PtV Art of War v 666 (axis +15) Game 2


  • TripleA Turn Summary: Russians round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 6
    
        Purchase Units - Russians
            Russians buy 3 armour, 3 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
    
        Non Combat Move - Russians
            1 armour, 1 artillery and 1 mech_infantry moved from Stalingrad to Rostov
            2 aaGuns, 4 armour, 3 artilleries, 41 infantry and 4 mech_infantrys moved from Kursk to Rostov
            3 infantry moved from Samara to Stalingrad
            1 artillery and 9 infantry moved from Russia to Tula
            1 infantry moved from Smolensk to Bryansk
            3 fighters moved from Russia to Rostov
            1 aaGun, 2 artilleries and 17 infantry moved from Yaroslavl to Russia
            1 aaGun and 6 infantry moved from Buryatia to Amur
            1 infantry moved from Siberia to Amur
    
        Place Units - Russians
            3 armour, 3 infantry and 3 mech_infantrys placed in Russia
    
        Turn Complete - Russians
            Russians collect 33 PUs; end with 33 PUs
            Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 36 PUs
            Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 38 PUs
            Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 40 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • TripleA Turn Summary: Russians round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 6
    
        Purchase Units - Russians
            Russians buy 3 armour, 3 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
    
        Non Combat Move - Russians
            1 armour, 1 artillery and 1 mech_infantry moved from Stalingrad to Rostov
            2 aaGuns, 4 armour, 3 artilleries, 41 infantry and 4 mech_infantrys moved from Kursk to Rostov
            3 infantry moved from Samara to Stalingrad
            1 artillery and 9 infantry moved from Russia to Tula
            1 infantry moved from Smolensk to Bryansk
            3 fighters moved from Russia to Rostov
            1 aaGun, 2 artilleries and 17 infantry moved from Yaroslavl to Russia
            1 aaGun and 6 infantry moved from Buryatia to Amur
            1 infantry moved from Siberia to Amur
    
        Place Units - Russians
            3 armour, 3 infantry and 3 mech_infantrys placed in Russia
    
        Turn Complete - Russians
            Russians collect 33 PUs; end with 33 PUs
            Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 36 PUs
            Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 38 PUs
            Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 40 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Russians from Tula: 1 infantry
            EDIT: Adding units owned by Russians to Bryansk: 1 infantry
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Savegame


  • @ArtofWar1947, rule question…I’ve read that the number of aircraft that can scramble to an adjacent sz w/a surface warship or a land territory with a defending unit is equal to the number of undamaged CV’s. I thought I read somewhere or was told by someone that the max number of aircraft that can scramble is 3. Or maybe it was a dream I had?!? Which is it?


  • @666

    At the time we started our first game, the rule was 1 plane for each CV.

    The revised rule that was adopted during our first game is 1 plane for each CV up to MAX of 3 from a SZ.

    For the sake of equity, I assumed we are playing the rematch with the same rule we played our first game. I would be happy to adopt the new rule if you wish.


  • @artofwar1947 when you say adopted, you are saying that everyone is playing with the max of 3 rule now? If so I wish they revised the notes in triplea, and I wished they fixed the game so it wasn’t always asking for scramble orders when in fact many/most aren’t even allowed.

    Let’s play by the new, correct, updated rule…my old brain can’t keep all this straight.


  • I just noticed it does say a max of three now. that’s good


  • Testing Forum poster

    Test summary from TripleA, engine version: 2.5.22294, time: 9:59:53 AM
    Savegame


  • @666

    The new rule of a Max of 3 from a SZ may disadvantage the Japanese more than the US, because the latter is always playing catch-up to the Japanese in terms of the number of CVs, but sure.


  • TripleA Turn Summary: Japanese round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 6
    
        Purchase Units - Japanese
            Japanese buy 5 artilleries, 3 fighters and 8 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 armour moved from Yunnan to Burma
                  Japanese take Burma from UK_Pacific
            1 armour moved from Burma to Yunnan
            1 infantry moved from Queensland to Northern Australia
                  Japanese take Northern Australia from ANZAC
            1 infantry moved from Queensland to South Australia
                  Japanese take South Australia from ANZAC
            1 artillery, 1 infantry and 1 transport moved from 38 Sea Zone to 55 Sea Zone
            1 artillery and 1 infantry moved from 55 Sea Zone to Solomon Islands
            3 fighters moved from Queensland to Solomon Islands
            3 fighters moved from 55 Sea Zone to Solomon Islands
            1 cruiser and 1 marine moved from 38 Sea Zone to 57 Sea Zone
            1 marine moved from 57 Sea Zone to Western Australia
            1 infantry moved from Anhwe to Honan
                  Japanese take Honan from Chinese
    
        Combat - Japanese
            Battle in Western Australia
            Battle in Solomon Islands
                Japanese attack with 1 artillery, 6 fighters and 1 infantry
                ANZAC defend with 1 infantry
                    Japanese roll dice for 1 battleship and 1 cruiser in Solomon Islands, round 2 : 2/2 hits, 1.17 expected hits
                    ANZAC roll dice for 1 infantry in Solomon Islands, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the ANZAC lost in Solomon Islands
                Japanese win, taking Western Australia from ANZAC, taking Solomon Islands from ANZAC with 1 artillery and 6 fighters remaining. Battle score for attacker is 0
                Casualties for Japanese: 1 infantry
                Casualties for ANZAC: 1 infantry
    
        Non Combat Move - Japanese
            3 fighters moved from Solomon Islands to Queensland
            3 fighters moved from Solomon Islands to 55 Sea Zone
            3 transports moved from 55 Sea Zone to 46 Sea Zone
            1 battleship, 1 carrier, 1 destroyer, 1 fighter, 1 marine, 1 submarine and 1 tactical_bomber moved from 38 Sea Zone to 55 Sea Zone
            1 marine moved from 55 Sea Zone to Queensland
            1 infantry moved from Kiangsu to Anhwe
            1 aaGun and 3 infantry moved from Kyushu to 20 Sea Zone
            1 aaGun, 3 infantry and 2 transports moved from 20 Sea Zone to 21 Sea Zone
            2 transports moved from 36 Sea Zone to 6 Sea Zone
            4 infantry moved from Japan to 6 Sea Zone
            4 infantry moved from 6 Sea Zone to Korea
            1 fighter moved from Japan to Korea
            2 infantry moved from Japan to 7 Sea Zone
            2 infantry and 1 transport moved from 7 Sea Zone to 20 Sea Zone
            2 infantry moved from 20 Sea Zone to Jehol
            1 aaGun and 3 infantry moved from Kiangsu to Fukien
            3 infantry moved from Kwangtung to Kwangsi
            2 artilleries moved from Kweichow to Yunnan
            1 aaGun moved from Kweichow to Yunnan
            1 carrier, 1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 55 Sea Zone
            1 aaGun, 3 infantry and 2 transports moved from 21 Sea Zone to 36 Sea Zone
            1 aaGun and 3 infantry moved from 36 Sea Zone to Davao
            3 transports moved from 46 Sea Zone to 36 Sea Zone
            2 fighters moved from Yunnan to 36 Sea Zone
            2 tactical_bombers moved from Yunnan to 36 Sea Zone
            3 tactical_bombers moved from Yunnan to Davao
            2 bombers and 1 tactical_bomber moved from Yunnan to Davao
            1 infantry moved from Japan to Kyushu
            1 fighter moved from Japan to Davao
            1 submarine moved from 7 Sea Zone to 5 Sea Zone
            1 carrier moved from 7 Sea Zone to 36 Sea Zone
    
        Place Units - Japanese
            2 artilleries and 1 fighter placed in Queensland
            Japanese undo move 1.
            2 artilleries and 1 infantry placed in Queensland
            Japanese undo move 1.
            3 artilleries placed in Queensland
            3 infantry placed in Kiangsu
            Japanese undo move 2.
            1 artillery and 2 infantry placed in Kwangtung
            1 artillery and 2 infantry placed in Kiangsu
            3 fighters and 4 infantry placed in Japan
    
        Turn Complete - Japanese
            Japanese collect 64 PUs; end with 64 PUs
            Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 67 PUs
            Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 72 PUs
            Objective Japanese 2 Strategic Defense Perimeter: Japanese met a national objective for an additional 5 PUs; end with 77 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Japanese from Japan: 1 fighter
            EDIT: Adding units owned by Japanese to Japan: 1 artillery and 2 infantry
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Japanese regular : 0.83
    ANZAC regular : 0.67
    

    Territory Summary for Japanese :

    Kyushu : 1 infantry
    Southern Manchuria : 1 flag
    Kiangsu : 1 flag, 1 aaGun, 1 artillery, 1 factory_minor and 6 infantry
    Northern Manchuria : 1 flag
    Korea : 1 fighter and 4 infantry
    Shantung : 1 flag
    Caroline Islands : 1 airfield and 1 harbour
    Jehol : 1 flag, 2 infantry
    Japan : 1 airfield, 1 artillery, 1 factory_major, 2 fighters, 1 harbour and 6 infantry
    Kwangsi : 1 flag, 3 infantry
    Fukien : 1 flag, 1 aaGun and 3 infantry
    Davao : 1 flag, 1 aaGun, 1 airfield, 2 bombers, 1 fighter, 1 harbour, 3 infantry and 4 tactical_bombers
    Manilla : 1 flag
    Guam : 1 flag, 1 airfield
    Anhwe : 1 flag, 1 infantry
    Kweichow : 1 flag, 1 infantry
    Shansi : 1 flag, 1 infantry
    Honan : 1 flag, 1 infantry
    Kiangsi : 1 flag, 1 infantry
    Hunan : 1 flag, 1 infantry
    Kwangtung : 1 flag, 1 artillery, 1 factory_minor, 1 harbour and 2 infantry
    Yunnan : 1 flag, 2 aaGuns, 1 armour, 5 artilleries, 8 infantry and 1 mech_infantry
    Szechwan : 1 flag, 1 infantry
    Shan State : 1 flag
    Malaya : 1 flag, 1 harbour
    Borneo : 1 flag
    Burma : 1 flag
    Solomon Islands : 1 flag, 1 artillery
    Western Australia : 1 flag, 1 marine
    South Australia : 1 flag, 1 infantry
    New Guinea : 1 flag
    New Britain : 1 flag
    Northern Australia : 1 flag, 1 infantry
    Queensland : 1 flag, 1 airfield, 3 artilleries, 1 factory_minor, 3 fighters, 1 harbour, 5 infantry and 3 marines
    French Indo China : 1 flag
    Sumatra : 1 flag
    64 Sea Zone : 1 submarine
    Java : 1 flag
    7 Sea Zone : 1 destroyer
    5 Sea Zone : 1 submarine
    57 Sea Zone : 1 cruiser
    Dutch New Guinea : 1 flag
    Celebes : 1 flag
    6 Sea Zone : 2 transports
    36 Sea Zone : 2 carriers, 1 destroyer, 2 fighters, 2 tactical_bombers and 5 transports
    20 Sea Zone : 1 transport
    55 Sea Zone : 2 battleships, 5 carriers, 2 cruisers, 4 destroyers, 5 fighters, 1 submarine, 2 tactical_bombers and 1 transport
    

    Production/PUs Summary :

    Germans : 49 / 65
    Russians : 33 / 40
    Japanese : 64 / 77
    Americans : 54 / 74
    Chinese : 8 / 11
    British : 36 / 39
    UK_Pacific : 6 / 10
    Italians : 16 / 16
    ANZAC : 7 / 13
    French : 2 / 0
    Dutch : 0 / 0
    Mongolians : 0 / 0
    Neutral_Axis : 3 / 0
    Neutral_Allies : 0 / 0
    Neutral_True : 20 / 0
    

    Savegame


  • @artofwar1947 said in PtV Art of War v 666 (axis +15) Game 2:

    @666

    The new rule of a Max of 3 from a SZ may disadvantage the Japanese more than the US, because the latter is always playing catch-up to the Japanese in terms of the number of CVs, but sure.

    if that is my downfall this game versus one of my massive blunders, I will be happily surprised!


  • TripleA Manual Gamesave Post: Americans round 6

    TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 6
    
        Purchase Units - Americans
            Americans buy 1 carrier, 1 destroyer, 2 fighters, 4 infantry, 1 submarine and 2 transports; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
            1 battleship, 4 carriers, 2 cruisers, 2 destroyers and 3 submarines moved from 50 Sea Zone to 27 Sea Zone
            2 infantry moved from 50 Sea Zone to Solomon Islands
            4 fighters moved from 50 Sea Zone to Solomon Islands
            1 fighter moved from Hawaiian Islands to 50 Sea Zone
            3 submarines moved from 94 Sea Zone to 99 Sea Zone
    

    Combat Hit Differential Summary :

    Savegame


  • @666

    Scramble fighters to defend against US tran + 5 fighters attacking from SZ 50?

    Scramble fighters to defend Solomon Islands?

    This attempt on the Solomon Islands would not have been chancy, if not impractical, under the old rules, where the Japanese could defended either zone with 5 fighters.

    You should not be so hard on yourself. I made the mother of all blunders against Trulpen. The Japanese took the seventh VC and just needed to hold for 1 turn. The Allies had no chance of taking a VC if defended effectively. Blocked 3 sea zones around Hawaii, but overlooked a marine in Central America, which had unblocked access to Hawaii. The blunder turned certain victory into certain defeat. Talk about snatching defeat from the jaws of victory. Makes one wonder if one should find a less stressful past time.


  • @artofwar1947 said in PtV Art of War v 666 (axis +15) Game 2:

    @666

    Scramble fighters to defend against US tran + 5 fighters attacking from SZ 50?

    Scramble fighters to defend Solomon Islands?

    This attempt on the Solomon Islands would not have been chancy, if not impractical, under the old rules, where the Japanese could defended either zone with 5 fighters.

    You should not be so hard on yourself. I made the mother of all blunders against Trulpen. The Japanese took the seventh VC and just needed to hold for 1 turn. The Allies had no chance of taking a VC if defended effectively. Blocked 3 sea zones around Hawaii, but overlooked a marine in Central America, which had unblocked access to Hawaii. The blunder turned certain victory into certain defeat. Talk about snatching defeat from the jaws of victory. Makes one wonder if one should find a less stressful past time.

    I thought I couldn’t scramble fighters to SZ50 because jpn lacked a surface warship there? But even if I can scramble, to either.

    Yeah, thanks, blunders happen, and against the excellent players here they can amount to an instant L. I like to drink and then play and that always seems to hurt me. Adam told me he doesn’t really drink, a definite advantage against me for sure!


  • @666

    You are correct, a scramble to SZ 50 is not possible because there is no surface warship. Strange rule, because, scrambling from a land base has no such requirement.


  • TripleA Turn Summary: UK_Pacific round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 6
    
        Purchase Units - Americans
            Americans buy 1 carrier, 1 destroyer, 2 fighters, 4 infantry, 1 submarine and 2 transports; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
            1 battleship, 4 carriers, 2 cruisers, 2 destroyers and 3 submarines moved from 50 Sea Zone to 27 Sea Zone
            2 infantry moved from 50 Sea Zone to Solomon Islands
            4 fighters moved from 50 Sea Zone to Solomon Islands
            1 fighter moved from Hawaiian Islands to 50 Sea Zone
            3 submarines moved from 94 Sea Zone to 99 Sea Zone
    
        Combat - Americans
            Battle in Solomon Islands
                Americans attack with 4 fighters and 2 infantry
                Japanese defend with 1 artillery
                    Americans roll dice for 4 fighters and 2 infantry in Solomon Islands, round 2 : 2/6 hits, 2.33 expected hits
                    Japanese roll dice for 1 artillery in Solomon Islands, round 2 : 1/1 hits, 0.33 expected hits
                    1 artillery owned by the Japanese and 1 infantry owned by the Americans lost in Solomon Islands
                Americans win, taking Solomon Islands from Japanese with 4 fighters and 1 infantry remaining. Battle score for attacker is 1
                Casualties for Americans: 1 infantry
                Casualties for Japanese: 1 artillery
    
        Non Combat Move - Americans
            2 fighters moved from Solomon Islands to New South Wales
            2 fighters moved from Solomon Islands to 27 Sea Zone
            5 fighters moved from 50 Sea Zone to 27 Sea Zone
            1 carrier, 2 destroyers and 2 transports moved from 28 Sea Zone to 27 Sea Zone
            1 destroyer and 1 submarine moved from 11 Sea Zone to 27 Sea Zone
            1 fighter and 1 tactical_bomber moved from Western United States to 93 Sea Zone
            1 fighter moved from Western United States to Hawaiian Islands
            2 fighters and 1 tactical_bomber moved from Western United States to 27 Sea Zone
            1 artillery moved from Malta to 96 Sea Zone
            1 artillery, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter and 1 transport moved from 96 Sea Zone to 93 Sea Zone
            1 transport moved from 93 Sea Zone to 89 Sea Zone
            1 armour and 1 infantry moved from French West Africa to 89 Sea Zone
            1 armour, 1 infantry and 1 transport moved from 89 Sea Zone to 93 Sea Zone
            1 armour and 1 artillery moved from 93 Sea Zone to Morocco
    
        Place Units - Americans
            1 fighter and 2 infantry placed in Eastern United States
            1 transport placed in 104 Sea Zone
            1 carrier, 1 destroyer, 1 submarine and 1 transport placed in 11 Sea Zone
            1 fighter and 2 infantry placed in Western United States
    
        Turn Complete - Americans
            Americans collect 54 PUs; end with 54 PUs
            Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 59 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 69 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 74 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 79 PUs
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 3 infantry; Remaining resources: 2 PUs; 
    
        Combat Move - Chinese
            1 infantry moved from Chahar to Shansi
            1 fighter moved from Kansu to Shansi
            17 infantry moved from Hopei to Szechwan
    
        Combat - Chinese
            Battle in Shansi
                Chinese attack with 1 fighter and 1 infantry
                Japanese defend with 1 infantry
                    Chinese roll dice for 1 fighter and 1 infantry in Shansi, round 2 : 0/2 hits, 0.67 expected hits
                    Japanese roll dice for 1 infantry in Shansi, round 2 : 0/1 hits, 0.33 expected hits
                    Chinese roll dice for 1 fighter and 1 infantry in Shansi, round 3 : 1/2 hits, 0.67 expected hits
                    Japanese roll dice for 1 infantry in Shansi, round 3 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Shansi
                Chinese win with 1 fighter remaining. Battle score for attacker is 0
                Casualties for Chinese: 1 infantry
                Casualties for Japanese: 1 infantry
            Battle in Szechwan
                Chinese attack with 17 infantry
                Japanese defend with 1 infantry
                    Chinese roll dice for 17 infantry in Szechwan, round 2 : 1/17 hits, 2.83 expected hits
                    Japanese roll dice for 1 infantry in Szechwan, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Szechwan
                Chinese win, taking Szechwan from Japanese with 16 infantry remaining. Battle score for attacker is 0
                Casualties for Chinese: 1 infantry
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - Chinese
            3 infantry moved from Kansu to Tsinghai
            1 fighter moved from Shansi to Tsinghai
    
        Place Units - Chinese
            3 infantry placed in Szechwan
    
        Turn Complete - Chinese
            Chinese collect 9 PUs; end with 11 PUs
    
        Purchase Units - British
            British buy 1 artillery, 2 fighters, 1 infantry and 2 submarines; Remaining resources: 0 PUs; 
    
        Purchase Units - UK_Pacific
            UK_Pacific buy 1 artillery and 2 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - British
            1 infantry moved from Tunisia to Libya
                  British take Libya from Italians
            1 armour and 1 infantry moved from Tunisia to 96 Sea Zone
            1 armour, 1 infantry and 1 transport moved from 96 Sea Zone to 101 Sea Zone
            1 armour and 1 infantry moved from 101 Sea Zone to Cyprus
            1 transport moved from 96 Sea Zone to 98 Sea Zone
            1 infantry moved from Tobruk to 98 Sea Zone
            1 infantry and 1 transport moved from 98 Sea Zone to 100 Sea Zone
            1 artillery moved from Trans-Jordan to 100 Sea Zone
            1 artillery and 1 infantry moved from 100 Sea Zone to Crete
            1 battleship, 1 carrier, 2 cruisers, 1 destroyer, 2 fighters and 2 transports moved from 96 Sea Zone to 100 Sea Zone
            2 fighters moved from Egypt to Cyprus
            3 fighters moved from Egypt to Crete
            1 fighter moved from Malta to Crete
            1 infantry moved from Eastern India to Burma
                  UK_Pacific take Burma from Japanese
    
        Combat - British
            Battle in Crete
                British attack with 1 artillery, 4 fighters and 1 infantry
                Italians defend with 1 infantry
                    British roll dice for 1 battleship and 1 cruiser in Crete, round 2 : 1/2 hits, 1.17 expected hits
                    Italians roll dice for 1 infantry in Crete, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Italians lost in Crete
                British win, taking Crete from Italians with 1 artillery, 4 fighters and 1 infantry remaining. Battle score for attacker is 3
                Casualties for Italians: 1 infantry
            Battle in Cyprus
                British attack with 1 armour, 2 fighters and 1 infantry
                Italians defend with 1 infantry
                    British roll dice for 1 armour, 2 fighters and 1 infantry in Cyprus, round 2 : 2/4 hits, 1.67 expected hits
                    Italians roll dice for 1 infantry in Cyprus, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Italians lost in Cyprus
                British win, taking Cyprus from Italians with 1 armour, 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                Casualties for Italians: 1 infantry
    
        Non Combat Move - British
            2 fighters moved from 100 Sea Zone to Egypt
            4 fighters moved from Crete to Egypt
            2 fighters moved from Cyprus to 100 Sea Zone
            1 bomber moved from Morocco to Gibraltar
            1 armour and 1 mech_infantry moved from Syria to Northwest Persia
            1 infantry moved from Syria to Iraq
            1 armour and 2 mech_infantrys moved from Egypt to Iraq
            1 infantry moved from Trans-Jordan to Iraq
            1 artillery and 1 infantry moved from Trans-Jordan to Iraq
            1 armour and 1 infantry moved from British Somaliland to 78 Sea Zone
            1 armour, 1 infantry and 1 transport moved from 78 Sea Zone to 81 Sea Zone
            1 armour and 1 infantry moved from 81 Sea Zone to Western India
            1 destroyer moved from 82 Sea Zone to 81 Sea Zone
            1 submarine moved from 73 Sea Zone to 83 Sea Zone
            1 infantry moved from British Somaliland to Ethiopia
            3 aaGuns, 4 artilleries, 21 infantry and 2 mech_infantrys moved from Eastern India to Burma
    
        Place Units - British
            2 submarines placed in 100 Sea Zone
            1 artillery, 2 fighters and 1 infantry placed in United Kingdom
    
        Turn Complete - British
            British collect 37 PUs; end with 37 PUs
            Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 40 PUs
            Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 43 PUs
    
        Place Units - UK_Pacific
            1 artillery and 2 infantry placed in Eastern India
    
        Turn Complete - UK_Pacific
            UK_Pacific collect 7 PUs; end with 7 PUs
            Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 10 PUs
            Some Units in Eastern India change ownership: 1 artillery and 2 infantry
            Turning on Edit Mode
            EDIT: Removing units owned by British from 100 Sea Zone: 2 transports
            EDIT: Adding units owned by British to 93 Sea Zone: 2 transports
            EDIT: Turning off Edit Mode
            Turning on Edit Mode
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Chinese regular : -2.17
    Americans regular : -0.33
    Italians regular : -0.67
    Japanese regular : 1.67
    British regular : 0.17
    

    Savegame


  • @artofwar1947 said in PtV Art of War v 666 (axis +15) Game 2:

    @666

    You are correct, a scramble to SZ 50 is not possible because there is no surface warship. Strange rule, because, scrambling from a land base has no such requirement.

    well that is good because I am usually wrong when it comes to the rules and I agree, it seems odd that they cannot.


  • TripleA Turn Summary: Italians round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 6
    
        Purchase Units - Italians
            Italians buy 1 fighter and 2 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Italians
            1 fighter moved from Southern Italy to 101 Sea Zone
    
        Combat - Italians
            Battle in 101 Sea Zone
                Italians attack with 1 fighter
                British defend with 1 transport
                    1 transport owned by the British lost in 101 Sea Zone
                Italians win with 1 fighter remaining. Battle score for attacker is 6
                Casualties for British: 1 transport
    
        Non Combat Move - Italians
            1 fighter moved from 101 Sea Zone to Southern Italy
            1 artillery and 1 infantry moved from Bessarabia to Ukraine
            2 armour and 2 mech_infantrys moved from Romania to Ukraine
            1 bomber moved from Bessarabia to Southern Italy
            1 infantry moved from Austria to Western Germany
            3 infantry moved from Yugoslavia to Bulgaria
            2 mech_infantrys moved from Southern Italy to Austria
    
        Place Units - Italians
            1 fighter and 2 infantry placed in Southern Italy
    
        Turn Complete - Italians
            Total Cost from Convoy Blockades: 8
                Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 4,4,2,3,1,2
            Italians collect 7 PUs (8 lost to blockades); end with 7 PUs
    

    Combat Hit Differential Summary :

    Territory Summary for Italians :

    Western Germany : 2 infantry
    Austria : 2 mech_infantrys
    Western Ukraine : 1 flag
    Southern Belarus : 1 flag
    Eastern Poland : 1 flag
    Ukraine : 2 armour, 1 artillery, 1 infantry and 2 mech_infantrys
    Baltic States : 1 flag
    Northern Belarus : 1 flag
    Northern Italy : 1 factory_major
    Southern Italy : 3 aaGuns, 1 airfield, 1 bomber, 1 factory_minor, 5 fighters, 1 harbour and 12 infantry
    Bulgaria : 1 artillery and 4 infantry
    Greece : 1 flag
    95 Sea Zone : 1 battleship and 2 cruisers
    

    Production/PUs Summary :

    Germans : 49 / 65
    Russians : 33 / 40
    Japanese : 62 / 77
    Americans : 54 / 79
    Chinese : 9 / 11
    British : 37 / 43
    UK_Pacific : 7 / 10
    Italians : 15 / 7
    ANZAC : 7 / 13
    French : 2 / 0
    Dutch : 0 / 0
    Mongolians : 0 / 0
    Neutral_Axis : 3 / 0
    Neutral_Allies : 0 / 0
    Neutral_True : 20 / 0
    

    Savegame


  • TripleA Turn Summary: French round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 6
    
        Purchase Units - ANZAC
            ANZAC buy 1 armour, 1 artillery and 1 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - ANZAC
    
        Non Combat Move - ANZAC
            1 cruiser, 1 destroyer, 1 submarine and 1 transport moved from 50 Sea Zone to 27 Sea Zone
            1 infantry moved from Eastern India to Burma
            1 fighter moved from Eastern India to Szechwan
            1 infantry moved from Northeast Persia to Southern Persia
            1 infantry moved from Egypt to Trans-Jordan
    
        Place Units - ANZAC
            1 armour, 1 artillery and 1 infantry placed in New South Wales
    
        Turn Complete - ANZAC
            Total Cost from Convoy Blockades: 2
                Rolling for Convoy Blockade Damage in 64 Sea Zone. Rolls: 2,6
            ANZAC collect 5 PUs (2 lost to blockades); end with 5 PUs
            Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 8 PUs
    
        Combat Move - French
    
        Non Combat Move - French
            1 destroyer moved from 82 Sea Zone to 83 Sea Zone
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    Savegame


  • TripleA Turn Summary: Germans round 7

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 7
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 3 artilleries, 1 factory_minor, 7 infantry and 4 mech_infantrys; Remaining resources: 0 PUs; 
    
        Combat Move - Germans
            1 artillery and 2 infantry moved from Ukraine to Kursk
    
        Combat - Germans
            Battle in Kursk
                Germans attack with 1 artillery and 2 infantry
                Russians defend with 1 aaGun and 1 infantry
                    Germans roll dice for 1 artillery and 2 infantry in Kursk, round 2 : 0/3 hits, 0.83 expected hits
                    Russians roll dice for 1 aaGun and 1 infantry in Kursk, round 2 : 0/1 hits, 0.33 expected hits
                    Germans roll dice for 1 artillery and 2 infantry in Kursk, round 3 : 1/3 hits, 0.83 expected hits
                    Russians roll dice for 1 aaGun and 1 infantry in Kursk, round 3 : 0/1 hits, 0.33 expected hits
                    1 aaGun owned by the Russians lost in Kursk
                1 artillery owned by the Germans and 2 infantry owned by the Germans retreated to Ukraine
                Russians win with 1 infantry remaining. Battle score for attacker is 5
                Casualties for Russians: 1 aaGun
    
        Non Combat Move - Germans
            2 artilleries and 1 infantry moved from Western Ukraine to Ukraine
            2 mech_infantrys moved from Eastern Poland to Ukraine
            4 mech_infantrys moved from Poland to Eastern Poland
            5 armour and 1 mech_infantry moved from Germany to Eastern Poland
            1 mech_infantry moved from Western Germany to Poland
            1 fighter moved from Western Germany to France
            1 aaGun moved from Holland Belgium to Western Germany
            2 infantry moved from Western Germany to 116 Sea Zone
            2 transports moved from 118 Sea Zone to 117 Sea Zone
            2 artilleries and 2 infantry moved from Germany to 117 Sea Zone
            2 artilleries, 2 infantry and 2 transports moved from 117 Sea Zone to 118 Sea Zone
            2 infantry and 1 transport moved from 116 Sea Zone to 118 Sea Zone
            1 infantry moved from Leningrad to Archangel
            1 infantry moved from Leningrad to Vologda
            2 infantry moved from Leningrad to Northern Belarus
            1 aaGun, 1 artillery and 15 infantry moved from Leningrad to Novgorod
            2 artilleries and 4 infantry moved from 118 Sea Zone to Leningrad
            1 fighter moved from Western Germany to Leningrad
            1 fighter moved from Southern Italy to Western Germany
            1 destroyer moved from 118 Sea Zone to 116 Sea Zone
    
        Place Units - Germans
            1 factory_minor placed in Ukraine
            3 artilleries, 3 infantry and 4 mech_infantrys placed in Germany
            4 infantry placed in Western Germany
    
        Turn Complete - Germans
            Total Cost from Convoy Blockades: 2
                Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 4,3,1,3,6,2
            Germans collect 47 PUs (2 lost to blockades); end with 47 PUs
            Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 50 PUs
            Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 55 PUs
            Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 5 PUs; end with 60 PUs
    

    Combat Hit Differential Summary :

    Russians regular : -0.67
    Germans regular : -0.67
    

    Territory Summary for Germans :

    Western Germany : 1 aaGun, 1 airfield, 2 bombers, 1 factory_major, 5 fighters, 1 harbour, 4 infantry and 4 tactical_bombers
    Holland Belgium : 1 infantry
    Poland : 1 mech_infantry
    Germany : 3 artilleries, 1 factory_major, 3 infantry and 4 mech_infantrys
    Eastern Poland : 5 armour and 5 mech_infantrys
    Karelia : 1 flag
    Archangel : 1 flag, 1 infantry
    Bessarabia : 1 flag
    Ukraine : 1 flag, 2 aaGuns, 11 armour, 6 artilleries, 1 factory_minor, 36 infantry and 14 mech_infantrys
    Vyborg : 1 flag
    Vologda : 1 flag, 1 infantry
    Northern Belarus : 2 infantry
    Leningrad : 1 flag, 1 airfield, 2 artilleries, 2 fighters, 1 harbour and 4 infantry
    Novgorod : 1 flag, 1 aaGun, 1 artillery and 15 infantry
    Normandy Bordeaux : 1 flag, 1 aaGun, 1 factory_minor, 1 harbour and 4 infantry
    France : 1 flag, 1 aaGun, 1 airfield, 1 factory_minor, 3 fighters and 2 infantry
    Finland : 1 flag, 1 infantry
    Bulgaria : 1 flag
    Yugoslavia : 1 flag
    116 Sea Zone : 1 battleship, 1 carrier, 2 destroyers and 2 submarines
    118 Sea Zone : 3 transports
    

    Production/PUs Summary :

    Germans : 49 / 60
    Russians : 33 / 40
    Japanese : 62 / 77
    Americans : 54 / 79
    Chinese : 9 / 11
    British : 37 / 43
    UK_Pacific : 7 / 10
    Italians : 15 / 7
    ANZAC : 7 / 8
    French : 2 / 0
    Dutch : 0 / 0
    Mongolians : 0 / 0
    Neutral_Axis : 3 / 0
    Neutral_Allies : 0 / 0
    Neutral_True : 20 / 0
    

    Savegame


  • TripleA Turn Summary: Russians round 7

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 7
    
        Purchase Units - Russians
            Russians buy 1 artillery and 12 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
    
        Non Combat Move - Russians
            3 infantry moved from Stalingrad to Rostov
            1 fighter moved from Stalingrad to Rostov
            1 infantry moved from Kursk to Tula
            2 infantry moved from Bryansk to Tula
            1 aaGun, 3 armour, 2 artilleries, 20 infantry and 3 mech_infantrys moved from Russia to Tula
    
        Place Units - Russians
            3 infantry placed in Stalingrad
            1 artillery and 9 infantry placed in Russia
            Turning on Edit Mode
            EDIT: Removing units owned by Russians from Amur: 1 aaGun and 7 infantry
            EDIT: Adding units owned by Russians to Siberia: 1 aaGun and 7 infantry
            EDIT: Turning off Edit Mode
    
        Turn Complete - Russians
            Russians collect 33 PUs; end with 33 PUs
            Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 36 PUs
            Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 38 PUs
            Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 40 PUs
    

    Combat Hit Differential Summary :

    Savegame

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