Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)
-
TripleA Manual Gamesave Post: Thailand round 1
TripleA Manual Gamesave Post for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - Thailand 1 Cruiser and 1 Destroyer moved from Gulf of Thailand Sea Zone to Arafura Sea Zone 1 Fighter moved from Thailand to Lower Burma 1 Infantry moved from Thailand to Lower Burma Combat - Thailand Battle in Lower Burma Thailand attack with 1 Fighter and 1 Infantry British-India defend with 1 Colonial-Infantry, 1 Colony, 1 Flag and 1 Fuel-Barrel Thailand roll dice for 1 Fighter and 1 Infantry in Lower Burma, round 2 : 0/2 hits, 0.70 expected hits British-India roll dice for 1 Colonial-Infantry in Lower Burma, round 2 : 0/1 hits, 0.20 expected hits Thailand roll dice for 1 Fighter and 1 Infantry in Lower Burma, round 3 : 1/2 hits, 0.70 expected hits British-India roll dice for 1 Colonial-Infantry in Lower Burma, round 3 : 0/1 hits, 0.20 expected hits 1 Colonial-Infantry owned by the British-India lost in Lower Burma Thailand takes Lower Burma from British-India Thailand win with 1 Fighter and 1 Infantry remaining. Battle score for attacker is 6 Casualties for British-India: 1 Colonial-Infantry Battle in Arafura Sea Zone Thailand attack with 1 Cruiser and 1 Destroyer ANZAC defend with 1 Cruiser and 1 Transport Thailand roll dice for 1 Cruiser and 1 Destroyer in Arafura Sea Zone, round 2 : 1/2 hits, 0.80 expected hits
Combat Hit Differential Summary :
British-India : -0.40 Thailand : -0.20
-
@black_elk Need OOL for Arafura SZ.
-
@redrum take the hit on the transport. Keep the big guns firing this time haha
-
@redrum said in Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies):
@black_elk I see you weren't kidding about the naval blocks... There are random Allied ships all over the Pacific! I'm gonna have to think about Japan's turn a bit.
Yeah I figured it was a choice between getting smoked all at once, in one big blunt, with Japan consolidating their fleet immediately, or smoked with little hits all over the place, where at least I could tie down some enemy aircraft and warships.
The hope was to keep Japan off Hanoi if the cruiser AA hit. But that Japanese bomber has a lot of flight paths, so kinda tricky. Maybe a cleaner play for the block is to worry less about New Guinea and Australia and leave more ships in the South China Sea Zone to deter the air attack? Not really sure, but Japan has a lot of heat they can bring and USA is a little light out of pearl to do much in the first round.
I wonder if the Americans should maybe be given a Pacific transport at the start, so Japan has to consider the Truk defense a bit more? Kinda the same deal on the Atlantic side too. The way its set up now, the Axis team doesn't have to trip too much about USA landings anywhere until like round 4. I'll have to think about how to spend that USA cash, whether on aid or to start dropping naval units.
-
@black_elk Yeah, when I first opened the save, I thought Japan was totally screwed with all those blocks. But Japan has a pretty large fleet to start so can spread it around to clean up all the blocks fairly well as well as use NCM to still position its transports fairly effectively for J2. But it does slow down J1 as they aren't really able to make any amphib assaults.
Given that the Allies have a lot higher starting income than the Axis, I think Japan has to have a relatively easy road to taking out French Indo and Sumatra. Otherwise, Japan will get squeezed out as the combination of the Allies in the Pacific probably have 2-3 times their income. Given that, I think the USA has to start out pretty weak in the Pacific. I think the balance probably is then India/ANZAC/China/USSR should generally be hard for Japan to push through as the combination of those plus some USA Pacific involvement should get to fairly balanced fronts.
-
Definitely true, every round those little dudes have to stack hitpoints is a round where Japan has to burn their oil reserves shifting around, so maybe better if they have that breathing room vs the US fleet. China is in sort of bind though. If I stick it out and try to make a defense of Chungking I might pull some ground off the India crush temporarily, but its a bit of a lost cause and leaves the Russians with a pretty big headache in that vast middle area. On the other hand the withdraw to Qinghai/Urimichi is a little precarious, since we don't really have enough juice to deadzone Lanchow by ourselves. Guess its up to Russia to start arming Mao asap and hope for the best lol
-
TripleA Turn Summary: Thailand round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - Thailand 1 Cruiser and 1 Destroyer moved from Gulf of Thailand Sea Zone to Arafura Sea Zone 1 Fighter moved from Thailand to Lower Burma 1 Infantry moved from Thailand to Lower Burma Combat - Thailand Battle in Lower Burma Thailand attack with 1 Fighter and 1 Infantry British-India defend with 1 Colonial-Infantry, 1 Colony, 1 Flag and 1 Fuel-Barrel Thailand roll dice for 1 Fighter and 1 Infantry in Lower Burma, round 2 : 0/2 hits, 0.70 expected hits British-India roll dice for 1 Colonial-Infantry in Lower Burma, round 2 : 0/1 hits, 0.20 expected hits Thailand roll dice for 1 Fighter and 1 Infantry in Lower Burma, round 3 : 1/2 hits, 0.70 expected hits British-India roll dice for 1 Colonial-Infantry in Lower Burma, round 3 : 0/1 hits, 0.20 expected hits 1 Colonial-Infantry owned by the British-India lost in Lower Burma Thailand takes Lower Burma from British-India Thailand win with 1 Fighter and 1 Infantry remaining. Battle score for attacker is 6 Casualties for British-India: 1 Colonial-Infantry Battle in Arafura Sea Zone Thailand attack with 1 Cruiser and 1 Destroyer ANZAC defend with 1 Cruiser and 1 Transport Thailand roll dice for 1 Cruiser and 1 Destroyer in Arafura Sea Zone, round 2 : 1/2 hits, 0.80 expected hits ANZAC roll dice for 1 Cruiser and 1 Transport in Arafura Sea Zone, round 2 : 0/2 hits, 0.60 expected hits 1 Transport owned by the ANZAC lost in Arafura Sea Zone Thailand roll dice for 1 Cruiser and 1 Destroyer in Arafura Sea Zone, round 3 : 1/2 hits, 0.80 expected hits ANZAC roll dice for 1 Cruiser in Arafura Sea Zone, round 3 : 0/1 hits, 0.50 expected hits 1 Cruiser owned by the ANZAC lost in Arafura Sea Zone Thailand win with 1 Cruiser and 1 Destroyer remaining. Battle score for attacker is 40 Casualties for ANZAC: 1 Cruiser and 1 Transport Non Combat Move - Thailand 1 Fighter moved from Lower Burma to Thailand 2 Patrol-Boats moved from Gulf of Thailand Sea Zone to South China Sea Zone Export to Imperial Japan - Thailand Thailand spend 1 Iron on User Action: Action Japan receives iron from Thailand Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand Trigger Japan receives iron from Thailand: Japan met a national objective for an additional 1 Iron; end with 10 Iron Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand-2 Purchase Units - Thailand Thailand buy 1 Anti-Air, 1 Artillery and 2 Infantrys; Remaining resources: 2 Fuel; 0 Iron; 0 PUs; Place Units - Thailand 1 Anti-Air, 1 Artillery and 2 Infantrys placed in Thailand Turn Complete - Thailand Thailand collect 13 PUs; end with 13 PUs Units generate 4 Fuel; Thailand end with 6 Fuel Units generate 1 CR; Thailand end with 1 CR
Combat Hit Differential Summary :
British-India : -0.40 ANZAC : -1.10 Thailand : 0.00
-
TripleA Turn Summary: USA round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - USA USA takes Southern Greenland from True-Neutral 3 Infantrys moved from USA North Atlantic to Gulf of Saint Lawrence Sea Zone 1 Cruiser, 3 Infantrys and 1 Transport moved from Gulf of Saint Lawrence Sea Zone to Cape Farewell Sea Zone 3 Infantrys moved from Cape Farewell Sea Zone to Southern Greenland 1 Battleship, 1 Carrier, 1 Destroyer, 2 Fighters and 1 Submarine moved from Norfolk Sea Zone to North Atlantic 6 Sea Zone 2 Fighters moved from North Atlantic 6 Sea Zone to Gibraltar 2 Fighters moved from Hawaiian Sea Zone to North Pacific 2 Sea Zone Combat - USA Battle in North Pacific 2 Sea Zone USA attack with 2 Fighters Japan defend with 1 Destroyer USA roll dice for 2 Fighters in North Pacific 2 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits Japan roll dice for 1 Destroyer in North Pacific 2 Sea Zone, round 2 : 0/1 hits, 0.30 expected hits 1 Destroyer owned by the Japan lost in North Pacific 2 Sea Zone USA win with 2 Fighters remaining. Battle score for attacker is 16 Casualties for Japan: 1 Destroyer Non Combat Move - USA 2 Fighters moved from North Pacific 2 Sea Zone to Hawaiian Sea Zone 1 Infantry moved from USA South Atlantic to USA North Atlantic 1 Infantry moved from Gulf Coast to USA South Atlantic 1 Infantry and 1 Mech-Inf moved from Texas to USA North Atlantic 1 Infantry moved from USA Northwest to Victoria 1 Infantry moved from Southern Alaska to British Columbia Lend-Lease aid - USA USA spend 25 PUs on User Action: Action A9 Britain receives financial support Action A9 Britain receives financial support activates a trigger called: Trigger Britain receives financial support Trigger Britain receives financial support: Britain met a national objective for an additional 25 PUs; end with 87 PUs Action A9 Britain receives financial support activates a trigger called: Trigger Britain receives financial support-2 USA spend 20 PUs on User Action: Action 7 USSR receives financial support Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support Trigger USSR receives financial support: USSR met a national objective for an additional 20 PUs; end with 161 PUs Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support-2 Purchase Units - USA USA buy 1 Battleship and 1 Fighter; Remaining resources: 48 Fuel; 2 Iron; 0 PUs; Place Units - USA 1 Battleship and 1 Fighter placed in Hawaiian Sea Zone Turn Complete - USA USA collect 104 PUs; end with 104 PUs Units generate 48 Fuel; USA end with 96 Fuel Units generate 4 Iron; USA end with 6 Iron USA creates 1 Air-Transport in USA North Atlantic
Combat Hit Differential Summary :
USA : 0.00 Japan : -0.30
-
TripleA Turn Summary: China round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - China 1 Artillery and 5 Infantrys moved from Chungking to Eastern Tibet 1 Infantry moved from Lanchow to Eastern Tibet 1 Artillery and 2 Infantrys moved from Qinghai to Eastern Tibet 1 Fighter moved from Chungking to Eastern Tibet 6 Infantrys moved from Urimchi to Qinghai Combat - China Battle in Eastern Tibet China attack with 2 Artillerys, 1 Fighter and 8 Infantrys True-Neutral defend with 1 Flag and 1 Infantry China roll dice for 2 Artillerys, 1 Fighter and 8 Infantrys in Eastern Tibet, round 2 : 2/11 hits, 2.70 expected hits True-Neutral roll dice for 1 Infantry in Eastern Tibet, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the True-Neutral lost in Eastern Tibet China takes Eastern Tibet from True-Neutral China win with 2 Artillerys, 1 Fighter and 8 Infantrys remaining. Battle score for attacker is 10 Casualties for True-Neutral: 1 Infantry Non Combat Move - China 1 Fighter moved from Eastern Tibet to Qinghai Export to the USA - China China spend 1 Iron on User Action: Action USA receives iron from China Action USA receives iron from China activates a trigger called: Trigger USA receives iron from China Trigger USA receives iron from China: USA met a national objective for an additional 1 Iron; end with 7 Iron Action USA receives iron from China activates a trigger called: Trigger USA receives iron from China-2 Purchase Units - China China buy 3 Infantrys; Remaining resources: 3 Fuel; 1 Iron; 0 PUs; Place Units - China 3 Infantrys placed in Urimchi Turn Complete - China China collect 19 PUs; end with 19 PUs Units generate 2 Fuel; China end with 5 Fuel Units generate 1 Iron; China end with 2 Iron
Combat Hit Differential Summary :
True-Neutral : -0.30 China : -0.70
-
TripleA Turn Summary: Brazil round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - Brazil 1 Artillery and 1 Infantry moved from Brazil to Rio de Janeiro Sea Zone 1 Infantry moved from Sao Paulo to Rio de Janeiro Sea Zone 1 Artillery, 1 Cruiser, 2 Infantrys and 1 Transport moved from Rio de Janeiro Sea Zone to Freetown Sea Zone 1 Artillery and 2 Infantrys moved from Freetown Sea Zone to Senegal Non Combat Move - Brazil Export to the USA - Brazil Brazil spend 1 Iron on User Action: Action USA receives iron from Brazil Action USA receives iron from Brazil activates a trigger called: Trigger USA receives iron from Brazil Trigger USA receives iron from Brazil: USA met a national objective for an additional 1 Iron; end with 8 Iron Action USA receives iron from Brazil activates a trigger called: Trigger USA receives iron from Brazil-2 Purchase Units - Brazil Brazil buy 3 Infantrys; Remaining resources: 1 Fuel; 1 Iron; 0 PUs; Place Units - Brazil 3 Infantrys placed in Brazil Turn Complete - Brazil Brazil collect 17 PUs; end with 17 PUs Units generate 2 Fuel; Brazil end with 3 Fuel Units generate 1 Iron; Brazil end with 2 Iron
Combat Hit Differential Summary :
-
Late 1940, here we come! Back to G
The Americans sent aid to Russia and Britain, then bought some support for the Pacific fleet at Pearl with the leftover change, mainly because I didn't want to spend the oil to move it back to San Diego lol. Couldn't see abandoning my forward position entirely, although we still lack the transport capacity to pose a real threat, at least I think we should have enough defense power to stay put for the time being. Fingers crossed
-
@black_elk Yeah, the whole USA giving aid seems a bit overpowered and mostly a no brainer. Better to push the money to allies that are closer to the fronts. Starting to think there should be some kind of tax/loss on the aid giving to make it more of an interesting choice.
-
TripleA Manual Gamesave Post: Germany round 2
TripleA Manual Gamesave Post for game: Iron War, version: 0.2.6
Game History
Round: 2 Combat Move - Germany Note to players ANZAC, Balkan, Brazil, Britain, British-Colonies, British-India, China, Finland, France, French-Colonies, Germany, Iran, Iraq, Italy, Japan, KNIL, South-Africa, Thailand, USA and USSR: "Today we are crushed by the sheer weight of the mechanized forces hurled against us, but we can still look to the future in which even greater mechanized forces will bring us victory." - .... AA fire in North Sea Zone : 0/1 hits, 0.10 expected hits 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Patrol-Boat, 1 Submarine and 2 Transports moved from North Sea Zone to Celtic Sea Zone 2 Submarines moved from Baltic Sea Zone to Celtic Sea Zone 1 Bomber moved from East Prussia to Celtic Sea Zone 1 Cruiser, 1 Destroyer, 1 Patrol-Boat and 1 Transport moved from Baltic Sea Zone to North Sea Zone 1 Artillery and 1 SS-Infantry moved from Western Ukraine to Eastern Ukraine 1 Light-Tank, 1 SP-Artillery, 2 SS-Infantrys and 1 Tank-Destroyer moved from Western Ukraine to Byelorussia 10 Infantrys, 2 Light-Tanks, 5 Mech-Infs, 1 Medium-Tank and 1 SS-Infantry moved from East Prussia to Byelorussia 3 Infantrys, 4 Mech-Infs and 1 SS-Infantry moved from Berlin to Byelorussia 1 Anti-Air moved from East Prussia to Byelorussia 1 Air-Transport and 2 Fighters moved from East Prussia to Celtic Sea Zone Combat - Germany Battle in Celtic Sea Zone Germany attack with 1 Air-Transport, 1 Battleship, 1 Bomber, 1 Cruiser, 1 Destroyer, 2 Fighters, 1 Patrol-Boat, 3 Submarines and 2 Transports Britain defend with 1 Battleship, 1 Cruiser, 1 Destroyer, 4 Patrol-Boats and 1 Submarine; France defend with 1 Cruiser and 1 Destroyer AA fire in Celtic Sea Zone : 0/2 hits, 0.20 expected hits Germany roll dice for 3 Submarines in Celtic Sea Zone, round 2 : 0/3 hits, 1.50 expected hits Germany roll dice for 1 Air-Transport, 1 Battleship, 1 Bomber, 1 Cruiser, 1 Destroyer, 2 Fighters, 1 Patrol-Boat and 2 Transports in Celtic Sea Zone, round 2 : 4/8 hits, 3.50 expected hits
Combat Hit Differential Summary :
AA fire in North Sea Zone : : -0.10 AA fire in Celtic Sea Zone : : -0.20 Germany : -1.00
-
@black_elk Well, looks like round 2 is gonna start off with lots of action. Could this be the beginning of Operation Sea Lion?
Need OOLs for Celtic SZ and North SZ.
-
Going big eh haha. Hmmm nothing fancy, max defense power do or die. You can go by the defaults. French ships of equal value can die before the British ones.
-
I really don't like the thought of a transfer tax. I know that the transfers can be a cheap way to get PUs/power to the front, but it is not without consequence for the sender. In short, giving away PUs effects the sender's PU/Iron ratio.
As I see it, it should be a smart thing for a major nation to give at least some PU-support to minor nations, but not something that is an absolute necessity. In regards to USA (a special case as it also exports to othe major powers), USA should think of USSR as a partner that could really need the support to survive and UK as a nation which can help to "get PUs to the front". In general, If a big nation gives too little, "thier" minors could be in danger of getting overrun. If they give too much and empty their coffers, the big nation can end up with a lot of Iron in proportion to PUs (as big nations do not send Iron to small). I would think this made the large nations buy mostly ships and heavy land units. If these forces go into battle bringing nearly no fodder infantry or fighters, it gets expensive to attack.
I don't know if I am just imagining this a consequence worth thinking about and planning after, but I would think that you will also experience USA having too much Iron if USA gives to much PUs a way.
-
@frostion While the USA may end up with extra iron/oil, I think the lost opportunity cost of not spending that is very small compared to getting PUs closer to the fronts especially USSR. I'd have a hard time seeing any decent USA player not pretty much always transfer the max to USSR no matter how much iron/oil they have (maybe only exception is if USA can get a factory very close to one of the fronts). One of the reasons is Iron still feels kind of weak and really is only needed for naval units (more of a nice to have for building strong/faster land units). Also air units still seem kind of strong especially after all the nerfs to AA guns to make them less spammable.
-
TripleA Turn Summary: Germany round 2
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 2 Combat Move - Germany Note to players ANZAC, Balkan, Brazil, Britain, British-Colonies, British-India, China, Finland, France, French-Colonies, Germany, Iran, Iraq, Italy, Japan, KNIL, South-Africa, Thailand, USA and USSR: "Today we are crushed by the sheer weight of the mechanized forces hurled against us, but we can still look to the future in which even greater mechanized forces will bring us victory." - .... AA fire in North Sea Zone : 0/1 hits, 0.10 expected hits 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Patrol-Boat, 1 Submarine and 2 Transports moved from North Sea Zone to Celtic Sea Zone 2 Submarines moved from Baltic Sea Zone to Celtic Sea Zone 1 Bomber moved from East Prussia to Celtic Sea Zone 1 Cruiser, 1 Destroyer, 1 Patrol-Boat and 1 Transport moved from Baltic Sea Zone to North Sea Zone 1 Artillery and 1 SS-Infantry moved from Western Ukraine to Eastern Ukraine 1 Light-Tank, 1 SP-Artillery, 2 SS-Infantrys and 1 Tank-Destroyer moved from Western Ukraine to Byelorussia 10 Infantrys, 2 Light-Tanks, 5 Mech-Infs, 1 Medium-Tank and 1 SS-Infantry moved from East Prussia to Byelorussia 3 Infantrys, 4 Mech-Infs and 1 SS-Infantry moved from Berlin to Byelorussia 1 Anti-Air moved from East Prussia to Byelorussia 1 Air-Transport and 2 Fighters moved from East Prussia to Celtic Sea Zone Combat - Germany Battle in Celtic Sea Zone Germany attack with 1 Air-Transport, 1 Battleship, 1 Bomber, 1 Cruiser, 1 Destroyer, 2 Fighters, 1 Patrol-Boat, 3 Submarines and 2 Transports Britain defend with 1 Battleship, 1 Cruiser, 1 Destroyer, 4 Patrol-Boats and 1 Submarine; France defend with 1 Cruiser and 1 Destroyer AA fire in Celtic Sea Zone : 0/2 hits, 0.20 expected hits Germany roll dice for 3 Submarines in Celtic Sea Zone, round 2 : 0/3 hits, 1.50 expected hits Germany roll dice for 1 Air-Transport, 1 Battleship, 1 Bomber, 1 Cruiser, 1 Destroyer, 2 Fighters, 1 Patrol-Boat and 2 Transports in Celtic Sea Zone, round 2 : 4/8 hits, 3.50 expected hits Units damaged: 1 Battleship owned by the Britain Britain roll dice for 1 Submarine in Celtic Sea Zone, round 2 : 0/1 hits, 0.30 expected hits Britain roll dice for 1 Battleship, 2 Cruisers, 2 Destroyers and 4 Patrol-Boats in Celtic Sea Zone, round 2 : 2/9 hits, 3.00 expected hits Units damaged: 1 Battleship owned by the Germany 1 Transport owned by the Germany and 3 Patrol-Boats owned by the Britain lost in Celtic Sea Zone AA fire in Celtic Sea Zone : 0/2 hits, 0.20 expected hits Germany roll dice for 3 Submarines in Celtic Sea Zone, round 3 : 3/3 hits, 1.50 expected hits Germany roll dice for 1 Air-Transport, 1 Battleship, 1 Bomber, 1 Cruiser, 1 Destroyer, 2 Fighters, 1 Patrol-Boat and 1 Transport in Celtic Sea Zone, round 3 : 4/8 hits, 3.50 expected hits Britain roll dice for 1 Submarine in Celtic Sea Zone, round 3 : 0/1 hits, 0.30 expected hits Britain roll dice for 1 Battleship, 2 Cruisers, 2 Destroyers and 1 Patrol-Boat in Celtic Sea Zone, round 3 : 1/6 hits, 2.40 expected hits 1 Cruiser owned by the Britain, 1 Destroyer owned by the France, 1 Submarine owned by the Britain, 1 Patrol-Boat owned by the Britain, 1 Cruiser owned by the France, 1 Battleship owned by the Britain, 1 Patrol-Boat owned by the Germany and 1 Destroyer owned by the Britain lost in Celtic Sea Zone Germany win with 1 Air-Transport, 1 Battleship, 1 Bomber, 1 Cruiser, 1 Destroyer, 2 Fighters, 3 Submarines and 1 Transport remaining. Battle score for attacker is 151 Casualties for Germany: 1 Patrol-Boat and 1 Transport Casualties for Britain: 1 Battleship, 1 Cruiser, 1 Destroyer, 4 Patrol-Boats and 1 Submarine Casualties for France: 1 Cruiser and 1 Destroyer Battle in Byelorussia Germany attack with 1 Anti-Air, 13 Infantrys, 3 Light-Tanks, 9 Mech-Infs, 1 Medium-Tank, 1 SP-Artillery, 4 SS-Infantrys and 1 Tank-Destroyer USSR defend with 1 Flag, 1 Infantry and 1 SS-Potential Germany roll dice for 1 Anti-Air, 13 Infantrys, 3 Light-Tanks, 9 Mech-Infs, 1 Medium-Tank, 1 SP-Artillery, 4 SS-Infantrys and 1 Tank-Destroyer in Byelorussia, round 2 : 5/33 hits, 8.00 expected hits USSR roll dice for 1 Infantry in Byelorussia, round 2 : 0/1 hits, 0.20 expected hits 1 Infantry owned by the USSR lost in Byelorussia Germany win, taking Byelorussia from USSR with 1 Anti-Air, 13 Infantrys, 3 Light-Tanks, 9 Mech-Infs, 1 Medium-Tank, 1 SP-Artillery, 4 SS-Infantrys and 1 Tank-Destroyer remaining. Battle score for attacker is 10 Casualties for USSR: 1 Infantry Battle in Eastern Ukraine Germany attack with 1 Artillery and 1 SS-Infantry USSR defend with 1 Flag, 2 Fuel-Barrels, 1 Infantry and 1 Iron-Ore Germany roll dice for 1 Artillery and 1 SS-Infantry in Eastern Ukraine, round 2 : 0/2 hits, 0.50 expected hits USSR roll dice for 1 Infantry in Eastern Ukraine, round 2 : 1/1 hits, 0.20 expected hits 1 Artillery owned by the Germany lost in Eastern Ukraine Germany roll dice for 1 SS-Infantry in Eastern Ukraine, round 3 : 0/1 hits, 0.20 expected hits USSR roll dice for 1 Infantry in Eastern Ukraine, round 3 : 0/1 hits, 0.20 expected hits Germany roll dice for 1 SS-Infantry in Eastern Ukraine, round 4 : 1/1 hits, 0.20 expected hits USSR roll dice for 1 Infantry in Eastern Ukraine, round 4 : 0/1 hits, 0.20 expected hits 1 Infantry owned by the USSR lost in Eastern Ukraine Germany win, taking Eastern Ukraine from USSR with 1 SS-Infantry remaining. Battle score for attacker is -1 Casualties for Germany: 1 Artillery Casualties for USSR: 1 Infantry Battle in North Sea Zone Germany attack with 1 Cruiser, 1 Destroyer, 1 Patrol-Boat and 1 Transport Britain defend with 1 Cruiser and 1 Patrol-Boat Germany roll dice for 1 Cruiser, 1 Destroyer, 1 Patrol-Boat and 1 Transport in North Sea Zone, round 2 : 2/3 hits, 1.10 expected hits Britain roll dice for 1 Cruiser and 1 Patrol-Boat in North Sea Zone, round 2 : 0/2 hits, 0.70 expected hits 1 Cruiser owned by the Britain and 1 Patrol-Boat owned by the Britain lost in North Sea Zone Germany win with 1 Cruiser, 1 Destroyer, 1 Patrol-Boat and 1 Transport remaining. Battle score for attacker is 33 Casualties for Britain: 1 Cruiser and 1 Patrol-Boat Non Combat Move - Germany 1 Anti-Air and 1 Infantry moved from Berlin to East Prussia 1 Infantry moved from West Germany to Berlin 1 Artillery and 4 Infantrys moved from Benelux to West Germany 1 Artillery and 1 Infantry moved from Denmark to West Germany 1 Artillery and 3 Infantrys moved from France to West Germany 1 Infantry moved from Normandy to France 1 Infantry moved from Normandy to France 1 Air-Transport moved from Celtic Sea Zone to Normandy 2 Fighters moved from Celtic Sea Zone to Normandy 1 Bomber moved from Celtic Sea Zone to Normandy 2 Artillerys and 1 Infantry moved from Normandy to France 1 Infantry, 2 Submarines and 3 Transports moved from Adriatic Sea Zone to Aegean Sea Zone Purchase Units - Germany Trigger German Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Germany Germany buy 1 Artillery, 1 Infantry, 3 Mech-Infs, 1 SS-Infantry and 2 Transports; Remaining resources: 0 SS; 28 Fuel; 0 Iron; 4 PUs; Place Units - Germany 1 Artillery, 3 Mech-Infs and 1 SS-Infantry placed in East Prussia 1 Infantry placed in Berlin 1 Submarine and 2 Transports placed in North Sea Zone Turn Complete - Germany Germany collect 116 PUs; end with 120 PUs Units generate 23 SS; Germany end with 23 SS Units generate 31 Fuel; Germany end with 59 Fuel Units generate 7 Iron; Germany end with 7 Iron
Combat Hit Differential Summary :
AA fire in North Sea Zone : : -0.10 AA fire in Celtic Sea Zone : : -0.40 Britain : -3.70 USSR : 0.20 Germany : -1.00
-
Heheh guess I hosed myself pretty hard there. Not sure where I botched the calc. I remembered thinking I set myself up last round for 60% odds to the attacker in the Celtic sea zone with an average of like 4 units remaining and then determining it might be a worthwhile trade. But that was like a sure shot 98% for G. I must have forgot to add in some aircraft or double clicked a ship or something when running the numbers heheh.
Looks like we might have to prepare for Island Invasion after all! lol.
ps. Sorry the battle of the Atlantic showing from the Allies wasn't stronger. I suppose pulling back and building out of Halifax was really the only play for the Brits?
I think I will set a revised goal for myself of seeing if we can survive until early 1942. Catch you after Balkans/Finland
-
So assuming something like what you did on the water ends up as a fairly standard G opening, and the Brits can't really build out of England... I guess the slicker play is probably Allied convergence in North Atlantic SZ 6, with the British PT Boats to Atlantic SZ 4 maybe? Try to get everything to Trafalgar SZ in the second round. If Gibraltar can hold out past round 1, maybe bring up support from the French and the British-Colonies out of West Africa, as well as the 3 dudes from Brazil. Land the British/American air-transports there along with whatever fighters you can spare in the second round to try keep Italy off your back. Creep up to Britain for a naval build in the third round?
But then again if Germany is unopposed and camps in the Celtic Sea zone with all their starting naval units, or does something wild like build a factory in Normandy to support a bolstering of their Atlantic fleet with sub spams and such, then the Allies probably wouldn't be able to push them out in the third round, so the delay would be longer. Maybe not as comfortable a place to camp for G's transports as the North Sea Zone, but it still allows a redirect to Baltic States in one move. I think the Western Allies have their work cut out for them to make that crossing in a timely manner hehe. Will have to try something different next time out.