TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Purchase Units - Americans
Americans buy 1 artillery, 1 carrier, 2 destroyers, 2 fighters, 3 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;
Combat Move - Americans
2 infantry and 2 mech_infantrys moved from Korea to Manchuria
1 carrier and 2 fighters moved from 7 Sea Zone to 25 Sea Zone
2 submarines moved from 26 Sea Zone to 25 Sea Zone
Combat - Americans
Battle in Manchuria
Americans attack with 2 infantry and 2 mech_infantrys
Japanese defend with 1 infantry
Americans win, taking Manchuria from Japanese with 2 infantry and 2 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - Americans
1 transport moved from 89 Sea Zone to 101 Sea Zone
1 battleship, 3 carriers, 1 cruiser, 4 destroyers, 4 fighters and 3 submarines moved from 42 Sea Zone to 43 Sea Zone
Place Units - Americans
1 carrier, 2 destroyers, 2 fighters, 1 submarine and 1 transport placed in 101 Sea Zone
1 artillery and 3 infantry placed in Eastern United States
Turn Complete - Americans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 2,1,2,4,2,3,2
Americans collect 54 PUs (3 lost to blockades); end with 54 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 59 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 64 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 74 PUs