scramble Paris ftr to Normandy and scramble Scottland
L20 PTV-first game! Surfer(L) vs. AndrewAAGamer(X)
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I think a couple of territory adjustments have made a big difference. First the US can no longer threaten Korea from Hawaii. That was always a key weakness of Japan. The Japanese cannot let the US take Korea and hold it because then they build a minor IC there and that is big trouble for Japan. That forced the Japanese to leave at least some ground forces in or around Korea to protect it. Now that is not necessary because the US cannot get there in one Turn and if they move against it the Japanese navy from Caroline or Philippines just moves north to counter it. Secondly by splitting the Sea of Japan into two sea zones even with a large US naval presence in Hawaii the Japanese are still able to build naval units on the backside of Japan. That allows them to try and maintain naval parity with the US without having to use mainland IC slots to do it allowing them to bring more forces onto the mainland than before and that has always been Japan’s biggest weakness; land forces. My gosh look at how many Jap ground troops I have in this game!!!
It has always been easier to defend at sea than attack and the new carrier rules just amplify that. WIth the additional Chinese territory it is actually a benefit to Japan because it allows them to gain more money than before. With that additional money they have as much as the US which means the US cannot gain fleet superiority. Without fleet superiority it is impossible to do anything worthwhile with a navy.
I am not sure I can beat Trulpen in the pacific even with a 100% US investment and that is like… wow.
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Yep. I can’t do anything in the Pacific. The US can’t even build a fleet since it cannot get out from W. Coast with your fleet sitting in Carolines- The other side of Carolines. Not attackable, and completely dominating the Central Pacific.
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I agree 100%. Unless the US has a superior fleet than Japan does there is nothing the US can do in the pacific. Which means all Japan has to do is maintain parity at sea while they push inland against China, India and Russia. In our game it will not be long before Japan is collecting MORE than the US. And Japan has not even taken India and they have more money!!!
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@surfer hey dudes. Great game. I’ve been following your game and this conversation with interest, particularly regarding the issue of balance. I noticed that you guys are playing version 1.0 of the map, rather than the current version 4.0… Version 4.0 some substantive changes impacting the situation in the Pacific, including:
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The sea zones around Korea have been redrawn so that it can’t be contested by Japan from Malaya and elsewhere;
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Carrier defense has been reduced to 1, and carrier scramble now requires the presence of a defending surface warship in the target sea zone (player enforced);
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A U.S. marine has been added to Hawaii at the start of the game.
To download this update, simply open the “Download Maps” screen, click on “Good Quality” and then click on the “Update” tab. Look forward to hearing your thoughts with the new changes.
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@regularkid Good points. But for our game only the carrier scramble rule would have made any difference
- The allies were never in a position to reach Malaya without being slaughtered so reaching Korea from there is a non-factor
- All possible naval battles were going to be (at best) even numbers of CVs so reducing to 1 from 2 would make the defender less favored, but still favored. So no one would have attacked.
The map changes that completely change the Pacific in my mind are
a) the interior SZ 6 that allows Japan to build even with superior forces in Hawaii. (See @AndrewAAGamer’s comment above)
b) The split of the SZ around the Carolines. Japan can use the mobility bonus of the port without being in range of US forces in Hawaii. Thus can’t be chased off. And yet from there they can control SZ 27 (off Hawaii) and SZ31 (off Johnson Island). The point here is that now the US can’t get any forces into the game without consolidating all forces in Hawaii (or Johnson Island). You can’t hang out in Queensland and shuck naval forces to SZ31 which typically is a free space.
Perhaps move boundary between SZ23 &24 to allow all of Carolines to be attacked. -
I should amend the comment “the only map changes…” because the map is very different. And requires many adaptations of a typical strategy.
The placement of islands into SZ boundaries is a very dynamic change in the game and I really like it!
The two points above are just some observations of how the topology of the map affects game play in a way the supports J. -
You have accurately assessed some of Japan’s advantages in PTV over Global: the availability of a safe harbor in sz 6 for construction of new ships, and the splitting of the Caroline seazone making it more difficult to Hold as Allies are two major changes in favor of Japan.
That being said, I don’t think I was clear about the significance of the Korea Seazone: it was redrawn to prevent Japan from contesting Korea from Malaya and elsewhere, in the event of Russian or American capture. Below is an image of the new Seazone configuration in Version 4.0. In the prior Map, Japan did not have to get out of position to deadzone Korea. Now it does.
Also, if I understand your post correctly, you suggest that the US fleet at Hawaii (sz 27) can’t hit the Japanese fleet at Caroline (sz 35), but that Japan can hit Hawaii. This is not the case. Hawaii can only be reached from sz 34, which is in range of any ships in Hawaii (sz 27).
I think the most efficient way to counter Japan is to apply pressure on multiple fronts. The Allies are given the means to do so with a boosted Russian economy, Siberian factory, and buffed China. I think it would be interesting to hear your thoughts after playing version 4.0. If you are down for a game, lemme know!
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On our map SZ6 does completely surround Korea. I don’t think it had the US Marine though.
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@regularkid Sure the change around SZ 6 helps, and since the development of a “safe harbor” for Japan was intended, I guess I need to try a few more games to see how it plays out.
The point about the Carolines is that Japan can hang out on “their side” and use the Caroline’s mobility buff to dominate the Central Pacific – without being threatened by a US build up in Hawaii. This really hampers US development since they no longer have a clear path from W.Coast to Queensland, the typical build up point to attack the extended Japanese fleet.
Japan can build and control all of the Pacific, while the US is left hanging out in Hawaii because they can’t send forces anywhere without escorts. -
TripleA Turn Summary: Americans round 13
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13 Purchase Units - Americans Americans buy 2 carriers, 2 fighters, 4 infantry, 1 mech_infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 artillery and 7 infantry moved from Morocco to 93 Sea Zone 2 infantry and 1 transport moved from 93 Sea Zone to 113 Sea Zone 2 infantry moved from 113 Sea Zone to Holland Belgium 2 infantry and 1 transport moved from 93 Sea Zone to 113 Sea Zone 2 infantry moved from 113 Sea Zone to Normandy Bordeaux 1 artillery, 3 infantry and 2 transports moved from 93 Sea Zone to 113 Sea Zone 1 artillery and 3 infantry moved from 113 Sea Zone to Normandy Bordeaux 1 fighter and 1 tactical_bomber moved from 93 Sea Zone to Normandy Bordeaux 2 fighters moved from 93 Sea Zone to Holland Belgium 1 bomber moved from United Kingdom to Western Germany Combat - Americans Strategic bombing raid in Western Germany AA fire in Western Germany : 0/1 hits, 0.17 expected hits Bombing raid in Western Germany rolls: 7 and causes: 7 damage to unit: factory_major Bombing raid in Western Germany causes 7 damage total. Battle in Normandy Bordeaux Americans attack with 1 artillery, 1 fighter, 5 infantry and 1 tactical_bomber Germans defend with 1 factory_minor, 1 harbour and 1 infantry Americans roll dice for 1 artillery, 1 fighter, 5 infantry and 1 tactical_bomber in Normandy Bordeaux, round 2 : 3/8 hits, 2.50 expected hits Germans roll dice for 1 infantry in Normandy Bordeaux, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Germans and 1 infantry owned by the Americans lost in Normandy Bordeaux Americans win, taking Normandy Bordeaux from Germans with 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Americans: 1 infantry Casualties for Germans: 1 infantry Battle in Holland Belgium Americans attack with 2 fighters and 2 infantry Germans defend with 1 infantry Americans roll dice for 2 fighters and 2 infantry in Holland Belgium, round 2 : 1/4 hits, 1.33 expected hits Germans roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Holland Belgium Americans win, taking Holland Belgium from Germans with 2 fighters and 2 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Non Combat Move - Americans Turning on Edit Mode EDIT: Changing ownership of New Guinea from Japanese to ANZAC EDIT: Changing ownership of New Guinea from ANZAC to Americans EDIT: Turning off Edit Mode 2 fighters moved from Holland Belgium to 113 Sea Zone 1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to 113 Sea Zone 2 submarines moved from 93 Sea Zone to 95 Sea Zone 4 carriers, 1 cruiser, 1 destroyer, 3 fighters and 2 submarines moved from 93 Sea Zone to 113 Sea Zone 1 tactical_bomber moved from Gibraltar to 113 Sea Zone 1 bomber moved from Western Germany to United Kingdom 2 submarines moved from 11 Sea Zone to 27 Sea Zone 2 artilleries and 2 infantry moved from Hawaiian Islands to 27 Sea Zone 2 artilleries, 1 battleship, 12 carriers, 2 cruisers, 5 destroyers, 18 fighters, 2 infantry, 1 marine, 2 submarines and 2 transports moved from 27 Sea Zone to 55 Sea Zone 1 artillery moved from 55 Sea Zone to New Guinea 1 infantry moved from 55 Sea Zone to New Guinea 1 artillery, 1 infantry and 1 marine moved from 55 Sea Zone to Queensland 2 tactical_bombers moved from New South Wales to 55 Sea Zone 3 fighters moved from New South Wales to 55 Sea Zone 1 bomber moved from New South Wales to Queensland 1 bomber moved from Hawaiian Islands to Queensland 2 fighters moved from Western United States to Hawaiian Islands 1 submarine moved from 27 Sea Zone to 30 Sea Zone 3 infantry and 1 mech_infantry moved from Eastern United States to 104 Sea Zone 3 infantry, 1 mech_infantry and 2 transports moved from 104 Sea Zone to 93 Sea Zone 3 infantry and 1 mech_infantry moved from 93 Sea Zone to Morocco 1 carrier moved from 104 Sea Zone to 93 Sea Zone 1 bomber moved from Eastern United States to United Kingdom Place Units - Americans 2 carriers placed in 11 Sea Zone 2 fighters placed in Western United States 1 mech_infantry placed in Western United States Americans undo move 2. 1 fighter and 4 infantry placed in Eastern United States 2 transports placed in 104 Sea Zone 1 fighter placed in Western United States Turn Complete - Americans Americans collect 61 PUs; end with 61 PUs Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 66 PUs Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 71 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 81 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 86 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 91 PUs
Combat Hit Differential Summary :
Germans : 0.33 AA fire in Western Germany : : -0.17 Americans : 0.17
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TripleA Turn Summary: Chinese round 13
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Combat Move - Chinese Combat - Chinese Non Combat Move - Chinese 1 infantry moved from Eastern Sinkiang to Western Sinkiang Turn Complete - Chinese Chinese collect 2 PUs; end with 4 PUs
Combat Hit Differential Summary :
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TripleA Turn Summary: UK_Pacific round 13
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13 Purchase Units - Americans Americans buy 2 carriers, 2 fighters, 4 infantry, 1 mech_infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 artillery and 7 infantry moved from Morocco to 93 Sea Zone 2 infantry and 1 transport moved from 93 Sea Zone to 113 Sea Zone 2 infantry moved from 113 Sea Zone to Holland Belgium 2 infantry and 1 transport moved from 93 Sea Zone to 113 Sea Zone 2 infantry moved from 113 Sea Zone to Normandy Bordeaux 1 artillery, 3 infantry and 2 transports moved from 93 Sea Zone to 113 Sea Zone 1 artillery and 3 infantry moved from 113 Sea Zone to Normandy Bordeaux 1 fighter and 1 tactical_bomber moved from 93 Sea Zone to Normandy Bordeaux 2 fighters moved from 93 Sea Zone to Holland Belgium 1 bomber moved from United Kingdom to Western Germany Combat - Americans Strategic bombing raid in Western Germany AA fire in Western Germany : 0/1 hits, 0.17 expected hits Bombing raid in Western Germany rolls: 7 and causes: 7 damage to unit: factory_major Bombing raid in Western Germany causes 7 damage total. Battle in Normandy Bordeaux Americans attack with 1 artillery, 1 fighter, 5 infantry and 1 tactical_bomber Germans defend with 1 factory_minor, 1 harbour and 1 infantry Americans roll dice for 1 artillery, 1 fighter, 5 infantry and 1 tactical_bomber in Normandy Bordeaux, round 2 : 3/8 hits, 2.50 expected hits Germans roll dice for 1 infantry in Normandy Bordeaux, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Germans and 1 infantry owned by the Americans lost in Normandy Bordeaux Americans win, taking Normandy Bordeaux from Germans with 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Americans: 1 infantry Casualties for Germans: 1 infantry Battle in Holland Belgium Americans attack with 2 fighters and 2 infantry Germans defend with 1 infantry Americans roll dice for 2 fighters and 2 infantry in Holland Belgium, round 2 : 1/4 hits, 1.33 expected hits Germans roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Holland Belgium Americans win, taking Holland Belgium from Germans with 2 fighters and 2 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Non Combat Move - Americans Turning on Edit Mode EDIT: Changing ownership of New Guinea from Japanese to ANZAC EDIT: Changing ownership of New Guinea from ANZAC to Americans EDIT: Turning off Edit Mode 2 fighters moved from Holland Belgium to 113 Sea Zone 1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to 113 Sea Zone 2 submarines moved from 93 Sea Zone to 95 Sea Zone 4 carriers, 1 cruiser, 1 destroyer, 3 fighters and 2 submarines moved from 93 Sea Zone to 113 Sea Zone 1 tactical_bomber moved from Gibraltar to 113 Sea Zone 1 bomber moved from Western Germany to United Kingdom 2 submarines moved from 11 Sea Zone to 27 Sea Zone 2 artilleries and 2 infantry moved from Hawaiian Islands to 27 Sea Zone 2 artilleries, 1 battleship, 12 carriers, 2 cruisers, 5 destroyers, 18 fighters, 2 infantry, 1 marine, 2 submarines and 2 transports moved from 27 Sea Zone to 55 Sea Zone 1 artillery moved from 55 Sea Zone to New Guinea 1 infantry moved from 55 Sea Zone to New Guinea 1 artillery, 1 infantry and 1 marine moved from 55 Sea Zone to Queensland 2 tactical_bombers moved from New South Wales to 55 Sea Zone 3 fighters moved from New South Wales to 55 Sea Zone 1 bomber moved from New South Wales to Queensland 1 bomber moved from Hawaiian Islands to Queensland 2 fighters moved from Western United States to Hawaiian Islands 1 submarine moved from 27 Sea Zone to 30 Sea Zone 3 infantry and 1 mech_infantry moved from Eastern United States to 104 Sea Zone 3 infantry, 1 mech_infantry and 2 transports moved from 104 Sea Zone to 93 Sea Zone 3 infantry and 1 mech_infantry moved from 93 Sea Zone to Morocco 1 carrier moved from 104 Sea Zone to 93 Sea Zone 1 bomber moved from Eastern United States to United Kingdom Place Units - Americans 2 carriers placed in 11 Sea Zone 2 fighters placed in Western United States 1 mech_infantry placed in Western United States Americans undo move 2. 1 fighter and 4 infantry placed in Eastern United States 2 transports placed in 104 Sea Zone 1 fighter placed in Western United States Turn Complete - Americans Americans collect 61 PUs; end with 61 PUs Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 66 PUs Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 71 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 81 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 86 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 91 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Combat Move - Chinese Combat - Chinese Non Combat Move - Chinese 1 infantry moved from Eastern Sinkiang to Western Sinkiang Turn Complete - Chinese Chinese collect 2 PUs; end with 4 PUs Purchase Units - British British buy 1 fighter, 8 infantry and 1 transport; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 2 infantry and 1 mech_infantry; Remaining resources: 0 PUs; Combat Move - British 1 infantry moved from Burma to Shan State 1 infantry moved from Burma to Shan State 4 fighters moved from Eastern India to Shan State Combat - British Battle in Shan State British attack with 4 fighters and 2 infantry Japanese defend with 2 infantry British roll dice for 4 fighters and 2 infantry in Shan State, round 2 : 2/6 hits, 2.33 expected hits Japanese roll dice for 2 infantry in Shan State, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Japanese lost in Shan State British win, taking Shan State from Japanese with 4 fighters and 2 infantry remaining. Battle score for attacker is 6 Casualties for Japanese: 2 infantry Non Combat Move - British 2 fighters moved from Shan State to Eastern India 2 fighters moved from Shan State to Eastern India 6 infantry moved from Eastern India to Burma 2 infantry moved from Central India to Eastern India 2 artilleries and 3 infantry moved from Baluchistan to Central India 2 armour moved from Trans-Jordan to Northwest Persia 3 infantry moved from Iraq to Northwest Persia 3 infantry moved from Southern Persia to Northwest Persia 1 infantry moved from Northeast Persia to Northwest Persia 4 infantry moved from Trans-Jordan to Iraq 1 artillery and 1 infantry moved from Egypt to Trans-Jordan 1 infantry moved from Tobruk to Libya 3 fighters moved from Egypt to Southern Persia 1 bomber moved from Egypt to Iraq 1 artillery and 1 infantry moved from Morocco to 93 Sea Zone 1 artillery, 2 carriers, 2 cruisers, 2 destroyers, 3 fighters, 1 infantry, 1 tactical_bomber and 2 transports moved from 93 Sea Zone to 113 Sea Zone 1 artillery and 1 infantry moved from 113 Sea Zone to Normandy Bordeaux 1 aaGun and 1 infantry moved from United Kingdom to 113 Sea Zone 1 aaGun and 1 infantry moved from 113 Sea Zone to Normandy Bordeaux 8 infantry moved from United Kingdom to 113 Sea Zone 1 destroyer moved from 109 Sea Zone to 93 Sea Zone 1 transport moved from 85 Sea Zone to 93 Sea Zone 1 battleship moved from 27 Sea Zone to 55 Sea Zone Place Units - British 1 fighter and 8 infantry placed in United Kingdom 1 transport placed in 113 Sea Zone Turn Complete - British Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 100 Sea Zone. Rolls: 3,3 British collect 31 PUs (3 lost to blockades); end with 31 PUs Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 34 PUs Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 37 PUs Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 40 PUs Place Units - UK_Pacific 2 infantry and 1 mech_infantry placed in Eastern India Turn Complete - UK_Pacific UK_Pacific collect 8 PUs; end with 8 PUs Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 11 PUs Some Units in Eastern India change ownership: 2 infantry and 1 mech_infantry
Combat Hit Differential Summary :
Germans : 0.33 British : -0.33 AA fire in Western Germany : : -0.17 Americans : 0.17 Japanese : -0.67
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TripleA Move Summary: Italians round 13
TripleA Move Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13 Purchase Units - Italians Italians buy 1 artillery, 1 fighter and 1 infantry; Remaining resources: 0 PUs; Combat Move - Italians 5 fighters and 4 tactical_bombers moved from Southern Italy to Holland Belgium 3 infantry moved from France to Holland Belgium 2 infantry moved from Southern Italy to 99 Sea Zone 2 infantry and 1 transport moved from 99 Sea Zone to 101 Sea Zone 2 infantry moved from 101 Sea Zone to Crete 1 bomber moved from Southern Italy to Crete
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Scramble Holland?
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No thanks
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TripleA Turn Summary: Italians round 13
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13 Purchase Units - Italians Italians buy 1 artillery, 1 fighter and 1 infantry; Remaining resources: 0 PUs; Combat Move - Italians 5 fighters and 4 tactical_bombers moved from Southern Italy to Holland Belgium 3 infantry moved from France to Holland Belgium 2 infantry moved from Southern Italy to 99 Sea Zone 2 infantry and 1 transport moved from 99 Sea Zone to 101 Sea Zone 2 infantry moved from 101 Sea Zone to Crete 1 bomber moved from Southern Italy to Crete Combat - Italians Battle in Crete Italians attack with 1 bomber and 2 infantry British defend with 1 artillery Italians roll dice for 1 bomber and 2 infantry in Crete, round 2 : 3/3 hits, 0.83 expected hits British roll dice for 1 artillery in Crete, round 2 : 0/1 hits, 0.33 expected hits 1 artillery owned by the British lost in Crete Italians win, taking Crete from British with 1 bomber and 2 infantry remaining. Battle score for attacker is 4 Casualties for British: 1 artillery Battle in Holland Belgium Italians attack with 5 fighters, 3 infantry and 4 tactical_bombers Americans defend with 2 infantry Italians roll dice for 5 fighters, 3 infantry and 4 tactical_bombers in Holland Belgium, round 2 : 6/12 hits, 5.67 expected hits Americans roll dice for 2 infantry in Holland Belgium, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Americans lost in Holland Belgium Italians win, taking Holland Belgium from Americans with 5 fighters, 3 infantry and 4 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Americans: 2 infantry Non Combat Move - Italians 1 bomber moved from Crete to Southern Italy 1 artillery and 6 infantry moved from Southern Italy to Northern Italy 2 infantry moved from Southern Italy to Northern Italy 1 aaGun moved from Southern Italy to Northern Italy 1 aaGun moved from Rostov to Ukraine 2 fighters and 1 tactical_bomber moved from Holland Belgium to France 3 fighters and 3 tactical_bombers moved from Holland Belgium to Western Germany Place Units - Italians 1 artillery placed in Northern Italy 1 fighter and 1 infantry placed in Southern Italy Turn Complete - Italians Italians collect 12 PUs; end with 12 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 17 PUs
Combat Hit Differential Summary :
Italians : 2.50 British : -0.33 Americans : -0.67
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TripleA Turn Summary: ANZAC round 13
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13 Purchase Units - ANZAC ANZAC buy 2 transports; Remaining resources: 1 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 aaGuns, 4 artilleries, 1 bomber and 3 infantry moved from South Australia to Queensland 3 fighters moved from New South Wales to Queensland 1 fighter moved from New South Wales to 55 Sea Zone 1 bomber and 1 fighter moved from New South Wales to Queensland 1 infantry moved from New South Wales to Queensland 1 submarine moved from 58 Sea Zone to 64 Sea Zone 1 submarine moved from 58 Sea Zone to 64 Sea Zone 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 1 submarine moved from 27 Sea Zone to 55 Sea Zone 1 bomber moved from Hawaiian Islands to Queensland Place Units - ANZAC 2 transports placed in 64 Sea Zone Turn Complete - ANZAC ANZAC collect 10 PUs; end with 11 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 14 PUs
Combat Hit Differential Summary :
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TripleA Turn Summary: French round 13
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 13 Purchase Units - ANZAC ANZAC buy 2 transports; Remaining resources: 1 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 aaGuns, 4 artilleries, 1 bomber and 3 infantry moved from South Australia to Queensland 3 fighters moved from New South Wales to Queensland 1 fighter moved from New South Wales to 55 Sea Zone 1 bomber and 1 fighter moved from New South Wales to Queensland 1 infantry moved from New South Wales to Queensland 1 submarine moved from 58 Sea Zone to 64 Sea Zone 1 submarine moved from 58 Sea Zone to 64 Sea Zone 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 1 submarine moved from 27 Sea Zone to 55 Sea Zone 1 bomber moved from Hawaiian Islands to Queensland Place Units - ANZAC 2 transports placed in 64 Sea Zone Turn Complete - ANZAC ANZAC collect 10 PUs; end with 11 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 14 PUs Combat Move - French Turn Complete - French
Combat Hit Differential Summary :
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TripleA Turn Summary: Germans round 14
TripleA Turn Summary for game: WW2 Path to Victory, version: 1.0
Game History
Round: 14 Research Technology - Germans Purchase Units - Germans Germans buy 1 armour, 3 artilleries, 7 infantry, 1 mech_infantry and 3 tactical_bombers; Remaining resources: 1 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans 11 armour, 11 artilleries, 29 infantry and 11 mech_infantrys moved from Rostov to Stalingrad Germans take Stalingrad from Russians 1 armour and 1 mech_infantry moved from Ukraine to Stalingrad Combat - Germans Trigger Germans Destroy Factories Stalingrad: has removed 1 factory_minor owned by Germans in Stalingrad Non Combat Move - Germans Trigger Stalingrad Has Fallen to Germans Switch: Setting switch to false for conditionAttachment_Russian_Stalingrad_Factory_May_Be_Destroyed attached to Germans 2 artilleries and 8 infantry moved from Novgorod to Yaroslavl 6 fighters and 6 tactical_bombers moved from Leningrad to 116 Sea Zone 2 bombers moved from Leningrad to Western Germany 4 fighters moved from Leningrad to Germany 1 fighter moved from Leningrad to Western Germany 12 infantry moved from Western Germany to France 3 artilleries moved from Germany to Western Germany 3 artilleries and 9 infantry moved from Leningrad to Novgorod 6 transports moved from 118 Sea Zone to 116 Sea Zone 7 infantry moved from Germany to Western Germany Place Units - Germans 1 armour and 1 mech_infantry placed in Ukraine 3 artilleries placed in Western Germany 7 infantry and 3 tactical_bombers placed in Germany Turn Complete - Germans Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 95 Sea Zone. Rolls: 2,1,5,6 Germans collect 58 PUs (3 lost to blockades); end with 59 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 64 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 3 PUs; end with 67 PUs Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 10 PUs; end with 77 PUs
Combat Hit Differential Summary :