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    Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies)

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    • Black_ElkB Offline
      Black_Elk
      last edited by

      TripleA Turn Summary: Iran round 1

      TripleA Turn Summary for game: Iron War, version: 0.2.7

      Game History

      Round: 1
      
          Combat Move - Iran
              1 Light-Tank moved from Kerman to Iraq
              1 Infantry moved from Khorasan to Eastern Turkistan
                    Iran take Eastern Turkistan from USSR
              1 Fighter moved from Iran to Indian Coast Sea Zone
              2 Patrol-Boats moved from Arabian Sea Zone to Indian Coast Sea Zone
              1 Anti-Air, 2 Infantrys, 1 Light-Tank and 1 Medium-Tank moved from Iran to Iraq
              1 Artillery and 2 Infantrys moved from Kerman to Sind
      
          Combat - Iran
              Battle in Indian Coast Sea Zone
                  Iran attack with 1 Fighter and 2 Patrol-Boats
                  British-India defend with 1 Cruiser and 1 Destroyer
                      AA fire in Indian Coast Sea Zone : 0/1 hits, 0.10 expected hits
                      Iran roll dice for 1 Fighter and 2 Patrol-Boats in Indian Coast Sea Zone, round 2 : 1/3 hits, 1.10 expected hits
                      British-India roll dice for 1 Cruiser and 1 Destroyer in Indian Coast Sea Zone, round 2 : 1/2 hits, 0.80 expected hits
                      1 Destroyer owned by the British-India and 1 Patrol-Boat owned by the Iran lost in Indian Coast Sea Zone
                      AA fire in Indian Coast Sea Zone : 0/1 hits, 0.10 expected hits
                      Iran roll dice for 1 Fighter and 1 Patrol-Boat in Indian Coast Sea Zone, round 3 : 1/2 hits, 0.80 expected hits
                      British-India roll dice for 1 Cruiser in Indian Coast Sea Zone, round 3 : 0/1 hits, 0.50 expected hits
                      1 Cruiser owned by the British-India lost in Indian Coast Sea Zone
                  Iran win with 1 Fighter and 1 Patrol-Boat remaining. Battle score for attacker is 23
                  Casualties for Iran: 1 Patrol-Boat
                  Casualties for British-India: 1 Cruiser and 1 Destroyer
              Battle in Sind
                  Iran attack with 1 Artillery and 2 Infantrys
                  British-India defend with 1 Colonial-Infantry, 1 Colony and 1 Flag
                      Iran roll dice for 1 Artillery and 2 Infantrys in Sind, round 2 : 0/3 hits, 0.70 expected hits
                      British-India roll dice for 1 Colonial-Infantry in Sind, round 2 : 0/1 hits, 0.20 expected hits
                      Iran roll dice for 1 Artillery and 2 Infantrys in Sind, round 3 : 1/3 hits, 0.70 expected hits
                      British-India roll dice for 1 Colonial-Infantry in Sind, round 3 : 0/1 hits, 0.20 expected hits
                  1 Colonial-Infantry owned by the British-India lost in Sind
                  Iran takes Sind from British-India
                  Iran win with 1 Artillery and 2 Infantrys remaining. Battle score for attacker is 6
                  Casualties for British-India: 1 Colonial-Infantry
      
          Non Combat Move - Iran
              1 Fighter moved from Indian Coast Sea Zone to Iraq
      
          Purchase Units - Iran
              Iran buy 1 Infantry and 2 Patrol-Boats; Remaining resources: 2 Fuel; 0 Iron; 4 PUs; 
      
          Place Units - Iran
              2 Patrol-Boats placed in Arabian Sea Zone
              1 Infantry placed in Iran
      
          Turn Complete - Iran
              Iran collect 18 PUs; end with 22 PUs
              Units generate 14 Fuel; Iran end with 16 Fuel
              Units generate 1 Iron; Iran end with 1 Iron
              Units generate 1 CR; Iran end with 1 CR
      

      Combat Hit Differential Summary :

      Iran : -0.30
      British-India : -0.70
      AA fire in Indian Coast Sea Zone : : -0.20
      

      Savegame

      1 Reply Last reply Reply Quote 0
      • Black_ElkB Offline
        Black_Elk
        last edited by

        Couldn't see any great solutions to the Iran dilemma. Took a little bite out of India for show, but clearly Russia is bringing the pain, so seemed like any units dropped at the factory were dead on arrival.

        On to the Pacific Allies...

        Black_ElkB 1 Reply Last reply Reply Quote 0
        • Black_ElkB Offline
          Black_Elk @Black_Elk
          last edited by Black_Elk

          ps. my weaksauce opening with Germany/Italy aside. What do you think about the balance vs the British India fleet? I feel like its a little too easy for Iran/Iraq to peel off that transport. I think I'd rather they had more to work with on land as opposed to in the water. I mean its cool that these smaller Axis powers have a token naval force for some kind of defense in the gulf, but its hard to imagine a handful of gunboats storming the British fleet off the Indian coast as part of the opening script. Maybe British India should have a battleship instead of a cruiser or something?

          On land I don't know what the best approach is, I still think merging Iran/Iraq would be more interesting, but short of that maybe a stronger Iraqi starting force, so they could stack Iran a litte heavier vs Russia?

          redrumR 1 Reply Last reply Reply Quote 0
          • redrumR Offline
            redrum Admin @Black_Elk
            last edited by

            @Black_Elk Well, Italy had really strong rolls and made up for some of the poor luck that Germany had.

            Yeah, I really think the Middle East needs some major changes. Less navy and more land troops. Should be combined together. And Russia should have less 2 move units that can quickly attack round 2/3. I think the India navy should be a bit stronger or just remove some of the Middle East ships.

            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

            Black_ElkB 1 Reply Last reply Reply Quote 1
            • redrumR Offline
              redrum Admin
              last edited by

              TripleA Turn Summary: British-India round 1

              TripleA Turn Summary for game: Iron War, version: 0.2.7

              Game History

              Round: 1
              
                  Combat Move - British-India
                      1 Colonial-Infantry and 1 Infantry moved from Malaya to Southern Thailand
                      1 Artillery and 1 Infantry moved from Lower Burma to Southern Thailand
                      1 Fighter moved from India to Southern Thailand
                      1 Anti-Air, 1 Colonial-Infantry and 1 Infantry moved from India to Sind
                      1 Colonial-Infantry moved from United Provinces to Sind
                      1 Colonial-Infantry moved from Punjab to Sind
              
                  Combat - British-India
                      Battle in Southern Thailand
                          British-India attack with 1 Artillery, 1 Colonial-Infantry, 1 Fighter and 2 Infantrys
                          Thailand defend with 1 Artillery, 1 Flag, 2 Infantrys and 1 Iron-Ore
                              British-India roll dice for 1 Artillery, 1 Colonial-Infantry, 1 Fighter and 2 Infantrys in Southern Thailand, round 2 : 1/5 hits, 1.40 expected hits
                              Thailand roll dice for 1 Artillery and 2 Infantrys in Southern Thailand, round 2 : 2/3 hits, 0.90 expected hits
                              1 Infantry owned by the British-India, 1 Infantry owned by the Thailand and 1 Colonial-Infantry owned by the British-India lost in Southern Thailand
                              British-India roll dice for 1 Artillery, 1 Fighter and 1 Infantry in Southern Thailand, round 3 : 0/3 hits, 1.00 expected hits
                              Thailand roll dice for 1 Artillery and 1 Infantry in Southern Thailand, round 3 : 1/2 hits, 0.60 expected hits
                              1 Infantry owned by the British-India lost in Southern Thailand
                              British-India roll dice for 1 Artillery and 1 Fighter in Southern Thailand, round 4 : 0/2 hits, 0.70 expected hits
                              Thailand roll dice for 1 Artillery and 1 Infantry in Southern Thailand, round 4 : 0/2 hits, 0.60 expected hits
                              British-India roll dice for 1 Artillery and 1 Fighter in Southern Thailand, round 5 : 1/2 hits, 0.70 expected hits
                              Thailand roll dice for 1 Artillery and 1 Infantry in Southern Thailand, round 5 : 1/2 hits, 0.60 expected hits
                              1 Artillery owned by the British-India and 1 Infantry owned by the Thailand lost in Southern Thailand
                           retreated to Southern Thailand
                          Thailand win with 1 Artillery remaining. Battle score for attacker is -17
                          Casualties for British-India: 1 Artillery, 1 Colonial-Infantry and 2 Infantrys
                          Casualties for Thailand: 2 Infantrys
                      Battle in Sind
                          British-India attack with 1 Anti-Air, 3 Colonial-Infantrys and 1 Infantry
                          Iran defend with 1 Artillery, 1 Colony, 1 Flag and 2 Infantrys
                              British-India roll dice for 1 Anti-Air, 3 Colonial-Infantrys and 1 Infantry in Sind, round 2 : 1/5 hits, 0.90 expected hits
                              Iran roll dice for 1 Artillery and 2 Infantrys in Sind, round 2 : 0/3 hits, 0.90 expected hits
                              1 Infantry owned by the Iran lost in Sind
                              British-India roll dice for 1 Anti-Air, 3 Colonial-Infantrys and 1 Infantry in Sind, round 3 : 1/5 hits, 0.90 expected hits
                              Iran roll dice for 1 Artillery and 1 Infantry in Sind, round 3 : 1/2 hits, 0.60 expected hits
                              1 Infantry owned by the Iran and 1 Anti-Air owned by the British-India lost in Sind
                              British-India roll dice for 3 Colonial-Infantrys and 1 Infantry in Sind, round 4 : 2/4 hits, 0.80 expected hits
                              Iran roll dice for 1 Artillery in Sind, round 4 : 0/1 hits, 0.30 expected hits
                              1 Artillery owned by the Iran lost in Sind
                          British-India takes Sind from Iran
                          British-India win
                          . Battle score for attacker is 22
                          Casualties for Iran: 1 Artillery and 2 Infantrys
                          Casualties for British-India: 1 Anti-Air
              
                  Non Combat Move - British-India
                      1 Fighter moved from Southern Thailand to Malaya
                      1 Infantry moved from Burma to Hanoi
                      1 Infantry moved from Bengal to Lower Burma
                      1 Colonial-Infantry moved from Bengal to Burma
                      1 Colonial-Infantry moved from Orissa to Bengal
              
                  Purchase Units - British-India
                      British-India buy 1 Anti-Air, 1 Colonial-Infantry, 1 Fighter and 2 Infantrys; Remaining resources: 8 Fuel; 3 Iron; 0 PUs; 0 CR; 
              
                  Place Units - British-India
                      1 Anti-Air, 1 Colonial-Infantry, 1 Fighter and 2 Infantrys placed in India
              
                  Turn Complete - British-India
                      British-India collect 38 PUs; end with 38 PUs
                      Units generate 3 SS; British-India end with 3 SS
                      Units generate 6 Fuel; British-India end with 14 Fuel
                      Units generate 6 CR; British-India end with 6 CR
                      Units generate 1 Iron; British-India end with 4 Iron
              

              Combat Hit Differential Summary :

              Iran : -0.80
              British-India : -0.40
              Thailand : 1.30
              

              Savegame

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              1 Reply Last reply Reply Quote 0
              • Black_ElkB Offline
                Black_Elk @redrum
                last edited by Black_Elk

                @redrum said in Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies):

                And Russia should have less 2 move units that can quickly attack round 2/3. I think the India navy should be a bit stronger or just remove some of the Middle East ships.

                I agree. I like that Russia has units in the backfield by Siberia, but I'm not sure how mobile they need to be. The way it is now, it only makes sense to send them to Aktobe to threaten the Middle East while still getting on Stalingrad. I suppose they might maybe move to Gorki to reinforce Moscow or Arch, but that seems rather less optimal. Anyhow, point being maybe it would be better if the Siberia forces were reworked. There are a lot of currently empty spaces in the Russian interior, where some of the infantry could be moved if they really need to get closer to the action right away, without it being like a mech tow situation. Although I like the idea of Russia having some choice about what to do with their forces in the interior (sending them west vs south vs east), right now the choice is probably a little too obvious.

                If the game is designed for Russia to absorb a big press from 3 directions (rather than crushing it in the Middle East immediately), it may actually make sense to force the Allied player into a more long-term defensive posture out of Siberia, perhaps with more slow moving units there rather than fast moving stuff.

                Or another option if you want to maintain some degree of mobility without it being too heavy on ground hitpoints would be to switch out the mech and mobile art units for a fighter or two, or a bomber or maybe both. That way there is still a strategic choice about which front to support with the air power, but fewer ground forces that can rush to sieze land in rounds 2/3.

                Another point in favor of fighters or a bomber is that you could maintain a fuel cost consideration, while still allowing some room for Russia to either support itself vs Germany or Japan or send air support to one of the smaller Allies in the area.

                Still a third option, if you want to keep a similar composition of forces, would be to just move the infantry out into a halo of territories around Siberia, while keeping the mech in Siberia itself, that way it takes another turn to start moving them in tandem.

                redrumR 1 Reply Last reply Reply Quote 0
                • redrumR Offline
                  redrum Admin
                  last edited by

                  TripleA Turn Summary: French-Colonies round 1

                  TripleA Turn Summary for game: Iron War, version: 0.2.7

                  Game History

                  Round: 1
                  
                      Combat Move - French-Colonies
                          1 Colonial-Infantry moved from French Guiana to Para
                          1 Colonial-Infantry and 1 Mech-Inf moved from Hanoi to French Indochina
                          1 Infantry moved from French India to India
                          1 Patrol-Boat moved from South China Sea Zone to East China Sea Zone
                          1 Destroyer moved from South China Sea Zone to Wake Island Sea Zone
                          1 Patrol-Boat moved from South China Sea Zone to Celebes Sea Zone
                          1 Cruiser moved from South China Sea Zone to Java Sea Zone
                  
                      Non Combat Move - French-Colonies
                  
                      Purchase Units - French-Colonies
                          French-Colonies buy 2 Colonial-Infantrys, 1 Fighter and 2 Infantrys; Remaining resources: 8 Fuel; 3 PUs; 0 CR; 
                  
                      Place Units - French-Colonies
                          2 Colonial-Infantrys, 1 Fighter and 2 Infantrys placed in French Indochina
                  
                      Turn Complete - French-Colonies
                          French-Colonies collect 37 PUs; end with 40 PUs
                          Units generate 7 Fuel; French-Colonies end with 15 Fuel
                          Units generate 1 Iron; French-Colonies end with 1 Iron
                          Units generate 5 CR; French-Colonies end with 5 CR
                  

                  Combat Hit Differential Summary :

                  Savegame

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                  1 Reply Last reply Reply Quote 0
                  • redrumR Offline
                    redrum Admin
                    last edited by

                    TripleA Turn Summary: ANZAC round 1

                    TripleA Turn Summary for game: Iron War, version: 0.2.7

                    Game History

                    Round: 1
                    
                        Combat Move - ANZAC
                            1 Artillery and 1 Infantry moved from Sydney to Sydney Sea Zone
                            1 Infantry moved from South Queensland to Sydney Sea Zone
                            1 Artillery, 1 Cruiser, 1 Destroyer, 2 Infantrys and 1 Transport moved from Sydney Sea Zone to Arafura Sea Zone
                            1 Artillery and 2 Infantrys moved from Arafura Sea Zone to Western New Guinea
                            1 Infantry moved from Papua New Guinea to Western New Guinea
                            1 Patrol-Boat moved from Sydney Sea Zone to Coral Sea Zone
                            1 Artillery and 1 Infantry moved from Kimberley-Pilbara to Darwin
                            1 Artillery and 1 Infantry moved from North Queensland to Darwin
                            1 Artillery moved from South Queensland to North Queensland
                            1 Artillery and 1 Infantry moved from Mid-West-Gascoyne to Kimberley-Pilbara
                            1 Infantry moved from Goldfields-Esperance to Kimberley-Pilbara
                            1 Infantry moved from South Australia to Alice Springs
                            1 Infantry moved from Melbourne to South Australia
                            1 Light-Tank moved from Sydney to South Australia
                            1 Fighter moved from South Island to North Queensland
                    
                        Non Combat Move - ANZAC
                    
                        Aid the KNIL - ANZAC
                            ANZAC spend 10 PUs on User Action: Action 1 KNIL receives financial support
                            Action 1 KNIL receives financial support activates a trigger called: Trigger KNIL receives financial support
                            Trigger KNIL receives financial support: KNIL met a national objective for an additional 10 PUs; end with 30 PUs
                            Action 1 KNIL receives financial support activates a trigger called: Trigger KNIL receives financial support-2
                    
                        Purchase Units - ANZAC
                            ANZAC buy 1 Factory; Remaining resources: 10 Fuel; 2 Iron; 5 PUs; 
                    
                        Place Units - ANZAC
                            1 Factory placed in Darwin
                    
                        Turn Complete - ANZAC
                            ANZAC collect 43 PUs; end with 48 PUs
                            Units generate 9 Fuel; ANZAC end with 19 Fuel
                            Units generate 2 Iron; ANZAC end with 4 Iron
                    

                    Combat Hit Differential Summary :

                    Savegame

                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                    1 Reply Last reply Reply Quote 0
                    • redrumR Offline
                      redrum Admin
                      last edited by

                      TripleA Turn Summary: KNIL round 1

                      TripleA Turn Summary for game: Iron War, version: 0.2.7

                      Game History

                      Round: 1
                      
                          Combat Move - KNIL
                              1 Colonial-Infantry moved from Dutch Guiana to French Guiana
                              1 Dive-Bomber moved from Sumatra to Indian Coast Sea Zone
                              1 Transport moved from Celebes Sea Zone to Java Sea Zone
                              1 Colonial-Infantry moved from Ambon to Java Sea Zone
                              1 Colonial-Infantry moved from Flores to Java Sea Zone
                              1 Colonial-Infantry moved from Sumbawa to Java Sea Zone
                              3 Colonial-Infantrys and 1 Transport moved from Java Sea Zone to Sumatra Sea Zone
                              3 Colonial-Infantrys moved from Sumatra Sea Zone to Sumatra
                              1 Cruiser moved from Celebes Sea Zone to Sumatra Sea Zone
                              1 Patrol-Boat moved from Celebes Sea Zone to Java Sea Zone
                      
                          Combat - KNIL
                              Battle in Indian Coast Sea Zone
                                  KNIL attack with 1 Dive-Bomber
                                  Iran defend with 1 Patrol-Boat
                                      dive bombing fire in Indian Coast Sea Zone : 0/1 hits, 0.10 expected hits
                                      KNIL roll dice for 1 Dive-Bomber in Indian Coast Sea Zone, round 2 : 1/1 hits, 0.60 expected hits
                                      Iran roll dice for 1 Patrol-Boat in Indian Coast Sea Zone, round 2 : 0/1 hits, 0.20 expected hits
                                  1 Patrol-Boat owned by the Iran lost in Indian Coast Sea Zone
                                  KNIL win with 1 Dive-Bomber remaining. Battle score for attacker is 13
                                  Casualties for Iran: 1 Patrol-Boat
                      
                          Non Combat Move - KNIL
                              1 Dive-Bomber moved from Indian Coast Sea Zone to Sumatra
                      
                          Aid the ANZAC - KNIL
                              KNIL spend 1 Iron on User Action: Action ANZAC receives iron from KNIL
                              Action ANZAC receives iron from KNIL activates a trigger called: Trigger ANZAC receives iron from KNIL
                              Trigger ANZAC receives iron from KNIL: ANZAC met a national objective for an additional 1 Iron; end with 5 Iron
                              Action ANZAC receives iron from KNIL activates a trigger called: Trigger ANZAC receives iron from KNIL-2
                      
                          Purchase Units - KNIL
                              KNIL buy 1 Colonial-Infantry and 2 Infantrys; Remaining resources: 3 Fuel; 1 Iron; 4 PUs; 0 CR; 
                      
                          Place Units - KNIL
                              1 Colonial-Infantry and 2 Infantrys placed in Sumatra
                      
                          Turn Complete - KNIL
                              KNIL collect 28 PUs; end with 32 PUs
                              Units generate 5 Fuel; KNIL end with 8 Fuel
                              Units generate 6 CR; KNIL end with 6 CR
                              Units generate 2 Iron; KNIL end with 3 Iron
                      

                      Combat Hit Differential Summary :

                      Iran : -0.20
                      KNIL : 0.40
                      dive bombing fire in Indian Coast Sea Zone : : -0.10
                      

                      Savegame

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                      1 Reply Last reply Reply Quote 0
                      • redrumR Offline
                        redrum Admin @Black_Elk
                        last edited by

                        @Black_Elk Yeah, my thought is just have more infantry/artillery and less 2 move units. Generally Russia at the start of the war had lots of cheap and poorly equipped units. It feels weird and is hard to balance when they are given lots of 2 move advanced units in Siberia and in eastern Russia.

                        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                        1 Reply Last reply Reply Quote 0
                        • Black_ElkB Offline
                          Black_Elk
                          last edited by

                          TripleA Move Summary: Japan round 1

                          TripleA Move Summary for game: Iron War, version: 0.2.7

                          Game History

                          Round: 1
                          
                              Combat Move - Japan
                                  1 Artillery moved from Tsitsihar to Hailar
                                  1 Infantry moved from Hsinking to Vladivostok
                                  1 Infantry moved from Korea to Vladivostok
                                  1 Artillery and 1 Infantry moved from Jehol to Hailar
                                  1 Artillery and 1 Mech-Inf moved from Hsinking to Hailar
                                  1 Infantry and 1 Mech-Inf moved from Ryojun to Hailar
                                  1 Light-Tank and 1 SP-Artillery moved from Ryojun to Hailar
                                  1 Light-Tank moved from Peking to Hailar
                                  1 Artillery and 1 Infantry moved from Peking to Lanchow
                                  1 Artillery and 1 Infantry moved from Canton to Hanoi
                                  1 Infantry moved from Canton to Burma Road
                                  1 Infantry moved from Canton to Burma Road
                                  1 Infantry moved from Canton to Burma Road
                                  1 Infantry moved from Amoy to Changsha
                                  2 Infantrys moved from Shanghai to Changsha
                                  1 Artillery and 1 Infantry moved from Hokkaido to Japan Sea Zone
                                  1 Light-Tank moved from Japan to Japan Sea Zone
                                  3 Artillerys and 10 Infantrys moved from Japan to Japan Sea Zone
                                  1 Submarine moved from Japan Sea Zone to East China Sea Zone
                                  3 Infantrys moved from Truk to Truk Lagoon Sea Zone
                                  3 Infantrys and 1 Transport moved from Truk Lagoon Sea Zone to Philippines Sea Zone
                                  3 Infantrys moved from Philippines Sea Zone to Philippines
                                  1 Bomber moved from Japan to Philippines
                                  1 Battleship, 1 Cruiser, 1 Destroyer and 1 Submarine moved from Truk Lagoon Sea Zone to Arafura Sea Zone
                                  1 Cruiser moved from Truk Lagoon Sea Zone to Arafura Sea Zone
                                  1 Submarine moved from Truk Lagoon Sea Zone to Arafura Sea Zone
                                  1 Fighter moved from Truk to Wake Island Sea Zone
                                  1 Cruiser and 1 Destroyer moved from Japan Sea Zone to Shelikhov Gulf Sea Zone
                                  1 Fighter moved from Japan Sea Zone to Vladivostok
                                  1 Infantry and 1 Mech-Inf moved from Amoy to Hanoi
                                  1 Fighter moved from Japan Sea Zone to East China Sea Zone
                                  1 Destroyer moved from Japan Sea Zone to East China Sea Zone
                                  1 Destroyer moved from Japan Sea Zone to Shelikhov Gulf Sea Zone
                                  1 Infantry moved from Peking to Changsha
                                  1 Infantry moved from Peking to Changsha
                                  1 Light-Tank moved from Shanghai to Changsha
                                  1 Fighter moved from Japan Sea Zone to Lanchow
                                  1 Infantry moved from Peking to Changsha
                                  1 Anti-Air moved from Japan to Japan Sea Zone
                          

                          Savegame

                          1 Reply Last reply Reply Quote 0
                          • Black_ElkB Offline
                            Black_Elk
                            last edited by Black_Elk

                            Was thinking to try something like that... Throwing good money after bad at this point cause the European Axis are all jacked up, Japan's gotta do something bold. We'll be pinning some hopes here on a decent strafe in Hailar and a fair showing everywhere else hehe. Any OOL stuff you spy that you want me to take into account?

                            About the starting Russian forces I think the same, though I do really prefer a game where Russia has a way to get out ahead of things, instead of just being beat down constantly like in every other A&A game haha. I wouldn't mind a tank or two for Zhukov to roll, or some fighters to keep things interesting in the backfield, but being able to tow the whole mobile force around that deep with such a quickness is pretty deadly. I don't know what's best really. I do like this spread you forced though between Hailar and Khabarovsk. Definitely gives the Japanese army pause

                            redrumR 1 Reply Last reply Reply Quote 0
                            • redrumR Offline
                              redrum Admin @Black_Elk
                              last edited by

                              @Black_Elk Should just be max defense across the board.

                              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                              1 Reply Last reply Reply Quote 0
                              • Black_ElkB Offline
                                Black_Elk
                                last edited by

                                TripleA Turn Summary: Japan round 1

                                TripleA Turn Summary for game: Iron War, version: 0.2.7

                                Game History

                                Round: 1
                                
                                    Combat Move - Japan
                                        1 Artillery moved from Tsitsihar to Hailar
                                        1 Infantry moved from Hsinking to Vladivostok
                                        1 Infantry moved from Korea to Vladivostok
                                        1 Artillery and 1 Infantry moved from Jehol to Hailar
                                        1 Artillery and 1 Mech-Inf moved from Hsinking to Hailar
                                        1 Infantry and 1 Mech-Inf moved from Ryojun to Hailar
                                        1 Light-Tank and 1 SP-Artillery moved from Ryojun to Hailar
                                        1 Light-Tank moved from Peking to Hailar
                                        1 Artillery and 1 Infantry moved from Peking to Lanchow
                                        1 Artillery and 1 Infantry moved from Canton to Hanoi
                                        1 Infantry moved from Canton to Burma Road
                                        1 Infantry moved from Canton to Burma Road
                                        1 Infantry moved from Canton to Burma Road
                                        1 Infantry moved from Amoy to Changsha
                                        2 Infantrys moved from Shanghai to Changsha
                                        1 Artillery and 1 Infantry moved from Hokkaido to Japan Sea Zone
                                        1 Light-Tank moved from Japan to Japan Sea Zone
                                        3 Artillerys and 10 Infantrys moved from Japan to Japan Sea Zone
                                        1 Submarine moved from Japan Sea Zone to East China Sea Zone
                                        3 Infantrys moved from Truk to Truk Lagoon Sea Zone
                                        3 Infantrys and 1 Transport moved from Truk Lagoon Sea Zone to Philippines Sea Zone
                                        3 Infantrys moved from Philippines Sea Zone to Philippines
                                        1 Bomber moved from Japan to Philippines
                                        1 Battleship, 1 Cruiser, 1 Destroyer and 1 Submarine moved from Truk Lagoon Sea Zone to Arafura Sea Zone
                                        1 Cruiser moved from Truk Lagoon Sea Zone to Arafura Sea Zone
                                        1 Submarine moved from Truk Lagoon Sea Zone to Arafura Sea Zone
                                        1 Fighter moved from Truk to Wake Island Sea Zone
                                        1 Cruiser and 1 Destroyer moved from Japan Sea Zone to Shelikhov Gulf Sea Zone
                                        1 Fighter moved from Japan Sea Zone to Vladivostok
                                        1 Infantry and 1 Mech-Inf moved from Amoy to Hanoi
                                        1 Fighter moved from Japan Sea Zone to East China Sea Zone
                                        1 Destroyer moved from Japan Sea Zone to East China Sea Zone
                                        1 Destroyer moved from Japan Sea Zone to Shelikhov Gulf Sea Zone
                                        1 Infantry moved from Peking to Changsha
                                        1 Infantry moved from Peking to Changsha
                                        1 Light-Tank moved from Shanghai to Changsha
                                        1 Fighter moved from Japan Sea Zone to Lanchow
                                        1 Infantry moved from Peking to Changsha
                                        1 Anti-Air moved from Japan to Japan Sea Zone
                                
                                    Combat - Japan
                                        Battle in East China Sea Zone
                                            Japan attack with 1 Destroyer, 1 Fighter and 1 Submarine
                                            French-Colonies defend with 1 Patrol-Boat
                                                Japan roll dice for 1 Submarine in East China Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
                                                Japan roll dice for 1 Destroyer and 1 Fighter in East China Sea Zone, round 2 : 1/2 hits, 0.80 expected hits
                                                French-Colonies roll dice for 1 Patrol-Boat in East China Sea Zone, round 2 : 0/1 hits, 0.20 expected hits
                                            1 Patrol-Boat owned by the French-Colonies lost in East China Sea Zone
                                            Japan win with 1 Destroyer, 1 Fighter and 1 Submarine remaining. Battle score for attacker is 13
                                            Casualties for French-Colonies: 1 Patrol-Boat
                                        Battle in Wake Island Sea Zone
                                            Japan attack with 1 Fighter
                                            French-Colonies defend with 1 Destroyer
                                                Japan roll dice for 1 Fighter in Wake Island Sea Zone, round 2 : 1/1 hits, 0.50 expected hits
                                                French-Colonies roll dice for 1 Destroyer in Wake Island Sea Zone, round 2 : 0/1 hits, 0.30 expected hits
                                                1 Destroyer owned by the French-Colonies lost in Wake Island Sea Zone
                                            Japan win with 1 Fighter remaining. Battle score for attacker is 16
                                            Casualties for French-Colonies: 1 Destroyer
                                        Battle in Philippines
                                            Japan attack with 1 Bomber and 3 Infantrys
                                            USA defend with 1 Flag and 3 Infantrys
                                                Japan roll dice for 1 Bomber and 3 Infantrys in Philippines, round 2 : 1/4 hits, 1.30 expected hits
                                                USA roll dice for 3 Infantrys in Philippines, round 2 : 2/3 hits, 0.90 expected hits
                                                2 Infantrys owned by the Japan and 1 Infantry owned by the USA lost in Philippines
                                                Japan roll dice for 1 Bomber and 1 Infantry in Philippines, round 3 : 2/2 hits, 0.90 expected hits
                                                USA roll dice for 2 Infantrys in Philippines, round 3 : 1/2 hits, 0.60 expected hits
                                                2 Infantrys owned by the USA and 1 Bomber owned by the Japan lost in Philippines
                                            Japan win, taking Philippines from USA with 1 Infantry remaining. Battle score for attacker is -20
                                            Casualties for Japan: 1 Bomber and 2 Infantrys
                                            Casualties for USA: 3 Infantrys
                                        Battle in Hailar
                                            Japan attack with 3 Artillerys, 2 Infantrys, 2 Light-Tanks, 2 Mech-Infs and 1 SP-Artillery
                                            USSR defend with 1 Flag, 4 Infantrys, 1 Light-Tank and 2 Mech-Infs
                                                Japan roll dice for 3 Artillerys, 2 Infantrys, 2 Light-Tanks, 2 Mech-Infs and 1 SP-Artillery in Hailar, round 2 : 1/10 hits, 2.80 expected hits
                                                USSR roll dice for 4 Infantrys, 1 Light-Tank and 2 Mech-Infs in Hailar, round 2 : 2/7 hits, 2.20 expected hits
                                                1 Infantry owned by the USSR and 2 Artillerys owned by the Japan lost in Hailar
                                                Japan roll dice for 1 Artillery, 2 Infantrys, 2 Light-Tanks, 2 Mech-Infs and 1 SP-Artillery in Hailar, round 3 : 3/8 hits, 2.40 expected hits
                                                USSR roll dice for 3 Infantrys, 1 Light-Tank and 2 Mech-Infs in Hailar, round 3 : 2/6 hits, 1.90 expected hits
                                                3 Infantrys owned by the USSR and 2 Mech-Infs owned by the Japan lost in Hailar
                                            2 Infantrys owned by the Japan, 1 Artillery owned by the Japan, 1 SP-Artillery owned by the Japan and 2 Light-Tanks owned by the Japan retreated to Jehol
                                            USSR win with 1 Light-Tank and 2 Mech-Infs remaining. Battle score for attacker is -6
                                            Casualties for Japan: 2 Artillerys and 2 Mech-Infs
                                            Casualties for USSR: 4 Infantrys
                                        Battle in Vladivostok
                                            Japan attack with 1 Fighter and 2 Infantrys
                                            USSR defend with 1 Factory, 1 Flag and 1 Infantry
                                                Japan roll dice for 1 Fighter and 2 Infantrys in Vladivostok, round 2 : 2/3 hits, 0.90 expected hits
                                                USSR roll dice for 1 Infantry in Vladivostok, round 2 : 1/1 hits, 0.30 expected hits
                                                1 Infantry owned by the Japan and 1 Infantry owned by the USSR lost in Vladivostok
                                            Some non-combat units are destroyed: 
                                            Japan win, taking Vladivostok from USSR with 1 Fighter and 1 Infantry remaining. Battle score for attacker is 0
                                            Casualties for Japan: 1 Infantry
                                            Casualties for USSR: 1 Infantry
                                        Battle in Shelikhov Gulf Sea Zone
                                            Japan attack with 1 Cruiser and 2 Destroyers
                                            USSR defend with 1 Submarine
                                                Japan roll dice for 1 Cruiser and 2 Destroyers in Shelikhov Gulf Sea Zone, round 2 : 0/3 hits, 1.10 expected hits
                                                USSR roll dice for 1 Submarine in Shelikhov Gulf Sea Zone, round 2 : 0/1 hits, 0.30 expected hits
                                                Japan roll dice for 1 Cruiser and 2 Destroyers in Shelikhov Gulf Sea Zone, round 3 : 0/3 hits, 1.10 expected hits
                                                USSR roll dice for 1 Submarine in Shelikhov Gulf Sea Zone, round 3 : 0/1 hits, 0.30 expected hits
                                                Japan roll dice for 1 Cruiser and 2 Destroyers in Shelikhov Gulf Sea Zone, round 4 : 1/3 hits, 1.10 expected hits
                                                USSR roll dice for 1 Submarine in Shelikhov Gulf Sea Zone, round 4 : 0/1 hits, 0.30 expected hits
                                                1 Submarine owned by the USSR lost in Shelikhov Gulf Sea Zone
                                            Japan win with 1 Cruiser and 2 Destroyers remaining. Battle score for attacker is 25
                                            Casualties for USSR: 1 Submarine
                                        Battle in Lanchow
                                            Japan attack with 1 Artillery, 1 Fighter and 1 Infantry
                                            China defend with 1 Flag and 2 Infantrys
                                                Japan roll dice for 1 Artillery, 1 Fighter and 1 Infantry in Lanchow, round 2 : 2/3 hits, 1.00 expected hits
                                                China roll dice for 2 Infantrys in Lanchow, round 2 : 0/2 hits, 0.60 expected hits
                                                2 Infantrys owned by the China lost in Lanchow
                                            Japan win, taking Lanchow from China with 1 Artillery, 1 Fighter and 1 Infantry remaining. Battle score for attacker is 20
                                            Casualties for China: 2 Infantrys
                                        Battle in Hanoi
                                            Japan attack with 1 Artillery, 2 Infantrys and 1 Mech-Inf
                                            British-India defend with 1 Infantry; French-Colonies defend with 1 Colony, 1 Flag and 1 Fuel-Barrel
                                                Japan roll dice for 1 Artillery, 2 Infantrys and 1 Mech-Inf in Hanoi, round 2 : 1/4 hits, 0.90 expected hits
                                                French-Colonies roll dice for 1 Infantry in Hanoi, round 2 : 0/1 hits, 0.30 expected hits
                                                1 Infantry owned by the British-India lost in Hanoi
                                            Japan takes Hanoi from French-Colonies
                                            Japan win with 1 Artillery, 2 Infantrys and 1 Mech-Inf remaining. Battle score for attacker is 10
                                            Casualties for British-India: 1 Infantry
                                        Battle in Changsha
                                            Japan attack with 6 Infantrys and 1 Light-Tank
                                            China defend with 1 Flag, 2 Infantrys and 1 Iron-Ore
                                                Japan roll dice for 6 Infantrys and 1 Light-Tank in Changsha, round 2 : 2/7 hits, 1.70 expected hits
                                                China roll dice for 2 Infantrys in Changsha, round 2 : 0/2 hits, 0.60 expected hits
                                                2 Infantrys owned by the China lost in Changsha
                                            Japan win, taking Changsha from China with 6 Infantrys and 1 Light-Tank remaining. Battle score for attacker is 20
                                            Casualties for China: 2 Infantrys
                                        Battle in Burma Road
                                            Japan attack with 3 Infantrys
                                            China defend with 1 Flag and 2 Infantrys
                                                Japan roll dice for 3 Infantrys in Burma Road, round 2 : 0/3 hits, 0.60 expected hits
                                                China roll dice for 2 Infantrys in Burma Road, round 2 : 0/2 hits, 0.60 expected hits
                                                Japan roll dice for 3 Infantrys in Burma Road, round 3 : 1/3 hits, 0.60 expected hits
                                                China roll dice for 2 Infantrys in Burma Road, round 3 : 0/2 hits, 0.60 expected hits
                                                1 Infantry owned by the China lost in Burma Road
                                                Japan roll dice for 3 Infantrys in Burma Road, round 4 : 0/3 hits, 0.60 expected hits
                                                China roll dice for 1 Infantry in Burma Road, round 4 : 1/1 hits, 0.30 expected hits
                                                1 Infantry owned by the Japan lost in Burma Road
                                                Japan roll dice for 2 Infantrys in Burma Road, round 5 : 0/2 hits, 0.40 expected hits
                                                China roll dice for 1 Infantry in Burma Road, round 5 : 1/1 hits, 0.30 expected hits
                                                1 Infantry owned by the Japan lost in Burma Road
                                                Japan roll dice for 1 Infantry in Burma Road, round 6 : 0/1 hits, 0.20 expected hits
                                                China roll dice for 1 Infantry in Burma Road, round 6 : 0/1 hits, 0.30 expected hits
                                                Japan roll dice for 1 Infantry in Burma Road, round 7 : 0/1 hits, 0.20 expected hits
                                                China roll dice for 1 Infantry in Burma Road, round 7 : 0/1 hits, 0.30 expected hits
                                                Japan roll dice for 1 Infantry in Burma Road, round 8 : 0/1 hits, 0.20 expected hits
                                                China roll dice for 1 Infantry in Burma Road, round 8 : 0/1 hits, 0.30 expected hits
                                                Japan roll dice for 1 Infantry in Burma Road, round 9 : 0/1 hits, 0.20 expected hits
                                                China roll dice for 1 Infantry in Burma Road, round 9 : 1/1 hits, 0.30 expected hits
                                                1 Infantry owned by the Japan lost in Burma Road
                                            China win with 1 Infantry remaining. Battle score for attacker is -20
                                            Casualties for China: 1 Infantry
                                            Casualties for Japan: 3 Infantrys
                                        Battle in Arafura Sea Zone
                                            Japan attack with 1 Battleship, 2 Cruisers, 1 Destroyer and 2 Submarines
                                            ANZAC defend with 1 Cruiser, 1 Destroyer and 1 Transport
                                                Japan roll dice for 2 Submarines in Arafura Sea Zone, round 2 : 2/2 hits, 1.00 expected hits
                                                Japan roll dice for 1 Battleship, 2 Cruisers and 1 Destroyer in Arafura Sea Zone, round 2 : 0/4 hits, 1.90 expected hits
                                                ANZAC roll dice for 1 Cruiser, 1 Destroyer and 1 Transport in Arafura Sea Zone, round 2 : 0/3 hits, 0.90 expected hits
                                                1 Transport owned by the ANZAC and 1 Destroyer owned by the ANZAC lost in Arafura Sea Zone
                                                Japan roll dice for 2 Submarines in Arafura Sea Zone, round 3 : 2/2 hits, 1.00 expected hits
                                                1 Cruiser owned by the ANZAC lost in Arafura Sea Zone
                                            Japan win with 1 Battleship, 2 Cruisers, 1 Destroyer and 2 Submarines remaining. Battle score for attacker is 56
                                            Casualties for ANZAC: 1 Cruiser, 1 Destroyer and 1 Transport
                                
                                    Non Combat Move - Japan
                                        1 Cruiser moved from Japan Sea Zone to Philippines Sea Zone
                                        1 Fighter moved from Vladivostok to Jehol
                                        1 Fighter moved from Lanchow to Jehol
                                        5 Infantrys moved from Ryojun to Jehol
                                        1 Fighter moved from East China Sea Zone to Jehol
                                        1 Anti-Air, 4 Artillerys, 1 Battleship, 1 Carrier, 1 Cruiser, 1 Destroyer, 11 Infantrys, 1 Light-Tank and 6 Transports moved from Japan Sea Zone to South China Sea Zone
                                        1 Anti-Air, 4 Artillerys, 11 Infantrys and 1 Light-Tank moved from South China Sea Zone to Hanoi
                                        1 Fighter moved from Wake Island Sea Zone to South China Sea Zone
                                
                                    Purchase Units - Japan
                                        Trigger Japanese Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Japan
                                        Japan buy 3 Infantrys, 2 Mech-Infs and 1 Medium-Tank; Remaining resources: 21 Fuel; 1 Iron; 0 PUs; 
                                
                                    Place Units - Japan
                                        2 Infantrys, 2 Mech-Infs and 1 Medium-Tank placed in Ryojun
                                        1 Infantry placed in Japan
                                        1 Submarine placed in Japanese East Coast Sea Zone
                                
                                    Turn Complete - Japan
                                        Japan collect 103 PUs; end with 103 PUs
                                        Units generate 39 Fuel; Japan end with 60 Fuel
                                        Units generate 3 Iron; Japan end with 4 Iron
                                        Units generate 1 CR; Japan end with 1 CR
                                

                                Combat Hit Differential Summary :

                                USA : 1.50
                                Japan : -1.90
                                China : -1.20
                                ANZAC : -0.90
                                USSR : -0.30
                                French-Colonies : -0.80
                                

                                Savegame

                                1 Reply Last reply Reply Quote 0
                                • Black_ElkB Offline
                                  Black_Elk
                                  last edited by

                                  TripleA Turn Summary: Thailand round 1

                                  TripleA Turn Summary for game: Iron War, version: 0.2.7

                                  Game History

                                  Round: 1
                                  
                                      Combat Move - Thailand
                                          1 Light-Tank moved from Thailand to Malaya
                                          1 Artillery moved from Southern Thailand to Malaya
                                          1 Fighter moved from Thailand to Malaya
                                          1 Patrol-Boat moved from Gulf of Thailand Sea Zone to Celebes Sea Zone
                                          1 Cruiser, 1 Destroyer and 1 Patrol-Boat moved from Gulf of Thailand Sea Zone to Java Sea Zone
                                  
                                      Combat - Thailand
                                          Battle in Celebes Sea Zone
                                              Thailand attack with 1 Patrol-Boat
                                              French-Colonies defend with 1 Patrol-Boat
                                                  Thailand roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 2 : 0/1 hits, 0.30 expected hits
                                                  French-Colonies roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 2 : 0/1 hits, 0.20 expected hits
                                                  Thailand roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 3 : 1/1 hits, 0.30 expected hits
                                                  French-Colonies roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 3 : 0/1 hits, 0.20 expected hits
                                              1 Patrol-Boat owned by the French-Colonies lost in Celebes Sea Zone
                                              Thailand win with 1 Patrol-Boat remaining. Battle score for attacker is 13
                                              Casualties for French-Colonies: 1 Patrol-Boat
                                          Battle in Java Sea Zone
                                              Thailand attack with 1 Cruiser, 1 Destroyer and 1 Patrol-Boat
                                              KNIL defend with 1 Patrol-Boat; French-Colonies defend with 1 Cruiser
                                                  Thailand roll dice for 1 Cruiser, 1 Destroyer and 1 Patrol-Boat in Java Sea Zone, round 2 : 2/3 hits, 1.10 expected hits
                                                  French-Colonies roll dice for 1 Cruiser and 1 Patrol-Boat in Java Sea Zone, round 2 : 1/2 hits, 0.70 expected hits
                                                  1 Cruiser owned by the French-Colonies, 1 Patrol-Boat owned by the KNIL and 1 Patrol-Boat owned by the Thailand lost in Java Sea Zone
                                              Thailand win with 1 Cruiser and 1 Destroyer remaining. Battle score for attacker is 20
                                              Casualties for Thailand: 1 Patrol-Boat
                                              Casualties for French-Colonies: 1 Cruiser
                                              Casualties for KNIL: 1 Patrol-Boat
                                          Battle in Malaya
                                              Thailand attack with 1 Artillery, 1 Fighter and 1 Light-Tank
                                              British-India defend with 1 Fighter, 1 Flag and 1 SS-Potential
                                                  Thailand roll dice for 1 Artillery, 1 Fighter and 1 Light-Tank in Malaya, round 2 : 1/3 hits, 1.20 expected hits
                                                  British-India roll dice for 1 Fighter in Malaya, round 2 : 1/1 hits, 0.60 expected hits
                                                  1 Fighter owned by the British-India and 1 Artillery owned by the Thailand lost in Malaya
                                              Thailand takes Malaya from British-India
                                              Thailand win with 1 Fighter and 1 Light-Tank remaining. Battle score for attacker is 9
                                              Casualties for Thailand: 1 Artillery
                                              Casualties for British-India: 1 Fighter
                                  
                                      Non Combat Move - Thailand
                                          1 Fighter moved from Malaya to Thailand
                                  
                                      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 5 Iron
                                          Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand-2
                                  
                                      Purchase Units - Thailand
                                          Thailand buy 3 Infantrys; Remaining resources: 2 Fuel; 1 Iron; 0 PUs; 
                                  
                                      Place Units - Thailand
                                          3 Infantrys placed in Thailand
                                  
                                      Turn Complete - Thailand
                                          Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Thailand in Malaya
                                          Trigger The SS is now recruiting from Malaya: Germany has 1 SS-Potential placed in Malaya
                                          Thailand collect 13 PUs; end with 13 PUs
                                          Units generate 1 Iron; Thailand end with 2 Iron
                                          Units generate 3 Fuel; Thailand end with 5 Fuel
                                  

                                  Combat Hit Differential Summary :

                                  British-India : 0.40
                                  Thailand : 1.10
                                  French-Colonies : -0.10
                                  

                                  Savegame

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                                  • Black_ElkB Offline
                                    Black_Elk
                                    last edited by Black_Elk

                                    Well least it wasn'ta complete disaster like the last two blocks lol. Hit a few snags, but nothing totally deal breaking.

                                    USA is up

                                    redrumR 1 Reply Last reply Reply Quote 0
                                    • redrumR Offline
                                      redrum Admin
                                      last edited by

                                      TripleA Move Summary: USA round 1

                                      TripleA Move Summary for game: Iron War, version: 0.2.7

                                      Game History

                                      Round: 1
                                      
                                          Combat Move - USA
                                              2 Fighters moved from Hawaiian Sea Zone to Philippines Sea Zone
                                      

                                      Savegame

                                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                      1 Reply Last reply Reply Quote 0
                                      • redrumR Offline
                                        redrum Admin @Black_Elk
                                        last edited by

                                        @Black_Elk Need OOL for Philippines SZ.

                                        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                                        • FrostionF Offline
                                          Frostion Admin
                                          last edited by Frostion

                                          @redrum @Black_Elk USSR could have their starting center-map mobile strike forces altered, so that their response to Axis moves or their abilliy to strike Iran is obstructed a bit.
                                          (A nerf like this could maybe be accompanied be a removal of one of the many Japanese transports?)

                                          But it must not be because players feel Iran /Iraq are to week to defend themselves. Those two nations should fall if Axis do not feel the need to help them out with PUs or perhaps air reinforcements and also letting the minors build better units like tank hunters with their iron if they are threatened by a lot of vehicles. As I see it, the Axis have the choice of letting minors survive or fall. Or at least survive as long as possible, forcing Allies to spread out their focus while the big Axis could slowly gain ground.

                                          I don't see a need for any minor nations to get their territories get further PU boosts. This would would ruin a Axis chances to win if the player's strategy chosen was letting the minors fend for themselves, milking them and focus on the three big Axis. Which should also be a viable player strategy. In Iron War I would like to keep the current minors as minors, and let them be at the mercy of their bigger Allies and how they chose to act.

                                          If the Axis sees it economically impossible to help out the minors, and if if would not screw up overall map balance, the answer could be boosting territories like Germany a bit with more PUs. The same goes for USA and their relation to minors and allies, like China. Meaning no PU boosting territories in danger of falling as it could just help out the other side.

                                          I hope you guys will do a rematch at some point. I fear that the two big catastrophic starting battles and Axis losses will impact the war years to come. 🤔

                                          Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                                          redrumR 1 Reply Last reply Reply Quote 1
                                          • redrumR Offline
                                            redrum Admin @Frostion
                                            last edited by

                                            @Frostion Some good points. I think the main thing is slowing down Iran/Iraq falling as round 2/3 is too fast for Axis to do anything to help them. If it is happening round 5/6 and the Axis didn't do anything to help them then I'm ok with that. I still think they should just be combined to streamline the game play there.

                                            And yeah this will be a tough game for the Axis after G1. The Ukraine battle is unlucky but a reasonable outcome when playing dice. The big problem was the Med battle as Italy now has no Med fleet and is gonna struggle. I think there needs to be some adjustments to the Med starting fleets to avoid so much randomness in the opening battles by either strengthening or weakening Germany's fleet there.

                                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                            1 Reply Last reply Reply Quote 1

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