Test summary from TripleA, engine version: 2.6.14470, time: 8:36:13 AM
Savegame
Archaeologists
-
TripleA Turn Summary: British round 9
TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 9 Purchase Units - British British buy 1 armour and 4 infantry; Remaining resources: 0 PUs; Combat Move - British 1 infantry moved from Burma to Shan State 1 infantry moved from Burma to Shan State 1 infantry moved from Burma to Shan State 1 infantry moved from Burma to Shan State 1 artillery moved from Burma to Shan State 1 artillery moved from Burma to Shan State Combat - British Battle in Shan State British attack with 2 artilleries and 4 infantry Japanese defend with 1 armour and 2 infantry British roll dice for 2 artilleries and 4 infantry in Shan State, round 2 : 3/6 hits, 1.67 expected hits Japanese roll dice for 1 armour and 2 infantry in Shan State, round 2 : 1/3 hits, 1.17 expected hits 2 infantry owned by the Japanese, 1 armour owned by the Japanese and 1 infantry owned by the British lost in Shan State British win, taking Shan State from Japanese with 2 artilleries and 3 infantry remaining. Battle score for attacker is 9 Casualties for British: 1 infantry Casualties for Japanese: 1 armour and 2 infantry Non Combat Move - British 2 aaGuns and 9 infantry moved from Burma to India Place Units - British 1 armour and 4 infantry placed in India Turn Complete - British British collect 17 PUs; end with 17 PUs
Combat Hit Differential Summary :
Japanese regular : -0.17 British regular : 1.33
-
TripleA Turn Summary: ANZAC round 9
TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 9 Purchase Units - ANZAC ANZAC buy 1 bomber, 1 cruiser and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC 1 armour moved from Dutch New Guinea to 45 Sea Zone 1 artillery moved from Dutch New Guinea to 45 Sea Zone 2 infantry moved from Dutch New Guinea to 45 Sea Zone 1 armour, 1 artillery, 1 carrier, 1 cruiser, 1 destroyer, 2 fighters, 2 infantry and 2 transports moved from 45 Sea Zone to 20 Sea Zone ANZAC take 35 Sea Zone from Japanese 1 armour moved from 20 Sea Zone to Kwangtung 1 fighter moved from 20 Sea Zone to Kwangtung 1 fighter moved from 20 Sea Zone to Kwangtung 1 infantry moved from 20 Sea Zone to Kwangtung 1 infantry moved from 20 Sea Zone to Kwangtung 1 artillery moved from 20 Sea Zone to Kwangtung Combat - ANZAC Battle in Kwangtung ANZAC attack with 1 armour, 1 artillery, 2 fighters and 2 infantry Japanese defend with 1 bomber, 1 factory_minor, 1 fighter, 1 harbour and 1 tactical_bomber ANZAC roll dice for 1 cruiser in Kwangtung, round 2 : 1/1 hits, 0.50 expected hits ANZAC roll dice for 1 armour, 1 artillery, 2 fighters and 2 infantry in Kwangtung, round 2 : 2/6 hits, 2.33 expected hits Japanese roll dice for 1 bomber, 1 fighter and 1 tactical_bomber in Kwangtung, round 2 : 0/3 hits, 1.33 expected hits 1 tactical_bomber owned by the Japanese, 1 fighter owned by the Japanese and 1 bomber owned by the Japanese lost in Kwangtung ANZAC win, taking Kwangtung from Japanese with 1 armour, 1 artillery, 2 fighters and 2 infantry remaining. Battle score for attacker is 33 Casualties for Japanese: 1 bomber, 1 fighter and 1 tactical_bomber Non Combat Move - ANZAC 1 fighter moved from Kwangtung to 20 Sea Zone 1 fighter moved from Kwangtung to 20 Sea Zone Place Units - ANZAC 1 cruiser and 1 transport placed in 62 Sea Zone 1 bomber placed in New South Wales Turn Complete - ANZAC ANZAC collect 14 PUs; end with 14 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs
Combat Hit Differential Summary :
Japanese regular : -1.33 ANZAC regular : 0.17
-
TripleA Turn Summary: Japanese round 10
TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 10 Politics - Japanese Purchase Units - Japanese Japanese buy 1 carrier, 1 destroyer, 1 fighter and 3 infantry; Remaining resources: 0 PUs; 0 SuicideAttackTokens; Combat Move - Japanese 1 infantry moved from Kwangsi to Kwangtung 1 infantry moved from Kwangsi to Kwangtung 1 artillery moved from Kwangsi to Kwangtung 1 submarine moved from 20 Sea Zone to 19 Sea Zone 1 fighter moved from Kiangsu to 19 Sea Zone 1 submarine moved from 20 Sea Zone to 18 Sea Zone 1 fighter moved from Japan to 18 Sea Zone 1 armour moved from Hunan to Kwangtung 1 armour moved from Yunnan to Shan State 1 mech_infantry moved from Yunnan to Kwangtung 1 infantry moved from Yunnan to Shan State 1 infantry moved from Yunnan to Shan State 1 infantry moved from Yunnan to Shan State 1 artillery moved from Yunnan to Shan State 1 armour moved from Yunnan to Kwangtung 1 mech_infantry moved from Szechwan to Shan State 1 artillery moved from Yunnan to Shan State 1 mech_infantry moved from Szechwan to Burma 1 artillery moved from Yunnan to Burma 1 mech_infantry moved from Kiangsu to Kwangtung 1 mech_infantry moved from Kiangsu to Kwangtung 1 submarine moved from 20 Sea Zone to 19 Sea Zone Combat - Japanese Battle in 18 Sea Zone Japanese attack with 1 fighter and 1 submarine Americans defend with 1 destroyer Japanese roll dice for 1 submarine in 18 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 fighter in 18 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits Americans roll dice for 1 destroyer in 18 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 submarine in 18 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 fighter in 18 Sea Zone, round 3 : 0/1 hits, 0.50 expected hits Americans roll dice for 1 destroyer in 18 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 submarine in 18 Sea Zone, round 4 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 fighter in 18 Sea Zone, round 4 : 1/1 hits, 0.50 expected hits Americans roll dice for 1 destroyer in 18 Sea Zone, round 4 : 1/1 hits, 0.33 expected hits 1 destroyer owned by the Americans and 1 submarine owned by the Japanese lost in 18 Sea Zone Japanese win with 1 fighter remaining. Battle score for attacker is 2 Casualties for Japanese: 1 submarine Casualties for Americans: 1 destroyer Battle in Burma Japanese attack with 1 artillery and 1 mech_infantry British defend with 1 infantry Japanese roll dice for 1 artillery and 1 mech_infantry in Burma, round 2 : 0/2 hits, 0.67 expected hits British roll dice for 1 infantry in Burma, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 artillery and 1 mech_infantry in Burma, round 3 : 1/2 hits, 0.67 expected hits British roll dice for 1 infantry in Burma, round 3 : 1/1 hits, 0.33 expected hits 1 mech_infantry owned by the Japanese and 1 infantry owned by the British lost in Burma Japanese win, taking Burma from British with 1 artillery remaining. Battle score for attacker is -1 Casualties for Japanese: 1 mech_infantry Casualties for British: 1 infantry Battle in Kwangtung Japanese attack with 2 armour, 1 artillery, 2 infantry and 3 mech_infantrys British defend with 1 factory_minor and 1 harbour; ANZAC defend with 1 armour, 1 artillery and 2 infantry Japanese roll dice for 2 armour, 1 artillery, 2 infantry and 3 mech_infantrys in Kwangtung, round 2 : 2/8 hits, 2.33 expected hits British roll dice for 1 armour, 1 artillery and 2 infantry in Kwangtung, round 2 : 0/4 hits, 1.50 expected hits 2 infantry owned by the ANZAC lost in Kwangtung Japanese roll dice for 2 armour, 1 artillery, 2 infantry and 3 mech_infantrys in Kwangtung, round 3 : 2/8 hits, 2.33 expected hits British roll dice for 1 armour and 1 artillery in Kwangtung, round 3 : 1/2 hits, 0.83 expected hits 1 infantry owned by the Japanese, 1 armour owned by the ANZAC and 1 artillery owned by the ANZAC lost in Kwangtung Japanese win, taking Kwangtung from British with 2 armour, 1 artillery, 1 infantry and 3 mech_infantrys remaining. Battle score for attacker is 13 Casualties for ANZAC: 1 armour, 1 artillery and 2 infantry Casualties for Japanese: 1 infantry Battle in Shan State Japanese attack with 1 armour, 2 artilleries, 3 infantry and 1 mech_infantry British defend with 2 artilleries and 3 infantry Japanese roll dice for 1 armour, 2 artilleries, 3 infantry and 1 mech_infantry in Shan State, round 2 : 2/7 hits, 2.17 expected hits British roll dice for 2 artilleries and 3 infantry in Shan State, round 2 : 1/5 hits, 1.67 expected hits 1 infantry owned by the Japanese and 2 infantry owned by the British lost in Shan State Japanese roll dice for 1 armour, 2 artilleries, 2 infantry and 1 mech_infantry in Shan State, round 3 : 3/6 hits, 2.00 expected hits British roll dice for 2 artilleries and 1 infantry in Shan State, round 3 : 3/3 hits, 1.00 expected hits 2 infantry owned by the Japanese, 1 mech_infantry owned by the Japanese, 2 artilleries owned by the British and 1 infantry owned by the British lost in Shan State Japanese win, taking Shan State from British with 1 armour and 2 artilleries remaining. Battle score for attacker is 4 Casualties for Japanese: 3 infantry and 1 mech_infantry Casualties for British: 2 artilleries and 3 infantry Battle in 19 Sea Zone Japanese attack with 1 fighter and 2 submarines Americans defend with 1 destroyer and 2 transports Japanese roll dice for 2 submarines in 19 Sea Zone, round 2 : 1/2 hits, 0.67 expected hits Japanese roll dice for 1 fighter in 19 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits Americans roll dice for 1 destroyer and 2 transports in 19 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Americans lost in 19 Sea Zone 2 transports owned by the Americans lost in 19 Sea Zone Japanese win with 1 fighter and 2 submarines remaining. Battle score for attacker is 22 Casualties for Americans: 1 destroyer and 2 transports Non Combat Move - Japanese 1 artillery moved from Hunan to Yunnan 1 infantry moved from Hunan to Anhwe 1 aaGun moved from Yunnan to Shan State 1 artillery moved from Hunan to Anhwe 1 mech_infantry moved from Shensi to Anhwe 1 mech_infantry moved from Sikang to Kweichow 1 fighter moved from 19 Sea Zone to Kiangsu 1 fighter moved from 18 Sea Zone to 6 Sea Zone Place Units - Japanese 1 carrier placed in 6 Sea Zone 1 destroyer and 1 fighter placed in 6 Sea Zone 3 infantry placed in Kiangsu Turn Complete - Japanese Total Cost from Convoy Blockades: 6 Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 4,3,5,3,2,4 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 5,1 Japanese collect 33 PUs (6 lost to blockades); end with 33 PUs
Combat Hit Differential Summary :
Americans regular : -0.33 Japanese regular : -1.83 British regular : 0.33
-
TripleA Manual Gamesave Post: Americans round 10
TripleA Manual Gamesave Post for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 10 Purchase Units - Americans Americans buy 2 armour, 1 cruiser, 2 destroyers, 1 fighter, 1 infantry and 1 transport; Remaining resources: 1 PUs; Combat Move - Americans 1 artillery and 1 infantry moved from Manchuria to Jehol Chinese take Jehol from Japanese 2 artilleries and 2 infantry moved from Shantung to Kiangsu 1 fighter moved from Korea to Kiangsu 1 bomber moved from Guam to Kiangsu 1 fighter moved from Korea to 6 Sea Zone 2 cruisers moved from 25 Sea Zone to 6 Sea Zone Combat - Americans Battle in Kiangsu Americans attack with 2 artilleries, 1 bomber, 1 fighter and 2 infantry Japanese defend with 1 armour, 1 factory_minor, 1 fighter and 3 infantry Americans roll dice for 2 artilleries, 1 bomber, 1 fighter and 2 infantry in Kiangsu, round 2 : 2/6 hits, 2.50 expected hits Japanese roll dice for 1 armour, 1 fighter and 3 infantry in Kiangsu, round 2 : 1/5 hits, 2.17 expected hits 2 infantry owned by the Japanese and 1 infantry owned by the Americans lost in Kiangsu Americans roll dice for 2 artilleries, 1 bomber, 1 fighter and 1 infantry in Kiangsu, round 3 : 2/5 hits, 2.17 expected hits Japanese roll dice for 1 armour, 1 fighter and 1 infantry in Kiangsu, round 3 : 0/3 hits, 1.50 expected hits 1 infantry owned by the Japanese and 1 armour owned by the Japanese lost in Kiangsu Americans roll dice for 2 artilleries, 1 bomber, 1 fighter and 1 infantry in Kiangsu, round 4 : 3/5 hits, 2.17 expected hits Japanese roll dice for 1 fighter in Kiangsu, round 4 : 1/1 hits, 0.67 expected hits 1 fighter owned by the Japanese and 1 infantry owned by the Americans lost in Kiangsu Americans win, taking Kiangsu from Japanese with 2 artilleries, 1 bomber and 1 fighter remaining. Battle score for attacker is 19 Casualties for Americans: 2 infantry Casualties for Japanese: 1 armour, 1 fighter and 3 infantry Battle in 6 Sea Zone Americans attack with 4 cruisers and 1 fighter Japanese defend with 1 carrier, 1 destroyer and 2 fighters Americans roll dice for 4 cruisers and 1 fighter in 6 Sea Zone, round 2 : 2/5 hits, 2.50 expected hits Units damaged: 1 carrier owned by the Japanese Japanese roll dice for 1 carrier, 1 destroyer and 2 fighters in 6 Sea Zone, round 2 : 4/4 hits, 2.00 expected hits 4 cruisers owned by the Americans and 1 destroyer owned by the Japanese lost in 6 Sea Zone 1 fighter owned by the Americans retreated Japanese win with 1 carrier and 2 fighters remaining. Battle score for attacker is -40 Casualties for Americans: 4 cruisers Casualties for Japanese: 1 destroyer 2 fighters owned by the Japanese forced to land in Japan Trigger Chinese Destroy Factories Kiangsu Americans: has removed 1 factory_minor owned by Chinese in Kiangsu Non Combat Move - Americans 1 fighter moved from 6 Sea Zone to Shantung 1 fighter moved from Kiangsu to Shantung 1 artillery and 1 infantry moved from Korea to Manchuria 1 bomber moved from Kiangsu to Guam 1 infantry moved from Midway to 25 Sea Zone 1 artillery moved from Midway to 25 Sea Zone 1 infantry moved from Midway to 25 Sea Zone 1 infantry moved from Midway to 25 Sea Zone 1 artillery, 3 infantry and 2 transports moved from 25 Sea Zone to 33 Sea Zone 1 artillery and 3 infantry moved from 33 Sea Zone to Caroline Islands 1 artillery and 1 infantry moved from Western United States to 10 Sea Zone 1 artillery, 1 cruiser, 1 destroyer, 1 infantry and 1 transport moved from 10 Sea Zone to 25 Sea Zone 1 infantry moved from 25 Sea Zone to Midway 1 artillery moved from 25 Sea Zone to Midway Place Units - Americans 1 armour placed in Korea 1 cruiser and 1 destroyer placed in 6 Sea Zone 1 destroyer and 1 transport placed in 10 Sea Zone 1 armour and 1 infantry placed in Western United States Turn Complete - Americans Americans collect 21 PUs; end with 22 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 30 PUs; end with 52 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 57 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Combat Hit Differential Summary :
Americans regular : -0.33 Japanese regular : -0.33
-
TripleA Turn Summary: Chinese round 10
TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 10 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 2 infantry; Remaining resources: 1 PUs; Combat Move - Chinese Place Units - Chinese 1 infantry placed in Shantung 1 infantry placed in Jehol Turn Complete - Chinese Total Cost from Convoy Blockades: 6 Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 6,1,3,2 Chinese collect 3 PUs (6 lost to blockades); end with 4 PUs
Combat Hit Differential Summary :
-
TripleA Turn Summary: British round 10
TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 10 Purchase Units - British British buy 1 fighter and 1 transport; Remaining resources: 0 PUs; Combat Move - British 1 armour, 2 artilleries and 17 infantry moved from India to Burma Combat - British Battle in Burma British attack with 1 armour, 2 artilleries and 17 infantry Japanese defend with 1 artillery British roll dice for 1 armour, 2 artilleries and 17 infantry in Burma, round 2 : 3/20 hits, 4.33 expected hits Japanese roll dice for 1 artillery in Burma, round 2 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Japanese lost in Burma British win, taking Burma from Japanese with 1 armour, 2 artilleries and 17 infantry remaining. Battle score for attacker is 4 Casualties for Japanese: 1 artillery Non Combat Move - British 2 aaGuns moved from India to Burma Place Units - British 1 fighter placed in India 1 transport placed in 39 Sea Zone Turn Complete - British British collect 16 PUs; end with 16 PUs
Combat Hit Differential Summary :
Japanese regular : -0.33 British regular : -1.33
-
TripleA Turn Summary: ANZAC round 10
TripleA Turn Summary for game: World War II Pacific 1940 2nd Edition, version: 3.1.0
Game History
Round: 10 Purchase Units - ANZAC ANZAC buy 1 armour, 1 harbour and 1 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC 1 carrier, 1 cruiser, 1 destroyer and 2 fighters moved from 20 Sea Zone to 19 Sea Zone ANZAC take 20 Sea Zone from Japanese 1 carrier, 1 cruiser and 2 fighters moved from 19 Sea Zone to 6 Sea Zone Combat - ANZAC Battle in 19 Sea Zone ANZAC attack with 1 destroyer Japanese defend with 2 submarines ANZAC roll dice for 1 destroyer in 19 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 2 submarines in 19 Sea Zone, round 2 : 0/2 hits, 0.33 expected hits ANZAC roll dice for 1 destroyer in 19 Sea Zone, round 3 : 1/1 hits, 0.33 expected hits Japanese roll dice for 2 submarines in 19 Sea Zone, round 3 : 0/2 hits, 0.33 expected hits 1 submarine owned by the Japanese lost in 19 Sea Zone ANZAC roll dice for 1 destroyer in 19 Sea Zone, round 4 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 submarine in 19 Sea Zone, round 4 : 1/1 hits, 0.17 expected hits 1 destroyer owned by the ANZAC lost in 19 Sea Zone Japanese win with 1 submarine remaining. Battle score for attacker is -2 Casualties for Japanese: 1 submarine Casualties for ANZAC: 1 destroyer Battle in 6 Sea Zone Americans loiter and taunt; ANZAC attack with 1 carrier, 1 cruiser and 2 fighters Japanese defend with 1 carrier ANZAC roll dice for 1 carrier, 1 cruiser and 2 fighters in 6 Sea Zone, round 2 : 2/3 hits, 1.50 expected hits Japanese roll dice for 1 carrier in 6 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Units damaged: 1 carrier owned by the ANZAC 1 carrier owned by the Japanese lost in 6 Sea Zone ANZAC win with 1 carrier, 1 cruiser and 2 fighters remaining. Battle score for attacker is 16 Casualties for Japanese: 1 carrier Non Combat Move - ANZAC 1 armour moved from New South Wales to 62 Sea Zone 1 infantry moved from New South Wales to 62 Sea Zone 1 armour, 1 cruiser, 1 destroyer, 1 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone 1 infantry moved from 45 Sea Zone to Dutch New Guinea 1 armour moved from 45 Sea Zone to Dutch New Guinea 1 bomber moved from New South Wales to Dutch New Guinea 2 transports moved from 20 Sea Zone to 45 Sea Zone 2 fighters moved from 6 Sea Zone to Korea Place Units - ANZAC 1 harbour placed in Dutch New Guinea 1 armour and 1 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 14 PUs; end with 14 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs
Combat Hit Differential Summary :
Japanese regular : 0.83 ANZAC regular : 0.50
-
Testing Forum poster
Test summary from TripleA, engine version: 2.5.22294, time: 10:56:45 PM
Savegame -
TripleA Turn Summary: Nationalist round 1
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1 Combat Move - Nationalist Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to elite Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber 2 elites, 2 infantry and 1 light_artillery moved from Anyang to Tsingtai 1 light_artillery moved from Tsinan to Kaifeng 3 armour, 1 elite and 2 heavy_artillerys moved from Lungkow to Kaifeng 4 elites and 2 infantry moved from Lungkow to Ichow 3 armour, 2 elites and 1 heavy_artillery moved from Weihsien to Ichow 1 light_artillery moved from Hsuchow to Kaifeng 1 infantry moved from Weihsien to Lungkow 1 elite moved from Weihsien to Jih-Chao 1 elite moved from Weihsien to Weihaiwei 2 light_artillerys moved from Tsingtao to Ichow 7 elites and 1 infantry moved from Tsingtao to Weihsien 1 conscript moved from Kaifeng to Anyang 1 conscript and 2 infantry moved from Hsuchow to Ichow 5 elites and 2 light_artillerys moved from Hangchow to Ningpo 1 conscript moved from Ningpo to Hangchow 1 infantry moved from Foochow to Yen-ping 1 infantry moved from Amoy to Kan 1 conscript moved from Canton to Swatow 1 armour, 2 cavalrys, 15 elites, 1 fighter, 1 heavy_artillery, 1 infantry and 2 light_artillerys moved from Nanking to Anking 1 fighter moved from Wuhan to Kaifeng 1 conscript moved from Luan to Nanking 1 conscript moved from Fancheng to Juning 1 fighter moved from Chungking to Kaifeng 3 conscripts moved from Tali to Puel 2 conscripts moved from Mengtsi to Puel 1 heavy_artillery moved from Kunming to Puel 1 light_artillery moved from Kunming to Puel Purchase Units - Nationalist Nationalist repair damage of 8x factory; Remaining resources: 14 PUs; 0 techTokens; Nationalist buy 3 conscripts, 1 heavy_artillery and 1 infantry; Remaining resources: 0 PUs; 0 techTokens; Combat - Nationalist Battle in Puel Nationalist attack with 5 conscripts, 1 heavy_artillery and 1 light_artillery Neutral defend with 3 infantry and 1 ruralproduction Nationalist roll dice for 5 conscripts, 1 heavy_artillery and 1 light_artillery in Puel, round 2 : 1/7 hits, 1.67 expected hits Neutral roll dice for 3 infantry in Puel, round 2 : 0/3 hits, 1.00 expected hits 1 infantry owned by the Neutral lost in Puel Nationalist roll dice for 5 conscripts, 1 heavy_artillery and 1 light_artillery in Puel, round 3 : 1/7 hits, 1.67 expected hits Neutral roll dice for 2 infantry in Puel, round 3 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Neutral and 1 conscript owned by the Nationalist lost in Puel Nationalist roll dice for 4 conscripts, 1 heavy_artillery and 1 light_artillery in Puel, round 4 : 0/6 hits, 1.50 expected hits Neutral roll dice for 1 infantry in Puel, round 4 : 0/1 hits, 0.33 expected hits Nationalist roll dice for 4 conscripts, 1 heavy_artillery and 1 light_artillery in Puel, round 5 : 1/6 hits, 1.50 expected hits Neutral roll dice for 1 infantry in Puel, round 5 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Neutral and 1 conscript owned by the Nationalist lost in Puel Nationalist loses 0 PUs for violating Puels neutrality. Nationalist win, taking Puel from Neutral with 3 conscripts, 1 heavy_artillery and 1 light_artillery remaining. Battle score for attacker is 5 Casualties for Neutral: 3 infantry Casualties for Nationalist: 2 conscripts Battle in Tsingtai Nationalist attack with 2 elites, 2 infantry and 1 light_artillery Japanese defend with 2 elites and 1 ruralproduction Nationalist roll dice for 2 elites, 2 infantry and 1 light_artillery in Tsingtai, round 2 : 2/5 hits, 1.50 expected hits Japanese roll dice for 2 elites in Tsingtai, round 2 : 0/2 hits, 0.67 expected hits 2 elites owned by the Japanese lost in Tsingtai Nationalist win, taking Tsingtai from Japanese with 2 elites, 2 infantry and 1 light_artillery remaining. Battle score for attacker is 8 Casualties for Japanese: 2 elites Non Combat Move - Nationalist 4 elites, 1 heavy_artillery, 1 infantry and 2 trains moved from Tsinan to Wuhan 1 conscript moved from Kining to Tsinan 1 infantry moved from Kaifeng to Kining 4 armour, 2 heavy_artillerys and 2 trains moved from Tsingtao to Wuhan 2 conscripts, 1 infantry and 1 train moved from Kweiyang to Nanchang 1 conscript and 1 infantry moved from Nanchang to Poyang 1 elite, 1 infantry and 1 train moved from Chungking to Changsha 1 conscript, 1 infantry, 1 light_artillery and 2 trains moved from Changsha to Nanchang 2 elites and 6 infantry moved from Wuhan to Hwanggang 3 conscripts, 1 heavy_artillery, 4 infantry, 1 light_artillery and 2 trains moved from Kunming to Changsha 1 train moved from Nanchang to Kweiyang 2 conscripts and 1 infantry moved from Nanning to Kweilin 1 conscript moved from Hsingi to Kweiyang 1 conscript moved from Cheng-tu to Chungking 1 conscript moved from Pa-chung to Chungking 1 conscript moved from Chih-Chiang to Changsha 1 elite moved from Weihsien to Tsingtao Place Units - Nationalist 3 conscripts placed in Poyang 1 heavy_artillery placed in Nanchang 1 infantry placed in Kaifeng Turn Complete - Nationalist Nationalist collect 146 PUs; end with 146 PUs Objective Control Wuhan: Nationalist met a national objective for an additional 20 PUs; end with 166 PUs Objective Control South China: Nationalist met a national objective for an additional 20 PUs; end with 186 PUs Objective Control Changsha: Nationalist met a national objective for an additional 10 PUs; end with 196 PUs Objective Control Nanchang: Nationalist met a national objective for an additional 10 PUs; end with 206 PUs Objective Control Nanking: Nationalist met a national objective for an additional 20 PUs; end with 226 PUs
Combat Hit Differential Summary :
Japanese regular : -0.67 Nationalist regular : -2.83 Neutral regular : -0.33
-
TripleA Manual Gamesave Post: Manchukwo round 1
TripleA Manual Gamesave Post for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1 Combat Move - Manchukwo Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_infantry Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cavalry Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_cavalry Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train Purchase Units - Manchukwo Manchukwo buy 1 heavy_cavalry, 1 light_artillery and 3 light_infantrys; Remaining resources: 0 PUs; 0 techTokens; Non Combat Move - Manchukwo 1 light_infantry moved from Chahar to Paoting 1 light_infantry moved from Chahar to Tsangchow 3 cavalrys, 1 light_artillery and 1 light_infantry moved from Chahar to Peking 1 heavy_cavalry moved from Chengteh to Chahar 1 heavy_cavalry moved from Chengteh to Tientsin 4 infantry and 1 light_artillery moved from Mukden to Chengteh 1 light_artillery moved from Chengteh to Peking Place Units - Manchukwo 1 heavy_cavalry, 1 light_artillery and 3 light_infantrys placed in Mukden Turn Complete - Manchukwo Manchukwo collect 19 PUs; end with 19 PUs
Combat Hit Differential Summary :
-
TripleA Turn Summary: Communist round 1
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1 Combat Move - Communist 1 light_artillery moved from Yenan to Ordos Plateau 1 infantry moved from Yenan to Ordos Plateau 1 infantry moved from Yenan to Ordos Plateau 1 heavy_artillery moved from Kuyuan to Ningsia 1 guerilla moved from Kuyuan to Ningsia 3 infantry moved from Kuyuan to Ningsia 1 guerilla moved from Tsingyang to Ningsia 1 cavalry moved from Tsingyang to Ningsia 1 cavalry moved from Tsingyang to Ordos Plateau 1 light_artillery moved from Lanchow to Hehsi Corridor 3 infantry moved from Lanchow to Hehsi Corridor 1 guerilla moved from Hanchung to Hehsi Corridor 1 heavy_artillery moved from Yenan to Ordos Plateau 1 heavy_artillery moved from Puchow to Changchih 3 infantry moved from Puchow to Changchih 1 guerilla moved from Weinan to Changchih 1 infantry moved from Yenan to Ordos Plateau 1 infantry moved from Yenan to Ordos Plateau 1 infantry moved from Fen-chow to So-ping 1 guerilla moved from Fen-chow to So-ping 1 guerilla moved from Fen-chow to So-ping 1 guerilla moved from Ichow to Tsangchow 1 propaganda moved from Yenan to Luoyang 1 guerilla moved from Luoyang to Changchih 1 guerilla moved from Kaifeng to Changchih 1 guerilla moved from Fancheng to Puchow 1 guerilla moved from Ningpo to Soochow 1 guerilla moved from Anking to Soochow 1 guerilla moved from Huangshan to Soochow 1 guerilla moved from Hangchow to Soochow 1 propaganda moved from Luoyang to Chengang Communist take Chengang from Japanese 1 guerilla moved from Puchow to Changchih 1 guerilla moved from Puchow to Changchih 1 cavalry moved from Fen-chow to Changchih 1 light_artillery moved from Fen-chow to Changchih 1 guerilla moved from Fen-chow to Changchih 1 guerilla moved from Fen-chow to Changchih 1 guerilla moved from Fen-chow to Changchih Purchase Units - Communist Communist buy 2 armour, 1 cavalry, 1 guerilla and 2 infantry; Remaining resources: 1 PUs; 0 techTokens; Combat - Communist Battle in Hehsi Corridor Communist attack with 1 guerilla, 3 infantry and 1 light_artillery Neutral defend with 3 infantry and 1 ruralproduction Communist roll dice for 1 guerilla, 3 infantry and 1 light_artillery in Hehsi Corridor, round 2 : 0/5 hits, 1.17 expected hits Neutral roll dice for 3 infantry in Hehsi Corridor, round 2 : 1/3 hits, 1.00 expected hits 1 guerilla owned by the Communist lost in Hehsi Corridor Communist roll dice for 3 infantry and 1 light_artillery in Hehsi Corridor, round 3 : 1/4 hits, 1.00 expected hits Neutral roll dice for 3 infantry in Hehsi Corridor, round 3 : 0/3 hits, 1.00 expected hits 1 infantry owned by the Neutral lost in Hehsi Corridor Communist roll dice for 3 infantry and 1 light_artillery in Hehsi Corridor, round 4 : 1/4 hits, 1.00 expected hits Neutral roll dice for 2 infantry in Hehsi Corridor, round 4 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Neutral and 1 infantry owned by the Communist lost in Hehsi Corridor Communist roll dice for 2 infantry and 1 light_artillery in Hehsi Corridor, round 5 : 1/3 hits, 0.83 expected hits Neutral roll dice for 1 infantry in Hehsi Corridor, round 5 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Neutral lost in Hehsi Corridor Communist loses 0 PUs for violating Hehsi Corridors neutrality. Communist win, taking Hehsi Corridor from Neutral with 2 infantry and 1 light_artillery remaining. Battle score for attacker is 3 Casualties for Communist: 1 guerilla and 1 infantry Casualties for Neutral: 3 infantry Battle in Ningsia Communist attack with 1 cavalry, 2 guerillas, 1 heavy_artillery and 3 infantry Neutral defend with 3 infantry and 1 ruralproduction Communist roll dice for 1 cavalry, 2 guerillas, 1 heavy_artillery and 3 infantry in Ningsia, round 2 : 1/7 hits, 1.67 expected hits Neutral roll dice for 3 infantry in Ningsia, round 2 : 0/3 hits, 1.00 expected hits 1 infantry owned by the Neutral lost in Ningsia Communist roll dice for 1 cavalry, 2 guerillas, 1 heavy_artillery and 3 infantry in Ningsia, round 3 : 1/7 hits, 1.67 expected hits Neutral roll dice for 2 infantry in Ningsia, round 3 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Neutral lost in Ningsia Communist roll dice for 1 cavalry, 2 guerillas, 1 heavy_artillery and 3 infantry in Ningsia, round 4 : 2/7 hits, 1.67 expected hits Neutral roll dice for 1 infantry in Ningsia, round 4 : 1/1 hits, 0.33 expected hits 1 guerilla owned by the Communist and 1 infantry owned by the Neutral lost in Ningsia Communist loses 0 PUs for violating Ningsias neutrality. Communist win, taking Ningsia from Neutral with 1 cavalry, 1 guerilla, 1 heavy_artillery and 3 infantry remaining. Battle score for attacker is 6 Casualties for Neutral: 3 infantry Casualties for Communist: 1 guerilla Battle in Ordos Plateau Communist attack with 1 cavalry, 1 heavy_artillery, 4 infantry and 1 light_artillery Manchukwo defend with 1 light_infantry and 1 ruralproduction Communist roll dice for 1 cavalry, 1 heavy_artillery, 4 infantry and 1 light_artillery in Ordos Plateau, round 2 : 2/7 hits, 2.00 expected hits Manchukwo roll dice for 1 light_infantry in Ordos Plateau, round 2 : 0/1 hits, 0.17 expected hits 1 light_infantry owned by the Manchukwo lost in Ordos Plateau Communist win, taking Ordos Plateau from Manchukwo with 1 cavalry, 1 heavy_artillery, 4 infantry and 1 light_artillery remaining. Battle score for attacker is 2 Casualties for Manchukwo: 1 light_infantry Battle in Changchih Communist attack with 1 cavalry, 8 guerillas, 1 heavy_artillery, 3 infantry and 1 light_artillery Japanese defend with 3 elites, 1 heavy_artillery and 1 ruralproduction Communist roll dice for 1 cavalry, 8 guerillas, 1 heavy_artillery, 3 infantry and 1 light_artillery in Changchih, round 2 : 4/14 hits, 3.17 expected hits Japanese roll dice for 3 elites and 1 heavy_artillery in Changchih, round 2 : 2/4 hits, 1.33 expected hits 1 heavy_artillery owned by the Japanese, 1 cavalry owned by the Communist, 1 guerilla owned by the Communist and 3 elites owned by the Japanese lost in Changchih Communist win, taking Changchih from Japanese with 7 guerillas, 1 heavy_artillery, 3 infantry and 1 light_artillery remaining. Battle score for attacker is 11 Casualties for Communist: 1 cavalry and 1 guerilla Casualties for Japanese: 3 elites and 1 heavy_artillery Battle in Soochow Communist attack with 4 guerillas Japanese defend with 2 elites and 1 ruralproduction Communist roll dice for 4 guerillas in Soochow, round 2 : 1/4 hits, 0.67 expected hits Japanese roll dice for 2 elites in Soochow, round 2 : 0/2 hits, 0.67 expected hits 1 elite owned by the Japanese lost in Soochow Communist roll dice for 4 guerillas in Soochow, round 3 : 1/4 hits, 0.67 expected hits Japanese roll dice for 1 elite in Soochow, round 3 : 0/1 hits, 0.33 expected hits 1 elite owned by the Japanese lost in Soochow Communist win with 4 guerillas remaining. Battle score for attacker is 8 Casualties for Japanese: 2 elites Battle in So-ping Communist attack with 2 guerillas and 1 infantry Manchukwo defend with 1 light_infantry; Japanese defend with 1 ruralproduction Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 2 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 light_infantry in So-ping, round 2 : 0/1 hits, 0.17 expected hits Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 3 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 light_infantry in So-ping, round 3 : 0/1 hits, 0.17 expected hits Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 4 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 light_infantry in So-ping, round 4 : 0/1 hits, 0.17 expected hits Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 5 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 light_infantry in So-ping, round 5 : 0/1 hits, 0.17 expected hits Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 6 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 light_infantry in So-ping, round 6 : 0/1 hits, 0.17 expected hits Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 7 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 light_infantry in So-ping, round 7 : 0/1 hits, 0.17 expected hits Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 8 : 1/3 hits, 0.50 expected hits Japanese roll dice for 1 light_infantry in So-ping, round 8 : 0/1 hits, 0.17 expected hits 1 light_infantry owned by the Manchukwo lost in So-ping Communist win, taking So-ping from Japanese with 2 guerillas and 1 infantry remaining. Battle score for attacker is 2 Casualties for Manchukwo: 1 light_infantry Battle in Tsangchow Communist attack with 1 guerilla Manchukwo defend with 1 light_infantry; Japanese defend with 1 ruralproduction Communist roll dice for 1 guerilla in Tsangchow, round 2 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 light_infantry in Tsangchow, round 2 : 0/1 hits, 0.17 expected hits Communist roll dice for 1 guerilla in Tsangchow, round 3 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 light_infantry in Tsangchow, round 3 : 1/1 hits, 0.17 expected hits 1 guerilla owned by the Communist lost in Tsangchow Japanese win with 1 light_infantry remaining. Battle score for attacker is -3 Casualties for Communist: 1 guerilla Non Combat Move - Communist 3 infantry moved from Tsingyang to Kungchangfu 1 guerilla moved from Ankang to Kungchangfu 6 infantry moved from Sian to Yenan 1 infantry moved from Fen-chow to Changchih 1 guerilla moved from Changchih to Fen-chow 1 guerilla moved from Changchih to Fen-chow 1 guerilla moved from Changchih to Fen-chow 1 guerilla moved from Puchow to Fen-chow 1 guerilla moved from So-ping to Yenan 1 guerilla moved from So-ping to Yenan 2 infantry moved from Weinan to Puchow 1 guerilla moved from Fen-chow to Puchow 1 guerilla moved from Fen-chow to Puchow 1 guerilla moved from Soochow to Anking 1 guerilla moved from Soochow to Hangchow 1 guerilla moved from Soochow to Hangchow 1 guerilla moved from Changchih to Puchow 1 guerilla moved from Changchih to Puchow 1 guerilla moved from Changchih to Puchow 1 guerilla moved from Changchih to Puchow 1 guerilla moved from Soochow to Hangchow 1 guerilla moved from Ningsia to Kuyuan Place Units - Communist 2 armour and 1 cavalry placed in Yenan 1 guerilla and 2 infantry placed in Chengang Communist undo move 2. 1 guerilla and 1 infantry placed in Changchih 1 infantry placed in Chengang Communist undo move 2. 1 guerilla placed in Puchow 1 infantry placed in Changchih Turn Complete - Communist Communist collect 36 PUs; end with 37 PUs Objective Communist Quarantine: Communist met a national objective for an additional 5 PUs; end with 42 PUs
Combat Hit Differential Summary :
Japanese regular : -0.83 Communist regular : -3.33 Manchukwo regular : -0.17 Neutral regular : -2.00
-
TripleA Turn Summary: Thailand round 1
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1 Place Units - Thailand 1 thai_infantry placed in Kra 1 thai_infantry placed in Chiang Mai 1 thai_infantry placed in Kra 1 thai_infantry placed in Chiang Mai Thailand undo move 4. 1 armour placed in Nakhon Sawan 1 thai_infantry placed in Chiang Mai Turn Complete - Thailand Thailand collect 7 PUs; end with 8 PUs Objective Territorial Integrity: Thailand met a national objective for an additional 5 PUs; end with 13 PUs
Combat Hit Differential Summary :
-
TripleA Turn Summary: Japanese round 1
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1 Place Units - Japanese Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to elite Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to mobile_infantry Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_armour Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train 1 armour, 1 light_armour and 2 mobile_infantrys placed in Peking 2 infantry and 2 mobile_infantrys placed in Shanghai 1 bomber and 1 fighter placed in Formosa Japanese undo move 2. Japanese undo move 1. Japanese undo move 1. 2 infantry, 1 light_armour and 2 mobile_infantrys placed in Hanoi 1 bomber and 1 fighter placed in Formosa 1 armour and 2 mobile_infantrys placed in Peking 1 elite and 2 infantry placed in Shanghai 1 infantry placed in Shanghai Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to infantry Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to elite Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to mobile_infantry Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to heavy_artillery Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to light_artillery Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to armour Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to light_armour Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to fighter Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to bomber Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to transport Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to submarine Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to carrier Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to destroyer Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to cruiser Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to battleship Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to aaGun Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to train Turn Complete - Japanese Japanese collect 91 PUs; end with 91 PUs
Combat Hit Differential Summary :
-
TripleA Turn Summary: British round 1
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1 Combat Move - British Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to commando Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train Purchase Units - British British buy 2 armour, 1 infantry and 1 light_artillery; Remaining resources: 0 PUs; 0 techTokens; Non Combat Move - British 1 commando and 1 light_artillery moved from Calcutta to Pathein 1 infantry moved from Chittagong to Pathein 3 infantry moved from Mandalay to Taungoo 1 infantry moved from Chindwin to Mandalay 1 train moved from Calcutta to East Assam 6 infantry moved from Calcutta to Chittagong 4 infantry and 1 light_artillery moved from Kohima to Manipur 1 train moved from East Assam to Chittagong 1 light_artillery moved from Manipur to Chittagong 1 fighter moved from SZ 19 Bay of Bengal to Malaya-Singapore Place Units - British 1 armour, 1 infantry and 1 light_artillery placed in Rangoon 1 armour placed in Malaya-Singapore British undo move 1. 1 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore British undo move 2. British undo move 1. 2 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore Turn Complete - British British collect 47 PUs; end with 47 PUs Objective Not At War With Axis: British met a national objective for an additional -25 PUs; end with 22 PUs
Combat Hit Differential Summary :
-
TripleA Manual Gamesave Post: British round 1
TripleA Manual Gamesave Post for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1 Combat Move - British Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to commando Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train Purchase Units - British British buy 2 armour, 1 infantry and 1 light_artillery; Remaining resources: 0 PUs; 0 techTokens; Non Combat Move - British 1 commando and 1 light_artillery moved from Calcutta to Pathein 1 infantry moved from Chittagong to Pathein 3 infantry moved from Mandalay to Taungoo 1 infantry moved from Chindwin to Mandalay 1 train moved from Calcutta to East Assam 6 infantry moved from Calcutta to Chittagong 4 infantry and 1 light_artillery moved from Kohima to Manipur 1 train moved from East Assam to Chittagong 1 light_artillery moved from Manipur to Chittagong 1 fighter moved from SZ 19 Bay of Bengal to Malaya-Singapore Place Units - British 1 armour, 1 infantry and 1 light_artillery placed in Rangoon 1 armour placed in Malaya-Singapore British undo move 1. 1 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore British undo move 2. British undo move 1. 2 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore Turn Complete - British British collect 47 PUs; end with 47 PUs Objective Not At War With Axis: British met a national objective for an additional -25 PUs; end with 22 PUs Turning on Edit Mode EDIT: Removing units owned by Japanese from Hanoi: 2 infantry, 1 light_armour and 2 mobile_infantrys EDIT: Removing units owned by Japanese from Peking: 1 armour EDIT: Adding units owned by Japanese to Peking: 1 light_armour and 2 mobile_infantrys EDIT: Removing units owned by Japanese from Shanghai: 1 infantry EDIT: Adding units owned by Japanese to Shanghai: 1 armour EDIT: Adding units owned by Japanese to Formosa: 3 infantry EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
-
TripleA Turn Summary: Nationalist round 2
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2 Combat Move - Nationalist Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to elite Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber 1 conscript moved from Juning to Kaifeng 1 fighter moved from Kaifeng to Huangshan 1 fighter moved from Kaifeng to Huangshan 1 infantry moved from Anking to Huangshan 1 infantry moved from Anking to Huangshan 1 infantry moved from Anking to Huangshan 1 conscript moved from Poyang to Huangshan 1 conscript moved from Poyang to Huangshan 1 conscript moved from Poyang to Huangshan 1 conscript moved from Poyang to Huangshan 1 infantry moved from Poyang to Huangshan 1 conscript moved from Nanchang to Poyang 1 fighter moved from Anking to SZ 7 East China Sea 3 armour, 1 elite, 2 heavy_artillerys, 2 infantry and 2 light_artillerys moved from Kaifeng to Juning 13 elites moved from Anking to Huangshan 1 armour, 2 cavalrys, 6 elites, 1 heavy_artillery and 2 light_artillerys moved from Anking to Hwanggang 3 conscripts and 1 infantry moved from Kweilin to Lungchow 3 conscripts, 1 heavy_artillery and 1 light_artillery moved from Puel to Momein 3 armour, 1 conscript, 6 elites, 1 heavy_artillery, 5 infantry and 2 light_artillerys moved from Ichow to Lungkow Purchase Units - Nationalist Nationalist repair damage of 10x factory, 10x factory; Remaining resources: 186 PUs; 0 techTokens; Nationalist buy 5 armour, 11 conscripts, 14 elites, 5 heavy_artillerys, 11 infantry and 4 light_artillerys; Remaining resources: 0 PUs; 0 techTokens; Combat - Nationalist Battle in Lungkow Nationalist attack with 3 armour, 1 conscript, 6 elites, 1 heavy_artillery, 5 infantry and 2 light_artillerys Japanese defend with 2 armour, 2 elites, 4 heavy_artillerys, 1 light_armour, 4 light_artillerys and 1 ruralproduction Nationalist roll dice for 3 armour, 1 conscript, 6 elites, 1 heavy_artillery, 5 infantry and 2 light_artillerys in Lungkow, round 2 : 7/18 hits, 6.17 expected hits Japanese roll dice for 2 armour, 2 elites, 4 heavy_artillerys, 1 light_armour and 4 light_artillerys in Lungkow, round 2 : 6/13 hits, 4.50 expected hits 2 elites owned by the Japanese, 1 conscript owned by the Nationalist, 5 infantry owned by the Nationalist, 4 light_artillerys owned by the Japanese and 1 light_armour owned by the Japanese lost in Lungkow Nationalist roll dice for 3 armour, 6 elites, 1 heavy_artillery and 2 light_artillerys in Lungkow, round 3 : 6/12 hits, 5.17 expected hits Japanese roll dice for 2 armour and 4 heavy_artillerys in Lungkow, round 3 : 1/6 hits, 2.33 expected hits 4 heavy_artillerys owned by the Japanese, 2 armour owned by the Japanese and 1 elite owned by the Nationalist lost in Lungkow Nationalist win, taking Lungkow from Japanese with 3 armour, 5 elites, 1 heavy_artillery and 2 light_artillerys remaining. Battle score for attacker is 43 Casualties for Nationalist: 1 conscript, 1 elite and 5 infantry Casualties for Japanese: 2 armour, 2 elites, 4 heavy_artillerys, 1 light_armour and 4 light_artillerys Battle in Lungchow Nationalist attack with 3 conscripts and 1 infantry Japanese defend with 2 mobile_infantrys and 1 ruralproduction Nationalist roll dice for 3 conscripts and 1 infantry in Lungchow, round 2 : 0/4 hits, 0.67 expected hits Japanese roll dice for 2 mobile_infantrys in Lungchow, round 2 : 0/2 hits, 0.67 expected hits Nationalist roll dice for 3 conscripts and 1 infantry in Lungchow, round 3 : 1/4 hits, 0.67 expected hits Japanese roll dice for 2 mobile_infantrys in Lungchow, round 3 : 1/2 hits, 0.67 expected hits 1 conscript owned by the Nationalist and 1 mobile_infantry owned by the Japanese lost in Lungchow Nationalist roll dice for 2 conscripts and 1 infantry in Lungchow, round 4 : 1/3 hits, 0.50 expected hits Japanese roll dice for 1 mobile_infantry in Lungchow, round 4 : 1/1 hits, 0.33 expected hits 1 conscript owned by the Nationalist and 1 mobile_infantry owned by the Japanese lost in Lungchow Nationalist win, taking Lungchow from Japanese with 1 conscript and 1 infantry remaining. Battle score for attacker is 4 Casualties for Nationalist: 2 conscripts Casualties for Japanese: 2 mobile_infantrys Battle in Momein Nationalist attack with 3 conscripts, 1 heavy_artillery and 1 light_artillery Neutral defend with 3 infantry and 1 ruralproduction Nationalist roll dice for 3 conscripts, 1 heavy_artillery and 1 light_artillery in Momein, round 2 : 1/5 hits, 1.33 expected hits Neutral roll dice for 3 infantry in Momein, round 2 : 1/3 hits, 1.00 expected hits 1 infantry owned by the Neutral and 1 conscript owned by the Nationalist lost in Momein Nationalist roll dice for 2 conscripts, 1 heavy_artillery and 1 light_artillery in Momein, round 3 : 1/4 hits, 1.17 expected hits Neutral roll dice for 2 infantry in Momein, round 3 : 2/2 hits, 0.67 expected hits 1 infantry owned by the Neutral and 2 conscripts owned by the Nationalist lost in Momein Nationalist roll dice for 1 heavy_artillery and 1 light_artillery in Momein, round 4 : 1/2 hits, 0.83 expected hits Neutral roll dice for 1 infantry in Momein, round 4 : 1/1 hits, 0.33 expected hits 1 light_artillery owned by the Nationalist and 1 infantry owned by the Neutral lost in Momein Nationalist loses 0 PUs for violating Momeins neutrality. Nationalist win, taking Momein from Neutral with 1 heavy_artillery remaining. Battle score for attacker is -2 Casualties for Nationalist: 3 conscripts and 1 light_artillery Casualties for Neutral: 3 infantry Battle in SZ 7 East China Sea Nationalist attack with 1 fighter Japanese defend with 1 submarine and 3 transports 1 submarine owned by the Japanese submerged Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 2 : 0/1 hits, 0.50 expected hits Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 3 : 0/1 hits, 0.50 expected hits Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 4 : 1/1 hits, 0.50 expected hits 1 transport owned by the Japanese lost in SZ 7 East China Sea Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 5 : 0/1 hits, 0.50 expected hits Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 6 : 0/1 hits, 0.50 expected hits Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 7 : 0/1 hits, 0.50 expected hits Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 8 : 1/1 hits, 0.50 expected hits 1 transport owned by the Japanese lost in SZ 7 East China Sea Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 9 : 1/1 hits, 0.50 expected hits 1 transport owned by the Japanese lost in SZ 7 East China Sea Nationalist win with 1 fighter remaining. Battle score for attacker is 24 Casualties for Japanese: 3 transports Battle in Huangshan Nationalist attack with 4 conscripts, 13 elites, 2 fighters and 4 infantry Japanese defend with 2 armour, 1 elite, 2 heavy_artillerys, 1 light_armour, 6 light_artillerys, 3 mobile_infantrys and 1 ruralproduction Nationalist roll dice for 4 conscripts, 13 elites, 2 fighters and 4 infantry in Huangshan, round 2 : 6/23 hits, 6.67 expected hits Japanese roll dice for 2 armour, 1 elite, 2 heavy_artillerys, 1 light_armour, 6 light_artillerys and 3 mobile_infantrys in Huangshan, round 2 : 8/15 hits, 5.17 expected hits 1 elite owned by the Japanese, 4 conscripts owned by the Nationalist, 4 infantry owned by the Nationalist, 1 light_artillery owned by the Japanese, 1 light_armour owned by the Japanese and 3 mobile_infantrys owned by the Japanese lost in Huangshan Nationalist roll dice for 13 elites and 2 fighters in Huangshan, round 3 : 5/15 hits, 5.33 expected hits Japanese roll dice for 2 armour, 2 heavy_artillerys and 5 light_artillerys in Huangshan, round 3 : 2/9 hits, 3.33 expected hits 2 elites owned by the Nationalist and 5 light_artillerys owned by the Japanese lost in Huangshan Nationalist roll dice for 11 elites and 2 fighters in Huangshan, round 4 : 5/13 hits, 4.67 expected hits Japanese roll dice for 2 armour and 2 heavy_artillerys in Huangshan, round 4 : 2/4 hits, 1.67 expected hits 2 heavy_artillerys owned by the Japanese, 2 armour owned by the Japanese and 2 elites owned by the Nationalist lost in Huangshan Nationalist win, taking Huangshan from Japanese with 9 elites and 2 fighters remaining. Battle score for attacker is 36 Casualties for Nationalist: 4 conscripts, 4 elites and 4 infantry Casualties for Japanese: 2 armour, 1 elite, 2 heavy_artillerys, 1 light_armour, 6 light_artillerys and 3 mobile_infantrys Non Combat Move - Nationalist 4 armour, 4 elites, 3 heavy_artillerys, 1 infantry and 1 light_artillery moved from Wuhan to Hwanggang 2 fighters moved from Huangshan to Hwanggang 1 conscript and 2 trains moved from Kweiyang to Kunming 2 conscripts and 1 train moved from Chungking to Sian 1 train moved from Sian to Chungking 6 trains moved from Wuhan to Chungking 1 train moved from Canton to Kweiyang 1 train moved from Canton to Kweiyang 1 train moved from Nanchang to Wuhan 1 train moved from Nanchang to Wuhan 1 train moved from Nanchang to Kweiyang 1 train moved from Nanchang to Kweiyang 4 conscripts, 1 elite, 1 heavy_artillery, 5 infantry, 1 light_artillery and 3 trains moved from Changsha to Nanchang 1 fighter moved from SZ 7 East China Sea to Amoy 1 conscript moved from Swatow to Amoy 1 infantry moved from Yen-ping to Amoy 1 infantry moved from Kan to Amoy Place Units - Nationalist 1 conscript placed in Puel 1 conscript placed in Mengtsi 1 conscript placed in Poseh 1 conscript placed in Woochow 1 conscript placed in Te-king 1 conscript placed in Ichow 1 conscript placed in Luoyang 1 conscript placed in Luan 1 conscript placed in Anking 1 conscript placed in Swatow 1 conscript placed in Yen-ping 3 infantry placed in Amoy 3 infantry placed in Hwanggang 3 infantry placed in Nanyang 2 infantry placed in Juning 6 elites placed in Wuhan Nationalist undo move 16. 3 elites and 3 heavy_artillerys placed in Kunming Nationalist undo move 14. 3 infantry placed in Tali Nationalist undo move 12. 3 infantry placed in Hsingi Nationalist undo move 12. 3 infantry placed in Szecheng 5 armour and 1 heavy_artillery placed in Wuhan 3 elites and 1 heavy_artillery placed in Nanchang 8 elites placed in Chungking Turn Complete - Nationalist Nationalist collect 117 PUs; end with 117 PUs Objective Control Wuhan: Nationalist met a national objective for an additional 20 PUs; end with 137 PUs Objective Control South China: Nationalist met a national objective for an additional 20 PUs; end with 157 PUs Objective Control Changsha: Nationalist met a national objective for an additional 10 PUs; end with 167 PUs Objective Control Nanchang: Nationalist met a national objective for an additional 10 PUs; end with 177 PUs
Combat Hit Differential Summary :
Japanese regular : 2.33 Nationalist regular : -0.17 Neutral regular : 2.00
-
TripleA Manual Gamesave Post: Manchukwo round 2
TripleA Manual Gamesave Post for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2 Combat Move - Manchukwo Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_infantry Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cavalry Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_cavalry Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train 3 cavalrys, 2 light_artillerys and 1 light_infantry moved from Peking to So-ping 4 infantry moved from Chengteh to Paoting 1 light_infantry moved from Paoting to So-ping 2 infantry and 1 light_artillery moved from Tangshan to Tientsin 1 heavy_cavalry, 1 light_artillery and 3 light_infantrys moved from Mukden to Peking Purchase Units - Manchukwo Manchukwo buy 2 heavy_cavalrys, 1 light_artillery and 3 light_infantrys; Remaining resources: 0 PUs; 0 techTokens; Non Combat Move - Manchukwo Place Units - Manchukwo 2 heavy_cavalrys, 1 light_artillery and 3 light_infantrys placed in Mukden Turn Complete - Manchukwo Manchukwo collect 17 PUs; end with 17 PUs
Combat Hit Differential Summary :
-
TripleA Turn Summary: Communist round 2
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2 Combat Move - Communist 2 guerillas moved from Fen-chow to Taiyuan 1 infantry moved from Changchih to Taiyuan 1 light_artillery moved from Changchih to Taiyuan 3 guerillas moved from Puchow to Taiyuan 1 infantry moved from Ordos Plateau to North Suiyuan 1 light_artillery moved from Ordos Plateau to North Suiyuan 1 infantry moved from Ordos Plateau to North Suiyuan 1 cavalry moved from Ordos Plateau to Chiu-Chuan 1 cavalry moved from Ningsia to Sining 1 infantry moved from Hehsi Corridor to Sining 1 light_artillery moved from Hehsi Corridor to Sining 1 guerilla moved from Kuyuan to North Suiyuan 1 heavy_artillery moved from Ningsia to Chiu-Chuan 1 infantry moved from Ningsia to Chiu-Chuan 1 infantry moved from Ningsia to Chiu-Chuan 1 infantry moved from Hehsi Corridor to Sining 4 guerillas moved from Puchow to Anyang 1 infantry moved from Changchih to Anyang 1 heavy_artillery moved from Changchih to Anyang 1 infantry moved from Changchih to Anyang 1 infantry moved from Changchih to Anyang 1 guerilla moved from Juning to Anyang 1 guerilla moved from Luan to Anyang 1 propaganda moved from Yenan to Soochow Communist take Wuhu from Japanese Communist take Soochow from Japanese 1 guerilla moved from Yenan to Kannan 1 guerilla moved from Yenan to Kannan 1 guerilla moved from Kungchangfu to Kannan 3 infantry moved from Kungchangfu to Kannan 1 infantry moved from Changchih to Taiyuan 1 cavalry moved from Yenan to Taiyuan 1 armour moved from Yenan to Taiyuan 1 armour moved from Yenan to Taiyuan Purchase Units - Communist Communist buy 2 armour, 4 guerillas, 5 infantry and 2 propagandas; Remaining resources: 0 PUs; 0 techTokens; Combat - Communist Battle in Taiyuan Communist attack with 2 armour, 1 cavalry, 5 guerillas, 2 infantry and 1 light_artillery Japanese defend with 2 elites, 1 factory, 1 fighter, 2 heavy_artillerys, 3 light_artillerys, 1 station and 1 train Communist roll dice for 2 armour, 1 cavalry, 5 guerillas, 2 infantry and 1 light_artillery in Taiyuan, round 2 : 2/11 hits, 2.83 expected hits Japanese roll dice for 2 elites, 1 fighter, 2 heavy_artillerys and 3 light_artillerys in Taiyuan, round 2 : 3/8 hits, 3.00 expected hits 1 cavalry owned by the Communist, 2 guerillas owned by the Communist and 2 elites owned by the Japanese lost in Taiyuan Communist roll dice for 2 armour, 3 guerillas, 2 infantry and 1 light_artillery in Taiyuan, round 3 : 2/8 hits, 2.33 expected hits Japanese roll dice for 1 fighter, 2 heavy_artillerys and 3 light_artillerys in Taiyuan, round 3 : 3/6 hits, 2.33 expected hits 3 guerillas owned by the Communist and 2 light_artillerys owned by the Japanese lost in Taiyuan Communist roll dice for 2 armour, 2 infantry and 1 light_artillery in Taiyuan, round 4 : 3/5 hits, 1.83 expected hits Japanese roll dice for 1 fighter, 2 heavy_artillerys and 1 light_artillery in Taiyuan, round 4 : 2/4 hits, 1.67 expected hits 2 heavy_artillerys owned by the Japanese, 2 infantry owned by the Communist and 1 light_artillery owned by the Japanese lost in Taiyuan Communist roll dice for 2 armour and 1 light_artillery in Taiyuan, round 5 : 1/3 hits, 1.33 expected hits Japanese roll dice for 1 fighter in Taiyuan, round 5 : 1/1 hits, 0.67 expected hits 1 fighter owned by the Japanese and 1 light_artillery owned by the Communist lost in Taiyuan Communist win, taking Taiyuan from Japanese with 2 armour remaining. Battle score for attacker is 19 Casualties for Communist: 1 cavalry, 5 guerillas, 2 infantry and 1 light_artillery Casualties for Japanese: 2 elites, 1 fighter, 2 heavy_artillerys and 3 light_artillerys Battle in Chiu-Chuan Communist attack with 1 cavalry, 1 heavy_artillery and 2 infantry Neutral defend with 3 infantry and 1 ruralproduction Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 2 : 2/4 hits, 1.17 expected hits Neutral roll dice for 3 infantry in Chiu-Chuan, round 2 : 0/3 hits, 1.00 expected hits 2 infantry owned by the Neutral lost in Chiu-Chuan Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 3 : 0/4 hits, 1.17 expected hits Neutral roll dice for 1 infantry in Chiu-Chuan, round 3 : 0/1 hits, 0.33 expected hits Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 4 : 0/4 hits, 1.17 expected hits Neutral roll dice for 1 infantry in Chiu-Chuan, round 4 : 0/1 hits, 0.33 expected hits Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 5 : 1/4 hits, 1.17 expected hits Neutral roll dice for 1 infantry in Chiu-Chuan, round 5 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Neutral lost in Chiu-Chuan Communist loses 0 PUs for violating Chiu-Chuans neutrality. Communist win, taking Chiu-Chuan from Neutral with 1 cavalry, 1 heavy_artillery and 2 infantry remaining. Battle score for attacker is 9 Casualties for Neutral: 3 infantry Battle in North Suiyuan Communist attack with 1 guerilla, 2 infantry and 1 light_artillery Manchukwo defend with 1 heavy_cavalry and 1 ruralproduction Communist roll dice for 1 guerilla, 2 infantry and 1 light_artillery in North Suiyuan, round 2 : 0/4 hits, 1.00 expected hits Manchukwo roll dice for 1 heavy_cavalry in North Suiyuan, round 2 : 0/1 hits, 0.17 expected hits Communist roll dice for 1 guerilla, 2 infantry and 1 light_artillery in North Suiyuan, round 3 : 2/4 hits, 1.00 expected hits Manchukwo roll dice for 1 heavy_cavalry in North Suiyuan, round 3 : 0/1 hits, 0.17 expected hits 1 heavy_cavalry owned by the Manchukwo lost in North Suiyuan Communist win, taking North Suiyuan from Manchukwo with 1 guerilla, 2 infantry and 1 light_artillery remaining. Battle score for attacker is 4 Casualties for Manchukwo: 1 heavy_cavalry Battle in Kannan Communist attack with 3 guerillas and 3 infantry Neutral defend with 3 infantry and 1 ruralproduction Communist roll dice for 3 guerillas and 3 infantry in Kannan, round 2 : 1/6 hits, 1.00 expected hits Neutral roll dice for 3 infantry in Kannan, round 2 : 1/3 hits, 1.00 expected hits 1 guerilla owned by the Communist and 1 infantry owned by the Neutral lost in Kannan Communist roll dice for 2 guerillas and 3 infantry in Kannan, round 3 : 0/5 hits, 0.83 expected hits Neutral roll dice for 2 infantry in Kannan, round 3 : 0/2 hits, 0.67 expected hits Communist roll dice for 2 guerillas and 3 infantry in Kannan, round 4 : 1/5 hits, 0.83 expected hits Neutral roll dice for 2 infantry in Kannan, round 4 : 1/2 hits, 0.67 expected hits 1 guerilla owned by the Communist and 1 infantry owned by the Neutral lost in Kannan Communist roll dice for 1 guerilla and 3 infantry in Kannan, round 5 : 2/4 hits, 0.67 expected hits Neutral roll dice for 1 infantry in Kannan, round 5 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Neutral lost in Kannan Communist loses 0 PUs for violating Kannans neutrality. Communist win, taking Kannan from Neutral with 1 guerilla and 3 infantry remaining. Battle score for attacker is 3 Casualties for Communist: 2 guerillas Casualties for Neutral: 3 infantry Battle in Sining Communist attack with 1 cavalry, 2 infantry and 1 light_artillery Neutral defend with 3 infantry and 1 ruralproduction Communist roll dice for 1 cavalry, 2 infantry and 1 light_artillery in Sining, round 2 : 1/4 hits, 1.00 expected hits Neutral roll dice for 3 infantry in Sining, round 2 : 1/3 hits, 1.00 expected hits 1 cavalry owned by the Communist and 1 infantry owned by the Neutral lost in Sining Communist roll dice for 2 infantry and 1 light_artillery in Sining, round 3 : 2/3 hits, 0.83 expected hits Neutral roll dice for 2 infantry in Sining, round 3 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Neutral lost in Sining Communist loses 0 PUs for violating Sinings neutrality. Communist win, taking Sining from Neutral with 2 infantry and 1 light_artillery remaining. Battle score for attacker is 6 Casualties for Communist: 1 cavalry Casualties for Neutral: 3 infantry Battle in Anyang Communist attack with 6 guerillas, 1 heavy_artillery and 3 infantry Japanese defend with 1 elite, 1 heavy_artillery, 1 light_armour, 2 light_artillerys and 1 ruralproduction Communist roll dice for 6 guerillas, 1 heavy_artillery and 3 infantry in Anyang, round 2 : 4/10 hits, 2.17 expected hits Japanese roll dice for 1 elite, 1 heavy_artillery, 1 light_armour and 2 light_artillerys in Anyang, round 2 : 2/5 hits, 1.50 expected hits 2 guerillas owned by the Communist, 1 elite owned by the Japanese, 2 light_artillerys owned by the Japanese and 1 light_armour owned by the Japanese lost in Anyang Communist roll dice for 4 guerillas, 1 heavy_artillery and 3 infantry in Anyang, round 3 : 1/8 hits, 1.83 expected hits Japanese roll dice for 1 heavy_artillery in Anyang, round 3 : 1/1 hits, 0.33 expected hits 1 heavy_artillery owned by the Japanese and 1 guerilla owned by the Communist lost in Anyang Communist win, taking Anyang from Japanese with 3 guerillas, 1 heavy_artillery and 3 infantry remaining. Battle score for attacker is 14 Casualties for Communist: 3 guerillas Casualties for Japanese: 1 elite, 1 heavy_artillery, 1 light_armour and 2 light_artillerys Non Combat Move - Communist 1 infantry moved from Puchow to Changchih 1 infantry moved from Puchow to Fen-chow 1 guerilla moved from North Suiyuan to Ningsia 1 heavy_artillery moved from Ordos Plateau to Yenan 1 infantry moved from Ordos Plateau to Yenan 3 guerillas moved from Anyang to Puchow 1 guerilla moved from Anking to Hwanggang 1 guerilla moved from Poyang to Nanchang 1 guerilla moved from Yen-ping to Nanchang 1 guerilla moved from Kannan to Lanchow Place Units - Communist 2 armour and 1 infantry placed in Yenan 2 guerillas and 1 propaganda placed in Puchow 1 infantry placed in Soochow 1 infantry placed in Wuhu 2 guerillas and 1 propaganda placed in Ningsia 2 infantry placed in Weinan Turn Complete - Communist Communist collect 45 PUs; end with 45 PUs Objective China-Soviet Highway: Communist met a national objective for an additional 5 PUs; end with 50 PUs
Combat Hit Differential Summary :
Japanese regular : 2.50 Communist regular : 0.83 Manchukwo regular : -0.33 Neutral regular : -3.33
-
TripleA Turn Summary: Thailand round 2
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2 Place Units - Thailand 1 heavy_artillery and 3 thai_infantrys placed in Chiang Mai 1 thai_infantry placed in Kra Turn Complete - Thailand Thailand collect 11 PUs; end with 11 PUs Objective Thailand Indochinese Resources: Thailand met a national objective for an additional 5 PUs; end with 16 PUs Objective Territorial Integrity: Thailand met a national objective for an additional 5 PUs; end with 21 PUs
Combat Hit Differential Summary :
-
TripleA Turn Summary: Japanese round 2
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2 Place Units - Japanese Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to elite Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to mobile_infantry Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_armour Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train 2 infantry and 1 mobile_infantry placed in Hanoi 4 infantry placed in Nanking 1 mobile_infantry placed in Peking 1 infantry and 1 light_armour placed in Shanghai 1 destroyer placed in SZ 7 East China Sea Japanese undo move 5. 1 destroyer placed in SZ 10 South China Sea Japanese undo move 5. 1 destroyer placed in SZ 7 East China Sea 1 light_artillery placed in Hanoi 1 armour placed in Hanoi 1 infantry placed in Shanghai Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to infantry Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to elite Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to mobile_infantry Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to heavy_artillery Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to light_artillery Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to armour Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to light_armour Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to fighter Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to bomber Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to transport Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to submarine Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to carrier Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to destroyer Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to cruiser Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to battleship Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to aaGun Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to train Turn Complete - Japanese Japanese collect 116 PUs; end with 116 PUs Objective Japanese Indochinese Resources: Japanese met a national objective for an additional 10 PUs; end with 126 PUs
Combat Hit Differential Summary :