TWW 3(without carrier bug) NTSH(ax) vs. ubernaut(al)
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@nothingtoseehere a few battles for whenever
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@ubernaut: I took a look. I should have a bit of time in my afternoon/your morning or alternatively my night/ your afternoon/evening.
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@nothingtoseehere i am up if u r around
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@ubernaut: I was busy in the evening. I'm back now. Do you have time atm?
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@nothingtoseehere yeah let’s rock going to lobby now
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@nothingtoseehere so is there a tww carrier bug fix? Also i came up with some cool house rules if anyone wants to see them or better yet implement them.
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@panzerman: You can look at this post or generally in the thread its in.
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@panzerman interested to hear ur house rules
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@nothingtoseehere House rules for 2.8 tww since 3.0 is unbalanced with different starting tech that does not start until the second round and play shared, but you can edit move any infantry type upon the 2nd round for beach landing. To correct the two-hit carrier bug, if you have more than one carrier, at that point you have to get the sea tech that requires it before any other tech like USA and Japan. Turn the carriers into destroyers until then. Special allows beach landings with non-infantry units but improved special is not allowed.
Playing dice with air and armor superiority with low luck. Armor is determined per the number of attacking/defending tanks, defender must take anti-tank and mobile artillery hits first to get rid of first strike and you either side may pick lower value units like anti-tank and mechanized before tanks. Air hits count first then armor and then hits in general past that must be used against anti-aircraft to get rid of that first strike. These hits must be taken first before any bunker hits.
Air at land is determined per every fighter including navy, similar to above but you must turn every navy plane to regular fighter if it is on an island to get rid of bonus. You may pick any air including any bombers para planes must be picked first but para planes can’t be picked period for defense and should be captured like trucks if there is attacking air. At sea, air superiority is handled same way that land is. Also, you have to pick cruisers over navy planes, when the battle gets down to those options, to reduce that first strike.
Subs have to be picked last as casualties per number of destroyers and cruisers, for both attacking and defending. Subs and may attack other subs but only for one round even if combined with improved destroyer, it must submerge or retreat after 1st round and the defender must stay surfaced for one round. If the subs first strike takes out the destroyer, subs, cruiser and planes still get one round.
Generally, transports and hulls have to be taken last as casualty unless subs and planes per condition. The subs roll separate and for every first strike you may pick a transport and hulls must be picked first. Plus, you may pick transports first per number of attacking planes over defending planes.
Transports hits can only count against planes unless paired with destroyer or cruiser. One transport is considered sunk per number of attacking naval units so if you have one destroyer and two transports, only one is sunk.
Battleships and carriers may not participate in sub only attacks with destroyers and only certain planes, see below plane section.
Strategic and tactical may attack subs alone (without destroyer) for one round upon the second round. Upon the 3rd round navy planes on carriers may also do the same but a strat, and or a tactical bomber must also be used unless a destroyer is involved then all navy planes can join in. To do this, since the engine will not allow this, turn the subs into a transport for every strategic and tactical bomber and destroyer for every navy plane. This is their anti-air defense. If a sub should hit a plane and a sub is sunk, to makes up for the fact that subs cost more than planes, take out an additional 7 Pu of income out at end of round for sub conversion cost. Upon the advanced sub, there should be a roll to see if submerged and no anti-air because by that time they had taken off the anti-air defense from subs.
If defending fighters scramble to defend a sub only situation from land or carrier, turn the subs into above and edit move them to empty sea zone. Bring the fighters into the sea zone where subs were, place hull so that defending fighters can scramble, then use the planes appropriate to attack subs.
Optional sub attack because it’s one round only. If a cruiser or destroyer is present, slide battleships, carriers/planes, and transports to adjacent sea zone in order for defensive hits not to count from the battleships. You may leave a carrier plane per destroyer for defense but not a cruiser since engine will not allow. If either one of those ships is not present, turn those ships into hulls for the attack. This also count in the course of a mixed sea battle when it gets down to subs only and destroyers and cruiser are no longer present but you must retreat or stay submerged after one round of this.
Mechanized can only tow, can’t carry man but truck can or you could play trucks tow and carry man but you will to use edit move. You can use para plane to move men edit move.
Battleship and carrier hits now cost 4 Pu to repair, edit them out. Two hit tanks cost 1.
If a territory has an airfield and there are no attacking planes, it may retreat its full distance of the airfield if overrun with ground units plus in situations where there are no ground troops left to defend. In the latter situation, plane can only move one. In an odd situation like an island, the escaping planes will have to face any planes in adjacent sea zone if applicable.
To correct the lend lease disappearing plane bug, write down the plane and edit it in at the start of turn for the receiving country and it can be one of each plane to turn. Must have tracks to transfer trains likewise with landing Brazil may transfer building material and train will not transfer unless there are tracks but Kamchatka is lend lease for planes and any area for planes to land in China is allowed. AA does not count if just flying over an area.
Strategic airfield raids are a little tricky and the defender has to scramble all fighters since the engine will allow defender not to scramble and the bombers will not scramble. Strategic Bomber has to pick the airfield to simulate this plus you must add a bomb able target in order for the tactical bomber to escort if the area doesn’t have one. Don’t forget to edit out whatever you put in there because the hit counts against any grounded bombers. If there are no defending fighter but you want your fighters to escort and attack the bombers, edit in a factious defending fighter or else your fighter will be fighting all land units. Obviously, this fighter hit does not count. You can scramble to this raid from an adjacent airfield but the attacker will have to edit move the defending fighter to that area and edit back any surviving fighters to the original airfield per logistics and this scramble is optional so a discussion will have to be with defender. Remember navy planes will not escort but they will scramble to defend. ANY SPILL OVER HITS FROM THE ESCORTING fighters MUST COUNT against THE GROUNDED PLANES, IF APPLICABLE, and you may pick a Para plane first in this case.
Strategic raids on sub ports are done similar fashion. The subs are considered in sub pens if they are adjacent to a dock so you must bomb the dock, but your tactical Bombers will count against sub if they hit, fighters do not count against subs and scrambling is optional in this scenario since you are not attacking the airfield. The subs get no counter so no need to turn then and obviously if you bring in a destroyer will regular game play.
Surrender of Italy occurs if any part of mainland Italy including Sicily is taken by USA. Take all Italian land and sea pieces off and change remaining territories to Germany including any areas in N. Africa. -
@panzerman What a mess. I can't imagine keeping track let alone applying all of these. It adds quite a lot of editing to any naval engagements and I don't even understand what you are trying to accomplish with the changes.
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@nothingtoseehere makes for a better game that's more balanced and does not have battleships hunting down subs etc. Grammer needs cleaned up a bit however.
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@nothingtoseehere its easy we do it all the time.
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Hi @panzerman
you may want to edit a space between your paragraph breaks. It will make it much easier to read
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@beelee House rules for 2.8 tww since 3.0 is unbalanced with different starting tech that does not start until the second round and play shared, but you can edit move any infantry type upon the 2nd round for beach landing. Italy has to roll for Special but automatically gets it by the second round if it does not get on first. Special allows beach landings with non-infantry units but improved special is not allowed.
To correct the two-hit carrier bug: if you have more than one carrier, at that point you have to get the sea tech that requires it before any other tech like USA and Japan. Turn a carrier into a destroyer until then if attacking.
Playing with air and armor superiority. Best to do this with low luck, it’s a pain in the ass dice. Armor is determined per the number of attacking/defending tanks. Defender must take anti-tank and mobile artillery hits first to get rid of first strike and either side may pick lower value units like anti-tank and mechanized before tanks. Air hits count first then armor and then hits in general past that must be used against anti-aircraft to get rid of that first strike. These hits must be taken first before any bunker hits.
Air at land is determined per every fighter including navy, similar to above. Any bombers may be picked first but para planes can’t be picked period for defense and should be captured like trucks if there is attacking air. You must turn every navy plane to regular fighter if it is on an island to get rid of bonus or even amount.
At sea, air superiority is handled same way that land is. Also, you have to pick cruisers over navy planes, when the battle gets down to those options, to reduce that first strike.Subs have to be picked last as casualties per number of destroyers and cruisers, for both attacking and defending. Subs and may attack other subs but only for one round even if combined with improved destroyer, it must submerge or retreat after 1st round and the defender must stay surfaced for one round. If the subs first strike takes out the destroyer, subs, cruiser and planes still get one round.
Generally, transports and hulls have to be taken last as casualty unless subs and planes per condition. The subs roll separate and for every first strike you may pick a transport and hulls must be picked first. Plus, you could play, transports first per number of attacking planes over defending planes.
When the battle gets down to Transports only, the hits can only count against planes. One transport is considered sunk per number of attacking naval units so if you have one destroyer and two transports, only one is sunk and trannies must stay in same sz.
Battleships and carriers may not participate in sub only attacks with destroyers and only certain planes, see below plane section.
Strategic and tactical may attack subs alone (without destroyer) for one round upon the second round. Upon the 3rd round navy planes on carriers may also do the same but a strat., and or a tactical bomber must also be used unless a destroyer is involved then all navy planes can join in. To do this, since the engine will not allow this, turn the subs into a transport for every strategic and tactical bomber and destroyer for every navy plane. This is their anti-air defense. If a sub should hit a plane and a sub is sunk, to makes up for the fact that subs cost more than planes, take out an additional 7 Pu of income out at end of round for sub conversion cost. Upon the advanced sub, there should be a roll to see if submerged and no anti-air because by that time they had taken off the anti-air defense from subs.If defending fighters scramble to defend a sub only situation from land or carrier, turn the subs into above and edit move them to empty sea zone. Bring the fighters into the sea zone where subs were, place hull so that defending fighters can scramble, then use the planes appropriate to attack subs.
Optional sub attack because it’s one round only. If a cruiser or destroyer is present, slide battleships, carriers/planes, and transports to adjacent sea zone in order for defensive hits not to count from the battleships. You may leave a carrier plane per destroyer for defense but not a cruiser since engine will not allow. If either one of those ships is not present, turn those ships into hulls for the attack. This also count in the course of a mixed sea battle when it gets down to subs only and destroyers and cruiser are no longer present, but you must retreat or stay submerged after one round of this.
Mechanized can only tow, can’t carry man but truck can, or you could play trucks tow and carry man, but you will use edit move. You can use para plane to move any type of infantry in non-combat, but both must have airfields, use edit move. Battleship and carrier hits now cost 4 Pu to repair, edit them out. Two hit tanks cost 1.
If a territory has an airfield and there are no attacking planes, it may retreat its full distance of the airfield if overrun with ground units plus in situations where there are no ground troops left to defend. In the latter situation, plane can only move one. In an odd situation like an island, the escaping planes will have to face any planes in adjacent sea zone if applicable.
To correct the lend lease disappearing plane bug, write down the plane and edit it in at the start of turn for the receiving country and it can be one of each plane to turn. Must have tracks to transfer trains likewise with landing planes (airfield). Brazil may transfer building material and its train, but engine will not allow so edit. Kamchatka is lend lease for planes in Russia and any area in China to land planes is allowed. AA does not count if just flying over an area.Strategic airfield raids are a little tricky and the defender has to scramble all fighters since the engine will allow defender not to scramble and the bombers will not scramble. Strategic Bomber has to pick the airfield to simulate this plus you must add a bomb able target in order for the tactical bomber to escort if the area doesn’t have one. Don’t forget to edit out whatever you put in there because the hit counts against any grounded bombers. If there are no defending fighter but you want your fighters to escort and attack the bombers, edit in a factious defending fighter or else your fighter will be fighting all land units. Obviously, this fighter hit does not count. You can scramble to this raid from an adjacent airfield but the attacker will have to edit move the defending fighter to that area and edit back any surviving fighters to the original airfield per logistics and this scramble is optional so a discussion will have to be with defender. Remember navy planes will not escort but they will scramble to defend. ANY SPILL OVER HITS FROM THE ESCORTING fighters MUST COUNT against THE GROUNDED PLANES, IF APPLICABLE, and you may pick a Para plane first in this case.
Strategic raids on sub ports are done similar fashion. The subs are considered in sub pens if they are adjacent to a dock so you must bomb the dock, but your tactical Bombers will count against sub if they hit, fighters do not count against subs and scrambling is optional in this scenario since you are not attacking the airfield. The subs get no counter so no need to turn then and obviously if you bring in a destroyer will regular game play.
Surrender of Italy occurs if any part of mainland Italy including Sicily is taken by USA. Take all Italian land and sea pieces off and change remaining territories to Germany including any areas in N. Africa.
USA gets Brazil by the beginning of the second round by Germany declaring war. America gets all the PU values from Mexico by the beginning of round 3. After that, USA gets one territory a round of South America with the closest countries to USA.
Germany gets Sweden’s Pu but if part of Norway Allies capture and holds till the beginning of their turn, Britain gets the adjacent part of Sweden PU and vice versa, so basically, Sweden is winnable trade. Saudi Arabia is also winnable by axis if Cairo and one adjacent area to N. Saudi can be held. Change territories at the end of the round of the player who is losing the territory so that it does not get added in their pus
Russian Jap treaty but both have to leave boarder guard unit behind which can be any unit including bunker. Russian fleet can be attacked by japs if it is transporting allied units, but it may not initiate the attack and then you can mix it with allied ships plus you can’t attack Jap ships with allied planes and land in Russia. Afghanistan gets boarded by any axis powers it automatically gets the combat units inside and turns whichever axis powers liberate. Spain is only winnable by Axis. Germany gets a free political try if any of the grads fall or Moscow, Urals, Cairo, or any part of England. Turkey is up for grabs, but Axis gets a free diplomacy if Cairo + boarding territory, or Stalingrad &boarding territory or any part of England. Allies get a free role if any part of Germany falls. Edit back in the political Pu’s. All bonus territories must be in possession of occupier at the start of the round for the free roll. -
@panzerman Correction
Optional sub attack because it’s one round only and only if a cruiser or destroyer is not present. Battleships, carriers/planes, and transports defensive hits not to count subs so edit back the sub if it gets hits. This also count in the course of a mixed sea battle when it gets down to subs only and destroyers and cruiser are no longer present, but you must retreat or stay submerged after one round of this. -
@nothingtoseehere yeah seems like a lot hey didn't have time last two days but i had a bit of time today i think i might be getting close but i might trying something radical agn so taking my time to do it right
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@ubernaut well it would be nice if someone could implement these rules without the edits and then it would not be so hard or at least some of them.
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@panzerman yeah im not on board with a lot fo the assumptions u make here tbh also never play low luck on this map carrier bug is fixed and alot of these make the battle calc basically useless at least i the way i read it maybe u should fork the map so others can try out ur riules
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TripleA Turn Summary: Russia round 1
TripleA Turn Summary for game: Total World War: December 1941 3.0
Game History
Round: 1 Research Technology - Russia Trigger Starttechtokens: Russia met a national objective for an additional 5 techTokens; end with 5 techTokens Trigger russianaTIL: Russia gains access to ImprovedLogistics Russia spend 0 on tech rolls Russia roll 6,12,10,12,12 and gets 3 hits Russia removing all Technology Tokens after successful research. Russia discover ImprovedTanks Politics - Russia Combat Move - Russia Trigger russianAirtraninfra1: Setting destroyedWhenCapturedBy cleared for unitAttachment attached to russianAirTransport Trigger russianHvyTank1: Setting isLandTransportable to false for unitAttachment attached to russianHeavyTank Trigger russianTank1: Setting isLandTransportable to false for unitAttachment attached to russianTank Trigger russianL4: Setting movement to 6 for unitAttachment attached to Train Trigger russianMecht3: Setting isLandTransportable to false for unitAttachment attached to russianMech.Infantry Trigger russianL2: Setting movement to 3 for unitAttachment attached to Truck Trigger AltayLLRussia1: Russia takes ownership of territory Altay Trigger russianHvyTank2: Setting isLandTransportable to true for unitAttachment attached to russianHeavyTank Trigger russianTank2: Setting isLandTransportable to true for unitAttachment attached to russianTank Trigger russianMecht4: Setting isLandTransportable to true for unitAttachment attached to russianMech.Infantry 1 russianAirTransport and 1 russianParatrooper moved from Urals to Western Karelia 1 russianFighter moved from Moscow to Novgorod 1 russianFighter moved from Volgarod to Novgorod 1 russianFighter moved from Stalingrad to Novgorod 1 russianStrategicBomber moved from Volgarod to Eastern Ukraine 1 russianAlpineInfantry, 1 russianArtillery, 1 russianInfantry, 1 russianTacticalBomber and 1 russianTank moved from Voronezh to Eastern Ukraine 1 russianMarine moved from Nenetsia to 15 Sea Zone 1 russianMarine moved from Archangel to 15 Sea Zone 2 russianMarines and 1 russianTransport moved from 15 Sea Zone to 14 Sea Zone 2 russianMarines moved from 14 Sea Zone to Western Karelia 1 russianSubmarine moved from 29 Sea Zone to 27 Sea Zone 1 russianTank moved from Archangel to Novgorod 2 russianInfantrys and 1 russianTank moved from Vologda to Novgorod 1 russianTank moved from Urals to Novgorod 1 russianTank moved from Volgarod to Smolensk 1 russianCombatEngineer, 2 russianInfantrys and 1 russianTank moved from Moscow to Smolensk 1 russianTank moved from Tula to Eastern Ukraine 2 russianInfantrys moved from Eastern Karelia to Western Karelia 1 russianArtillery moved from Eastern Karelia to Novgorod 1 russianInfantry moved from Leningrad to Novgorod 1 russianAntiTankGun, 2 russianArtillerys and 1 russianInfantry moved from Moscow to Novgorod 1 russianAlpineInfantry, 1 russianAntiTankGun, 1 russianArtillery and 1 russianInfantry moved from Tula to Smolensk 1 russianAntiTankGun moved from Voronezh to Smolensk 1 russianArtillery and 1 russianInfantry moved from Caucasus to Eastern Ukraine Combat - Russia Germany scrambles 1 units out of Northern Germany to defend against the attack in 27 Sea Zone Germany scrambles 1 units out of Eastern Germany to defend against the attack in 27 Sea Zone Germany scrambles 2 units out of Denmark to defend against the attack in 27 Sea Zone Battle in Novgorod Russia attack with 1 russianAntiTankGun, 3 russianArtillerys, 3 russianFighters, 4 russianInfantrys and 3 russianTanks Germany defend with 1 Flagpole, 1 germanAntiTankGun, 2 germanInfantrys and 1 germanTank Germany roll AntiTankGun dice in Novgorod : 1/1 hits, 0.25 expected hits 1 russianTank owned by the Russia lost in Novgorod Russia roll dice for 1 russianAntiTankGun, 3 russianArtillerys, 3 russianFighters, 4 russianInfantrys and 2 russianTanks in Novgorod, round 2 : 5/13 hits, 3.33 expected hits Germany roll dice for 1 germanAntiTankGun, 2 germanInfantrys and 1 germanTank in Novgorod, round 2 : 0/4 hits, 1.08 expected hits 2 germanInfantrys owned by the Germany, 1 germanTank owned by the Germany and 1 germanAntiTankGun owned by the Germany lost in Novgorod Russia win, taking Novgorod from Germany with 1 russianAntiTankGun, 3 russianArtillerys, 3 russianFighters, 4 russianInfantrys and 2 russianTanks remaining. Battle score for attacker is 10 Casualties for Russia: 1 russianTank Casualties for Germany: 1 germanAntiTankGun, 2 germanInfantrys and 1 germanTank Battle in 27 Sea Zone Russia attack with 1 russianSubmarine Germany defend with 1 germanBattleship, 2 germanFighters, 1 germanNavalFighter, 1 germanTacticalBomber and 1 germanTransport 1 russianSubmarine owned by the Russia submerged Battle in Smolensk Russia attack with 1 russianAlpineInfantry, 2 russianAntiTankGuns, 1 russianArtillery, 1 russianCombatEngineer, 3 russianInfantrys and 2 russianTanks Germany defend with 1 Flagpole, 1 germanAntiTankGun, 1 germanArtillery, 1 germanInfantry, 1 germanMech.Infantry and 1 germanParatrooper Germany roll AntiTankGun dice in Smolensk : 0/1 hits, 0.25 expected hits Russia roll dice for 1 russianAlpineInfantry, 2 russianAntiTankGuns, 1 russianArtillery, 1 russianCombatEngineer, 3 russianInfantrys and 2 russianTanks in Smolensk, round 2 : 3/10 hits, 2.33 expected hits Germany roll dice for 1 germanAntiTankGun, 1 germanArtillery, 1 germanInfantry, 1 germanMech.Infantry and 1 germanParatrooper in Smolensk, round 2 : 1/5 hits, 1.17 expected hits 1 russianInfantry owned by the Russia lost in Smolensk 1 germanInfantry owned by the Germany, 1 germanArtillery owned by the Germany and 1 germanParatrooper owned by the Germany lost in Smolensk 2 russianInfantrys owned by the Russia, 1 russianCombatEngineer owned by the Russia, 1 russianArtillery owned by the Russia, 2 russianTanks owned by the Russia, 1 russianAlpineInfantry owned by the Russia and 2 russianAntiTankGuns owned by the Russia retreated to Voronezh Germany winGermany winGermany win with 1 germanBattleship, 2 germanFighters, 1 germanNavalFighter, 1 germanTacticalBomber and 1 germanTransport remaining with 1 germanBattleship, 2 germanFighters, 1 germanNavalFighter, 1 germanTacticalBomber and 1 germanTransport remaining with 1 germanAntiTankGun and 1 germanMech.Infantry remaining. Battle score for attacker is 8 Casualties for Russia: 1 russianInfantry Casualties for Germany: 1 germanArtillery, 1 germanInfantry and 1 germanParatrooper Battle in Western Karelia Russia attack with 1 russianAirTransport, 2 russianInfantrys, 2 russianMarines and 1 russianParatrooper Finland defend with 1 Flagpole; Germany defend with 1 germanAntiTankGun and 1 germanInfantry Russia roll dice for 1 russianAirTransport, 2 russianInfantrys, 2 russianMarines and 1 russianParatrooper in Western Karelia, round 2 : 1/5 hits, 0.83 expected hits Finland roll dice for 1 germanAntiTankGun and 1 germanInfantry in Western Karelia, round 2 : 0/2 hits, 0.58 expected hits 1 germanAntiTankGun owned by the Germany lost in Western Karelia Russia roll dice for 1 russianAirTransport, 2 russianInfantrys, 2 russianMarines and 1 russianParatrooper in Western Karelia, round 3 : 0/5 hits, 0.83 expected hits Finland roll dice for 1 germanInfantry in Western Karelia, round 3 : 0/1 hits, 0.33 expected hits Russia roll dice for 1 russianAirTransport, 2 russianInfantrys, 2 russianMarines and 1 russianParatrooper in Western Karelia, round 4 : 0/5 hits, 0.83 expected hits Finland roll dice for 1 germanInfantry in Western Karelia, round 4 : 0/1 hits, 0.33 expected hits Russia roll dice for 1 russianAirTransport, 2 russianInfantrys, 2 russianMarines and 1 russianParatrooper in Western Karelia, round 5 : 1/5 hits, 0.83 expected hits Finland roll dice for 1 germanInfantry in Western Karelia, round 5 : 0/1 hits, 0.33 expected hits 1 germanInfantry owned by the Germany lost in Western Karelia Russia win, taking Western Karelia from Finland with 1 russianAirTransport, 2 russianInfantrys, 2 russianMarines and 1 russianParatrooper remaining. Battle score for attacker is 7 Casualties for Germany: 1 germanAntiTankGun and 1 germanInfantry Battle in Eastern Ukraine Russia attack with 1 russianAlpineInfantry, 2 russianArtillerys, 2 russianInfantrys, 1 russianStrategicBomber, 1 russianTacticalBomber and 2 russianTanks Italy defend with 1 italianAlpineInfantry and 1 italianArtillery; Germany defend with 1 Flagpole, 1 germanAntiTankGun, 1 germanInfantry, 1 germanMech.Infantry and 1 germanTank Germany roll AntiTankGun dice in Eastern Ukraine : 0/1 hits, 0.25 expected hits Russia roll dice for 1 russianAlpineInfantry, 2 russianArtillerys, 2 russianInfantrys, 1 russianStrategicBomber, 1 russianTacticalBomber and 2 russianTanks in Eastern Ukraine, round 2 : 4/9 hits, 3.00 expected hits Germany roll dice for 1 germanAntiTankGun, 1 germanInfantry, 1 germanMech.Infantry, 1 germanTank, 1 italianAlpineInfantry and 1 italianArtillery in Eastern Ukraine, round 2 : 2/6 hits, 1.75 expected hits 2 russianInfantrys owned by the Russia lost in Eastern Ukraine 1 germanInfantry owned by the Germany, 1 italianArtillery owned by the Italy, 1 germanAntiTankGun owned by the Germany and 1 italianAlpineInfantry owned by the Italy lost in Eastern Ukraine 1 russianStrategicBomber owned by the Russia and 1 russianTacticalBomber owned by the Russia retreated 2 russianArtillerys owned by the Russia, 2 russianTanks owned by the Russia and 1 russianAlpineInfantry owned by the Russia retreated to Voronezh Germany win with 1 germanMech.Infantry and 1 germanTank remaining. Battle score for attacker is 9 Casualties for Russia: 2 russianInfantrys Casualties for Italy: 1 italianAlpineInfantry and 1 italianArtillery Casualties for Germany: 1 germanAntiTankGun and 1 germanInfantry Moving scrambled unit from 27 Sea Zone back to originating territory: Northern Germany Moving scrambled unit from 27 Sea Zone back to originating territory: Eastern Germany Moving scrambled unit from 27 Sea Zone back to originating territory: Denmark Moving scrambled unit from 27 Sea Zone back to originating territory: Denmark Non Combat Move - Russia Trigger russianMecht1: Setting isLandTransport to true for unitAttachment attached to russianMech.Infantry Trigger IncomeRegulationVichy2: Setting switch to false for conditionAttachmentYesVichy attached to VichyFrance Trigger russianAirtraninfra2: Setting isInfrastructure to true for unitAttachment attached to russianAirTransport Trigger russianAirtraninfra2: Setting attack to 0 for unitAttachment attached to russianAirTransport Trigger russianAirtraninfra2: Setting destroyedWhenCapturedBy to FROM:Russia for unitAttachment attached to russianAirTransport Trigger russianL5: Setting movement to 5 for unitAttachment attached to Train Trigger russianMecht2: Setting isLandTransport to false for unitAttachment attached to russianMech.Infantry Trigger russianL3: Setting movement to 2 for unitAttachment attached to Truck Trigger AltayLLRussia2: China takes ownership of territory Altay 1 russianAirTransport moved from Western Karelia to Archangel 1 russianFighter moved from Novgorod to Leningrad 2 russianFighters moved from Novgorod to Voronezh 1 russianStrategicBomber and 1 russianTacticalBomber moved from Eastern Ukraine to Caucasus 1 russianFighter moved from Novosibirsk to Caucasus 1 russianArtillery and 1 russianInfantry moved from Crimea to 56 Sea Zone 1 russianArtillery and 1 russianInfantry moved from 56 Sea Zone to Caucasus 1 russianInfantry moved from Northern Iran to Caspian Sea 1 russianAlpineInfantry moved from Eastern Iran to Caspian Sea 1 russianAlpineInfantry and 1 russianInfantry moved from Caspian Sea to Astrakhan 1 russianDestroyer moved from 15 Sea Zone to 14 Sea Zone 1 russianDestroyer and 1 russianSubmarine moved from 101 Sea Zone to 105 Sea Zone 1 russianTransport moved from 101 Sea Zone to 104 Sea Zone 1 Train moved from Moscow to Urals 1 Train, 1 russianAntiAirGun and 1 russianInfantry moved from Urals to Stalingrad 1 Material, 1 Train and 1 russianCombatEngineer moved from Stalingrad to Moscow 1 Train, 1 russianAlpineInfantry and 1 russianAntiAirGun moved from Vladivostok to Yakut 1 Train moved from Yakut to Irkutsk 1 Material, 1 Train and 1 russianAntiAirGun moved from Irkutsk to Altay 1 Truck and 1 russianAntiAirGun moved from Archangel to Leningrad 1 Truck moved from Leningrad to Eastern Karelia 1 Truck moved from Moscow to Volgarod 1 Truck and 1 russianAntiAirGun moved from Volgarod to Voronezh 1 Material and 1 Truck moved from Sverdlovsk to Stalingrad 1 Truck and 1 russianAntiAirGun moved from Stalingrad to Voronezh 1 Truck moved from Voronezh to Stalingrad 1 Truck moved from Eastern Iran to Altay 1 Truck and 1 russianArtillery moved from Irkutsk to Novosibirsk 1 Truck and 1 russianAntiAirGun moved from Novosibirsk to Omsk 1 Truck moved from Vladivostok to Eastern Evenki 1 russianMech.Infantry moved from Moscow to Vologda 1 russianAntiAirGun and 1 russianMech.Infantry moved from Vologda to Novgorod 1 russianTank moved from Sverdlovsk to Voronezh 1 russianMech.Infantry moved from Astrakhan to Caucasus 1 russianAntiAirGun and 1 russianMech.Infantry moved from Caucasus to Voronezh 1 russianMech.Infantry moved from Kansk to Omsk 1 russianTank moved from Far Eastern Republic to Yakut 1 russianMech.Infantry moved from Vladivostok to Yakut 1 russianInfantry moved from Kola Penninsula to Murmansk 1 russianInfantry moved from Archangel to Eastern Karelia 1 russianInfantry moved from Volgarod to Stalingrad 1 russianArtillery and 1 russianInfantry moved from Sverdlovsk to Stalingrad 1 russianInfantry moved from Western Kazahk to Stalingrad 1 russianAntiTankGun, 1 russianArtillery and 1 russianInfantry moved from Stalingrad to Voronezh 1 russianInfantry and 1 russianMarine moved from Southern Caucasus to Caucasus 1 russianInfantry moved from Northern Kazahk to Western Kazahk 1 russianInfantry moved from Kazahk to Western Kazahk 1 russianAlpineInfantry moved from Omsk to Sverdlovsk 1 russianAntiTankGun and 1 russianArtillery moved from Novosibirsk to Altay 1 russianInfantry moved from Eastern Siberia to Irkutsk 1 russianInfantry moved from Irkutsk to Yakut 1 russianAlpineInfantry moved from Soviet Far East to Far Eastern Republic 1 russianInfantry moved from Khabarovskiy Kray to Vladivostok Purchase Units - Russia Russia buy 1 ResearchCenter and 14 russianInfantrys; Remaining resources: 0 PUs; 0 techTokens; Place Units - Russia Units in Moscow being upgraded or consumed: 2 Materials 1 ResearchCenter and 4 russianInfantrys placed in Moscow 2 russianInfantrys placed in Leningrad 3 russianInfantrys placed in Stalingrad 3 russianInfantrys placed in Volgarod 2 russianInfantrys placed in Vladivostok Activate Technology - Russia Russia activating ImprovedTanks Trigger russianL1: Setting isAirBase to true for unitAttachment attached to russianCarrier Trigger russianL1: Setting maxScrambleCount to 2 for unitAttachment attached to russianCarrier Trigger russianImpTanks2: Setting defense to 5 for unitAttachment attached to russianTank Trigger russianImpTanks1: Russia is added to UnitSupportAttachment attached to: UnitType{name=russianTank} with name: supportAttachmentTankImprussian Turn Complete - Russia Trigger LLrGA: has removed 1 russianAntiTankGun owned by Russia in Altay Trigger LLrTNA: has removed 1 Train owned by Russia in Altay Trigger LLrMA: has removed 1 Material owned by Russia in Altay Trigger LLrTRA: has removed 1 Truck owned by Russia in Altay Trigger LLrAA: has removed 1 russianArtillery owned by Russia in Altay Trigger LLrFA: has removed 1 russianAntiAirGun owned by Russia in Altay Trigger LLrMA: China has 1 Material placed in Altay Trigger LLrTRA: China has 1 Truck placed in Altay Trigger LLrAA: China has 1 chineseArtillery placed in Altay Trigger LLrTNA: China has 1 Train placed in Altay Trigger LLrFA: China has 1 chineseAntiAirGun placed in Altay Trigger LLrGA: China has 1 chineseAntiTankGun placed in Altay Russia collect 67 PUs; end with 67 PUs Units generate 6 techTokens; Russia end with 6 techTokens
Combat Hit Differential Summary :
Germany regular : -1.00 Germany AntiTankGun : 0.25 Finland regular : -1.58 Russia regular : 2.00