Bid of 23 is to Allies is:
UK
Sub in 111
Sub in 106
Fighter in Scotland
UK Pac
save 1
Would like to, but probably lose 2:1.
No scramble.
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 6
Purchase Units - Italians
Italians buy 1 fighter and 2 infantry; Remaining resources: 1 PUs;
Combat Move - Italians
2 fighters and 2 tactical_bombers moved from Southern Italy to 100 Sea Zone
1 bomber moved from Southern Italy to 100 Sea Zone
1 fighter moved from Southern Italy to 101 Sea Zone
Combat - Italians
Battle in 101 Sea Zone
Italians attack with 1 fighter
Americans defend with 1 transport
1 transport owned by the Americans lost in 101 Sea Zone
Italians win with 1 fighter remaining. Battle score for attacker is 6
Casualties for Americans: 1 transport
Battle in 100 Sea Zone
Italians attack with 1 bomber, 2 fighters and 2 tactical_bombers
Americans defend with 1 transport
1 transport owned by the Americans lost in 100 Sea Zone
Italians win with 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Americans: 1 transport
Non Combat Move - Italians
2 fighters and 2 tactical_bombers moved from 100 Sea Zone to Libya
1 armour, 2 artilleries, 3 infantry and 1 mech_infantry moved from Tunisia to Libya
1 fighter moved from 101 Sea Zone to Libya
1 bomber moved from 100 Sea Zone to Southern Italy
Place Units - Italians
1 fighter and 2 infantry placed in Southern Italy
Turn Complete - Italians
Italians collect 15 PUs; end with 16 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 21 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 1 artillery and 1 bomber; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 infantry moved from Alexandria to Tobruk
ANZAC take Tobruk from Italians
Combat - ANZAC
Non Combat Move - ANZAC
1 transport moved from 56 Sea Zone to 55 Sea Zone
1 artillery and 1 infantry moved from New South Wales to Queensland
1 transport moved from 64 Sea Zone to 55 Sea Zone
1 fighter moved from New Guinea to 55 Sea Zone
1 infantry moved from Egypt to Trans-Jordan
Place Units - ANZAC
1 artillery and 1 bomber placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 3 PUs; end with 13 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 1 artillery and 1 bomber; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 infantry moved from Alexandria to Tobruk
ANZAC take Tobruk from Italians
Combat - ANZAC
Non Combat Move - ANZAC
1 transport moved from 56 Sea Zone to 55 Sea Zone
1 artillery and 1 infantry moved from New South Wales to Queensland
1 transport moved from 64 Sea Zone to 55 Sea Zone
1 fighter moved from New Guinea to 55 Sea Zone
1 infantry moved from Egypt to Trans-Jordan
Place Units - ANZAC
1 artillery and 1 bomber placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 3 PUs; end with 13 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
Combat Move - French
Non Combat Move - French
1 infantry moved from Iraq to Syria
1 infantry moved from Trans-Jordan to Syria
Turn Complete - French
Combat Hit Differential Summary :
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 7
Research Technology - Germans
Purchase Units - Germans
Germans buy 4 artilleries, 2 fighters, 11 infantry and 1 transport; Remaining resources: 0 PUs;
Combat Move - Germans
1 transport moved from 115 Sea Zone to 113 Sea Zone
1 infantry moved from Holland Belgium to 113 Sea Zone
1 infantry moved from Normandy Bordeaux to 113 Sea Zone
2 infantry and 1 transport moved from 113 Sea Zone to 93 Sea Zone
2 infantry moved from 93 Sea Zone to Gibraltar
2 bombers moved from Southern Italy to Northern Caucasus
1 infantry moved from Rostov to Northern Caucasus
1 armour moved from Rostov to Tambov
Germans take Tambov from Russians
1 armour moved from Tambov to Rostov
Combat - Germans
Battle in Gibraltar
Battle in Northern Caucasus
Germans attack with 2 bombers and 1 infantry
Russians defend with 1 infantry
Germans roll dice for 2 bombers and 1 infantry in Northern Caucasus, round 2 : 2/3 hits, 1.17 expected hits
Russians roll dice for 1 infantry in Northern Caucasus, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Northern Caucasus
Germans win, taking Gibraltar from British, taking Northern Caucasus from Russians with 2 bombers and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Germans
1 aaGun, 2 armour, 6 artilleries and 23 infantry moved from Novgorod to Northern Belarus
1 aaGun moved from Southern Belarus to Northern Belarus
1 armour moved from Poland to Northern Belarus
1 armour moved from Eastern Poland to Ukraine
1 armour, 3 artilleries and 1 mech_infantry moved from Ukraine to Rostov
2 bombers moved from Northern Caucasus to Ukraine
3 mech_infantrys moved from Southern Belarus to Northern Belarus
3 artilleries and 5 infantry moved from Leningrad to Northern Belarus
4 transports moved from 118 Sea Zone to 117 Sea Zone
3 artilleries and 5 infantry moved from Germany to 117 Sea Zone
3 artilleries, 5 infantry and 4 transports moved from 117 Sea Zone to 118 Sea Zone
3 artilleries and 5 infantry moved from 118 Sea Zone to Leningrad
1 infantry moved from France to Holland Belgium
2 carriers, 1 cruiser, 1 destroyer and 1 submarine moved from 112 Sea Zone to 93 Sea Zone
2 fighters moved from Western Germany to 93 Sea Zone
2 fighters moved from Southern Italy to 93 Sea Zone
3 fighters and 3 tactical_bombers moved from Southern Italy to Libya
2 tactical_bombers moved from Southern Italy to Rostov
3 infantry moved from Rostov to Ukraine
1 infantry moved from Rostov to Ukraine
1 submarine moved from 112 Sea Zone to 93 Sea Zone
1 artillery moved from France to Western Germany
1 artillery and 1 infantry moved from Germany to Poland
Place Units - Germans
1 artillery and 2 infantry placed in Ukraine
3 artilleries and 5 infantry placed in Germany
3 infantry placed in France
2 fighters and 1 infantry placed in Western Germany
1 transport placed in 115 Sea Zone
Turn Complete - Germans
Germans collect 58 PUs; end with 58 PUs
Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 61 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 66 PUs
Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 5 PUs; end with 71 PUs
Combat Hit Differential Summary :
Germans : 0.83
Russians : -0.33
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 7
Purchase Units - Russians
Russians buy 11 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 armour moved from Stalingrad to Tambov
Russians take Tambov from Germans
1 armour moved from Tambov to Stalingrad
2 infantry moved from Stalingrad to Northern Caucasus
1 tactical_bomber moved from Stalingrad to Northern Caucasus
1 fighter moved from Russia to Northern Caucasus
Combat - Russians
Battle in Northern Caucasus
Russians attack with 1 fighter, 2 infantry and 1 tactical_bomber
Germans defend with 1 infantry
Russians roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Northern Caucasus, round 2 : 1/4 hits, 1.50 expected hits
Germans roll dice for 1 infantry in Northern Caucasus, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Northern Caucasus
Russians win, taking Northern Caucasus from Germans with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Non Combat Move - Russians
1 tactical_bomber moved from Northern Caucasus to Stalingrad
1 fighter moved from Northern Caucasus to Stalingrad
5 infantry moved from Russia to Samara
3 infantry moved from Urals to Samara
1 infantry moved from Yaroslavl to Smolensk
1 infantry moved from Russia to Smolensk
1 infantry moved from Russia to Samara
Place Units - Russians
3 infantry placed in Stalingrad
8 infantry and 1 mech_infantry placed in Russia
Turn Complete - Russians
Russians collect 31 PUs; end with 31 PUs
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 34 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 36 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 38 PUs
Combat Hit Differential Summary :
Germans : -0.33
Russians : -0.50
Sorry about the extra roll. Game froze after combat and after reopening and editing I forgot to remove the transport.
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 1 artillery, 1 destroyer, 1 fighter, 10 infantry, 2 submarines and 1 tactical_bomber; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
Turning on Edit Mode
EDIT: Removing units owned by Chinese from Northern Sinkiang: 17 infantry
EDIT: Removing units owned by Americans from Malaya: 2 infantry
EDIT: Turning off Edit Mode
2 infantry and 2 marines moved from Davao to 36 Sea Zone
1 transport moved from 36 Sea Zone to 43 Sea Zone
2 infantry moved from Java to 43 Sea Zone
2 infantry and 1 transport moved from 43 Sea Zone to 38 Sea Zone
2 battleships, 8 carriers, 3 cruisers, 4 destroyers, 9 fighters, 2 marines, 4 submarines and 6 tactical_bombers moved from 36 Sea Zone to 38 Sea Zone
2 infantry and 1 transport moved from 36 Sea Zone to 38 Sea Zone
9 fighters, 4 infantry, 2 marines and 6 tactical_bombers moved from 38 Sea Zone to Malaya
1 armour, 3 artilleries, 2 bombers, 3 fighters, 9 infantry, 1 mech_infantry and 4 tactical_bombers moved from Eastern Sinkiang to Northern Sinkiang
Japanese take Northern Sinkiang from Chinese
1 infantry moved from Kansu to Northern Sinkiang
Combat - Japanese
Battle in 38 Sea Zone
Japanese attack with 2 battleships, 8 carriers, 3 cruisers, 4 destroyers, 4 submarines and 2 transports
Americans defend with 1 transport
1 transport owned by the Americans lost in 38 Sea Zone
Japanese roll dice for 4 submarines in 38 Sea Zone, round 2 : 1/4 hits, 1.33 expected hits
Japanese win, taking 38 Sea Zone from Neutral with 2 battleships, 8 carriers, 3 cruisers, 4 destroyers, 4 submarines and 2 transports remaining. Battle score for attacker is 6
Casualties for Americans: 1 transport
Battle in Malaya
Non Combat Move - Japanese
Turning on Edit Mode
EDIT: Removing units owned by Japanese from Malaya: 1 infantry
EDIT: Removing units owned by Japanese from Northern Sinkiang: 10 infantry
EDIT: Turning off Edit Mode
3 artilleries, 11 infantry and 1 marine moved from Yunnan to French Indo China
1 infantry moved from Kweichow to Yunnan
1 infantry moved from Hunan to Kweichow
1 infantry moved from Tsinghai to Eastern Sinkiang
1 infantry moved from Inner Mongolia to Kansu
1 infantry moved from Shansi to Inner Mongolia
1 infantry moved from Honan to Tsinghai
1 infantry moved from Anhwe to Shansi
1 infantry moved from Hopei to Honan
1 infantry moved from Kiangsi to Hopei
1 infantry moved from Kiangsi to Hunan
1 infantry moved from Kiangsu to Anhwe
1 infantry moved from Kiangsu to Kiangsi
3 fighters and 4 tactical_bombers moved from Northern Sinkiang to Hopei
9 fighters and 6 tactical_bombers moved from Malaya to 38 Sea Zone
2 fighters moved from Japan to 7 Sea Zone
1 carrier and 2 fighters moved from 7 Sea Zone to 37 Sea Zone
1 submarine moved from 7 Sea Zone to 36 Sea Zone
1 transport moved from 36 Sea Zone to 6 Sea Zone
1 tactical_bomber moved from Japan to 38 Sea Zone
1 infantry moved from Northern Manchuria to Korea
2 bombers moved from Northern Sinkiang to Hunan
Place Units - Japanese
1 destroyer and 1 submarine placed in 37 Sea Zone
1 artillery placed in French Indo China
3 infantry placed in Kiangsu
1 fighter, 7 infantry and 1 tactical_bomber placed in Japan
1 submarine placed in 7 Sea Zone
Turn Complete - Japanese
Japanese collect 65 PUs; end with 65 PUs
Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 68 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 73 PUs
Combat Hit Differential Summary :
Japanese : -0.33
Man! The newest revision adds a mechanized infantry for Germany and removes an infantry for Britain. I should of been the Allies first!
They added the mechanized infantry so they can do Normandy and France on the same Turn as they like to do the Vichy Rule. Not sure why they removed an infantry from UK. I think that UK is a tiny bit weak now against Sealion.
@AndrewAAGamer hey dudes. We added the Austria mech and removed the British inf (restoring the original Global set up for UK) because it appeared, based on play testing, that Germany needed a slight buff. Uk should be alright against Sea Lion if it makes a reasonable UK1 buy. If Germany still presses ahead with Sea Lion, even with a reasonable uk buy, It will have a real problem with Russia.
What would be a “reasonable” UK buy? Does this include doing Taranto and flying off 2 fighters and the bomber?
I show even with a 100% defensive 9 infantry buy that Germany has a G3 attack of about 82% if UK goes for Taranto. That seems pretty high to me with a 100% defensive build.
@AndrewAAGamer, you’re definitely asking the right questions.
A reasonable buy depends on what Germany buys on round 1 (fleet, land, mixed, etc.), and the results of the G1 naval battles. But, in my personal opinion, you can typically go with one of three things:
82% is a disaster waiting to happen for Germany. If it goes exceptionally well, maybe Germany is still in the game. If it goes average or worse, it is gg in Europe.
@AndrewAAGamer I think that Russia is so powerful in PTV, if Germany wants to invest into sea lion when UK goes 100% defensive, Russia will be a huge threat to Germany if proper pressure is applied by the US and remaining UK stuff.
I think sea lion is only viable when the UK doesn’t properly defend allowing Germany to take it UK cheaply…
Two points:
#1 – I am not sure why there is a concern about Russia. One of the things I like about this PtV map, versus the OOB map, is Moscow is further away from German territory which means the ability for Germany to steamroll Moscow is pretty much removed. However, the counter to that is Russia is further from Germany too if Germany decides to go for Sealion.
Accounting for two things a) Germany does a 50% Naval build on G1 to set the groundwork for Sealion and b) removing ground losses for France/Yugoslavia and ground units targeted for Sealion there are still 36 German ground units within 2 spaces of the Russian border. At the end of R1 there are also 36 Russian ground units within 2 spaces of the German border. The bulk of the Russian units coming from Moscow are 5 Turns away from the border. Germany, starting on Turn 3, the same Turn they take London, are dropping in up to 20 units a Turn via Germany and Western Germany. Russia has at most 16 and 10 of those are much farther away. Therefore, Germany should easily be able to hold the Russians at the border as long as they have a money advantage. This does not take into consideration the discrepancy between German air power over Russian air power.
Assuming Germany has all of their original territory plus Finland, Bulgaria, Yugoslavia, France, Normandy, Southern France, London and Scotland; Germany is collecting $65 without a single Russian territory under German control. That allows them to build up to 60 slow moving ground units no problem. Russia with all of its original territory would be collecting $55 which would make it difficult to build 16 units unless all but 2-3 were slow movers. How does that allow Russia to put pressure on Germany? Add in the German mobile navy force being able to strike at Leningrad and it seems pretty certain to me that Germany is the one that would be able to grab more money by at a minimum trading Russian territory. This does not include anything Italy may bring to the table which should be plenty considering with no UK the Med will fall into Italian hands.
#2 – It is fairly obvious that this game was built to be a long-term money game. Which I appreciate and enjoy very much. One concern with any long-term money game is the possibility of a scripted Rush ending that long-term money game. The example I will give you is the original Pacific game. That was a Victory Points based game to win however there was also a “take a capital” component of victory. The VP game was exciting, strategic, even and fun between two players of comparable skill level. However, the take a capital part of the game ended up being detrimental to the game as a far less skilled player could use a “scripted” plan to try an India Crush and take India. And frankly there was almost nothing the Allied player could do about it. A highly skilled player may be able to take the scripted India Crush down from 60-65% to hopefully 45-50% but the less skilled player could still win a good portion of the time even when in a VP game they would never win. Over time to overcome that India Crush there was $15 added to the India money so they could place 5 more infantry down in defense to lower that India Crush possible chance of success into the teens or lower.
So, when you say “It is only an 82% chance of taking London” I go WHAT? So, any person, fresh off the boat, could have an 82% chance of taking London and very likely winning! That does not seem like a good plan to me if you want to have a long-term strategy game.
@surfer @AndrewAAGamer @regularkid
Yes and No… With proper US pressure applied, I doubt Germany and Italy can afford to do all of this at once…
I do not think that the Germans and Italians can effectively defend all of that meaning the US is likely to get a foothold somewhere to deploy meaningful IPCs and along with the Russians they could seriously slow or contain the German offensive.
The main question is… does sea lion have a higher or lower than average win rate between all levels of players. An 82% success rate for sea lion doesn’t mean that its an 82% win chance. We need to figure out what the win rate of sea lion is on PtV, then make changes accordingly to make the win rate more or less even, or a desirable percentage.
A J1 DOW and Sea lion with 82% rates could be nasty, putting a lot of pressure on the US, maybe look into win rates of those two combined
I really enjoyed reading your thoughtful analysis, Andrew and Window.
A couple of things: to your first point, Moscow is actually no further from Germany in PTV than it is G40. In fact all three of the Russia’s factories that are most frequently used in G40 (Ukraine, Novgorod, and Moscow) are the same exact distance from Germany in PTV. It only “seems” further from Germany’s perspective, because if Germany goes directly to Moscow, it has a longer path to take to Leningrand.
The sealion scenario was playtested a couple of times (including with a defensive buy by UK). Initially we added an infantry to the UK to counter the Germany buffs included in the game–namely:
Transports cost only 6 now (whereas in G40, 70 PUs got you seven transports. Now they get you 10 transports and two marines)
Atlantic Wall NO = +3 PUs
Balkans/Crete NO = now worth +3 PUs (instead of +2 PUs)
We added one additional mech and one additional infantry to Germany’s starting units.
Notably, these buffs are already countered, somewhat, by the reduced effectiveness of Bombers from 4 attack to 3 attack (which nerfs Germany’s fleet attacks and any eventual invasion of UK), and the reduced ability of German air to penetrate into Russia and Africa, without moving out of position relative to Western Europe.
We again removed the infantry for version 2.0 of PTV because we found that the threat of a buffed Russia was so great as to render Sealion impracticable, even when UK made greedy purchases. Perhaps further play testing will reveal that that change was improvident. Your analysis does make some intuitive sense, but I do think its something that can ultimately only be determined from further playtesting.
A case in point is Adam’s ongoing game with Ksmckay. https://www.axisandallies.org/forums/topic/35364/adam514-axis-vs-ksmckay-allies-pat-to-victory/127?page=6
Some context: This game was the older version of PTV with three British Infantry in UK.
Adam, as Germany, purchased a carrier, marine, and sub on round 1 (an obvious prelude to Sea Lion).
Ksmckay, as UK, responded by purchasing an airbase (for Gibraltar) and a factory (for Egypt). This was an incredibly ballsy purchase after Adam’s fleet-heavy G1 buy.*
On his second purchase, Adam committed 100% to a round 3 Sea Lion (10 transports 2 marines), moved all air in range, and even took Scotland.
Even with UK’s extremely aggressive UK1 buy, Adam’s G1 Fleet purchase, and his 100% commitment to sealion on Round 2, his odds against UK on Round 3 were only 87%.
Removing the infantry from UK was an effort to give Germany better options when UK makes greedy Round 1 purchases.
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 7
Purchase Units - Americans
Americans buy 1 bomber, 1 fighter, 2 infantry, 3 submarines, 2 tactical_bombers and 1 transport; Remaining resources: 0 PUs;
Combat Move - Americans
1 mech_infantry moved from Morocco to Tunisia
Americans take Tunisia from Italians
1 artillery and 1 infantry moved from Johnston Island to 31 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 31 Sea Zone to 33 Sea Zone
1 fighter and 1 tactical_bomber moved from Hawaiian Islands to Marshall Islands
1 artillery and 1 infantry moved from 33 Sea Zone to Marshall Islands
Combat - Americans
Battle in Marshall Islands
Americans attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
Japanese defend with 1 infantry
Americans roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in Marshall Islands, round 2 : 2/4 hits, 1.83 expected hits
Japanese roll dice for 1 infantry in Marshall Islands, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese and 1 infantry owned by the Americans lost in Marshall Islands
Americans win, taking Marshall Islands from Japanese with 1 artillery, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Americans: 1 infantry
Casualties for Japanese: 1 infantry
Non Combat Move - Americans
1 carrier moved from 31 Sea Zone to 33 Sea Zone
1 fighter and 1 tactical_bomber moved from Marshall Islands to 33 Sea Zone
1 destroyer moved from 55 Sea Zone to 33 Sea Zone
2 fighters moved from Hawaiian Islands to 55 Sea Zone
1 infantry moved from Dutch New Guinea to New Guinea
1 carrier, 1 cruiser and 1 destroyer moved from 83 Sea Zone to 73 Sea Zone
1 fighter moved from Syria to Iraq
1 fighter moved from 83 Sea Zone to Iraq
1 fighter moved from Eastern United States to Morocco
Place Units - Americans
1 bomber, 1 fighter, 2 infantry and 2 tactical_bombers placed in Eastern United States
3 submarines and 1 transport placed in 104 Sea Zone
Turn Complete - Americans
Americans collect 53 PUs; end with 53 PUs
Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 58 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 68 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 73 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 78 PUs
Combat Hit Differential Summary :
Americans : 0.17
Japanese : 0.67
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 7
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Combat Move - Chinese
Turn Complete - Chinese
Chinese collect 1 PU; end with 3 PUs
Combat Hit Differential Summary :