Jeez, this looks just gorgeous! Amazing! Terrific! Brilliant! This is just a masterpiece, I can’t wait to learn the rules and play it!
Best posts made by VictoryFirst
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RE: Global 1943 Expansion, Revised
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RE: Axis & Allies Global 1940 House Rules Expansion
The TripleA G40 Expansion module now has The Captain represented on the map 😁
Thank you so much Captain and all the assisting players for this awesome game!
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RE: EXP Panzer vs barnee Game 5
I’m just a waste of oxygen at this point lol.
Heh heh but you are using your oxygen to keep improving the awesome TripleA module of the greatest A&A game ever, plus you are a very fun opponent to play against. Please, be more appreciative of your existence! You very much deserve the oxygen! Without you, this all wouldn’t even have been possible! 😁
Congrats on your victory by the way :)
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Improved TripleA module for Europe
Hi all,
The existing TripleA module for Europe doesn’t take care of all rules, such as the Middle East or Strategic Bombing Raids. That’s why I made some improvements to this module to enhance the gaming experience.
The module is available for download directly via TripleA. Click on “Download Maps” and look for the map called “Europe Improved”.
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Gameplay Oztea 1941 Global setup
I was playing a game of Oztea 1941, and from turn 5, the game began to be so interesting I started making pictures of it. Let me know your thoughts and comments about the variant in general and specific strategies you thing they should be done in this game. I played with Low Luck, and the house rule that when a capital gets captured more than 2 times, the subsequent time the player pays his IPC’s to the bank, instead of to the conquering player.
I did use an outdated setup though, with an added naval base in both Kwangtung in Malaya. -
RE: Allied Playbook - G40 Collection of Essays - Compiled by jacobgeo24 Nov 18-19 2023
Hehe not sure what this thread is about but yeah, containing Japan can be done. Just keep the Russian units on the Manchurian border as a threat. Use the American fleet to make threats where Japan is weak (i.e. the South Pacific or the North Pacific). Use British fighters to support Russia and India. You don’t have to take any aggressive actions. Just putting your troops where they can pose threats forces them to defend, slowing down their expansion, and if they don’t defend that’s when you strike.
Attacking early as Russia is possible but quite risky. Pressure and attacks from all sides are necessary. However, usually it’s Germany in these scenarios who will become super strong and take Moscow. You can contain Japan however it’s much harder to defeat it. You need to wait for them to make a mistake. It’s often easier to defeat Germany.
However, I must say that it has been a very long time since I last played OOB G40, so you have to take my thoughts with a grain of salt.
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RE: Global 1940 & 1943 Expansions Game Reports
@the-captain Wow, just read it. Amazing game report. Maybe you can play as the Axis one time to make @SuperbattleshipYamato happy as you’ll probably defeat any opponent as the developer :)
I started a new game of the House Rule Expansion with all five sections. I did start a game earlier but another game I bought arrived in the middle of the game, so I cleaned it all up and played the other game. Now, I have enough of that other game so I decided to actually play a full game of your great expansion. It’s currently Late 1941, and things are interesting as usual… I followed the strategy guides for Germany, Soviet Union, Japan and United States for this game.
Germany did their opening moves. They took over all of France and Yugoslavia. Finland and Bulgaria joined the Axis. The fleet in sz 111 was destroyed. Near Canada, three U-boots attacked the British destroyer and transport. The destroyer got a hit, so the Germans will not be able to form a wolf-pack if a counterattack happens.
They slowly built up their forces for an Early 1941 Barbarossa campaign. The first Panzer army was created, as well as two Waffen armies, and large stacks of infantry. The initial advance towards Leningrad was successful, and the stack of Russians that took flexible positions in Belarus retreated to Archangel, leaving Leningrad open for the taking. In the south, things didn’t go according to the German plan… a lot of trading took place.
The German force in Bessarabia was attacked with everything the Russians had, and everything but five German tanks got destroyed. The Russians could go on, but they were afraid of an outflanking in Western Ukraine with the German armies in the north. So they retread towards Ukraine and stacked it up with everything it had. The British lend-leased two aircraft to the Russians and flew them to Ukraine, to beef up the defence even more. But the Germans did a risky but bold move. They attacked the Russian forces in Ukraine with everything it had. The five surviving German tanks, a Waffen army in Romania, and all their airpower. The fighting was very exciting, and the Germans managed to destroy the Russian forces (including a Russian army corps and ALL their aircraft) but took heavy losses too. Only one tank and two German planes survived. The Russians regrouped, counterattacked some areas and formed a massive stack in Archangel to counter the German one in Leningrad. The south didn’t have large reinforcements (just a Soviet Army Corps with three guards and a couple of infantry), and with German reinforcements in Poland on their way this may look bad, but next turn the Red Army Conscription will reinforce this area significantly.
The Japanese situation looks pretty bad. A large Japanese army got destroyed by a large Chinese army way deep in china. More Japanese large forces are in Yunnan, keeping the Indians honest but now this army needs to move towards the Chinese in Tsinghai, in order to have a chance to defeat China. The Americans reinforced the Philippines significantly, and the Japanese attack in round 4 didn’t go well. Five American fighters managed to survive and regrouped to the main fleet. The USA, seeing the Japanese struggling with everybody continued to build up naval forces in the Pacific, with a super heavy battleship, destroyers, and carriers.
The situation in Africa is in favour of the Allies. The Italians weren’t able to bring up reinforcements, because their primary goal was to destroy all Allied ships in the Med. After a successful British Taranto raid, the Italians weren’t able to do both. The UK, seeing this, built a factory in Egypt, to build tank units to help in Africa, and aircraft to be lent-leased to Russia.
I can’t wait to see how these events will play out. Japan quickly needs to regroup and take the Philippines, as well as the Dutch East Indies. Italy probably needs to withdraw from Africa, but they can gamble and reinforce it as much as possible, with German aid, and maybe having a chance to dislodge the British from Egypt. On the Eastern Front, the fighting is really exciting and interesting. Both sides have good chances of winning, but German reinforcements are just a bit out of time. And with the Red Army Conscription, lend-lease units (the British can now send three new aircraft as they were destroyed before they were converted into Soviet units), Soviet Guards and eventually Soviet Mass Tank Production, the Soviets have a slight edge. Both sides have a decimated airforce but the Soviets have the lend-lease units.
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RE: Global 1940 & 1943 Expansions Game Reports
I am such a big fan of this new map! China finally doesn’t look stupid anymore (in the previous map its shape was super distorted).
Just looking at the map makes me want to play!
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RE: Global 1940 & 1943 Expansions Game Reports
I went ahead and cleaned up my table, containing the 1943 setup of the House Rule Expansion.
It was just lying there, untouched for months. I found it a bit too overwhelming. The turns took a bit too long and I didn’t want to randomly just do something.
So I cleaned it up and lied down the 1940 setup instead. I am much more familiar with this one.
And now, I am eager for making a full game report of this game, posting per round, and with a lot of pictures.
So I will go ahead and post the situation of the Game Start. Round 1 will follow soon.
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RE: Global 1940 & 1943 Expansions Game Reports
Global 1940 House Rule Expansion, a solo game by VictoryFirst
No. 1 Game Report: Round: Game Start
Brief Overview of Strategy
Axis:
Germany will focus a lot on building U-boats. Italy will be supported in the Med with Luftwaffe units. No serious attempt will be made to conquer Egypt.
Japan will make a swift J2 attack. It will try to conquer China and build a strong navy. With this navy, it will try to conquer some valuable Pacific islands. Then, with a strong economy and a strong land force, India will be threatened.
Italy will be as annoying as possible, by building paratroopers and LCVs. Lots of infantry will be produced to guard the coastline in the Med.
Allies
The UK will do a Taranto Raid, attacking parts of the Italian fleet on the first turn, so that the Italian navy is weakened. It will also build up a large air force to project a lot of power in various areas.
The USA will focus mostly on Germany. It will build a sizeable fleet in the first few turn in The Pacific, in order to form a force that could threaten Japanese forward positions. But for the rest of the game, it will build a massive destroyer task force in The Atlantic, to counter the German submarines. Also, a large air force will be produced, as well as a mighty transport fleet that will prepare for an invasion of North Africa and Europe.
ANZAC will build mostly submarines, to take out any Japanese transports and other small ships that are left alone in the South Pacific.Some pictures from Game Start:
Germany, about to kill France and cause trouble in Europe.
Japan, ready to strike in The Pacific Ocean and Asia
Here, I store my cut-out markers from the rulebook. I printed these on thick paper so that the markers are easy to pick up and last a long time. I store them on the edge of the board.
A full picture of my table. The unit boxes are stored underneath.
Latest posts made by VictoryFirst
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RE: SuperbattleshipYamato (Navies) vs VictoryFirst (Armies), Armies vs Navies, a Global 1940 Second Edition variant
TripleA Turn Summary: Russians round 8
TripleA Turn Summary for game: UHD World War II Global Armies vs Navies
Game History
Round: 8 Purchase Units - Russians Russians buy 9 armour and 9 infantry; Remaining resources: 1 PUs; Combat Move - Russians 3 infantry moved from Saudi Arabia to Iraq 1 tactical_bomber moved from Turkey to Iraq 3 fighters moved from Turkey to Iraq 1 bomber moved from Caucasus to Iraq 1 infantry moved from Sikang to Szechwan Chinese take Szechwan from Japanese 1 infantry moved from Kansu to Suiyuyan Chinese take Suiyuyan from Japanese 1 artillery moved from Saudi Arabia to Iraq 6 artilleries and 5 infantry moved from Saudi Arabia to Trans-Jordan Combat - Russians Battle in Iraq Russians attack with 1 artillery, 1 bomber, 3 fighters, 3 infantry and 1 tactical_bomber British defend with 5 Flags and 4 armour Russians roll dice for 1 artillery, 1 bomber, 3 fighters, 3 infantry and 1 tactical_bomber in Iraq, round 2 : 5/9 hits, 3.83 expected hits British roll dice for 4 armour in Iraq, round 2 : 4/4 hits, 2.00 expected hits 3 infantry owned by the Russians and 1 artillery owned by the Russians lost in Iraq 4 armour owned by the British lost in Iraq Russians win with 1 bomber, 3 fighters and 1 tactical_bomber remaining. Battle score for attacker is 11 Casualties for Russians: 1 artillery and 3 infantry Casualties for British: 4 armour Battle in Trans-Jordan Russians attack with 6 artilleries and 5 infantry British defend with 1 Flag and 1 infantry Russians roll dice for 6 artilleries and 5 infantry in Trans-Jordan, round 2 : 5/11 hits, 3.67 expected hits British roll dice for 1 infantry in Trans-Jordan, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Trans-Jordan Russians win, taking Trans-Jordan from British with 6 artilleries and 5 infantry remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Non Combat Move - Russians Trigger RussiansPlaceFlagNorthwest Persia: Russians has 1 Flag placed in Northwest Persia 3 armour moved from Turkey to Trans-Jordan 5 armour moved from Saudi Arabia to Syria 3 armour moved from Northwest Persia to Syria 3 armour moved from Caucasus to Syria 1 artillery and 1 infantry moved from Northwest Persia to Turkey 1 bomber moved from Iraq to Caucasus 3 fighters and 1 tactical_bomber moved from Iraq to Saudi Arabia 1 infantry moved from Timguska to Yenisey 5 armour moved from Novosibirsk to Yenisey 6 infantry moved from Novosibirsk to Timguska 4 fighters and 2 tactical_bombers moved from Novosibirsk to Tsinghai 2 infantry moved from Kazakhstan to Tsinghai 3 armour moved from Russia to Novosibirsk 3 armour moved from Volgograd to Tsinghai Place Units - Russians 3 infantry placed in Saudi Arabia 3 infantry placed in Turkey 3 infantry placed in Caucasus 3 armour placed in Volgograd 6 armour placed in Russia Turn Complete - Russians Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 1,4,4,1,3,1,3,5,1,2 Russians collect 34 PUs (2 lost to blockades); end with 35 PUs Giving Russians 200% income for 34 PUs; end with 69 PUs
Combat Hit Differential Summary :
Russians regular : 2.50 British regular : 1.67
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RE: SuperbattleshipYamato (Navies) vs VictoryFirst (Armies), Armies vs Navies, a Global 1940 Second Edition variant
TripleA Turn Summary: Germans round 8
TripleA Turn Summary for game: UHD World War II Global Armies vs Navies
Game History
Round: 8 Purchase Units - Germans Germans repair damage of 1x factory_major; Remaining resources: 87 PUs; Germans buy 8 fighters; Remaining resources: 7 PUs; Combat Move - Germans 9 armour moved from Western Germany to 113 Sea Zone 3 infantry moved from Denmark to 113 Sea Zone 10 infantry moved from Western Germany to 113 Sea Zone 4 infantry moved from Norway to 113 Sea Zone 9 armour, 17 infantry and 13 transports moved from 113 Sea Zone to 110 Sea Zone 9 armour and 17 infantry moved from 110 Sea Zone to United Kingdom 5 fighters moved from Spain to United Kingdom 2 bombers and 4 tactical_bombers moved from Spain to United Kingdom 7 fighters moved from Western Germany to United Kingdom 1 fighter moved from Normandy Bordeaux to United Kingdom 1 fighter moved from Northern Italy to 110 Sea Zone 1 cruiser moved from 113 Sea Zone to 110 Sea Zone 1 destroyer moved from 113 Sea Zone to 110 Sea Zone 1 destroyer moved from 113 Sea Zone to 110 Sea Zone Combat - Germans Battle in United Kingdom Germans attack with 9 armour, 2 bombers, 13 fighters, 17 infantry and 4 tactical_bombers British defend with 1 Flag, 2 aaGuns, 1 airfield, 1 bomber, 1 factory_major, 2 fighters, 1 harbour, 30 infantry and 1 mech_infantry; Italians defend with 1 fighter; Japanese defend with 1 bomber British roll AA dice in United Kingdom : 1/6 hits, 1.00 expected hits 1 fighter owned by the Germans lost in United Kingdom Germans roll dice for 1 cruiser in United Kingdom, round 2 : 1/1 hits, 0.50 expected hits Germans roll dice for 9 armour, 2 bombers, 12 fighters, 17 infantry and 4 tactical_bombers in United Kingdom, round 2 : 20/44 hits, 17.33 expected hits British roll dice for 2 aaGuns, 2 bombers, 3 fighters, 30 infantry and 1 mech_infantry in United Kingdom, round 2 : 15/36 hits, 12.67 expected hits 15 infantry owned by the Germans lost in United Kingdom 2 aaGuns owned by the British, 1 bomber owned by the Japanese, 1 bomber owned by the British and 17 infantry owned by the British lost in United Kingdom Germans roll dice for 9 armour, 2 bombers, 12 fighters, 2 infantry and 4 tactical_bombers in United Kingdom, round 3 : 16/29 hits, 14.83 expected hits British roll dice for 3 fighters, 13 infantry and 1 mech_infantry in United Kingdom, round 3 : 8/17 hits, 6.67 expected hits 2 infantry owned by the Germans and 6 armour owned by the Germans lost in United Kingdom 1 mech_infantry owned by the British, 1 fighter owned by the Italians, 1 fighter owned by the British and 13 infantry owned by the British lost in United Kingdom Germans roll dice for 3 armour, 2 bombers, 12 fighters and 4 tactical_bombers in United Kingdom, round 4 : 9/21 hits, 11.50 expected hits British roll dice for 1 fighter in United Kingdom, round 4 : 1/1 hits, 0.67 expected hits 1 armour owned by the Germans lost in United Kingdom 1 fighter owned by the British lost in United Kingdom Germans captures 35PUs while taking British capital Germans converts factory_major into different units Germans win, taking United Kingdom from British with 2 armour, 2 bombers, 12 fighters and 4 tactical_bombers remaining. Battle score for attacker is 55 Casualties for Germans: 7 armour, 1 fighter and 17 infantry Casualties for British: 2 aaGuns, 1 bomber, 2 fighters, 30 infantry and 1 mech_infantry Casualties for Japanese: 1 bomber Casualties for Italians: 1 fighter Non Combat Move - Germans Trigger GermansPlaceFlagYugoslavia: Germans has 1 Flag placed in Yugoslavia Trigger GermansPlaceFlagGreece: Germans has 1 Flag placed in Greece 2 bombers moved from United Kingdom to Western Germany 1 fighter moved from 110 Sea Zone to Normandy Bordeaux 12 fighters moved from United Kingdom to Normandy Bordeaux 4 tactical_bombers moved from United Kingdom to Normandy Bordeaux 10 infantry moved from Northern Italy to Western Germany 4 artilleries moved from Northern Italy to Western Germany 2 mech_infantrys moved from Northern Italy to Western Germany 4 infantry moved from Northern Italy to Western Germany Place Units - Germans 8 fighters placed in Western Germany Turn Complete - Germans Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,4,6,6,5,4 Germans collect 52 PUs (2 lost to blockades); end with 94 PUs Giving Germans 200% income for 52 PUs; end with 146 PUs
Combat Hit Differential Summary :
British AA : 0.00 Germans regular : 1.83 British regular : 4.00
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RE: SuperbattleshipYamato (Navies) vs VictoryFirst (Armies), Armies vs Navies, a Global 1940 Second Edition variant
TripleA Turn Summary: French round 7
TripleA Turn Summary for game: UHD World War II Global Armies vs Navies
Game History
Round: 7 Purchase Units - ANZAC ANZAC buy 3 fighters; Remaining resources: 0 PUs; Combat Move - ANZAC 1 fighter moved from Queensland to Shan State Non Combat Move - ANZAC 1 transport moved from 76 Sea Zone to 80 Sea Zone 1 transport moved from 91 Sea Zone to 101 Sea Zone 1 destroyer and 1 transport moved from 93 Sea Zone to 91 Sea Zone 2 infantry moved from New South Wales to 62 Sea Zone 1 fighter moved from New South Wales to Queensland 1 fighter and 1 infantry moved from Eastern Persia to Persia 1 fighter moved from Argentina to 91 Sea Zone Place Units - ANZAC 3 fighters placed in New South Wales Turn Complete - ANZAC ANZAC collect 21 PUs; end with 21 PUs Purchase Units - French French repair damage of 6x airfield; Remaining resources: 8 PUs; French buy 2 infantry; Remaining resources: 2 PUs; Combat Move - French 2 infantry moved from Spain to Portugal 4 fighters moved from Spain to Portugal Combat - French Battle in Portugal French attack with 4 fighters and 2 infantry Americans defend with 1 Flag and 2 infantry French roll dice for 4 fighters and 2 infantry in Portugal, round 2 : 3/6 hits, 2.33 expected hits Americans roll dice for 2 infantry in Portugal, round 2 : 2/2 hits, 0.67 expected hits 2 infantry owned by the French lost in Portugal 2 infantry owned by the Americans lost in Portugal French win with 4 fighters remaining. Battle score for attacker is 0 Casualties for French: 2 infantry Casualties for Americans: 2 infantry Non Combat Move - French 4 fighters moved from Portugal to Normandy Bordeaux 3 artilleries and 32 infantry moved from Spain to Normandy Bordeaux 1 aaGun moved from Spain to Normandy Bordeaux 2 infantry moved from Southern France to Normandy Bordeaux Place Units - French 2 infantry placed in Southern France Turn Complete - French Total Cost from Convoy Blockades: 5 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 2,3 French collect 7 PUs (5 lost to blockades); end with 9 PUs Giving French 200% income for 7 PUs; end with 16 PUs
Combat Hit Differential Summary :
Americans regular : 1.33 French regular : 0.67
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RE: KoT (Entente) vs. TGC (CP) - 1914
@King_Of_Tanks @The_Good_Captain
Yeah I think it’s a version thingy. I just replayed the EF from your game on the version I have and it’s working fine, no armistice popping up.@The_Good_Captain Still please send your module just to be sure, thanks.
Sadly once a game is started, any changes made to the code won’t be applied until you start a new game. So I suggest you just click on “No Actions” until the condition are actually met and download the latest version after the game is finished.
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RE: KoT (Entente) vs. TGC (CP) - 1914
@King_Of_Tanks @The_Good_Captain
But in any case it’s good you guys are using this module because this way bugs like this come to light 😁
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RE: KoT (Entente) vs. TGC (CP) - 1914
@King_Of_Tanks @The_Good_Captain
No worries guys, you can simply click on “No Actions”. The message will reappear every turn until accepted or the conditions are no longer met (which should happen once Moscow gets taken). No need to do it via edit.
The World War I 1914 Balanced has been more thoroughly tested than the Improved one so there might be a few tiny bugs in this one left. First of all, I noticed in the code that the minimum round from which the RR can trigger is still set to 1. I did that wile working on it so that it’s easier to check if all RR conditions were working correctly but forgot to put it back.
However that doesn’t explain why the revolution is triggering with only two territories adjacent to Moscow enemy-controlled, so I would assume you guys are not running on the latest version. This bug does not appear in the Balanced version and both modules use the same code for the Revolution (except for that minimum round thing as described above).
So, if @The_Good_Captain could send the ZIP file of his world-war-i-improved map, I can try to look what’s causing the issue. I assume you sent your ZIP-file to @King_Of_Tanks, so you guys are also running on the same version? That’s important because if one person uses an older module, then the game functions as if both players are running on that older version.
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RE: VictoryFirst (Germany) vs. Ragnell804 (Allies) | Original Europe, Game 7
TripleA Turn Summary: Germans round 5
TripleA Turn Summary for game: Europe Improved
Game History
Round: 5 Purchase Units - Germans Germans buy 12 infantry; Remaining resources: 1 PUs; Combat Move - Germans 3 infantry moved from Germany to Netherlands-Belgium 5 fighters moved from Germany to Netherlands-Belgium 1 bomber moved from Germany to Leningrad 1 artillery moved from Egypt to Eastern Mediterranean Sea Zone 1 infantry moved from Crete to Eastern Mediterranean Sea Zone 1 artillery, 1 battleship, 1 destroyer, 1 infantry and 1 transport moved from Eastern Mediterranean Sea Zone to Sicilian Sea Sea Zone 1 artillery and 1 infantry moved from Sicilian Sea Sea Zone to Tunisia 1 armour moved from Trans-Jordan to Iraq Germans take Iraq from Middle_East 1 armour moved from Iraq to Iran Germans take Iran from Middle_East 2 infantry moved from Syria to Iran Combat - Germans Strategic bombing raid in Leningrad Bombing raid in Leningrad rolls: 1 and costs: 1 PU. Bombing raid costs 1 PU Battle in Netherlands-Belgium Germans attack with 5 fighters and 3 infantry British defend with 2 armour and 1 artillery Germans roll dice for 5 fighters and 3 infantry in Netherlands-Belgium, round 2 : 2/8 hits, 3.00 expected hits British roll dice for 2 armour and 1 artillery in Netherlands-Belgium, round 2 : 2/3 hits, 1.00 expected hits 2 infantry owned by the Germans lost in Netherlands-Belgium 1 artillery owned by the British and 1 armour owned by the British lost in Netherlands-Belgium Germans roll dice for 5 fighters and 1 infantry in Netherlands-Belgium, round 3 : 1/6 hits, 2.67 expected hits British roll dice for 1 armour in Netherlands-Belgium, round 3 : 0/1 hits, 0.33 expected hits 1 armour owned by the British lost in Netherlands-Belgium Germans win, taking Netherlands-Belgium from British with 5 fighters and 1 infantry remaining. Battle score for attacker is 8 Casualties for Germans: 2 infantry Casualties for British: 2 armour and 1 artillery Battle in Tunisia Germans attack with 1 artillery and 1 infantry Americans defend with 2 infantry Germans roll dice for 1 battleship and 1 destroyer in Tunisia, round 2 : 2/2 hits, 1.00 expected hits Americans roll dice for 2 infantry in Tunisia, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Americans lost in Tunisia Germans win, taking Tunisia from Americans with 1 artillery and 1 infantry remaining. Battle score for attacker is 6 Casualties for Americans: 2 infantry Non Combat Move - Germans 2 armour moved from Germany to East Poland 1 artillery and 14 infantry moved from East Poland to Belorussia 8 armour moved from East Poland to Belorussia 1 infantry moved from Ukraine S.S.R. to Belorussia 1 infantry moved from Baltic States to Belorussia 1 bomber moved from Leningrad to Germany 1 fighter moved from Netherlands-Belgium to Germany 4 fighters moved from Netherlands-Belgium to East Poland Place Units - Germans 12 infantry placed in Germany Turn Complete - Germans Germans collect 45 PUs; end with 46 PUs
Combat Hit Differential Summary :
Americans regular : -0.67 Germans regular : -1.67 British regular : 0.67