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  • RE: Red Sun Over China (RSOC) - Official Thread

    @mattbarnes For trading, fighters are definitely better. I guess I found I needed to build up attack power in order to counter the main Japanese stacks. I mostly just use conscripts to trade back and forth along with the few starting fighters. Guess it depends somewhat on how the Japanese are playing and if they are trying to have a doom stack march through the main cities or if they are trying to win on a wide front.

    posted in Maps & Mods
  • RE: Middle Earth: Battle For Arda - Official Thread

    @alkexr Oh lol, I misread that. I thought evil had resigned. Guess I'm surprised either side resigned at this point. Seems like good is doing well in the west and center of the map. Gondor is hanging on. The north trio look to be in a tough position but not dead yet.

    posted in Maps & Mods
  • RE: Total World War: December 1941 (BETA) 2.8.0.5

    @blackfox The BC doesn't really deal with submerging/retreating very well. It simulates the battles out until one side loses or units can no longer target each other in most cases.

    As @Hepps mentions, escort/intercept is only done for the territory the unit is in. Scrambling is the only operation which can be done to adjacent territories.

    posted in Maps & Mods
  • RE: Middle Earth: Battle For Arda - Official Thread

    @alkexr Seems that you are coming around to some of my feedback that you didn't necessarily agree with after our first game 🙂

    Interesting game and appears that its definitely more balanced after the changes. Though IMO both Saruman and Angmar played pretty poorly and ended up pretty much collapsing. If they had been able to at least stalemate their fronts then it probably is a close game. Though surprised evil didn't play it out a few more turns to see if they could make more gains against gondor or the north trio.

    I think you are coming around to see that most of the cheap air units are pretty strong. Crebains and bats are both hard to deal with and apply a lot of pressure. And yes Dwarve units are painfully slow especially given the dwarves span across a large area. They really aren't that strong given their slow speed and high cost. This leads to them just feeling kind of frustrating to play which is why I went ravens to at least have more movement and be able to apply some pressure/trades. I still think given the Dwarve units that unless you need to stack defense somewhere or think you can build a stack to capture Mount Gundabad that ravens are the best option.

    posted in Maps & Mods
  • RE: Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)

    @black_elk I'm still kind of luke warm on the whole aid phase stuff across the board. Most of the decisions end up being no brainers (yes USA should send USSR aid, yes most minors should sent iron/oil to their major, no majors usually shouldn't send aid to minors, etc). If we allow minors to start giving PUs to majors then really you end up with essentially the minors doing nothing and kind of just being part of the majors. I guess the only benefit is that the majors can't place on the minors factories so you don't have UK dropping a giant navy on say South Africa. Though I still vote to merge Iran/Iraq and South Africa/British Colonies.

    I think a lot of it boils down to how TripleA combat works and not being able to have multi-nation attacks. This is why I think TWW has really come up with the best solution so far where you have major/minors but they all have the major's units just have individual purchases. It removes a lot of the boring small minor movement/combat turns but forces production to be more spread out across the map.

    Either a tax on aid or having requirements like needing to own certain territories to give it would make things more interesting.

    posted in Play By Forum
  • RE: Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)

    @black_elk Yeah, I know a few of the original minors were already combined together. There are still a few that are questionable but its a bit tougher to say now. I think the main issue with combining French Colonies and France together is that it would potentially allow a huge drop of units in French Indochina in the early turns though there could be ways to mitigate that. South Africa should probably just be combined into British colonies as its just too weak to really achieve anything.

    posted in Play By Forum
  • RE: Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)

    TripleA Turn Summary: Iran round 3

    TripleA Turn Summary for game: Iron War, version: 0.2.6

    Game History

    Round: 3
    
        Combat Move - Iran
    
        Purchase Units - Iran
            Iran buy nothing; Remaining resources: 0 Fuel; 3 Iron; 17 PUs; 
    
        Turn Complete - Iran
            Iran collect 10 PUs; end with 27 PUs
            Units generate 10 Fuel; Iran end with 10 Fuel
            Units generate 1 Iron; Iran end with 4 Iron
    

    Combat Hit Differential Summary :

    Savegame

    posted in Play By Forum
  • RE: Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)

    TripleA Turn Summary: Iraq round 3

    TripleA Turn Summary for game: Iron War, version: 0.2.6

    Game History

    Round: 3
    
        Combat Move - Iraq
            1 Infantry and 1 Light-Tank moved from Iraq to Iran
    
        Combat - Iraq
            Battle in Iran
                Iraq attack with 1 Infantry and 1 Light-Tank
                USSR defend with 1 Flag, 10 Fuel-Barrels, 1 Iron-Ore and 1 SP-Artillery
                    Iraq roll dice for 1 Infantry and 1 Light-Tank in Iran, round 2 : 0/2 hits, 0.70 expected hits
                    USSR roll dice for 1 SP-Artillery in Iran, round 2 : 0/1 hits, 0.30 expected hits
                    Iraq roll dice for 1 Infantry and 1 Light-Tank in Iran, round 3 : 1/2 hits, 0.70 expected hits
                    USSR roll dice for 1 SP-Artillery in Iran, round 3 : 1/1 hits, 0.30 expected hits
                    1 Infantry owned by the Iraq and 1 SP-Artillery owned by the USSR lost in Iran
                Iraq win, taking Iran from USSR with 1 Light-Tank remaining. Battle score for attacker is 2
                Casualties for Iraq: 1 Infantry
                Casualties for USSR: 1 SP-Artillery
    
        Non Combat Move - Iraq
    
        Aid Axis powers - Iraq
            Iraq spend 5 Fuel on User Action: Action 2 Italy receives fuel support
            Action 2 Italy receives fuel support activates a trigger called: Trigger 2 Italy receives fuel support
            Trigger 2 Italy receives fuel support: Italy met a national objective for an additional 5 Fuel; end with 28 Fuel
            Action 2 Italy receives fuel support activates a trigger called: Trigger 2 Italy receives fuel support-2
            Iraq spend 5 Fuel on User Action: Action 1 Germany receives fuel support
            Action 1 Germany receives fuel support activates a trigger called: Trigger 1 Germany receives fuel support
            Trigger 1 Germany receives fuel support: Germany met a national objective for an additional 5 Fuel; end with 60 Fuel
            Action 1 Germany receives fuel support activates a trigger called: Trigger 1 Germany receives fuel support-2
    
        Purchase Units - Iraq
            Iraq buy 1 Patrol-Boat; Remaining resources: 2 Fuel; 3 Iron; 1 PUs; 
    
        Place Units - Iraq
            1 Patrol-Boat placed in Arabian Sea Zone
    
        Turn Complete - Iraq
            Iraq collect 12 PUs; end with 13 PUs
            Units generate 10 Fuel; Iraq end with 12 Fuel
            Units generate 1 Iron; Iraq end with 4 Iron
    

    Combat Hit Differential Summary :

    USSR : 0.40
    Iraq : -0.40
    

    Savegame

    posted in Play By Forum
  • RE: Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)

    TripleA Turn Summary: Italy round 3

    TripleA Turn Summary for game: Iron War, version: 0.2.6

    Game History

    Round: 3
    
        Combat Move - Italy
                Italy takes Syria from French-Colonies
                Italy takes North Sudan from British-Colonies
                Italy takes Aden from British-Colonies
            1 Light-Tank moved from Egypt to Syria
            1 Medium-Tank moved from Egypt to Iraq
            1 Artillery, 1 Infantry and 2 Mech-Infs moved from Egypt to Iraq
            1 Infantry moved from El Alamein to North Sudan
            1 Infantry moved from El Alamein to Aegean Sea Zone
            1 Infantry moved from Egypt to Aegean Sea Zone
            3 Infantrys and 1 Transport moved from Aegean Sea Zone to Gulf of Aden Sea Zone
            2 Infantrys moved from Gulf of Aden Sea Zone to Aden
            1 Transport moved from Aegean Sea Zone to Red Sea Zone
            2 Infantrys moved from Nubian Desert to Red Sea Zone
            1 Artillery moved from Egypt to Red Sea Zone
            1 Artillery, 2 Infantrys and 1 Transport moved from Red Sea Zone to Gulf of Aden Sea Zone
            3 Infantrys moved from Egypt to Aegean Sea Zone
            3 Infantrys and 1 Transport moved from Aegean Sea Zone to Gulf of Aden Sea Zone
            1 Artillery and 5 Infantrys moved from Gulf of Aden Sea Zone to Oman
            1 Battleship moved from Aegean Sea Zone to Gulf of Aden Sea Zone
            1 Patrol-Boat moved from Red Sea Zone to Gulf of Aden Sea Zone
            3 Infantrys moved from Egypt to Transjordan
            1 Anti-Air moved from Libya to Tyrrhenian Sea Zone
            1 Anti-Air moved from Tyrrhenian Sea Zone to Corsica
                  Italy take Corsica from France
            1 Infantry moved from Libyan Desert to Libya
            1 Infantry moved from Ethiopia to Somalia
            3 Infantrys moved from Tanganyika to Kenya
            1 Colonial-Infantry moved from Tunesia to Algeria
            1 Infantry moved from Algeria to Tunesia
            1 Fighter moved from El Alamein to Somalia
    
        Combat - Italy
            Battle in Oman
                Italy attack with 1 Artillery and 5 Infantrys
                Pro-Allies-Neutral defend with 1 Flag, 2 Infantrys and 1 Iron-Ore
                    Italy roll dice for 1 Battleship in Oman, round 2 : 1/1 hits, 0.60 expected hits
                    1 Infantry owned by the Pro-Allies-Neutral lost in Oman
                    Italy roll dice for 1 Artillery and 5 Infantrys in Oman, round 2 : 0/6 hits, 1.30 expected hits
                    Pro-Allies-Neutral roll dice for 1 Infantry in Oman, round 2 : 0/1 hits, 0.30 expected hits
                    Italy roll dice for 1 Artillery and 5 Infantrys in Oman, round 3 : 1/6 hits, 1.30 expected hits
                    Pro-Allies-Neutral roll dice for 1 Infantry in Oman, round 3 : 0/1 hits, 0.30 expected hits
                    1 Infantry owned by the Pro-Allies-Neutral lost in Oman
                Italy takes Oman from Pro-Allies-Neutral
                Italy win with 1 Artillery and 5 Infantrys remaining. Battle score for attacker is 20
                Casualties for Pro-Allies-Neutral: 2 Infantrys
    
        Non Combat Move - Italy
    
        Purchase Units - Italy
            Trigger Italian Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Italy
            Italy buy 2 Anti-Airs, 1 Colonial-Infantry, 1 Fighter, 1 Infantry and 3 Patrol-Boats; Remaining resources: 11 Fuel; 0 Iron; 0 PUs; 5 CR; 
    
        Place Units - Italy
            2 Anti-Airs, 1 Colonial-Infantry, 1 Fighter and 1 Infantry placed in Italy
            1 Patrol-Boat placed in Tyrrhenian Sea Zone
            2 Patrol-Boats and 1 Submarine placed in Gulf of Aden Sea Zone
    
        Turn Complete - Italy
            Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Italy in Syria
            Trigger The SS is now recruiting from Syria: Germany has 1 SS-Potential placed in Syria
            Italy collect 102 PUs; end with 102 PUs
            Units generate 9 CR; Italy end with 14 CR
            Units generate 12 Fuel; Italy end with 23 Fuel
            Units generate 4 Iron; Italy end with 4 Iron
    

    Combat Hit Differential Summary :

    Pro-Allies-Neutral : -0.60
    Italy : -1.20
    

    Savegame

    posted in Play By Forum
  • RE: Iron War - Official Thread

    @black_elk Yeah, the first turn in Iron War and really most maps is the hardest especially for Axis as there is a lot of attacks and complexity.

    posted in Maps & Mods