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

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    • 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

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      • 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

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        • 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

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            • 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

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              • 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

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                    • 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
                          • Black_ElkB Offline
                            Black_Elk
                            last edited by Black_Elk

                            Max defense is cool with me for the naval fight. Sorry was doing the Thanksgiving bit over here. Will check back tomorrow

                            Best

                            ps. for the Iran/Iraq thing I see the point you're making. I think the issue right now might be the production limits on Iran itself. Since even if aid is sent they can still only produce the 5 hitpoints. Maybe more significant is the fact that the German player probably feels pressure to spend every last dime on G1. Next time we play I will use the aid phase to see what can be done to prop up the middle east.

                            I guess if the Italian Indian ocean transport survives Iran can be reinforced a further 3 hitpoints (mine got taken out this game, so wasn't an option) but the Italian fighters can only reach Iraq. Will look over it more when I get home. I guess if Italy and Germany both send aid you could drop a third fighter. I think if I remember Iran tops out at like 25 hitpoints if everything in range is moved to Iran, but that requires ferrying 3 Italians over and leaving Iraq with just what the Iraqis can build (and whatever the rest of the Axis can fly in).

                            Maybe 23 hitpoints in Iran is enough if one of them is a third fighter, and if Iraq can hold vs a British-Colonies press? I guess German starting aircraft can get to Iran if they are landed in Balkans on G1 (might require a flyby of the Russian cruiser, if Balkans can't kill that).

                            If everything Iraq starts with goes to Iran, and max aid from Germany/Italy to both Iraq/Iran, that'd leave Iraq with 5 inf, 2 Italian fighters.

                            Potentially Iran could have...

                            14 Inf, 2 aaguns, 2 art, 3 light tanks, 1 medium tank, 5 fighters and a bomber before the Russians come up in the second round (assuming max aid and if every German/Italian/Iraqi unit that can reach is sent to defend the Iranian factory.)

                            Big commitment, but I guess that'd be enough to get them producing into the 3rd round. Obviously not for the current game, since I'm barely holding onto a heartbeat, but maybe it works if team Axis is determined from the get go.

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                            • redrumR Offline
                              redrum Admin
                              last edited by

                              TripleA Turn Summary: USA round 1

                              TripleA Turn 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
                              
                                  Combat - USA
                                      Battle in Philippines Sea Zone
                                          USA attack with 2 Fighters
                                          Japan defend with 1 Cruiser and 1 Transport
                                              AA fire in Philippines Sea Zone : 0/1 hits, 0.10 expected hits
                                              USA roll dice for 2 Fighters in Philippines Sea Zone, round 2 : 1/2 hits, 1.00 expected hits
                                              Japan roll dice for 1 Cruiser and 1 Transport in Philippines Sea Zone, round 2 : 0/2 hits, 0.60 expected hits
                                              1 Transport owned by the Japan lost in Philippines Sea Zone
                                              AA fire in Philippines Sea Zone : 0/1 hits, 0.10 expected hits
                                              USA roll dice for 2 Fighters in Philippines Sea Zone, round 3 : 1/2 hits, 1.00 expected hits
                                              Japan roll dice for 1 Cruiser in Philippines Sea Zone, round 3 : 1/1 hits, 0.50 expected hits
                                              1 Cruiser owned by the Japan and 1 Fighter owned by the USA lost in Philippines Sea Zone
                                          USA win with 1 Fighter remaining. Battle score for attacker is 20
                                          Casualties for Japan: 1 Cruiser and 1 Transport
                                          Casualties for USA: 1 Fighter
                              
                                  Non Combat Move - USA
                                      1 Fighter moved from Philippines Sea Zone to Guam
                                      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 North Atlantic 4 Sea Zone
                                      2 Fighters moved from Norfolk Sea Zone to Gibraltar
                                      1 Battleship, 1 Carrier, 1 Destroyer and 1 Submarine moved from Norfolk Sea Zone to North Atlantic 6 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 moved from Texas to USA Central
                                      1 Infantry moved from Southern Alaska to British Columbia
                                      1 Infantry moved from USA Northwest to Great Plains
                                      1 Infantry moved from Panama Canal to Central America
                              
                                  Lend-Lease aid - USA
                                      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 163 PUs
                                      Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support-2
                                      USA spend 10 PUs on User Action: Action 3 China receives financial support
                                      Action 3 China receives financial support activates a trigger called: Trigger China receives financial support
                                      Trigger China receives financial support: China met a national objective for an additional 10 PUs; end with 40 PUs
                                      Action 3 China receives financial support activates a trigger called: Trigger China receives financial support-2
                                      USA spend 10 Fuel on User Action: Action 4 China receives fuel support
                                      Action 4 China receives fuel support activates a trigger called: Trigger China receives fuel support
                                      Trigger China receives fuel support: China met a national objective for an additional 10 Fuel; end with 15 Fuel
                                      Action 4 China receives fuel support activates a trigger called: Trigger China receives fuel support-2
                                      USA spend 25 Fuel on User Action: Action B9 Britain receives fuel support
                                      Action B9 Britain receives fuel support activates a trigger called: Trigger Britain receives fuel support
                                      Trigger Britain receives fuel support: Britain met a national objective for an additional 25 Fuel; end with 50 Fuel
                                      Action B9 Britain receives fuel support activates a trigger called: Trigger Britain receives fuel support-2
                              
                                  Purchase Units - USA
                                      USA buy 1 Dive-Bomber and 2 Transports; Remaining resources: 15 Fuel; 2 Iron; 10 PUs; 
                              
                                  Place Units - USA
                                      1 Dive-Bomber and 1 Transport placed in Hawaiian Sea Zone
                                      1 Transport placed in San Diego Sea Zone
                              
                                  Turn Complete - USA
                                      USA collect 98 PUs; end with 108 PUs
                                      Units generate 48 Fuel; USA end with 63 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 : -0.10
                              AA fire in Philippines Sea Zone : : -0.20
                              

                              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: China round 1

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

                                Game History

                                Round: 1
                                
                                    Combat Move - China
                                        1 Fighter moved from Chungking to Lanchow
                                        1 Infantry moved from Burma Road to Canton
                                              China take Canton from Japan
                                        1 Infantry and 1 Mech-Inf moved from Urimchi to Lanchow
                                        1 Infantry moved from Qinghai to Lanchow
                                        1 Infantry moved from Qinghai to Lanchow
                                
                                    Combat - China
                                        Battle in Lanchow
                                            China attack with 1 Fighter, 3 Infantrys and 1 Mech-Inf
                                            Japan defend with 1 Artillery, 1 Flag and 1 Infantry
                                                China roll dice for 1 Fighter, 3 Infantrys and 1 Mech-Inf in Lanchow, round 2 : 2/5 hits, 1.30 expected hits
                                                Japan roll dice for 1 Artillery and 1 Infantry in Lanchow, round 2 : 0/2 hits, 0.60 expected hits
                                                1 Infantry owned by the Japan and 1 Artillery owned by the Japan lost in Lanchow
                                            China win, taking Lanchow from Japan with 1 Fighter, 3 Infantrys and 1 Mech-Inf remaining. Battle score for attacker is 21
                                            Casualties for Japan: 1 Artillery and 1 Infantry
                                
                                    Non Combat Move - China
                                        1 Fighter moved from Lanchow to Chungking
                                        1 Artillery and 1 Mech-Inf moved from Qinghai to Chungking
                                        5 Infantrys moved from Urimchi 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 1 Anti-Air, 1 Artillery and 2 Infantrys; Remaining resources: 9 Fuel; 0 Iron; 0 PUs; 
                                
                                    Place Units - China
                                        1 Anti-Air, 1 Artillery and 2 Infantrys placed in Chungking
                                
                                    Turn Complete - China
                                        China collect 25 PUs; end with 25 PUs
                                        Units generate 5 Fuel; China end with 14 Fuel
                                        Units generate 1 Iron; China end with 1 Iron
                                

                                Combat Hit Differential Summary :

                                China : 0.70
                                Japan : -0.60
                                

                                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: Brazil round 1

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

                                  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, 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
                                          1 Cruiser moved from Rio de Janeiro Sea Zone to South Atlantic 12 Sea Zone
                                  
                                      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 1 Anti-Air, 1 Artillery and 1 Infantry; Remaining resources: 1 Fuel; 0 Iron; 0 PUs; 
                                  
                                      Place Units - Brazil
                                          1 Anti-Air, 1 Artillery and 1 Infantry 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 1 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
                                  • Black_ElkB Offline
                                    Black_Elk
                                    last edited by

                                    TripleA Turn Summary: Germany round 2

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

                                    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." - ....
                                            1 Artillery and 3 Infantrys moved from Normandy to North Sea Zone
                                            1 Artillery and 4 Infantrys moved from Benelux to North Sea Zone
                                            1 Artillery and 2 Infantrys moved from Denmark to Baltic Sea Zone
                                            1 Infantry and 1 SS-Infantry moved from Berlin to Baltic Sea Zone
                                            1 Infantry moved from Sweden to Baltic Sea Zone
                                            1 Artillery, 4 Infantrys and 1 SS-Infantry moved from Baltic Sea Zone to Baltic States
                                            2 Artillerys, 1 Battleship, 1 Cruiser, 1 Destroyer, 7 Infantrys, 1 Patrol-Boat, 2 Submarines and 3 Transports moved from North Sea Zone to Baltic Sea Zone
                                            2 Artillerys and 7 Infantrys moved from Baltic Sea Zone to Baltic States
                                            1 Light-Tank moved from Western Ukraine to Baltic States
                                            1 Infantry moved from East Prussia to Byelorussia
                                            2 Fighters moved from East Prussia to Byelorussia
                                            9 Infantrys and 1 SS-Infantry moved from East Prussia to Baltic States
                                            4 Infantrys moved from Hungary to East Prussia
                                            1 Light-Tank moved from Denmark to Berlin
                                            1 Light-Tank moved from France to Berlin
                                            1 Medium-Tank moved from Normandy to West Germany
                                    
                                        Combat - Germany
                                            Battle in Byelorussia
                                                Germany attack with 2 Fighters and 1 Infantry
                                                USSR defend with 1 Flag, 1 Infantry and 1 SS-Potential
                                                    Germany roll dice for 2 Fighters and 1 Infantry in Byelorussia, round 2 : 0/3 hits, 1.20 expected hits
                                                    USSR roll dice for 1 Infantry in Byelorussia, round 2 : 0/1 hits, 0.30 expected hits
                                                    Germany roll dice for 2 Fighters and 1 Infantry in Byelorussia, round 3 : 1/3 hits, 1.20 expected hits
                                                    USSR roll dice for 1 Infantry in Byelorussia, round 3 : 1/1 hits, 0.30 expected hits
                                                    1 Infantry owned by the USSR and 1 Infantry owned by the Germany lost in Byelorussia
                                                Germany win with 2 Fighters remaining. Battle score for attacker is 0
                                                Casualties for Germany: 1 Infantry
                                                Casualties for USSR: 1 Infantry
                                            Battle in Baltic States
                                                Germany attack with 3 Artillerys, 20 Infantrys, 1 Light-Tank and 2 SS-Infantrys
                                                True-Neutral defend with 1 Artillery, 1 Flag, 1 Infantry and 1 SS-Potential
                                                    Germany roll dice for 1 Battleship in Baltic States, round 2 : 1/1 hits, 0.60 expected hits
                                                    1 Infantry owned by the True-Neutral lost in Baltic States
                                                    Germany roll dice for 3 Artillerys, 20 Infantrys, 1 Light-Tank and 2 SS-Infantrys in Baltic States, round 2 : 4/26 hits, 5.80 expected hits
                                                    True-Neutral roll dice for 1 Artillery in Baltic States, round 2 : 0/1 hits, 0.20 expected hits
                                                    1 Artillery owned by the True-Neutral lost in Baltic States
                                                Germany takes Baltic States from True-Neutral
                                                Germany win with 3 Artillerys, 20 Infantrys, 1 Light-Tank and 2 SS-Infantrys remaining. Battle score for attacker is 21
                                                Casualties for True-Neutral: 1 Artillery and 1 Infantry
                                    
                                        Non Combat Move - Germany
                                            2 Fighters moved from Byelorussia to East Prussia
                                    
                                        Purchase Units - Germany
                                            Trigger German Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Germany
                                            Germany buy 1 Artillery, 3 Infantrys, 3 Light-Tanks, 1 SP-Artillery and 1 SS-Infantry; Remaining resources: 0 SS; 53 Fuel; 0 Iron; 2 PUs; 
                                    
                                        Place Units - Germany
                                            1 Artillery, 3 Light-Tanks and 1 SP-Artillery placed in East Prussia
                                            1 Submarine placed in Baltic Sea Zone
                                            1 Infantry placed in West Germany
                                            1 Infantry placed in Berlin
                                            1 Infantry and 1 SS-Infantry placed in Berlin
                                            Germany undo move 5.
                                            1 Infantry and 1 SS-Infantry placed in West Germany
                                    
                                        Turn Complete - Germany
                                            Germany collect 114 PUs; end with 116 PUs
                                            Units generate 25 SS; Germany end with 25 SS
                                            Units generate 29 Fuel; Germany end with 82 Fuel
                                            Units generate 6 Iron; Germany end with 6 Iron
                                    

                                    Combat Hit Differential Summary :

                                    True-Neutral : -0.20
                                    USSR : 0.40
                                    Germany : -2.80
                                    

                                    Savegame

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                                    • Black_ElkB Offline
                                      Black_Elk
                                      last edited by

                                      TripleA Turn Summary: Balkan round 2

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

                                      Game History

                                      Round: 2
                                      
                                          Combat Move - Balkan
                                              1 Infantry moved from East Prussia to Baltic States
                                              1 Infantry moved from Western Ukraine to Byelorussia
                                                    Balkan take Byelorussia from USSR
                                              10 Infantrys moved from Romania to Western Ukraine
                                      
                                          Combat - Balkan
                                      
                                          Non Combat Move - Balkan
                                      
                                          Export to Germany - Balkan
                                              Balkan spend 1 Iron on User Action: Action Germany receives iron from Balkan
                                              Action Germany receives iron from Balkan activates a trigger called: Trigger Germany receives iron from Balkan
                                              Trigger Germany receives iron from Balkan: Germany met a national objective for an additional 1 Iron; end with 7 Iron
                                              Action Germany receives iron from Balkan activates a trigger called: Trigger Germany receives iron from Balkan-2
                                      
                                          Purchase Units - Balkan
                                              Balkan buy 3 Infantrys; Remaining resources: 4 Fuel; 1 Iron; 0 PUs; 
                                      
                                          Place Units - Balkan
                                              3 Infantrys placed in Romania
                                      
                                          Turn Complete - Balkan
                                              Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Balkan in Byelorussia
                                              Trigger The SS is now recruiting from Byelorussia: Germany has 1 SS-Potential placed in Byelorussia
                                              Balkan collect 34 PUs; end with 34 PUs
                                              Units generate 2 Fuel; Balkan end with 6 Fuel
                                              Units generate 1 Iron; Balkan end with 2 Iron
                                      

                                      Combat Hit Differential Summary :

                                      Savegame

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

                                        TripleA Turn Summary: Finland round 2

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

                                        Game History

                                        Round: 2
                                        
                                            Combat Move - Finland
                                                1 SP-Artillery moved from Murmansk to Eastern Finland
                                                1 Anti-Air, 7 Infantrys and 1 Mech-Inf moved from Finland to Eastern Finland
                                        
                                            Combat - Finland
                                                Battle in Eastern Finland
                                                    Finland attack with 1 Anti-Air, 7 Infantrys, 1 Mech-Inf and 1 SP-Artillery
                                                    USSR defend with 1 Flag and 2 Infantrys
                                                        Finland roll dice for 1 Anti-Air, 7 Infantrys, 1 Mech-Inf and 1 SP-Artillery in Eastern Finland, round 2 : 0/10 hits, 2.00 expected hits
                                                        USSR roll dice for 2 Infantrys in Eastern Finland, round 2 : 0/2 hits, 0.60 expected hits
                                                        Finland roll dice for 1 Anti-Air, 7 Infantrys, 1 Mech-Inf and 1 SP-Artillery in Eastern Finland, round 3 : 1/10 hits, 2.00 expected hits
                                                        USSR roll dice for 2 Infantrys in Eastern Finland, round 3 : 1/2 hits, 0.60 expected hits
                                                        1 Infantry owned by the USSR and 1 Anti-Air owned by the Finland lost in Eastern Finland
                                                        Finland roll dice for 7 Infantrys, 1 Mech-Inf and 1 SP-Artillery in Eastern Finland, round 4 : 0/9 hits, 1.90 expected hits
                                                        USSR roll dice for 1 Infantry in Eastern Finland, round 4 : 1/1 hits, 0.30 expected hits
                                                        1 Infantry owned by the Finland lost in Eastern Finland
                                                        Finland roll dice for 6 Infantrys, 1 Mech-Inf and 1 SP-Artillery in Eastern Finland, round 5 : 1/8 hits, 1.70 expected hits
                                                        USSR roll dice for 1 Infantry in Eastern Finland, round 5 : 0/1 hits, 0.30 expected hits
                                                        1 Infantry owned by the USSR lost in Eastern Finland
                                                    Finland win, taking Eastern Finland from USSR with 6 Infantrys, 1 Mech-Inf and 1 SP-Artillery remaining. Battle score for attacker is 1
                                                    Casualties for Finland: 1 Anti-Air and 1 Infantry
                                                    Casualties for USSR: 2 Infantrys
                                        
                                            Non Combat Move - Finland
                                        
                                            Export to Germany - Finland
                                                Finland spend 1 Iron on User Action: Action Germany receives iron from Finland
                                                Action Germany receives iron from Finland activates a trigger called: Trigger Germany receives iron from Finland
                                                Trigger Germany receives iron from Finland: Germany met a national objective for an additional 1 Iron; end with 8 Iron
                                                Action Germany receives iron from Finland activates a trigger called: Trigger Germany receives iron from Finland-2
                                        
                                            Purchase Units - Finland
                                                Trigger Finland Late 1940: Finland has their production frontier changed to: production_Finland_2
                                                Finland buy 1 Light-Tank; Remaining resources: 1 Fuel; 0 Iron; 0 PUs; 
                                        
                                            Place Units - Finland
                                                1 Light-Tank placed in Finland
                                        
                                            Turn Complete - Finland
                                                Finland collect 14 PUs; end with 14 PUs
                                                Units generate 3 Fuel; Finland end with 4 Fuel
                                                Units generate 2 Iron; Finland end with 2 Iron
                                        

                                        Combat Hit Differential Summary :

                                        Finland : -5.60
                                        USSR : 0.20
                                        

                                        Savegame

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

                                          @Black_Elk Yeah, I think the problem is committing all of that round 1 for the Axis really hurts them across the rest of the European fronts. I think it makes sense that by round 3 or 4 they have to help the Middle East some with units or cash if Russia chooses to pressure there but round 1 Germany and Italy need to focus on expanding given the starting income deficit for the Axis.

                                          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
                                          • Black_ElkB Offline
                                            Black_Elk
                                            last edited by Black_Elk

                                            That was kind of my feeling as well, because the middle east oil isn't of much use if Germany just ends up deadlocked on the Eastern front as a result, or if Italy is getting rolled across africa to make the whole Iran defense thing happen. Whether Iran once bolstered is enough of a counterbalance to justify the initial investment taking away from the German/Italian first round purchase or second round attack threat I couldn't say, but after the first round they're only collecting enough to add like 2-3 hitpoints to the pile, so there's that as well.

                                            I guess the flipside would be, if there is a straightforward way to keep Iraq/Iran alive and kicking, would British-Colonies/British-India just get creamed?

                                            Historically Iraq was invaded first, by the British in early 41, and Iran later in 41, by the British in the south (out of Iraq and India) and the Soviets in the north. The Persian corridore was pretty significant to the Allied war effort thereafter, as a supply route into the Soviet Union. I don't know how accurately that sequence can be modelled, since it seems like Russia would need to lead in order to bring sufficient pressure, just given the current makeup of forces in the area. If Iraq and Iran were merged, then you might have a script where British-Colonies can press into Iraq fairly confident in like round 2/3, with the Iran invasion a toss up in round 4. If Axis prevail then they can move back into Iraq, push on Russia/India or somethint like that. If Allies prevail then the Middle East becomes mainly a problem for German/Italian forces later on, in like rounds 5/6 after the big showdowns in Southern Russia are resolved. I think for that to work we just need to somehow slowdown the pace in the area, so that one side or the other can't make an immediate break out

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