fighter moved from Constantinople to Lurs
            2 field_guns moved from Baghdad to Lurs
            1 infantry moved from Baghdad to Lurs
            1 field_gun and 2 infantry moved from Damascus to Palestine
            1 fighter moved from Sinai to Palestine
            1 field_gun moved from Hejaz to Palestine
    
        Purchase Units - Turkey
            Turkey buy 2 field_guns, 6 heavy_guns, 1 infantry and 6 trenchs; Remaining resources: 1 PUs; 2 techTokens; 
    
        Combat - Turkey
            Battle in Lurs
                Turkey attack with 2 field_guns, 1 infantry and 1 late_fighter
                Britain defend with 1 cavalry, 1 field_gun and 1 infantry
                    Turkey roll dice for 2 field_guns, 1 infantry and 1 late_fighter in Lurs, round 2 : 4/4 hits, 1.50 expected hits
                    Britain roll dice for 1 cavalry, 1 field_gun and 1 infantry in Lurs, round 2 : 1/3 hits, 0.83 expected hits
                    1 infantry owned by the Turkey, 1 infantry owned by the Britain, 1 cavalry owned by the Britain and 1 field_gun owned by the Britain lost in Lurs
                Turkey win, taking Lurs from Britain with 2 field_guns and 1 late_fighter remaining. Battle score for attacker is 8
                Casualties for Turkey: 1 infantry
                Casualties for Britain: 1 cavalry, 1 field_gun and 1 infantry
            Battle in Palestine
                Turkey attack with 2 field_guns, 1 fighter and 2 infantry
                Britain defend with 2 field_guns and 2 infantry
                    Turkey roll dice for 2 field_guns, 1 fighter and 2 infantry in Palestine, round 2 : 1/5 hits, 1.67 expected hits
                    Britain roll dice for 2 field_guns and 2 infantry in Palestine, round 2 : 2/4 hits, 1.33 expected hits
                    2 infantry owned by the Turkey and 1 infantry owned by the Britain lost in Palestine
                    Turkey roll dice for 2 field_guns and 1 fighter in Palestine, round 3 : 0/3 hits, 1.00 expected hits
                    Britain roll dice for 2 field_guns and 1 infantry in Palestine, round 3 : 2/3 hits, 1.00 expected hits
                    2 field_guns owned by the Turkey lost in Palestine
                 retreated to Palestine
                Britain win with 2 field_guns and 1 infantry remaining. Battle score for attacker is -11
                Casualties for Turkey: 2 field_guns and 2 infantry
                Casualties for Britain: 1 infantry
    
        Non Combat Move - Turkey
            1 fighter moved from Palestine to Sinai
            1 heavy_gun moved from Syria to Damascus
            1 infantry moved from Syria to Mesopotamia
            1 late_fighter moved from Lurs to Baghdad
            1 field_gun, 1 heavy_gun and 1 infantry moved from Smyrna to Syria
            1 field_gun moved from Hejaz to Jordan
            1 transport moved from Sea Zone 64 Sea of Azov to Sea Zone 67 Black Sea
            1 field_gun and 1 infantry moved from Constantinople to Sea Zone 67 Black Sea
            1 field_gun, 1 infantry and 1 transport moved from Sea Zone 67 Black Sea to Sea Zone 64 Sea of Azov
            1 infantry moved from Sea Zone 64 Sea of Azov to Caucasus
            1 field_gun moved from Sea Zone 64 Sea of Azov to Caucasus
            2 infantry moved from Constantinople to Smyrna
    
        Place Units - Turkey
            3 heavy_guns and 3 trenchs placed in Tehran
            3 heavy_guns and 2 trenchs placed in Baghdad
            2 field_guns, 1 infantry and 1 trench placed in Damascus
    
        Activate Technology - Turkey
            Trigger TurkeyP: Turkey has 3 infantry placed in Constantinople
    
        Turn Complete - Turkey
            Turkey collect 57 PUs; end with 58 PUs
    

    Combat Hit Differential Summary :

    Turkey : 0.83
    Britain : 1.83
    

    Savegame

    posted in Team Games
  • RE: Grasshopper's G40 3rd Edition Unit Profiles

    SEA TRANSPORT:

    Cost - 6 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 1
    Attack - N/A
    Defense - N/A
    Build Queue - N/A

    • Each sea transport must carry at least one elite infantry during the combat movement phase (unless the territory being attacked is not occupied by enemy units).
    • During both the combat and non-combat movement phases, a sea transport may only carry a load totaling 3 capacity points (see land unit capacity values under each profile)
    • Sea transports may be used as casualties up to 3 per hit_

    DESTROYER:

    Cost - 7 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 2
    Attack - @2
    Defense - @2
    Build Queue - N/A

    • During game rounds 1 & 2, destroyers do not negate the first strike ability of German U-Boats

    SUBMARINE:

    Cost - 8 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 2
    Attack - @3 (first strike bonus when enemy destroyers are not present)
    Defense - @2
    Build Queue - N/A

    • Can not hit

    CRUISER:

    Cost - 12 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 4
    Attack - 1X @5 when attacking aircraft or sea units
    Attack - 2X @5 when attacking both aircraft and sea units
    Defense - 1X @5 when defending against aircraft or sea units
    Defense - 2X @5 when defending against both aircraft and sea units
    Build Queue - (6/6)

    • This unit is required to use the build queue when being purchased
    • May conduct a shore bombardment during amphibious assaults and/or the strategic missions phase
    • May be engaged by interceptors during a shore bombardment (defenders choice)
    • May bombard any adjacent enemy facility during Strategic Missions Phase (if part of a designated fleet)
    • Casualties resulting from a bombardment during amphibious assaults are immediately removed from the board

    AIRCRAFT CARRIER:

    Cost - 16 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 4
    Attack - @1 (N/A if damaged)
    Defense - @2 (N/A if damaged)
    Build Queue - (8/8)

    • This unit is required to use the build queue when being purchased
    • Requires 2 hits to sink
    • May be engaged by interceptors during a shore bombardment (defenders choice)
    • Aircraft Carriers may carry a maximum of 2 eligible air units, damaged Aircraft Carriers carry one less aircraft from their full capacity

    BATTLESHIP:

    Cost - 18 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 5
    Attack - 1X @6 when attacking aircraft or sea units (1X @4 when damaged)
    Attack - 2X @6 when attacking both aircraft and sea units 2X @4 when damaged)
    Defense - 1X @6 when defending against aircraft or sea units (1X @4 when damaged)
    Defense - 2X @6 when defending against both aircraft and sea units (2X @4 when damaged)
    Build Queue - (9/9)

    • This unit is required to use the build queue when being purchased
    • Requires 2 hits to sink
    • May conduct a shore bombardment during amphibious assaults and/or the strategic missions phase
    • May be engaged by interceptors during a shore bombardment (defenders choice)
    • May bombard any adjacent enemy facility during Strategic Missions Phase (if part of a designated fleet)
    • Casualties resulting from a bombardment during amphibious assaults are immediately removed from the board
    posted in The Cliffside Bunker
  • RE: Grasshopper's G40 3rd Edition Unit Profiles

    AIR TRANSPORT:

    Cost - 6 IPCs
    Move - 4 (+1 from an airbase)
    Capacity - 1
    Attack - N/A
    Defense - N/A
    Dog Fight - Attack - @0 / Defense - @0
    Build Queue - N/A

    • During the combat movement phase, each air transport may carry a total of 3 capacity points worth of units, however, each may only carry Elite Infantry during the combat movement phase (air transports may never land on territories being attacked)
    • During the non-combat movement phase, each air transport may carry a total of 3 capacity points worth of land units, however, each may only carry infantry and artillery unit types (air transports used during non-combat must land with their cargo in the same territory)
    • Air transports may be used as casualties up to 3 per hit
    • Air transports may not be designated for future missions

    WAR PLANE:

    Cost - Obsolete
    Move - 3 (+1 from an airbase)
    Capacity - N/A
    Attack - @1 (+1 air superiority bonus)
    Defense - @1 (+1 air superiority bonus)
    Dog Fight - Attack - @1 / Defense - @1
    Build Queue - Obsolete

    • May hit surfaced submarines without a destroyer present
    • War planes may not be designated for future missions

    TACTICAL BOMBER:

    Cost - 9 IPCs
    Move - 4 (+1 from an airbase)
    Capacity - 2
    Attack - @3 (first strike bonus when a dog fight is not triggered)
    Defense - @3
    Dog Fight - Attack - @1 / Defense - @1
    Build Queue - N/A

    • May hit surfaced submarines without a destroyer present
    • May be designated for future missions

    FIGHTER:

    Cost - 10 IPCs
    Move - 4 (+1 from an airbase)
    Capacity - 3
    Attack - @4 (+1 support bonus when combined with an AA Artillery unit)
    Defense - @5 (+1 support bonus when combined with an AA Artillery unit)
    Dog Fight - Attack - @2 / Defense - @3
    Build Queue - N/A

    • May hit surfaced submarines without destroyer present
    • May be designated for future missions

    STRATEGIC BOMBER:

    Cost - 14 IPCs
    Move - 6 (+1 from an airbase)
    Capacity - 4
    Attack - 3X @3 per bomber against land units (3X @2 if damaged)
    Attack - 3X @2 per bomber against sea units (3@1 if damaged)
    Defense - @1 (N/A if damaged)
    Dog Fight - Attack - @1 / Defense - @1
    Build Queue - (7/7)

    • Requires 2 hits to shoot down
    • This unit is required to use the build queue when being purchased
    • Attacks by rolling 3 dice in the first combat round, and then N/A all remaining rounds
    • Defending Strategic Bombers are considered grounded and may not participate in, or trigger a dog fight, however, they may defend during each combat round 1@1 (N\A if damaged) until they are destroyed, or the attacker retreats
    • May be designated for future missions
    • May not move during the combat movement phase when damaged
    • May not be designated for future mission when dama
    posted in The Cliffside Bunker
  • RE: Grasshopper's G40 3rd Edition Unit Profiles

    INFANTRY:

    Cost - 3 IPCs
    Move - 1
    Capacity - 1
    Attack - @1 (+1 support bonus when combined with an artillery unit or elite infantry)
    Defense - @2 (+1 support bonus when combined with an operational bunker)
    Build Queue - N/A


    MECHANIZED INFANTRY:

    Cost - 4 IPCs
    Move - 2
    Capacity - 1
    Attack - @1 (+1 support bonus when combined with an artillery unit or elite infantry)
    Defense - @2
    Queue - N/A

    • May each tow any artillery unit during the non combat moment phase

    ANTI-AIRCRAFT ARTILLERY:

    Cost - 5 IPCs
    Move - 1
    Capacity - 2
    Attack - 1 @1 per aircraft up to 3 per gun
    Defense - 1 @1 per aircraft up to 3 per gun
    Queue - N/A

    • May be towed by mechanized infantry during the non combat movement phase
    • AA Artillery units may attack and defend to fire at enemy aircraft during the AA barrage phase up to 3 shots each (same as G40)
    • AA Artillery units provide a +1 support bonus when combined with a fighter (during General Combat only, not applied during a Dog Fight)

    ARTILLERY:

    Cost - 4 IPCs
    Move - 1
    Capacity - 2
    Attack - @2
    Defense -@2
    Queue - N/A

    • May be towed by mechanized infantry during the non combat movement phase

    TANK:

    Cost - 5 IPCs
    Move - 2
    Capacity - 2
    Attack - @3 (+1 ground superiority bonus)
    Defense - @3 (+1 ground superiority bonus)
    Queue - N/A

    • Can blitz
      __
    posted in The Cliffside Bunker
  • RE: Grasshopper's G40 3rd Edition Unit Profiles

    AIRBASE:

    Cost - 20 IPCs
    Move - N/A
    Build Queue - 2 construction markers

    PLACING AN AIRBASE:

    • When this unit gets put on the board, 2 construction markers must be placed under it (1 construction marker is removed for free during each Strategic Missions Phase)
    • An airbase may be placed on any territory that does not already contain an airbase or air field

    USING AN AIRBASE:

    • The following abilities are provided for free to all units using an operational airbase

    AIRBASE ABILITIES:

    • Add +1 movement for air units within a territory containing an operational air base
    • Remove damage markers from strategic bombers within a territory containing an operational airbase
    • May scramble up to 3 air units to defend any adjacent sea zones (4 with a radar tower)
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING AN AIRBASE:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 12, must be fully repaired in order to operate

    REPAIRING AN AIRBASE:

    • Damage markers cost 1 IPC each to be removed
    • An airbase is not operational until all damage markers are removed
    • An airbase is not operational until all construction markers are removed

    CAPTURING AN AIRBASE:

    • Any facility captured while under construction is immediately removed from the board
    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities. ___________________________________________________

    AIR FIELD:

    Cost - 10 IPCs
    Move - N/A
    Build Queue - 1 construction marker

    PLACING AN AIR FIELD:

    • When this unit gets put on the board, 1 construction marker must be placed under it (unless being placed on territory already containing an air field for the purpose of building an air base)
    • An air field may be placed on any territory that does not already contain an air base
    • Placing an air field on a territory that already contains an airfield will immediately turn both into 1 airbase

    USING AN AIR FIELD:

    • For air fields in territories with a victory city, the following abilities are provided for free to all units totalling 20 capacity points. A cost of 1 IPC per capacity point over 20 used will be due during the collect income phase within the same turn.
    • For air fields in territories without a victory city, the following abilities are provided for free to all units totalling 10 capacity points. A cost of 1 IPC per capacity point over 10 used will be due during the collect income phase within the same turn.

    AIR FIELD ABILITIES:

    • Add +1 movement for air units within a territory containing an operational air field
    • Remove damage markers from strategic bombers within a territory containing an operational air field
    • May scramble up to 3 air units to defend any adjacent sea zones (4 with a radar tower)
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING AN AIR FIELD:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 6, must be fully repaired in order to operate

    REPAIRING AN AIR FIELD:

    • An air field is not operational until all damage markers are removed
    • An air field is not operational until all construction markers are removed

    CAPTURING AN AIR FIELD:

    • Any facility captured while under construction is immediately removed from the board
    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities.

    NAVAL BASE:

    Cost - 20 IPCs
    Move - N/A
    Build Queue - 2 construction markers

    PLACING A NAVAL BASE:

    • When this unit gets put on the board, 2 construction markers must be placed under it (1 construction marker is removed for free during each Strategic Missions Phase)
    • A naval base may be placed on any territory that does not already contain a naval base or naval port

    USING A NAVAL BASE:

    • The following abilities are provided for free to all units using an operational naval base

    NAVAL BASE ABILITIES:

    • Add +1 movement for sea units within sea zones adjacent to a territory containing an operational naval base
    • Remove damage markers from capital ships within sea zones adjacent to a territory containing an operational naval base
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING A NAVAL BASE:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 12, must be fully repaired in order to operate

    REPAIRING A NAVA BASE:

    • Damage markers cost 1 IPC each to be removed
    • A naval base is not operational until all damage markers are removed
    • A naval base is not operational until all construction markers are removed

    CAPTURING A NAVAL BASE:

    • Any facility captured while under construction is immediately removed from the board
    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities. ___________________________________________________

    NAVAL PORT:

    Cost - 10 IPCs
    Move - N/A
    Build Queue - 1 construction marker

    PLACING A NAVAL PORT:

    • When this unit gets put on the board, 1 construction marker must be placed under it (unless being placed on territory already containing a naval port for the purpose of building a naval base)
    • A naval port may be placed on any territory that does not already contain a naval base
    • Placing a naval port on a territory that already contains a naval port will immediately turn both into 1 naval base

    USING A NAVAL PORT:

    • For naval ports in territories with a victory city, the following abilities are provided for free to all units totalling 20 capacity points. A cost of 1 IPC per capacity point over 20 used will be due during the collect income phase within the same turn.
    • For naval ports in territories without a victory city, the following abilities are provided for free to all units totalling 10 capacity points. A cost of 1 IPC per capacity point over 10 used will be due during the collect income phase within the same turn.

    NAVAL PORT ABILITIES:

    • Add +1 movement for sea units in sea zones adjacent to a territory containing an operational naval port
    • Remove damage markers from capital ships in sea zones adjacent to a territory containing an operational naval port
    • May scramble up to 3 air units to defend any adjacent sea zones (4 with a radar tower)
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING A NAVAL PORT:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 6, must be fully repaired in order to operate

    REPAIRING A NAVAL PORT:

    • A naval port is not operational until all damage markers are removed
    • A naval port is not operational until all construction markers are removed

    CAPTURING A NAVAL PORT:

    • Any facility captured while under construction is immediately removed from the board
    • The occupation of an enemy territory results in inheriting all damage
    posted in The Cliffside Bunker
  • Grasshopper's G40 3rd Edition Unit Profiles

    INDUSTRIAL COMPLEX:

    Cost - N/A
    Move - N/A

    • When this unit gets built and put on the board, 2 construction markers must be placed under it
    • A production facility may not mobilize units until all construction markers are removed
    • Produces up to 6 capacity points, must be fully repaired in order to mobilize units (max damage 12)
    • May repair heavy tanks and/or tiger tanks allowable after facility damage up to 6
    • May only be damaged by strategic bombers and super fortresses
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • May be placed on any controlled territory (not islands or neutrals) with an IPC value of 3 or greater
    • Immediately downgraded to a minor factory once captured
    • May not be upgraded to an IC under any circumstances
    • Any facility captured while under construction (with construction marker) is immediately removed from the board

    MAJOR FACTORY:

    Cost - 12 IPCs
    Move - N/A

    • When this unit gets built and put on the board, 2 construction markers must be placed under it
    • A production facility may not mobilize units until all construction markers are removed
    • Produces up to 6 capacity points, must be fully repaired in order to mobilize units (max damage 12)
    • May repair heavy tanks and/or tiger tanks allowable after facility damage up to 6
    • May only be damaged by strategic bombers and super fortresses
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • May be placed on any controlled territory (not islands or neutrals) with an IPC value of 3 or greater
    • Immediately downgraded to a minor factory once captured
    • May not be upgraded to an IC under any circumstances
    • Any facility captured while under construction (with construction marker) is immediately removed from the board

    MINOR FACTORY:

    Cost - 9 IPCs
    Move - N/A

    • When this unit gets built and put on the board, 1 construction marker must be placed under it
    • A production facility may not mobilize units until all construction markers are removed
    • Produces up to 3 capacity points, must be fully repaired in order to mobilize units (max damage 6)
    • May repair heavy tanks and/or tiger tanks in the amount allowable after facility damage up to 3
    • May be damaged by tactical bombers, strategic bombers and super fortresses
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • May be placed on any controlled territory (not islands) with an IPC value of 2 or greater
    • Immediately apply max damage to a minor factory once captured
    • May be upgraded to a major factory for 15 IPCs (provided all placement requirements have been met)
    • Any facility captured while under construction (with construction marker) is immediately removed from the board
    posted in The Cliffside Bunker
  • Deluxe Edition Setup Charts (under construction)

    GERMANY: (BLACK) - 38 IPCs

    GERMANY ROUNDEL.jpg

    Germany: 21 Regular Infantry, 4 Mechanized Infantry, 2 Light Artillery, 1 Calvary, 2 Light Tanks, 3 Tactical Bombers, 3 Fighters, 3 Strategic Bombers, 1 AA Artillery, Industrial Complex, Air Base, Naval Base, Rail Station, Oil Derrick
    Western Germany: 16 Regular Infantry, 6 Elite Infantry, 6 Mechanized Infantry, 4 Light Artillery, 3 Tactical Bombers, 3 Fighters, 1 AA Artillery, Industrial Complex, Air Field, Naval Port
    Greater Southern Germany: 11 Regular Infantry, 2 Light Artillery, 3 Light Tanks, 1 AA Artillery
    Slovakia/Hungary: 4 Infantry, 1 Calvary, 1 Light Tank, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery, Oil Derrick
    Poland: 4 Regular Infantry, 1 Light Tank, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery
    Romania: 4 Regular Infantry, 1 Calvary, 1 Light Tank, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery, Oil Derrick
    Holland/Belgium: 11 Regular Infantry, 1 Light Artillery, 3 Light Tanks, 1 Air Transport, Major Bunker
    Norway: 9 Regular Infantry, 2 Elite Infantry, 1 Air Transport, 2 Fighters, 2 Tactical Bombers
    Denmark: 4 Regular Infantry

    Sea Zone A-4: 1 Submarine
    Sea Zone A-5: 1 Submarine
    Sea Zone A-9: 1 Submarine
    Sea Zone A-11: 1 Submarine
    Sea Zone A-14: 1 Destroyer
    Sea Zone A-16: 1 Submarine
    Sea Zone A-17: 1 Submarine
    Sea Zone A-22: 1 Submarine
    Sea Zone A-23: 1 Submarine
    Sea Zone A-26: 1 Submarine
    Sea Zone A-31: 1 Battleship (Damaged)
    Sea Zone B-1: 1 Sea Transport, 1 Destroyer, 1 Cruiser
    Sea Zone B-2: 1 Sea Transport. 1 Destroyer, 1 Cruiser

    Build Queue: 1 Elite Infantry, 1 Strategic Bomber, 1 Aircraft Carrier, 1 Super Battleship**, 1 Oil Tanker (5 IPCs)


    JAPAN: (ORANGE) - 37 IPCs

    JAPAN ROUNDEL.png

    Japan: 6 Regular Infantry, 3 Elite Infantry, 2 Light Artillery, 4 Light Tanks, 1 Air Transport, 1 Fighter, 1 Tactical Bomber, 2 Strategic Bombers, 1 AA Artillery, Industrial Complex, Air Base, Naval Base, Rail Station
    Korea: 4 Regular Infantry, 1 Elite Infantry, 1 Light Tank, 1 Tactical Bomber
    Manchuria: 4 Regular Infantry, 1 Calvary, 1 Elite Infantry, 1 Mechanized Infantry, 1 Light Artillery, 1 Light Tank, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery, Minor Bunker
    Jehol: 4 Regular Infantry, 1 Light Artillery
    Shantung: 4 Regular Infantry, 1 Light Artillery
    Kiangsu: 6 Regular Infantry, 1 Light Artillery, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery, Major Factory (with 2 production markers), Naval Port
    Kiangsi: 4 Regular Infantry, 1 Light Artillery
    Kwangsi: 4 Regular Infantry, 1 Light Artillery
    Siam: 4 Regular Infantry
    Iwo Jima: 1 Regular Infantry, 1 Elite Infantry, 1 Fighter, Air Field
    Okinawa: 2 Regular Infantry, 1 Elite Infantry, 1 Fighter, Air Field
    Marianas: 1 Regular Infantry
    Marshal Islands: 1 Regular Infantry
    Formosa: 2 Regular Infantry, 1 Elite Infantry, 1 Fighter, Air Field
    Hainan: 2 Infantry
    Palau Island: 2 Infantry
    Bonin Island: 1 Regular Infantry, 1 Fighter, Air Field
    Caroline Islands: 4 Regular Infantry, 1 AA Artillery, Air Field, Naval Port

    Sea Zone P-6: 2 Sea Transport, 1 Light Carrier (w/ 1 War Plane)
    Sea Zone P-7: 1 Sea Transport, 2 Submarines, 1 Destroyer, 1 Cruiser, 1 Super Battleship, 2 Aircraft Carriers (w/ 2 Fighters, 2 Tactical Bombers)
    Sea Zone P-15: 1 Sea Transports, 1 Submarine, 1 Destroyer, 1 Dreadnought, 1 Super Battleship
    Sea Zone P-23: 1 Sea Transport, 1 Destroyer, 1 Cruiser, 1 Battleship
    Sea Zone P-31: 1 Destroyer, 1 Submarine, 1 Warship
    Sea Zone P-34: 1 Destroyer, 1 Warship, 1 Cruiser, 1 Aircraft Carrier (w/ 1 Fighter, 1 Tactical Bomber)
    Sea Zone P-44: 1 Submarine, 1 Warship

    Build Queue: 1 Elite Infantry, 1 Cruiser, 1 Aircraft Carrier


    SOVIET UNION: (MAROON) - 48 IPCs

    RUSSIA ROUNDEL.png

    Moscow: 4 Regular Infantry, 1 War Plane, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery, Industrial Complex, Air Base, Rail Station
    Russia: 4 Regular Infantry, 1 Mechanized Infantry, 1 Calvary, 1 Light Tank
    Novgorod: 4 Regular Infantry, 1 Light Artillery, 1 Heavy Artillery, 1 Light Tank, 1 Heavy Tank, 1 War Plane, 1 Fighter, 1 AA Artillery, Minor Bunker, Major Factory, Air Field, Naval Port
    Archangel: 1 Regular Infantry
    Karelia: 1 Regular Infantry
    Vyborg: 4 Regular Infantry
    Baltic States: 6 Regular Infantry, 1 War Plane
    Belarus: 4 Regular Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane
    Eastern Poland: 6 Regular Infantry, 1 War Plane
    Western Ukraine: 4 Regular Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane
    Bessarabia: 6 Regular Infantry, 1 War Plane
    Ukraine: 4 Regular Infantry, 1 Light Artillery
    Smolensk: 1 Regular Infantry, 1 Light Tank
    Bryansk: 1 Regular Infantry, 1 Light Tank
    Volgograd: 1 Mechanized Infantry, 1 War Plane, 1 Light Tank, 1 Heavy Tank, 1 AA Artillery, 1 Minor Bunker, Major Factory, Rail Yard, Oil Derrick
    Caucasus: 1 Regular Infantry, 1 AA Artillery, Oil Derrick
    Georgia: 1 Regular Infantry, 1 AA Artillery, Oil Derrick
    Crimea: 1 Mechanized Infantry, 1 Light Tank, 1 AA Artillery, Minor Factory, Naval Port
    Novosibirsk: 4 Regular Infantry, 1 Elite Infantry, 1 Light Artillery, 1 War Plane, Rail Yard
    Buryatia: 6 Regular Infantry, 1 Light Artillery, 1 War Plane, 1 AA Artillery, Rail Yard
    Sakha: 1 Regular Infantry
    Siberia: 1 Regular Infantry
    Soviet Far East: 1 Regular Infantry
    Amur: 6 Regular Infantry, 1 War Plane, 1 AA Artillery, Major Bunker, Minor Factory, Naval Port

    Sea Zone A-8: 1 Submarine
    Sea Zone B-3: 1 Sea Transport, 1 Submarine, 1 Cruiser
    Sea Zone P-1: 1 Sea Transport, 1 Warship
    The Black Sea: 1 Sea Transport, 1 Destroyer

    Build Queue: 1 Oil Tanker (5 IPCs)


    UNITED STATES: (OLIVE GREEN) - 65 IPCs

    AMERICA ROUNDEL.jpg

    Eastern United States: 6 Regular Infantry, 1 Calvary, 1 Light Artillery, 1 Fighter, 1 Tactical Bomber, 1 Air Transport, 1 AA Artillery, Major Factory, Air Base, Naval Base, Oil Derrick, Rail Station
    Central United States: 6 Regular Infantry, 1 Elite Infantry, 4 Mechanized Infantry, 1 Light Tank, 1 Air Transport, 1 Fighter, 1 Tactical Bomber, 1 Strategic Bomber, 1 AA Artillery, Industrial Complex, Oil Derrick
    Western United States: 6 Infantry, 1 Calvary, 1 Light Artillery, 2 Fighter, 2 Tactical Bombers, 1 AA Artillery, Major Factory, Air Base, Naval Base, Rail Station, Oil Derrick
    Mexico: 1 Calvary, Oil Derrick
    Alaska: 1 Regular Infantry, 1 War Plane, 1 Tactical Bomber, 1 AA Artillery, Oil Derrick
    Aleutian Islands: 1 Regular Infantry
    Hawaiian Islands: 4 Regular Infantry, 2 Fighters, 1 AA Artillery, Air Field, Naval Port
    Johnston Island: 1 Regular Infantry
    Philippines: 2 Regular Infantry, 1 Calvary, 1 Fighter, Air Field, Naval Port
    Midway: 1 Regular Infantry, 1 Fighter, Air Field
    Wake Island: 1 Regular Infantry, 1 Fighter, Air Field
    Guam: 1 Regular Infantry, 1 Fighter, Air Field

    Sea Zone A-20: 1 Sea Transport, 1 Destroyer, 1 Light Carrier (w/ 1 War Plane), 1 Cruiser
    Sea Zone P-11: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Light Carrier (w/ War Plane), 1 Cruiser
    Sea Zone P-28: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Light Carrier (w/ 1 War Plane), 1 Cruiser, 1 Battleship
    Sea Zone P-32: 1 Submarine, 1 Destroyer

    Build Queue: 1 Elite Infantry, 1 Strategic Bomber, 1 Cruiser, 1 Aircraft Carrier, 1 Battleship, 1 Super Battleship*, 1 Oil Tanker (5 IPCs)


    UNITED KINGDOM-EUROPE: (TAN) - 31 IPCs

    UK ROUNDEL.jpg

    United Kingdom: 3 Regular Infantry, 1 Elite Infantry, 2 Fighters, 1 Tactical Bomber, 1 Strategic Bomber, 2 AA Artillery, Complex, Minor Bunker, Air Base, Naval Base, Rail Station
    Scotland: 1 Regular Infantry, 1 Light Artillery, 2 Fighters, 1 AA Artillery, Air Field, Naval Port
    France: 1 Light Artillery, 1 Light Tank, 1 Fighter
    Iceland: 1 Regular Infantry, 1 Tactical Bomber, Air Field
    Newfoundland: 1 Regular Infantry, 1 Air Field
    East Gibraltar: 1 Regular Infantry, 1 Fighter, Air Field
    West Gibraltar: 1 Regular Infantry, 1 AA Artillery, Naval Port
    Sierra Leone: 1 Regular Infantry, 1 Naval Port
    Malta: 1 Regular Infantry, 1 War Plane, 1 Fighter, 1 AA Artillery, Air Field
    Cyprus: 1 Regular Infantry
    Trans-Jordan: 1 Regular Infantry, 1 Calvary
    Alexandria: 4 Regular Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane
    Egypt: 4 Regular Infantry, 1 Elite Infantry, 1 Mechanized Infantry, 1 Light Artillery, 1 Light Tank, 1 Fighter, 1 Tactical Bomber, 1 AA Artillery, Naval Port, Oil Derrick
    Anglo-Egyptian Sudan: 4 Regular Infantry, 1 Calvary
    British Somaliland: 3 Regular Infantry
    Union of South Africa: 4 Regular Infantry, 1 Air Transport, Minor Factory, Naval Port, Rail Yard

    Sea Zone A-12: 1 Destroyer, 1 Light Carrier (w/ 1 War Plane)
    Sea Zone A-13: 1 Destroyer, 1 Warship, 1 Cruiser, 1 Battleship
    Sea Zone A-18: 1 Sea Transport, 1 Destroyer, 1 Warship, 1 Dreadnought, 1 Cruiser
    Sea Zone A-19: 1 Destroyer, 1 Warship, 1 Cruiser, 1 Battleship
    Sea Zone A-26: 1 Destroyer, 1 Warship, 1 Cruiser
    Sea Zone A-32: 1 Warship
    Sea Zone A-35: 1 Warship
    Sea Zone I-1: 1 Destroyer
    Sea Zone I-12: 1 Sea Transport, 1 Submarine, 1 Destroyer
    Sea Zone M-5: 1 Submarine, 1 Destroyer, 1 Dreadnought
    Sea Zone M-4: 1 Submarine, 1 Destroyer
    Sea Zone M-8: 1 Sea Transport, 1 Cruiser, 1 Aircraft Carrier (w/ 1 Fighter & 1 Tactical Bomber), 1 Battleship

    Build Queue: 1 Cruiser, 1 Warship*

    *Durning the Place New Units Phase of UK turn 1, roll 1 die and place this Warship according to the following result: 1-2 = Remove from the game, 3-5 = Place in A-34, 6-8 = Place in A-30


    UNITED KINGDOM-PACIFIC: (TAN) - 23 IPCs

    UK PACIFIC ROUNDEL.jpg

    India: 6 Regular Infantry, 1 Elite Infantry, 1 Mechanized Infantry, 1 Light Artillery 1 War Plane, 1 Fighter, 1 AA Artillery, Major Factory, Air Base, Naval Base, Rail Station
    Burma: 1 Regular Infantry, 1 Calvary, 1 Fighter, 1 AA Artillery, Oil Derrick
    Malaya: 4 Regular Infantry, Naval Port
    Kwangtung: 2 Regular Infantry, 1 AA Artillery, Naval Port, Train Yard
    Borneo: 1 Regular Infantry
    Solomon Islands: 1 Regular Infantry
    West India: 6 Regular Infantry, 1 Light Artillery, 1 AA Artillery, Minor Factory, Naval Port
    Sea Zone I-5: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1, Dreadnought, 1 Battleship

    Sea Zone I-6: 1 Submarine, 1 Destroyer, 1 Cruiser
    Sea Zone P-38: 1 Warship, 1 Light Carrier (w/ 1 War Plane)
    Sea Zone P-45: 1 Submarine, 1 Warship

    Build Queue: 1 Elite Infantry, 1 Cruiser


    ITALY: (BROWN) - 15 IPCs

    ITALY ROUNDEL.png

    Northern Italy: 9 Regular Infantry, 2 Light Artillery, 1 Light Tank, 1 Strategic Bomber, 1 AA Artillery, Major Factory
    Southern Italy: 9 Regular Infantry, 2 Elite Infantry, 1 Tactical Bomber, 2 Fighters, 1 AA Artillery, Minor Factory, Minor Bunker, Air Base, Naval Base, Rail Station
    Albania: 4 Regular Infantry, 1 Light Tank
    Sardinia: 1 Regular Infantry, 1 Air Transport
    Sicily: 1 Regular Infantry
    Libya: 4 Regular Infantry, 1 Elite Infantry, 1 Calvary, 1 Light Artillery, 1 War Plane
    Tobruk: 6 Regular Infantry, 1 Mechanized Infantry, 1 Light Artillery, 1 Light Tank, 1 War Plane, 1 AA Artillery
    Ethiopia: 6 Regular Infantry, 1 Light Artillery, 1 Calvary
    Italian Somaliland: 4 Regular Infantry, 1 Calvary

    Sea Zone M-2: 1 Sea Transport, 2 Submarines, 2 Destroyers, 1 Cruiser
    Sea Zone M-3: 1 Sea Transport, 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Battleship
    Sea Zone M-4: 1 Submarine
    Sea Zone M-6: 1 Submarine, 1 Destroyer, 1 Dreadnought
    Sea Zone M-7: 1 Sea Transport, 1 Submarine, 2 Destroyers

    Build Queue: 1 Elite Infantry, 1 Cruiser, 1 Aircraft Carrier


    CHINA: (CELERY GREEN) - 12 IPCs

    CHINA ROUNDEL.png

    Hopeh: 2 Regular Infantry
    Chahar: 2 Regular Infantry
    Kweichow: 2 Regular Infantry
    Shensi: 2 Regular Infantry
    Anhwei: 2 Regular Infantry
    Suiyuan: 1 Regular Infantry, 1 Calvary
    Hunan: 2 Regular Infantry
    Yunnan: 6 Regular Infantry
    Szechwan: 6 Regular Infantry, 1 Light Artillery, 3 Calvary, 2 Fighters*

    *Designated aircraft


    DUTCH: (YELLOW) - N/A

    DUTCH ROUNDEL.jpg

    Sumatra: 1 Regular Infantry
    Java: 2 Regular Infantry
    Celebes: 1 Regular Infantry
    Dutch New Guinea: 1 Regular Infantry

    I-11: 1 Destroyer, 1 Warship


    COMMONWEALTH: CANADA (GRAY) - 14 IPCs

    CANADA ROUNDEL.png

    Scotland: 1 Fighter
    Ontario: 3 Regular Infantry, 1 Calvary, 1 Light Tank, 1 War Plane, 1 AA Artillery, Major Factory, Air Base, Naval Base, Rail Station
    Quebec: 1 Regular Infantry, 1 Light Artillery, 1 War Plane, 1 AA Artillery, Minor Factory, Naval Port
    New Brunswick/Nova Scotia : 1 Regular Infantry, 1 War Plane, Naval Port
    Alberta/Saskatchewan/Manitoba: 1 Regular Infantry, Oil Derrick
    British Columbia: 2 Regular Infantry
    Yukon Territory: 1 Regular Infantry
    Sea Zone A-15: 1 Sea Transport, 1 Destroyer
    Sea Zone A-10: 1 Destroyer

    Build Queue: None


    COMMONWEALTH: ANZAC (GRAY) - 13 IPCs

    ANZAC ROUNDEL.jpg

    Queensland: 2 Regular Infantry, 1 Light Artillery, 1 War Plane, 1 Fighter, 1 AA Artillery, Minor Factory, Air Field, Naval Port
    New South Wales: 3 Regular Infantry, 1 Elite Infantry, 1 Calvary, 1 AA Artillery, Major Factory, Air Base, Naval Base, Rail Station
    New Zealand: 1 Regular Infantry, 1 Fighter, Air Field, Naval Port
    Western Australia: 1 Regular Infantry, 1 War Plane
    New Britain: 1 Regular Infantry
    Northern Territory: Naval Port
    Malaya: 2 Regular Infantry
    Egypt: 2 Regular Infantry, 1 Elite Infantry

    Sea Zone P-50: 1 Sea Transport, 1 Destroyer
    Sea Zone P-51: 1 Cruiser, 1 Warship
    Sea Zone I-1: 1 Destroyer

    Build Queue: 1 Elite Infantry


    FRANCE: (DARK BLUE) - 20 IPCs

    FRANCE ROUNDEL.png

    France: 21 Regular Infantry, 1 Calvary, 1 Light Artillery, 1 Light Tank, 1 War Plane, 1 Fighter, 1 AA Artillery, Major Bunker, Industrial Complex, Air Base, Rail Station
    Normandy/Bordeaux: 6 Regular Infantry, 2 Light Tanks, 1 War Plane, 1 AA Artillery, Minor Factory, Naval Port
    Southern France: 6 Regular Infantry, 1 Elite Infantry, 1 Light Artillery, 1 War Plane, 1 AA Artillery, Minor Factory, Naval Port
    United Kingdom: 1 Regular Infantry, 1 Fighter
    Corsica: 1 Regular Infantry
    Morocco: 2 Regular Infantry, 1 Elite Infantry
    Algeria: 1 Regular Infantry
    Tunisia: 1 Regular Infantry
    Syria: 1 Regular Infantry, 1 Calvary
    French Equatorial Africa: 1 Regular Infantry
    French Central Africa: 1 Regular Infantry
    French Madagascar: 1 Regular Infantry
    French West Africa: 1 Regular Infantry
    French Indo-China: 1 Regular Infantry

    Sea Zone A-18: 1 Submarine
    Sea Zone A-24: 1 Sea Transport, 1 Warship, 1 Dreadnought
    Sea Zone M-1: 1 Destroyer, 1 Battleship
    Sea Zone I-13: 1 Destroyer

    Build Queue: 1 Elite Infantry, 1 Strategic Bomber

    posted in The Cliffside Bunker
  • RE: 1914 NML TEAM GAME

    Communism really sucks.

    posted in Team Games
  • RE: 1914 NML TEAM GAME

    TripleA Turn Summary: Communists round 12

    TripleA Turn Summary for game: Domination 1914 No Man’s Land, version: 1.4

    Game History

    Round: 12
    
        Research Technology - Communists
            Communists spend 0 on tech rolls
                Communists roll 1,5,5 and gets 0 hits
    
        Combat Move - Communists
            2 conscripts, 1 fighter and 1 heavy_gun moved from Bratsk to Novosibirsk
            1 conscript, 1 field_gun and 1 infantry moved from Buryatia to Novosibirsk
            2 gass moved from Yakutsk to Novosibirsk
            4 conscripts, 1 field_gun and 1 heavy_gun moved from Yakutsk to Sakhe
            1 field_gun moved from Aldan to Sakhe
    
        Purchase Units - Communists
            Communists buy 14 conscripts and 2 field_guns; Remaining resources: 0 PUs; 3 techTokens; 
    
        Combat - Communists
            Battle in Sakhe
                Communists attack with 4 conscripts, 2 field_guns and 1 heavy_gun
                USA defend with 2 infantry; Russia defend with 3 trenchs
                    Communists roll dice for 4 conscripts, 2 field_guns and 1 heavy_gun in Sakhe, round 2 : 1/6 hits, 1.83 expected hits
                Units damaged: 1 trench owned by the Russia
                    Russia roll dice for 2 infantry and 3 trenchs in Sakhe, round 2 : 1/5 hits, 1.17 expected hits
                    1 conscript owned by the Communists lost in Sakhe
                    Communists roll dice for 3 conscripts, 2 field_guns and 1 heavy_gun in Sakhe, round 3 : 2/6 hits, 1.83 expected hits
                Units damaged: 2 trenchs owned by the Russia
                    Russia roll dice for 2 infantry and 3 trenchs in Sakhe, round 3 : 2/5 hits, 1.17 expected hits
                    2 conscripts owned by the Communists lost in Sakhe
                    Communists roll dice for 1 conscript, 2 field_guns and 1 heavy_gun in Sakhe, round 4 : 2/4 hits, 1.50 expected hits
                    Russia roll dice for 2 infantry and 3 trenchs in Sakhe, round 4 : 0/5 hits, 1.17 expected hits
                    2 trenchs owned by the Russia lost in Sakhe
                    Communists roll dice for 1 conscript, 2 field_guns and 1 heavy_gun in Sakhe, round 5 : 1/4 hits, 1.50 expected hits
                    Russia roll dice for 2 infantry and 1 trench in Sakhe, round 5 : 0/3 hits, 0.83 expected hits
                    1 trench owned by the Russia lost in Sakhe
                    Communists roll dice for 1 conscript, 2 field_guns and 1 heavy_gun in Sakhe, round 6 : 1/4 hits, 1.50 expected hits
                    Russia roll dice for 2 infantry in Sakhe, round 6 : 1/2 hits, 0.67 expected hits
                    1 conscript owned by the Communists and 1 infantry owned by the USA lost in Sakhe
                1 heavy_gun owned by the Communists and 2 field_guns owned by the Communists retreated to Aldan
                Russia win with 1 infantry remaining. Battle score for attacker is 4
                Casualties for Communists: 4 conscripts
                Casualties for Russia: 3 trenchs
                Casualties for USA: 1 infantry
            Battle in Novosibirsk
                Communists attack with 3 conscripts, 1 field_gun, 1 fighter, 2 gass, 1 heavy_gun and 1 infantry
                Russia defend with 4 field_guns, 3 infantry and 1 trench
                    Communists roll dice for 2 gass in Novosibirsk, round 2 : 1/2 hits, 1.33 expected hits
                    1 infantry owned by the Russia lost in Novosibirsk
                    2 gass owned by the Communists lost in Novosibirsk
                    Communists roll dice for 3 conscripts, 1 field_gun, 1 fighter, 1 heavy_gun and 1 infantry in Novosibirsk, round 2 : 1/7 hits, 1.83 expected hits
                Units damaged: 1 trench owned by the Russia
                    Russia roll dice for 4 field_guns, 2 infantry and 1 trench in Novosibirsk, round 2 : 1/7 hits, 2.17 expected hits
                    1 conscript owned by the Communists lost in Novosibirsk
                    Communists roll dice for 2 conscripts, 1 field_gun, 1 fighter, 1 heavy_gun and 1 infantry in Novosibirsk, round 3 : 1/6 hits, 1.83 expected hits
                    Russia roll dice for 4 field_guns, 2 infantry and 1 trench in Novosibirsk, round 3 : 2/7 hits, 2.17 expected hits
                    1 trench owned by the Russia and 2 conscripts owned by the Communists lost in Novosibirsk
                    Communists roll dice for 1 field_gun, 1 fighter, 1 heavy_gun and 1 infantry in Novosibirsk, round 4 : 1/4 hits, 1.50 expected hits
                    Russia roll dice for 4 field_guns and 2 infantry in Novosibirsk, round 4 : 1/6 hits, 2.00 expected hits
                    1 infantry owned by the Russia and 1 infantry owned by the Communists lost in Novosibirsk
                1 heavy_gun owned by the Communists and 1 field_gun owned by the Communists retreated to Bratsk
                Russia win with 4 field_guns and 1 infantry remaining. Battle score for attacker is -8
                Casualties for Russia: 2 infantry and 1 trench
                Casualties for Communists: 3 conscripts, 2 gass and 1 infantry
    
        Non Combat Move - Communists
            1 fighter moved from Novosibirsk to Bratsk
            1 conscript, 1 field_gun and 1 heavy_gun moved from Irkutsk to Buryatia
            1 field_gun moved from Amur to Aldan
            1 conscript moved from Aldan to Amur
    
        Place Units - Communists
            1 conscript and 2 field_guns placed in Irkutsk
            13 conscripts placed in Yakutsk
    
        Activate Technology - Communists
            Trigger CommunistsS: Communists met a national objective for an additional 1 techTokens; end with 4 techTokens
    
        Turn Complete - Communists
            Communists collect 30 PUs; end with 30 PUs
    

    Combat Hit Differential Summary :

    Communists : -3.67
    Russia : -3.33
    

    Savegame

    posted in Team Games
  • RE: 1914 NML TEAM GAME

    TripleA Turn Summary: Turkey round 12

    TripleA Turn Summary for game: Domination 1914 No Man’s Land, version: 1.4

    Game History

    Round: 12
    
        Research Technology - Turkey
            Turkey spend 0 on tech rolls
                Turkey roll 5,6 and gets 1 hit
            Turkey removing all Technology Tokens after successful research.
            Turkey discover propaganda
    
        Combat Move - Turkey
            4 field_guns and 2 infantry moved from Caucasus to Volgograd
            1 transport moved from Sea Zone 64 Sea of Azov to Sea Zone 67 Black Sea
            1 field_gun and 1 infantry moved from Constantinople to Sea Zone 67 Black Sea
            1 field_gun, 1 infantry and 1 transport moved from Sea Zone 67 Black Sea to Sea Zone 64 Sea of Azov
            1 field_gun and 1 infantry moved from Sea Zone 64 Sea of Azov to Don
                  Turkey take Don from Russia
            1 battlecruiser and 1 battleship moved from Sea Zone 64 Sea of Azov to Sea Zone 67 Black Sea
            1 fighter moved from Sinai to Sea Zone 75 Red Sea
            1 field_gun and 1 infantry moved from Hejaz to Yemen
            1 field_gun and 1 infantry moved from Palestine to Hejaz
            1 field_gun moved from Jordan to Hejaz
            1 infantry moved from Syria to Mesopotamia
            1 infantry moved from Baghdad to Mesopotamia
            1 field_gun moved from Damascus to Palestine
            1 infantry moved from Smyrna to Syria
            1 field_gun and 1 infantry moved from Constantinople to Smyrna
            2 infantry moved from Damascus to Mesopotamia
            1 heavy_gun moved from Smyrna to Syria
            1 heavy_gun moved from Dardanelles to Smyrna
    
        Purchase Units - Turkey
            Turkey buy 2 field_guns, 6 heavy_guns, 2 infantry, 1 late_fighter and 5 trenchs; Remaining resources: 1 PUs; 0 techTokens; 
    
        Combat - Turkey
            Battle in Sea Zone 75 Red Sea
                Turkey attack with 1 fighter
                Britain defend with 1 transport
                    1 transport owned by the Britain lost in Sea Zone 75 Red Sea
                Turkey win with 1 fighter remaining. Battle score for attacker is 7
                Casualties for Britain: 1 transport
            Battle in Volgograd
                Turkey attack with 4 field_guns and 2 infantry
                Russia defend with 2 cavalrys and 3 trenchs
                    Turkey roll dice for 4 field_guns and 2 infantry in Volgograd, round 2 : 1/6 hits, 2.00 expected hits
                Units damaged: 1 trench owned by the Russia
                    Russia roll dice for 2 cavalrys and 3 trenchs in Volgograd, round 2 : 0/5 hits, 0.83 expected hits
                    Turkey roll dice for 4 field_guns and 2 infantry in Volgograd, round 3 : 4/6 hits, 2.00 expected hits
                Units damaged: 1 trench owned by the Russia
                    Russia roll dice for 2 cavalrys and 3 trenchs in Volgograd, round 3 : 0/5 hits, 0.83 expected hits
                    2 trenchs owned by the Russia lost in Volgograd
                    Turkey roll dice for 4 field_guns and 2 infantry in Volgograd, round 4 : 1/6 hits, 2.00 expected hits
                    Russia roll dice for 2 cavalrys and 1 trench in Volgograd, round 4 : 0/3 hits, 0.50 expected hits
                    1 trench owned by the Russia lost in Volgograd
                    Turkey roll dice for 4 field_guns and 2 infantry in Volgograd, round 5 : 2/6 hits, 2.00 expected hits
                    Russia roll dice for 2 cavalrys in Volgograd, round 5 : 1/2 hits, 0.33 expected hits
                    1 infantry owned by the Turkey and 2 cavalrys owned by the Russia lost in Volgograd
                Turkey win, taking Volgograd from Russia with 4 field_guns and 1 infantry remaining. Battle score for attacker is 14
                Casualties for Russia: 2 cavalrys and 3 trenchs
                Casualties for Turkey: 1 infantry
            Battle in Yemen
                Turkey attack with 1 field_gun and 1 infantry
                Britain defend with 1 field_gun
                    Turkey roll dice for 1 field_gun and 1 infantry in Yemen, round 2 : 0/2 hits, 0.67 expected hits
                    Arabia roll dice for 1 field_gun in Yemen, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Turkey lost in Yemen
                1 field_gun owned by the Turkey retreated to Hejaz
                Arabia win with 1 field_gun remaining. Battle score for attacker is -3
                Casualties for Turkey: 1 infantry
    
        Non Combat Move - Turkey
            1 fighter moved from Sea Zone 75 Red Sea to Sinai
    
        Place Units - Turkey
            3 heavy_guns placed in Baghdad
            3 heavy_guns placed in Tehran
            3 trenchs placed in Mesopotamia
            1 trench placed in Sinai
            1 late_fighter placed in Constantinople
            1 field_gun and 1 infantry placed in Damascus
            1 infantry placed in Damascus
            1 field_gun placed in Constantinople
            1 trench placed in Sinai
    
        Activate Technology - Turkey
            Turkey activating propaganda
            Trigger TurkeyP: Turkey has 3 infantry placed in Constantinople
    
        Turn Complete - Turkey
            Turkey collect 65 PUs; end with 66 PUs
    

    Combat Hit Differential Summary :

    Turkey : -0.67
    Arabia : 0.67
    Russia : -1.50
    

    Savegame

    posted in Team Games