Test summary from TripleA, engine version: 1.9, time: 11:09:46 PM
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Recent Posts
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@beelee Good morning- yes probably need dice to go nuts with the Flak and LMs to give the Home Guard a chance. No problem with the Escort edit, itβs an obvious thing to do. For the Air Commander, last turn I swapped out a 262 for a fighter but in laziness I only switched out the AC in the box. That is why there are only 3 262βs in W Germany instead of the four from my TW purchase a few turns ago. Red nose for the LCVs is a good improvement. My biggest issue is self-inflicted by not having a 300β monitor like our German friend has. Triple A canβt fix that. Will do the SL attack later today. Taking Pizza to his practice soon
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@beelee Yes, go ahead and do the fighting.
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Guten Morgen
Well uncle joe wasn't known as the most stable of mind

and neither is tojo but after a cup of tea and a massage, he thought, "I know. We'll ask the Navy for help."
At any rate, you get a 8 spot for SSR. Not how I wanted it to kick off but F it lol
Killing commies always makes my day
raining on a Monday or not 
Game History
Round: 3 Purchase Units - Japanese Japanese buy 1 Japanese_LCV, 1 UndrgroundFctry, 1 elite, 1 harbour and 7 infantry; Remaining resources: 8 PUs; 6 SuicideAttackTokens; Place Units - Japanese Units in Korea being upgraded or consumed: 1 factory_major 1 UndrgroundFctry placed in Korea Politics - Japanese Japanese spend 8 PUs on Political Action: Political Action Japanese To War With RussiansTurn3 Japanese succeeds on action: Political Action Japanese To War With RussiansTurn3: Changing Relationship for Japanese and Russians from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With RussiansTurn3: Changing Relationship for Russians and Chinese from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With RussiansTurn3: Changing Relationship for Russians and ANZAC from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With RussiansTurn3: Changing Relationship for Russians and Dutch from Neutrality to Friendly Combat Move - Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu Turning on Edit Mode EDIT: Removing units owned by Russians from Amur: 1 Soviet_Commisar EDIT: Adding units owned by Russians to Amur: 1 Soviet_Commisar_3 EDIT: Turning off Edit Mode Note to players Russians: Japanese Sneak Attack! After Japanese Combat Move Russia May Immediately Place the Amount of PUs it Cost Japan to Declare War in Units in any Non Combat Russian Territory Or Add to their Tre.... 4 fighters and 3 tactical_bombers moved from Chahar to Amur 9 armour and 2 infantry moved from Korea to Amur 1 infantry moved from Manchuria to Amur 1 artillery and 1 elite moved from Japan to 6 Sea Zone 2 transports moved from 19 Sea Zone to 6 Sea Zone 1 artillery and 3 infantry moved from Japan to 6 Sea Zone 2 artilleries, 1 elite, 3 infantry and 3 transports moved from 6 Sea Zone to 5 Sea Zone 1 Japan_destroyer moved from 16 Sea Zone to 5 Sea Zone 2 artilleries, 1 elite and 3 infantry moved from 5 Sea Zone to Amur 2 JPNbombers moved from Kwangsi to Amur 1 artillery and 2 infantry moved from Suiyuyan to Kansu Japanese take Kansu from Chinese 1 infantry moved from Hopei to Shensi Japanese take Shensi from Chinese 2 artilleries, 5 infantry and 1 mech_infantry moved from Kweichow to Szechwan Japanese take Szechwan from Chinese 1 artillery and 6 infantry moved from Yunnan to Szechwan Combat - Japanese Battle in Amur Japanese attack with 2 JPNbombers, 9 armour, 2 artilleries, 1 elite, 4 fighters, 6 infantry and 3 tactical_bombers Russians defend with 1 Soviet_Commisar_3, 2 aaGuns, 1 armour and 18 infantry Japanese win, taking Amur from Russians with 2 JPNbombers, 4 armour, 2 fighters and 3 tactical_bombers remaining. Battle score for attacker is -3 Casualties for Japanese: 5 armour, 2 artilleries, 1 elite, 2 fighters and 6 infantry Casualties for Russians: 1 Soviet_Commisar_3, 2 aaGuns, 1 armour and 18 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 122 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 91 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - Japanese Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger Wolfpack at122 SeaZones: Germans has 1 Wolfpack placed in 122 Sea Zone Trigger Wolfpack at91 SeaZones: Germans has 1 Wolfpack placed in 91 Sea Zone Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Kiangsu 2 JPNbombers, 2 fighters and 3 tactical_bombers moved from Amur to Korea 1 artillery and 6 infantry moved from Chahar to Suiyuyan 1 aaGun moved from Yunnan to Szechwan 1 infantry moved from Kwangsi to Kiangsi 1 fighter and 1 tactical_bomber moved from Kwangsi to Kiangsi 1 Japan_destroyer moved from 33 Sea Zone to 16 Sea Zone Place Units - Japanese 1 harbour placed in Kwangsi 1 Japanese_LCV, 1 elite and 1 infantry placed in Japan 6 infantry placed in Korea Turn Complete - Japanese Japanese collect 37 PUs; end with 37 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 45 PUs Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 55 PUsEdit
It seems to me kill JPN first is the most valid. Idk. I was never a good OOB player and only played a couple competition games. Did research on a few though.Captain say's there's a counter built in so nothing is a unbeateble strat, and I believe that from what I've seen.
But if JPN gets hit from everywhere at once, it can be very hard. Cornelius, a Tier 1 Player, said that JPN is so strong with Air, that it never gives up the Pacific.
I may have sent that to you. At any rate, I have trouble when 4 countries attack them all at once

