• 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
    

    Savegame


  • 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
    

    Savegame


  • 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
    

    Savegame


  • 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
    

    Savegame


  • 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 :

    Savegame


  • 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
    

    Savegame


  • 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
    

    Savegame


  • 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
    

    Savegame


  • 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 :

    Savegame


  • 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
    

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame


  • 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
    

    Savegame


  • 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 :

    Savegame


  • TripleA Turn Summary: Communist round 2

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

    Game History

    Round: 2
    
        Combat Move - Communist
            2 guerillas moved from Fen-chow to Taiyuan
            1 infantry moved from Changchih to Taiyuan
            1 light_artillery moved from Changchih to Taiyuan
            3 guerillas moved from Puchow to Taiyuan
            1 infantry moved from Ordos Plateau to North Suiyuan
            1 light_artillery moved from Ordos Plateau to North Suiyuan
            1 infantry moved from Ordos Plateau to North Suiyuan
            1 cavalry moved from Ordos Plateau to Chiu-Chuan
            1 cavalry moved from Ningsia to Sining
            1 infantry moved from Hehsi Corridor to Sining
            1 light_artillery moved from Hehsi Corridor to Sining
            1 guerilla moved from Kuyuan to North Suiyuan
            1 heavy_artillery moved from Ningsia to Chiu-Chuan
            1 infantry moved from Ningsia to Chiu-Chuan
            1 infantry moved from Ningsia to Chiu-Chuan
            1 infantry moved from Hehsi Corridor to Sining
            4 guerillas moved from Puchow to Anyang
            1 infantry moved from Changchih to Anyang
            1 heavy_artillery moved from Changchih to Anyang
            1 infantry moved from Changchih to Anyang
            1 infantry moved from Changchih to Anyang
            1 guerilla moved from Juning to Anyang
            1 guerilla moved from Luan to Anyang
            1 propaganda moved from Yenan to Soochow
                  Communist take Wuhu from Japanese
                  Communist take Soochow from Japanese
            1 guerilla moved from Yenan to Kannan
            1 guerilla moved from Yenan to Kannan
            1 guerilla moved from Kungchangfu to Kannan
            3 infantry moved from Kungchangfu to Kannan
            1 infantry moved from Changchih to Taiyuan
            1 cavalry moved from Yenan to Taiyuan
            1 armour moved from Yenan to Taiyuan
            1 armour moved from Yenan to Taiyuan
    
        Purchase Units - Communist
            Communist buy 2 armour, 4 guerillas, 5 infantry and 2 propagandas; Remaining resources: 0 PUs; 0 techTokens; 
    
        Combat - Communist
            Battle in Taiyuan
                Communist attack with 2 armour, 1 cavalry, 5 guerillas, 2 infantry and 1 light_artillery
                Japanese defend with 2 elites, 1 factory, 1 fighter, 2 heavy_artillerys, 3 light_artillerys, 1 station and 1 train
                    Communist roll dice for 2 armour, 1 cavalry, 5 guerillas, 2 infantry and 1 light_artillery in Taiyuan, round 2 : 2/11 hits, 2.83 expected hits
                    Japanese roll dice for 2 elites, 1 fighter, 2 heavy_artillerys and 3 light_artillerys in Taiyuan, round 2 : 3/8 hits, 3.00 expected hits
                    1 cavalry owned by the Communist, 2 guerillas owned by the Communist and 2 elites owned by the Japanese lost in Taiyuan
                    Communist roll dice for 2 armour, 3 guerillas, 2 infantry and 1 light_artillery in Taiyuan, round 3 : 2/8 hits, 2.33 expected hits
                    Japanese roll dice for 1 fighter, 2 heavy_artillerys and 3 light_artillerys in Taiyuan, round 3 : 3/6 hits, 2.33 expected hits
                    3 guerillas owned by the Communist and 2 light_artillerys owned by the Japanese lost in Taiyuan
                    Communist roll dice for 2 armour, 2 infantry and 1 light_artillery in Taiyuan, round 4 : 3/5 hits, 1.83 expected hits
                    Japanese roll dice for 1 fighter, 2 heavy_artillerys and 1 light_artillery in Taiyuan, round 4 : 2/4 hits, 1.67 expected hits
                    2 heavy_artillerys owned by the Japanese, 2 infantry owned by the Communist and 1 light_artillery owned by the Japanese lost in Taiyuan
                    Communist roll dice for 2 armour and 1 light_artillery in Taiyuan, round 5 : 1/3 hits, 1.33 expected hits
                    Japanese roll dice for 1 fighter in Taiyuan, round 5 : 1/1 hits, 0.67 expected hits
                    1 fighter owned by the Japanese and 1 light_artillery owned by the Communist lost in Taiyuan
                Communist win, taking Taiyuan from Japanese with 2 armour remaining. Battle score for attacker is 19
                Casualties for Communist: 1 cavalry, 5 guerillas, 2 infantry and 1 light_artillery
                Casualties for Japanese: 2 elites, 1 fighter, 2 heavy_artillerys and 3 light_artillerys
            Battle in Chiu-Chuan
                Communist attack with 1 cavalry, 1 heavy_artillery and 2 infantry
                Neutral defend with 3 infantry and 1 ruralproduction
                    Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 2 : 2/4 hits, 1.17 expected hits
                    Neutral roll dice for 3 infantry in Chiu-Chuan, round 2 : 0/3 hits, 1.00 expected hits
                    2 infantry owned by the Neutral lost in Chiu-Chuan
                    Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 3 : 0/4 hits, 1.17 expected hits
                    Neutral roll dice for 1 infantry in Chiu-Chuan, round 3 : 0/1 hits, 0.33 expected hits
                    Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 4 : 0/4 hits, 1.17 expected hits
                    Neutral roll dice for 1 infantry in Chiu-Chuan, round 4 : 0/1 hits, 0.33 expected hits
                    Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 5 : 1/4 hits, 1.17 expected hits
                    Neutral roll dice for 1 infantry in Chiu-Chuan, round 5 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Neutral lost in Chiu-Chuan
                Communist loses 0 PUs for violating Chiu-Chuans neutrality.
                Communist win, taking Chiu-Chuan from Neutral with 1 cavalry, 1 heavy_artillery and 2 infantry remaining. Battle score for attacker is 9
                Casualties for Neutral: 3 infantry
            Battle in North Suiyuan
                Communist attack with 1 guerilla, 2 infantry and 1 light_artillery
                Manchukwo defend with 1 heavy_cavalry and 1 ruralproduction
                    Communist roll dice for 1 guerilla, 2 infantry and 1 light_artillery in North Suiyuan, round 2 : 0/4 hits, 1.00 expected hits
                    Manchukwo roll dice for 1 heavy_cavalry in North Suiyuan, round 2 : 0/1 hits, 0.17 expected hits
                    Communist roll dice for 1 guerilla, 2 infantry and 1 light_artillery in North Suiyuan, round 3 : 2/4 hits, 1.00 expected hits
                    Manchukwo roll dice for 1 heavy_cavalry in North Suiyuan, round 3 : 0/1 hits, 0.17 expected hits
                    1 heavy_cavalry owned by the Manchukwo lost in North Suiyuan
                Communist win, taking North Suiyuan from Manchukwo with 1 guerilla, 2 infantry and 1 light_artillery remaining. Battle score for attacker is 4
                Casualties for Manchukwo: 1 heavy_cavalry
            Battle in Kannan
                Communist attack with 3 guerillas and 3 infantry
                Neutral defend with 3 infantry and 1 ruralproduction
                    Communist roll dice for 3 guerillas and 3 infantry in Kannan, round 2 : 1/6 hits, 1.00 expected hits
                    Neutral roll dice for 3 infantry in Kannan, round 2 : 1/3 hits, 1.00 expected hits
                    1 guerilla owned by the Communist and 1 infantry owned by the Neutral lost in Kannan
                    Communist roll dice for 2 guerillas and 3 infantry in Kannan, round 3 : 0/5 hits, 0.83 expected hits
                    Neutral roll dice for 2 infantry in Kannan, round 3 : 0/2 hits, 0.67 expected hits
                    Communist roll dice for 2 guerillas and 3 infantry in Kannan, round 4 : 1/5 hits, 0.83 expected hits
                    Neutral roll dice for 2 infantry in Kannan, round 4 : 1/2 hits, 0.67 expected hits
                    1 guerilla owned by the Communist and 1 infantry owned by the Neutral lost in Kannan
                    Communist roll dice for 1 guerilla and 3 infantry in Kannan, round 5 : 2/4 hits, 0.67 expected hits
                    Neutral roll dice for 1 infantry in Kannan, round 5 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Neutral lost in Kannan
                Communist loses 0 PUs for violating Kannans neutrality.
                Communist win, taking Kannan from Neutral with 1 guerilla and 3 infantry remaining. Battle score for attacker is 3
                Casualties for Communist: 2 guerillas
                Casualties for Neutral: 3 infantry
            Battle in Sining
                Communist attack with 1 cavalry, 2 infantry and 1 light_artillery
                Neutral defend with 3 infantry and 1 ruralproduction
                    Communist roll dice for 1 cavalry, 2 infantry and 1 light_artillery in Sining, round 2 : 1/4 hits, 1.00 expected hits
                    Neutral roll dice for 3 infantry in Sining, round 2 : 1/3 hits, 1.00 expected hits
                    1 cavalry owned by the Communist and 1 infantry owned by the Neutral lost in Sining
                    Communist roll dice for 2 infantry and 1 light_artillery in Sining, round 3 : 2/3 hits, 0.83 expected hits
                    Neutral roll dice for 2 infantry in Sining, round 3 : 0/2 hits, 0.67 expected hits
                    2 infantry owned by the Neutral lost in Sining
                Communist loses 0 PUs for violating Sinings neutrality.
                Communist win, taking Sining from Neutral with 2 infantry and 1 light_artillery remaining. Battle score for attacker is 6
                Casualties for Communist: 1 cavalry
                Casualties for Neutral: 3 infantry
            Battle in Anyang
                Communist attack with 6 guerillas, 1 heavy_artillery and 3 infantry
                Japanese defend with 1 elite, 1 heavy_artillery, 1 light_armour, 2 light_artillerys and 1 ruralproduction
                    Communist roll dice for 6 guerillas, 1 heavy_artillery and 3 infantry in Anyang, round 2 : 4/10 hits, 2.17 expected hits
                    Japanese roll dice for 1 elite, 1 heavy_artillery, 1 light_armour and 2 light_artillerys in Anyang, round 2 : 2/5 hits, 1.50 expected hits
                    2 guerillas owned by the Communist, 1 elite owned by the Japanese, 2 light_artillerys owned by the Japanese and 1 light_armour owned by the Japanese lost in Anyang
                    Communist roll dice for 4 guerillas, 1 heavy_artillery and 3 infantry in Anyang, round 3 : 1/8 hits, 1.83 expected hits
                    Japanese roll dice for 1 heavy_artillery in Anyang, round 3 : 1/1 hits, 0.33 expected hits
                    1 heavy_artillery owned by the Japanese and 1 guerilla owned by the Communist lost in Anyang
                Communist win, taking Anyang from Japanese with 3 guerillas, 1 heavy_artillery and 3 infantry remaining. Battle score for attacker is 14
                Casualties for Communist: 3 guerillas
                Casualties for Japanese: 1 elite, 1 heavy_artillery, 1 light_armour and 2 light_artillerys
    
        Non Combat Move - Communist
            1 infantry moved from Puchow to Changchih
            1 infantry moved from Puchow to Fen-chow
            1 guerilla moved from North Suiyuan to Ningsia
            1 heavy_artillery moved from Ordos Plateau to Yenan
            1 infantry moved from Ordos Plateau to Yenan
            3 guerillas moved from Anyang to Puchow
            1 guerilla moved from Anking to Hwanggang
            1 guerilla moved from Poyang to Nanchang
            1 guerilla moved from Yen-ping to Nanchang
            1 guerilla moved from Kannan to Lanchow
    
        Place Units - Communist
            2 armour and 1 infantry placed in Yenan
            2 guerillas and 1 propaganda placed in Puchow
            1 infantry placed in Soochow
            1 infantry placed in Wuhu
            2 guerillas and 1 propaganda placed in Ningsia
            2 infantry placed in Weinan
    
        Turn Complete - Communist
            Communist collect 45 PUs; end with 45 PUs
            Objective China-Soviet Highway: Communist met a national objective for an additional 5 PUs; end with 50 PUs
    

    Combat Hit Differential Summary :

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

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame

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