Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)
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Forgot what I had planned to do with the Indian bomber hehe. Little over anxious I guess. The dutch got in there for 2 damage though. Back to Japan
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@redrum said in Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies):
@black_elk Yeah, I know a few of the original minors were already combined together. There are still a few that are questionable but its a bit tougher to say now. I think the main issue with combining French Colonies and France together is that it would potentially allow a huge drop of units in French Indochina in the early turns though there could be ways to mitigate that. South Africa should probably just be combined into British colonies as its just too weak to really achieve anything.
I think for the Allies its mainly a pacing issue. I don't know, it could be something as simple as just adding a couple more transports or mech units in the right places, but compared to the Axis the Allied turns seem a lot less engaging early on. Russia has a ton going on to be sure, but for the other larger powers its basically setting up for an offensive that won't come for several rounds. Its fun to build up over time, but it can strain the patience a bit too. Then with the little guys you have a bunch of managed defenses, trying to cobble together defensive pips in multinational stacks to prevent an all out steam roll by the big 3 on the Axis team, which is a lot of shuffling. I think what's missing is a more dynamic way to concentrate the energy of the whole team, so you can make a breakthrough in at least one theater a bit sooner.
To me the simplest and most interesting solution is via the aid phase, to include an option of sending hard cash from the minors to the majors. So instead of shucking units from like Brazil or South Africa or French India, it'd be cool if you could just send money to the larger factions who can use it buy more heavy equipment in places where its more useful or more historically thematic. Basically I think the aid phase for the minor nations should look more like the one for Britain and USA, where there are like dozen options to send aid in varying amounts to various locations. Something that allows for a bit more nuance across the board. Even Britain and USA might have an expansion to aid.
I can imagine for example India supporting China, or maybe Russia supporting China, or Anzac supporting USA (or USA supporting Anzac for that matter), France supporting Britain (or Britain supporting France etc). Just really opening it up, so that you might have like 50-100 PUs moving in a given round of play. Same deal on the Axis team, where the Minors can send cash to the majors. I wouldn't worry so much about tying it to a regional scheme or making it one directional. In reality goods moved across vast distances all over the globe, so it seems plausible to me that you could have a pretty robust exchange without suspending disbelief overmuch. If the concern is that it would be exploited to focus too much money in one direction, then I'd just do the tax thing where it costs some small amount up front to push the cash.
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@black_elk I'm still kind of luke warm on the whole aid phase stuff across the board. Most of the decisions end up being no brainers (yes USA should send USSR aid, yes most minors should sent iron/oil to their major, no majors usually shouldn't send aid to minors, etc). If we allow minors to start giving PUs to majors then really you end up with essentially the minors doing nothing and kind of just being part of the majors. I guess the only benefit is that the majors can't place on the minors factories so you don't have UK dropping a giant navy on say South Africa. Though I still vote to merge Iran/Iraq and South Africa/British Colonies.
I think a lot of it boils down to how TripleA combat works and not being able to have multi-nation attacks. This is why I think TWW has really come up with the best solution so far where you have major/minors but they all have the major's units just have individual purchases. It removes a lot of the boring small minor movement/combat turns but forces production to be more spread out across the map.
Either a tax on aid or having requirements like needing to own certain territories to give it would make things more interesting.
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My feeling is that their main purpose for existing in the first place is just kinda historical flair and as fall guys. Basically smaller targets on the warpath, in there to distinguish the game from a more typical 6-7 nation map aesthetically. Esp. since their original conception was as AI contolled, though they've since been tweaked. To me though the stuff that makes Iron war interesting is really the production spread and the unit roster (like the cheap destroyable factory, the way naval units interact, how infantry are relatively expensive compared to other units, and of course the resource thing) and not so much the 20 playable nations. I think it would probably function just as well without minor powers, but if they're in there I think they'd be interesting as more a feature of the international aid exchange phase, rather than as can-openers or joining in big multinational stacks which is how they tend to function otherwise. I think as you say, the minors should be thought of more as map features (ie spots that can generate money or resources for the major competitors but taking certain locations out of commission as overpowered production hubs for the friendly team, but which can still serve as production hubs for the opposing team if captured by the enemy.
Under such a scheme the way a nation is used (whether for aid or direct unit placement) would depend on whether they can maintain enough land or resources to be self sustaining. Or if they get pushed so far from a useful production hub that it only makes sense to use them as a feature of the aid exchange then you can start using them like that instead.
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I am following everything here. But I am fully occupied with real life work for the next couple of days. So my responses will be a bit delayed. Se you around!
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Hehe I know how it goes. I go in bouts where I'm fairly active a few times a year, for a few weeks, then back on the grind.
I was thinking just now about the Air-bases. I think instead of ditching the +1 to movement you could just relocate them.
Irkutsk for Russia could be cool, since it'd be an incentive to guard the far east and could represent the Alaska-Siberia air route.
USA South Atlantic could also work, since it would still give you a way to transit into North Africa or Gibraltar without dropping onto Normandy. It could represent the Mid Atlantic route, from the lower US to Azores and North/West Africa.
The Halifax one I'd just keep as is, since it makes sense for the North Atlantic air route. The British base is not as powerful as the American airbase because Britain has less oil and fewer hitpoints to drop in a given round. If the Allied player uses the occasional air transport out of Canada to Normandy late in the game, I'd just think of it as like an entertaining quirk hehe. But I think those locations might be interesting, since it would encourage Russia to invest in some ground or maybe fighters for the far east for the range and air-transport bonus, and they could help paratroop into the far east backfield (where Japan's transport threat is currently pretty potent.) I think the gameplay for the western Allies would be much the same, US could still reach Greenland on the second turn or Gibraltar, but would also have some more reach into West Africa.
In this case the Airbases could kind of be thought of as the major air routes out of North America, into Europe/Asia.
The only one that I think to add would maybe be a base for the Australians, for overall Pacific/World balance. Might be a way to fire up the Australians a bit? hehe Could at least serve as a more significant secondary target for Japan as an incentive to take Australia. You'd have air transports occurring in the four corners basically. One for the North Atlantic (Britain), another for the South Atlantic (USA, and same deal on the Pacific North (USSR) and Pacific South (ANZAC.)
I think USA aid to Anzac could be fun, they have more oil to throw around. And Australia is always thirsty
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TripleA Turn Summary: Japan round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - Japan 1 Infantry moved from Magadan to Gizhiga Japan take Gizhiga from USSR 1 Infantry moved from Magadan to Ayan Japan take Ayan from USSR 1 Infantry moved from Amur to Nikolaevsk Japan take Nikolaevsk from USSR 1 Infantry moved from Vladivostok to Khabarovsk Japan take Khabarovsk from USSR 2 Infantrys moved from Japan to Japan Sea Zone 1 Artillery moved from Ryojun to Japan Sea Zone 1 Artillery, 2 Infantrys and 1 Transport moved from Japan Sea Zone to South China Sea Zone 1 Artillery and 2 Infantrys moved from South China Sea Zone to Luzon 1 Infantry moved from Celebes to Celebes Sea Zone 2 Submarines moved from Arafura Sea Zone to Sumatra Sea Zone 1 Cruiser and 1 Submarine moved from Java Sea Zone to Sumatra Sea Zone 1 Battleship moved from Gulf of Thailand Sea Zone to Sumatra Sea Zone 1 Cruiser moved from Java Sea Zone to Gulf of Thailand Sea Zone 1 Infantry and 1 Transport moved from Celebes Sea Zone to Gulf of Thailand Sea Zone 2 Artillerys and 1 Infantry moved from French Indochina to Gulf of Thailand Sea Zone 2 Artillerys, 1 Infantry and 1 Transport moved from Gulf of Thailand Sea Zone to Sumatra Sea Zone 2 Artillerys and 1 Infantry moved from Sumatra Sea Zone to Java 1 Artillery and 1 Infantry moved from French Indochina to Gulf of Thailand Sea Zone 1 Artillery and 2 Infantrys moved from Gulf of Thailand Sea Zone to North Borneo 2 Light-Tanks moved from French Indochina to Gulf of Thailand Sea Zone 2 Infantrys moved from Sumatra to Gulf of Thailand Sea Zone 1 Infantry and 1 Light-Tank moved from Gulf of Thailand Sea Zone to Malaya 1 Infantry and 1 Light-Tank moved from Gulf of Thailand Sea Zone to Palawan 1 Infantry moved from Sumatra to Gulf of Thailand Sea Zone 1 Infantry moved from Gulf of Thailand Sea Zone to Borneo Japan take Borneo from KNIL 1 Bomber moved from Thailand to Luzon 1 Fighter moved from Thailand to Malaya 1 Fighter moved from Thailand to Palawan 1 Fighter moved from Thailand to North Borneo 1 Artillery, 1 Dive-Bomber and 1 Mech-Inf moved from Peking to Chungking 1 Artillery and 1 Infantry moved from Lanchow to Chungking 1 Infantry moved from Chungking to Eastern Tibet Japan take Eastern Tibet from China 1 Infantry moved from Peking to Lanchow Combat - Japan Battle in Java Japan attack with 2 Artillerys and 1 Infantry KNIL defend with 1 Colony, 1 Flag and 1 Infantry Japan roll dice for 1 Battleship in Java, round 2 : 1/1 hits, 0.60 expected hits 1 Infantry owned by the KNIL lost in Java Japan win, taking Java from KNIL with 2 Artillerys and 1 Infantry remaining. Battle score for attacker is 10 Casualties for KNIL: 1 Infantry Battle in Luzon Japan attack with 1 Artillery, 1 Bomber and 2 Infantrys USA defend with 1 Flag and 1 Infantry Japan roll dice for 1 Artillery, 1 Bomber and 2 Infantrys in Luzon, round 2 : 2/4 hits, 1.40 expected hits USA roll dice for 1 Infantry in Luzon, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the USA lost in Luzon Japan win, taking Luzon from USA with 1 Artillery, 1 Bomber and 2 Infantrys remaining. Battle score for attacker is 10 Casualties for USA: 1 Infantry Battle in Palawan Japan attack with 1 Fighter, 1 Infantry and 1 Light-Tank USA defend with 1 Flag and 1 Infantry Japan roll dice for 1 Fighter, 1 Infantry and 1 Light-Tank in Palawan, round 2 : 2/3 hits, 1.20 expected hits USA roll dice for 1 Infantry in Palawan, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the USA lost in Palawan Japan win, taking Palawan from USA with 1 Fighter, 1 Infantry and 1 Light-Tank remaining. Battle score for attacker is 10 Casualties for USA: 1 Infantry Battle in North Borneo Japan attack with 1 Artillery, 1 Fighter and 2 Infantrys British-India defend with 1 Artillery, 1 Flag, 2 Fuel-Barrels and 1 Infantry Japan roll dice for 1 Artillery, 1 Fighter and 2 Infantrys in North Borneo, round 2 : 2/4 hits, 1.20 expected hits British-India roll dice for 1 Artillery and 1 Infantry in North Borneo, round 2 : 0/2 hits, 0.60 expected hits 1 Artillery owned by the British-India and 1 Infantry owned by the British-India lost in North Borneo Japan takes North Borneo from British-India Japan win with 1 Artillery, 1 Fighter and 2 Infantrys remaining. Battle score for attacker is 21 Casualties for British-India: 1 Artillery and 1 Infantry Battle in Malaya Japan attack with 1 Fighter, 1 Infantry and 1 Light-Tank British-India defend with 1 Colonial-Infantry, 1 Flag and 1 SS-Potential Japan roll dice for 1 Fighter, 1 Infantry and 1 Light-Tank in Malaya, round 2 : 2/3 hits, 1.20 expected hits British-India roll dice for 1 Colonial-Infantry in Malaya, round 2 : 0/1 hits, 0.20 expected hits 1 Colonial-Infantry owned by the British-India lost in Malaya Japan takes Malaya from British-India Japan win with 1 Fighter, 1 Infantry and 1 Light-Tank remaining. Battle score for attacker is 6 Casualties for British-India: 1 Colonial-Infantry Non Combat Move - Japan 1 Fighter moved from Malaya to Sumatra 1 Fighter moved from North Borneo to Sumatra 1 Fighter moved from Palawan to Sumatra 1 Bomber moved from Luzon to Sumatra 1 Light-Tank moved from French Indochina to Burma 3 Infantrys moved from Peking to Changsha 1 Infantry and 2 Mech-Infs moved from Ryojun to Changsha 1 Infantry moved from Ryojun to Peking 1 Transport moved from Okhotsk Sea Zone to Japan Sea Zone 1 Anti-Air and 1 Infantry moved from Japan to Japan Sea Zone 1 Anti-Air and 1 Infantry moved from Japan Sea Zone to Ryojun 1 Infantry moved from Tsitsihar to Jehol 3 Artillerys and 1 Infantry moved from Hsinking to Ryojun 1 Battleship, 1 Carrier, 3 Cruisers, 4 Destroyers, 1 Fighter and 1 Submarine moved from Wake Island Sea Zone to Truk Lagoon Sea Zone 1 Submarine moved from Japanese East Coast Sea Zone to Truk Lagoon Sea Zone Aid Axis powers - Japan Japan spend 5 PUs on User Action: Action 1 Thailand receives financial support Action 1 Thailand receives financial support activates a trigger called: Trigger Thailand receives financial support-1 Trigger Thailand receives financial support-1: Thailand met a national objective for an additional 5 PUs; end with 22 PUs Action 1 Thailand receives financial support activates a trigger called: Trigger Thailand receives financial support-2 Purchase Units - Japan Trigger Japanese Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Japan Japan buy 2 Anti-Airs, 1 Battleship, 1 Factory and 3 Mech-Infs; Remaining resources: 19 Fuel; 4 Iron; 0 PUs; 0 CR; Place Units - Japan 1 Battleship and 1 Submarine placed in Truk Lagoon Sea Zone 1 Factory placed in Sumatra 2 Anti-Airs and 3 Mech-Infs placed in Ryojun Turn Complete - Japan Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Japan in Malaya Trigger The SS is now recruiting from Malaya: Germany has 1 SS-Potential placed in Malaya Japan collect 134 PUs; end with 134 PUs Units generate 47 Fuel; Japan end with 66 Fuel Units generate 6 CR; Japan end with 6 CR Units generate 5 Iron; Japan end with 9 Iron
Combat Hit Differential Summary :
USA : -0.60 Japan : 3.40 British-India : -0.80
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TripleA Turn Summary: Thailand round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - Thailand 1 Artillery and 3 Infantrys moved from Lower Burma to Bengal 1 Anti-Air, 1 Artillery, 1 Infantry and 1 Light-Tank moved from Burma to Bengal Combat - Thailand Battle in Bengal Thailand attack with 1 Anti-Air, 2 Artillerys, 4 Infantrys and 1 Light-Tank British-India defend with 1 Colonial-Infantry, 1 Flag and 1 SS-Potential Thailand roll dice for 1 Anti-Air, 2 Artillerys, 4 Infantrys and 1 Light-Tank in Bengal, round 2 : 2/8 hits, 2.00 expected hits British-India roll dice for 1 Colonial-Infantry in Bengal, round 2 : 0/1 hits, 0.20 expected hits 1 Colonial-Infantry owned by the British-India lost in Bengal Thailand takes Bengal from British-India Thailand win with 1 Anti-Air, 2 Artillerys, 4 Infantrys and 1 Light-Tank remaining. Battle score for attacker is 6 Casualties for British-India: 1 Colonial-Infantry Non Combat Move - Thailand 1 Infantry moved from Southern Thailand to Lower Burma 1 Anti-Air moved from Thailand to Southern Thailand 1 Anti-Air moved from Thailand to Burma 2 Patrol-Boats moved from Celebes Sea Zone to South China Sea Zone Purchase Units - Thailand Thailand buy 1 Infantry and 1 Mech-Inf; Remaining resources: 2 Fuel; 0 Iron; 0 PUs; 0 CR; Place Units - Thailand 1 Infantry and 1 Mech-Inf placed in Thailand Turn Complete - Thailand Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Thailand in Bengal Trigger The SS is now recruiting from Bengal: Germany has 1 SS-Potential placed in Bengal Thailand collect 19 PUs; end with 19 PUs Units generate 4 Fuel; Thailand end with 6 Fuel Units generate 1 CR; Thailand end with 1 CR Units generate 1 Iron; Thailand end with 1 Iron
Combat Hit Differential Summary :
British-India : -0.20 Thailand : 0.00
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TripleA Turn Summary: USA round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - USA 1 Cruiser, 3 Infantrys and 1 Transport moved from North Atlantic 3 Sea Zone to Trafalgar Sea Zone 3 Infantrys moved from Trafalgar Sea Zone to Morocco 2 Fighters moved from Trafalgar Sea Zone to Morocco 1 Air-Transport moved from Gibraltar to Morocco 1 Air-Transport and 1 Infantry moved from USA North Atlantic to Morocco Combat - USA Battle in Morocco USA attack with 2 Air-Transports, 2 Fighters and 4 Infantrys Pro-Axis-Neutral defend with 1 Flag, 1 Infantry and 1 Mech-Inf USA roll dice for 1 Battleship in Morocco, round 2 : 1/1 hits, 0.60 expected hits 1 Infantry owned by the Pro-Axis-Neutral lost in Morocco USA roll dice for 2 Air-Transports, 2 Fighters and 4 Infantrys in Morocco, round 2 : 2/8 hits, 2.00 expected hits Pro-Axis-Neutral roll dice for 1 Mech-Inf in Morocco, round 2 : 0/1 hits, 0.30 expected hits 1 Mech-Inf owned by the Pro-Axis-Neutral lost in Morocco USA takes Morocco from Pro-Axis-Neutral USA win with 2 Air-Transports, 2 Fighters and 4 Infantrys remaining. Battle score for attacker is 22 Casualties for Pro-Axis-Neutral: 1 Infantry and 1 Mech-Inf Non Combat Move - USA 1 Air-Transport could not land in Morocco and was removed 2 Fighters moved from Morocco to Trafalgar Sea Zone 1 Air-Transport moved from Morocco to Gibraltar 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 158 PUs Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support-2 Purchase Units - USA USA buy 1 Battleship, 3 Infantrys and 1 Transport; Remaining resources: 116 Fuel; 0 Iron; 1 PUs; Place Units - USA 1 Battleship placed in Hawaiian Sea Zone 1 Transport placed in Norfolk Sea Zone 1 Infantry placed in USA North Atlantic 2 Infantrys placed in Hawaii Turn Complete - USA USA collect 106 PUs; end with 107 PUs Units generate 48 Fuel; USA end with 164 Fuel Units generate 4 Iron; USA end with 4 Iron USA creates 1 Air-Transport in USA North Atlantic
Combat Hit Differential Summary :
USA : 0.40 Pro-Axis-Neutral : -0.30
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TripleA Turn Summary: China round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - China 1 Fighter and 1 Infantry moved from Qinghai to Lanchow 1 Infantry moved from Qinghai to Eastern Tibet 1 Anti-Air and 1 Infantry moved from Urimchi to Qinghai Combat - China Battle in Eastern Tibet China attack with 1 Infantry Japan defend with 1 Flag and 1 Infantry China roll dice for 1 Infantry in Eastern Tibet, round 2 : 1/1 hits, 0.20 expected hits Japan roll dice for 1 Infantry in Eastern Tibet, round 2 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the Japan and 1 Infantry owned by the China lost in Eastern Tibet Japan win with no units remaining. Battle score for attacker is 0 Casualties for China: 1 Infantry Casualties for Japan: 1 Infantry Battle in Lanchow China attack with 1 Fighter and 1 Infantry Japan defend with 1 Flag and 1 Infantry China roll dice for 1 Fighter and 1 Infantry in Lanchow, round 2 : 1/2 hits, 0.70 expected hits Japan roll dice for 1 Infantry in Lanchow, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the Japan lost in Lanchow China win, taking Lanchow from Japan with 1 Fighter and 1 Infantry remaining. Battle score for attacker is 10 Casualties for Japan: 1 Infantry Non Combat Move - China 1 Fighter moved from Lanchow 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 5 Iron Action USA receives iron from China activates a trigger called: Trigger USA receives iron from China-2 Purchase Units - China China buy 1 Infantry; Remaining resources: 4 Fuel; 1 Iron; 2 PUs; Place Units - China 1 Infantry placed in Urimchi Turn Complete - China China collect 13 PUs; end with 15 PUs Units generate 2 Fuel; China end with 6 Fuel Units generate 1 Iron; China end with 2 Iron
Combat Hit Differential Summary :
China : 1.10 Japan : 0.40
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TripleA Turn Summary: Brazil round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - Brazil 1 Cruiser moved from West African Sea Zone to Trafalgar Sea Zone 1 Artillery and 2 Infantrys moved from Gibraltar to Trafalgar Sea Zone 1 Artillery and 2 Infantrys moved from Trafalgar Sea Zone to Tangier Combat - Brazil Battle in Tangier Brazil attack with 1 Artillery and 2 Infantrys Pro-Axis-Neutral defend with 1 Artillery, 1 Flag and 1 Infantry Brazil roll dice for 1 Artillery and 2 Infantrys in Tangier, round 2 : 0/3 hits, 0.70 expected hits Pro-Axis-Neutral roll dice for 1 Artillery and 1 Infantry in Tangier, round 2 : 0/2 hits, 0.60 expected hits Brazil roll dice for 1 Artillery and 2 Infantrys in Tangier, round 3 : 1/3 hits, 0.70 expected hits Pro-Axis-Neutral roll dice for 1 Artillery and 1 Infantry in Tangier, round 3 : 1/2 hits, 0.60 expected hits 1 Infantry owned by the Pro-Axis-Neutral and 1 Infantry owned by the Brazil lost in Tangier Brazil roll dice for 1 Artillery and 1 Infantry in Tangier, round 4 : 0/2 hits, 0.50 expected hits Pro-Axis-Neutral roll dice for 1 Artillery in Tangier, round 4 : 0/1 hits, 0.30 expected hits Brazil roll dice for 1 Artillery and 1 Infantry in Tangier, round 5 : 0/2 hits, 0.50 expected hits Pro-Axis-Neutral roll dice for 1 Artillery in Tangier, round 5 : 0/1 hits, 0.30 expected hits Brazil roll dice for 1 Artillery and 1 Infantry in Tangier, round 6 : 0/2 hits, 0.50 expected hits Pro-Axis-Neutral roll dice for 1 Artillery in Tangier, round 6 : 0/1 hits, 0.30 expected hits Brazil roll dice for 1 Artillery and 1 Infantry in Tangier, round 7 : 1/2 hits, 0.50 expected hits Pro-Axis-Neutral roll dice for 1 Artillery in Tangier, round 7 : 1/1 hits, 0.30 expected hits 1 Artillery owned by the Pro-Axis-Neutral and 1 Infantry owned by the Brazil lost in Tangier Brazil takes Tangier from Pro-Axis-Neutral Brazil win with 1 Artillery remaining. Battle score for attacker is 1 Casualties for Brazil: 2 Infantrys Casualties for Pro-Axis-Neutral: 1 Artillery and 1 Infantry 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 6 Iron Action USA receives iron from Brazil activates a trigger called: Trigger USA receives iron from Brazil-2 Purchase Units - Brazil Brazil buy 3 Infantrys; Remaining resources: 1 Fuel; 1 Iron; 4 PUs; Place Units - Brazil 3 Infantrys placed in Brazil Turn Complete - Brazil Brazil collect 19 PUs; end with 23 PUs Units generate 2 Fuel; Brazil end with 3 Fuel Units generate 1 Iron; Brazil end with 2 Iron
Combat Hit Differential Summary :
Brazil : -1.40 Pro-Axis-Neutral : -0.40
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TripleA Turn Summary: Germany round 4
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 4 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: "If we come to a minefield, our infantry attacks exactly as it were not there." - Marshal of the Soviet Union Georgy Zhukov China has gained access to USA military equipment. 1 Air-Transport and 1 Infantry moved from Romania to Caucasus 2 Infantrys, 4 Mech-Infs, 1 Medium-Tank and 2 SS-Infantrys moved from Eastern Ukraine to Stalingrad 1 Light-Tank moved from Eastern Ukraine to Stalingrad 1 Anti-Air, 9 Infantrys, 2 Light-Tanks, 4 Mech-Infs, 1 SP-Artillery, 1 SS-Infantry and 1 Tank-Destroyer moved from Eastern Ukraine to Central Russia 1 Mech-Inf and 1 SS-Infantry moved from Western Ukraine to Central Russia 1 Artillery and 1 Mech-Inf moved from Western Ukraine to Central Russia 1 Infantry and 2 Mech-Infs moved from Western Ukraine to Central Russia 1 Anti-Air and 1 SS-Infantry moved from East Prussia to Byelorussia 1 Bomber moved from France to Byelorussia 1 Infantry moved from East Prussia to Byelorussia 2 Fighters moved from France to Mediterranean Sea Zone 1 Battleship and 3 Submarines moved from North Sea Zone to Baltic Sea Zone 1 Cruiser moved from North Sea Zone to Baltic Sea Zone 1 Cruiser, 1 Destroyer and 1 Patrol-Boat moved from North Sea Zone to Baltic Sea Zone Combat - Germany Germany lands units in Caucasus Germany creates battle in territory Caucasus Battle in Baltic Sea Zone Germany attack with 1 Battleship, 2 Cruisers, 1 Destroyer, 1 Patrol-Boat and 3 Submarines USSR defend with 1 Cruiser and 1 Patrol-Boat Germany roll dice for 3 Submarines in Baltic Sea Zone, round 2 : 1/3 hits, 1.50 expected hits 1 Patrol-Boat owned by the USSR lost in Baltic Sea Zone Germany roll dice for 1 Battleship, 2 Cruisers, 1 Destroyer and 1 Patrol-Boat in Baltic Sea Zone, round 2 : 2/5 hits, 2.20 expected hits USSR roll dice for 1 Cruiser in Baltic Sea Zone, round 2 : 1/1 hits, 0.50 expected hits Units damaged: 1 Battleship owned by the Germany 1 Cruiser owned by the USSR lost in Baltic Sea Zone Germany win, taking Caucasus from USSR with 1 Battleship, 2 Cruisers, 1 Destroyer, 1 Patrol-Boat and 3 Submarines remaining. Battle score for attacker is 33 Casualties for USSR: 1 Cruiser and 1 Patrol-Boat Battle in Mediterranean Sea Zone Germany attack with 2 Fighters Britain defend with 1 Destroyer Germany roll dice for 2 Fighters in Mediterranean Sea Zone, round 2 : 0/2 hits, 1.00 expected hits Britain roll dice for 1 Destroyer in Mediterranean Sea Zone, round 2 : 0/1 hits, 0.30 expected hits Germany roll dice for 2 Fighters in Mediterranean Sea Zone, round 3 : 2/2 hits, 1.00 expected hits Britain roll dice for 1 Destroyer in Mediterranean Sea Zone, round 3 : 1/1 hits, 0.30 expected hits 1 Fighter owned by the Germany and 1 Destroyer owned by the Britain lost in Mediterranean Sea Zone Germany win with 1 Fighter remaining. Battle score for attacker is -4 Casualties for Germany: 1 Fighter Casualties for Britain: 1 Destroyer Battle in Byelorussia Germany attack with 1 Anti-Air, 1 Bomber, 1 Infantry and 1 SS-Infantry USSR defend with 1 Flag, 2 Infantrys and 1 SS-Potential Germany roll dice for 1 Anti-Air, 1 Bomber, 1 Infantry and 1 SS-Infantry in Byelorussia, round 2 : 2/4 hits, 1.20 expected hits USSR roll dice for 2 Infantrys in Byelorussia, round 2 : 2/2 hits, 0.50 expected hits 2 Infantrys owned by the USSR, 1 Anti-Air owned by the Germany and 1 Infantry owned by the Germany lost in Byelorussia Germany win, taking Byelorussia from USSR with 1 Bomber and 1 SS-Infantry remaining. Battle score for attacker is 1 Casualties for Germany: 1 Anti-Air and 1 Infantry Casualties for USSR: 2 Infantrys Battle in Central Russia Germany attack with 1 Anti-Air, 1 Artillery, 10 Infantrys, 2 Light-Tanks, 8 Mech-Infs, 1 SP-Artillery, 2 SS-Infantrys and 1 Tank-Destroyer USSR defend with 1 Anti-Air, 1 Commissariat, 1 Flag and 4 Infantrys Germany roll dice for 1 Anti-Air, 1 Artillery, 10 Infantrys, 2 Light-Tanks, 8 Mech-Infs, 1 SP-Artillery, 2 SS-Infantrys and 1 Tank-Destroyer in Central Russia, round 2 : 3/26 hits, 6.00 expected hits USSR roll dice for 1 Anti-Air and 4 Infantrys in Central Russia, round 2 : 1/5 hits, 1.10 expected hits 2 Infantrys owned by the USSR, 1 Anti-Air owned by the USSR and 1 Infantry owned by the Germany lost in Central Russia Germany roll dice for 1 Anti-Air, 1 Artillery, 9 Infantrys, 2 Light-Tanks, 8 Mech-Infs, 1 SP-Artillery, 2 SS-Infantrys and 1 Tank-Destroyer in Central Russia, round 3 : 5/25 hits, 5.80 expected hits USSR roll dice for 2 Infantrys in Central Russia, round 3 : 0/2 hits, 0.40 expected hits 2 Infantrys owned by the USSR lost in Central Russia Germany win, taking Central Russia from USSR with 1 Anti-Air, 1 Artillery, 9 Infantrys, 2 Light-Tanks, 8 Mech-Infs, 1 SP-Artillery, 2 SS-Infantrys and 1 Tank-Destroyer remaining. Battle score for attacker is 39 Casualties for Germany: 1 Infantry Casualties for USSR: 1 Anti-Air and 4 Infantrys Battle in Stalingrad Germany attack with 2 Infantrys, 1 Light-Tank, 4 Mech-Infs, 1 Medium-Tank and 2 SS-Infantrys British-India defend with 1 Bomber; USSR defend with 1 Factory, 1 Flag, 2 Fuel-Barrels and 3 Infantrys Germany roll dice for 2 Infantrys, 1 Light-Tank, 4 Mech-Infs, 1 Medium-Tank and 2 SS-Infantrys in Stalingrad, round 2 : 2/10 hits, 2.70 expected hits USSR roll dice for 1 Bomber and 3 Infantrys in Stalingrad, round 2 : 0/4 hits, 0.90 expected hits 1 Bomber owned by the British-India and 1 Infantry owned by the USSR lost in Stalingrad Germany roll dice for 2 Infantrys, 1 Light-Tank, 4 Mech-Infs, 1 Medium-Tank and 2 SS-Infantrys in Stalingrad, round 3 : 3/10 hits, 2.70 expected hits USSR roll dice for 2 Infantrys in Stalingrad, round 3 : 0/2 hits, 0.40 expected hits 2 Infantrys owned by the USSR lost in Stalingrad Germany captures one of USSR capitals Some non-combat units are destroyed: Germany win, taking Stalingrad from USSR with 2 Infantrys, 1 Light-Tank, 4 Mech-Infs, 1 Medium-Tank and 2 SS-Infantrys remaining. Battle score for attacker is 60 Casualties for British-India: 1 Bomber Casualties for USSR: 3 Infantrys Non Combat Move - Germany 1 Fighter moved from Mediterranean Sea Zone to France 1 Anti-Air moved from West Germany to France 1 Infantry moved from Orkney to North Sea Zone 1 Infantry moved from Shetland to North Sea Zone 1 Artillery and 1 Infantry moved from Norway to North Sea Zone 1 Artillery, 3 Infantrys and 4 Transports moved from North Sea Zone to Baltic Sea Zone 1 Anti-Air moved from Western Ukraine to Eastern Ukraine 2 Artillerys and 2 Infantrys moved from East Prussia to Western Ukraine 1 Artillery and 3 Infantrys moved from Baltic Sea Zone to East Prussia 3 Artillerys, 2 Infantrys and 5 Mech-Infs moved from Berlin to Western Ukraine 1 Bomber moved from Byelorussia to East Prussia 2 Submarines moved from Norwegian Northern Sea Zone to North Sea Zone 1 Air-Transport moved from Caucasus to Iran Purchase Units - Germany Trigger German Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Germany Germany repair damage of 2x Factory; Remaining resources: 28 SS; 3 Fuel; 11 Iron; 117 PUs; 0 Officials; Germany buy 7 Anti-Airs, 1 Fighter, 2 Mech-Infs and 1 SS-Infantry; Remaining resources: 8 SS; 3 Fuel; 9 Iron; 0 PUs; 0 Officials; Place Units - Germany 4 Anti-Airs and 1 SS-Infantry placed in East Prussia 2 Anti-Airs, 1 Fighter and 2 Mech-Infs placed in Berlin 1 Anti-Air placed in West Germany 1 Submarine placed in North Sea Zone Turn Complete - Germany Germany collect 133 PUs; end with 133 PUs Units generate 29 SS; Germany end with 37 SS Units generate 37 Fuel; Germany end with 40 Fuel Units generate 7 Iron; Germany end with 16 Iron Units generate 1 Officials; Germany end with 1 Officials
Combat Hit Differential Summary :
USSR : 0.20 Britain : 0.40 Germany : -4.10
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TripleA Turn Summary: Balkan round 4
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 4 Combat Move - Balkan 3 Infantrys moved from Eastern Ukraine to Stalingrad 7 Infantrys moved from Eastern Ukraine to Central Russia 3 Infantrys moved from Western Ukraine to Eastern Ukraine 1 Infantry and 1 Mech-Inf moved from Romania to Eastern Ukraine 1 Anti-Air moved from Romania to Western Ukraine Non Combat Move - Balkan Purchase Units - Balkan Balkan buy 1 Artillery and 2 Infantrys; Remaining resources: 3 Fuel; 0 Iron; 0 PUs; Place Units - Balkan 1 Artillery and 2 Infantrys placed in Romania Turn Complete - Balkan Balkan collect 31 PUs; end with 31 PUs Units generate 2 Fuel; Balkan end with 5 Fuel Units generate 1 Iron; Balkan end with 1 Iron
Combat Hit Differential Summary :
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TripleA Turn Summary: Finland round 4
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 4 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 17 Iron Action Germany receives iron from Finland activates a trigger called: Trigger Germany receives iron from Finland-2 Purchase Units - Finland Finland buy 2 Infantrys; Remaining resources: 12 Fuel; 2 Iron; 0 PUs; Place Units - Finland 2 Infantrys placed in Finland Turn Complete - Finland Finland collect 10 PUs; end with 10 PUs Units generate 3 Fuel; Finland end with 15 Fuel
Combat Hit Differential Summary :
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TripleA Turn Summary: USSR round 4
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 4 Combat Move - USSR 1 Infantry moved from Lapland to Eastern Finland 1 Mech-Inf moved from Lapland to Leningrad 1 Infantry and 1 Mech-Inf moved from Murmansk to Leningrad 1 Infantry moved from Murmansk to Karelia 1 Infantry moved from Moscow to Volga 1 Anti-Air, 1 Dive-Bomber, 1 Fighter, 2 Mech-Infs and 1 Medium-Tank moved from Moscow to Leningrad 1 SP-Artillery moved from Western Turkistan to Atyrau 1 Air-Transport and 1 Infantry moved from Eastern Mongolia to Peking 1 SP-Artillery moved from Qinghai to Peking 1 Infantry moved from Qinghai to Eastern Tibet USSR take Eastern Tibet from Japan 1 Anti-Air and 7 Infantrys moved from Eastern Mongolia to Southern Mongolia 1 Infantry moved from Bartsk to Ulan Bator 1 Infantry moved from Ulan Bator to Southern Mongolia 1 Commissar and 1 Mech-Inf moved from Irkutsk to Ulan Bator 1 Infantry moved from Aldan to Lensk 2 Infantrys moved from Chita to Buryat 1 Anti-Air, 4 Artillerys, 1 Commissar, 15 Infantrys, 1 Light-Tank, 3 Mech-Infs, 2 Medium-Tanks and 1 SP-Artillery moved from Eastern Finland to Leningrad Combat - USSR Battle in Peking USSR attack with 1 Air-Transport, 1 Infantry and 1 SP-Artillery Japan defend with 1 Flag and 1 Infantry USSR roll dice for 1 Air-Transport, 1 Infantry and 1 SP-Artillery in Peking, round 2 : 1/3 hits, 0.60 expected hits Japan roll dice for 1 Infantry in Peking, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the Japan lost in Peking USSR win, taking Peking from Japan with 1 Air-Transport, 1 Infantry and 1 SP-Artillery remaining. Battle score for attacker is 10 Casualties for Japan: 1 Infantry Non Combat Move - USSR 1 Air-Transport moved from Peking to Qinghai 1 Air-Transport and 1 Infantry moved from Siberia to Leningrad Purchase Units - USSR USSR buy 1 Artillery, 1 Commissar, 3 Fighters, 5 Infantrys and 2 Medium-Tanks; Remaining resources: 13 Fuel; 0 Iron; 0 PUs; 2 Officials; 0 SS; Place Units - USSR 3 Fighters and 2 Medium-Tanks placed in Leningrad 1 Artillery, 1 Commissar and 3 Infantrys placed in Siberia 1 Infantry placed in Archangel 1 Infantry placed in Irkutsk Turn Complete - USSR USSR collect 115 PUs; end with 115 PUs Units generate 24 Fuel; USSR end with 37 Fuel Units generate 4 SS; USSR end with 4 SS Units generate 3 Officials; USSR end with 5 Officials Units generate 5 Iron; USSR end with 5 Iron USSR creates 1 Air-Transport in Siberia
Combat Hit Differential Summary :
Japan : -0.30 USSR : 0.40
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TripleA Turn Summary: Britain round 4
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 4 Combat Move - Britain 1 Air-Transport moved from Southern Greenland to Eastern Greenland 1 Air-Transport and 1 Infantry moved from Gibraltar to Vichy 2 Artillerys and 1 Infantry moved from Halifax to Gulf of Saint Lawrence Sea Zone 2 Artillerys, 1 Infantry and 1 Transport moved from Gulf of Saint Lawrence Sea Zone to North Atlantic 4 Sea Zone Combat - Britain Britain lands units in Vichy Britain creates battle in territory Vichy Non Combat Move - Britain 1 Air-Transport moved from Vichy to Gibraltar 1 Air-Transport and 1 Infantry moved from Halifax to Gibraltar 3 Fighters moved from England to Leningrad Purchase Units - Britain Britain buy 2 Fighters and 1 Infantry; Remaining resources: 32 Fuel; 11 Iron; 8 PUs; Place Units - Britain 2 Fighters placed in England 1 Infantry placed in Halifax Turn Complete - Britain Britain collect 58 PUs; end with 66 PUs Units generate 12 Fuel; Britain end with 44 Fuel Units generate 2 Iron; Britain end with 13 Iron Britain creates 1 Air-Transport in Halifax
Combat Hit Differential Summary :
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TripleA Turn Summary: France round 4
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 4 Combat Move - France 1 Colonial-Infantry moved from Northern Congo to Tanganyika 1 Colonial-Infantry moved from Equatorial Africa to Northern Congo 2 Colonial-Infantrys and 1 Light-Tank moved from Gabon to Equatorial Africa 1 Infantry moved from Algerian Desert to Algeria Combat - France Battle in Algeria France attack with 1 Infantry Italy defend with 1 Colonial-Infantry, 1 Colony, 1 Flag and 1 Fuel-Barrel France roll dice for 1 Infantry in Algeria, round 2 : 0/1 hits, 0.20 expected hits Italy roll dice for 1 Colonial-Infantry in Algeria, round 2 : 0/1 hits, 0.20 expected hits France roll dice for 1 Infantry in Algeria, round 3 : 0/1 hits, 0.20 expected hits Italy roll dice for 1 Colonial-Infantry in Algeria, round 3 : 0/1 hits, 0.20 expected hits France roll dice for 1 Infantry in Algeria, round 4 : 0/1 hits, 0.20 expected hits Italy roll dice for 1 Colonial-Infantry in Algeria, round 4 : 0/1 hits, 0.20 expected hits France roll dice for 1 Infantry in Algeria, round 5 : 0/1 hits, 0.20 expected hits Italy roll dice for 1 Colonial-Infantry in Algeria, round 5 : 0/1 hits, 0.20 expected hits France roll dice for 1 Infantry in Algeria, round 6 : 0/1 hits, 0.20 expected hits Italy roll dice for 1 Colonial-Infantry in Algeria, round 6 : 1/1 hits, 0.20 expected hits 1 Infantry owned by the France lost in Algeria Italy win with 1 Colonial-Infantry remaining. Battle score for attacker is -10 Casualties for France: 1 Infantry Battle in Tanganyika France attack with 1 Colonial-Infantry Italy defend with 1 Flag and 1 Infantry France roll dice for 1 Colonial-Infantry in Tanganyika, round 2 : 0/1 hits, 0.20 expected hits Italy roll dice for 1 Infantry in Tanganyika, round 2 : 1/1 hits, 0.30 expected hits 1 Colonial-Infantry owned by the France lost in Tanganyika Italy win with 1 Infantry remaining. Battle score for attacker is -6 Casualties for France: 1 Colonial-Infantry Non Combat Move - France Purchase Units - France France buy 1 Colonial-Infantry, 1 Infantry and 1 Mech-Inf; Remaining resources: 2 Fuel; 1 PUs; 3 CR; 0 Iron; 0 SS; Place Units - France 1 Colonial-Infantry, 1 Infantry and 1 Mech-Inf placed in Gabon Turn Complete - France France collect 31 PUs; end with 32 PUs Units generate 10 CR; France end with 13 CR Units generate 2 Fuel; France end with 4 Fuel Units generate 1 Iron; France end with 1 Iron
Combat Hit Differential Summary :
Italy : 0.70 France : -1.20
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TripleA Turn Summary: British-Colonies round 4
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 4 Combat Move - British-Colonies 1 Infantry moved from Dutch Guiana to French Guiana 2 Colonial-Infantrys moved from Gibraltar to Trafalgar Sea Zone 2 Colonial-Infantrys moved from Trafalgar Sea Zone to Tangier British-Colonies undo move 3. 2 Colonial-Infantrys moved from Trafalgar Sea Zone to Morocco 2 Colonial-Infantrys and 3 Infantrys moved from Nigeria to Chad 2 Cruisers moved from Indian Coast Sea Zone to Gulf of Aden Sea Zone British-Colonies undo move 5. 2 Cruisers moved from Indian Coast Sea Zone to Gulf of Aden Sea Zone British-Colonies undo move 5. British-Colonies undo move 3. British-Colonies undo move 2. 2 Cruisers moved from Indian Coast Sea Zone to Gulf of Aden Sea Zone British-Colonies undo move 3. 2 Colonial-Infantrys moved from Gibraltar to Trafalgar Sea Zone 2 Colonial-Infantrys moved from Trafalgar Sea Zone to Morocco Combat - British-Colonies Non Combat Move - British-Colonies Export to Britain - British-Colonies British-Colonies spend 1 Iron on User Action: Action Britain receives iron from British-Colonies Action Britain receives iron from British-Colonies activates a trigger called: Trigger Britain receives iron from British-Colonies Trigger Britain receives iron from British-Colonies: Britain met a national objective for an additional 1 Iron; end with 14 Iron Action Britain receives iron from British-Colonies activates a trigger called: Trigger Britain receives iron from British-Colonies-2 Purchase Units - British-Colonies British-Colonies buy 2 Infantrys and 1 Light-Tank; Remaining resources: 5 Fuel; 2 Iron; 0 PUs; 7 CR; 0 SS; Place Units - British-Colonies 2 Infantrys and 1 Light-Tank placed in Nigeria Turn Complete - British-Colonies British-Colonies collect 32 PUs; end with 32 PUs Units generate 5 Fuel; British-Colonies end with 10 Fuel Units generate 1 Iron; British-Colonies end with 3 Iron Units generate 4 CR; British-Colonies end with 11 CR
Combat Hit Differential Summary :
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TripleA Turn Summary: South-Africa round 4
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 4 Combat Move - South-Africa 1 Mech-Inf and 1 Medium-Tank moved from Eastern Angola to Western Angola 1 Infantry moved from Eastern Angola to Western Angola 1 Infantry moved from Mozambique to Rhodesia 2 Anti-Airs moved from South Africa to Bechuanaland 1 Cruiser and 1 Destroyer moved from Mombasa Sea Zone to Port Elizabeth Sea Zone Combat - South-Africa Battle in Western Angola South-Africa attack with 1 Infantry, 1 Mech-Inf and 1 Medium-Tank True-Neutral defend with 1 Artillery, 1 Colony, 1 Flag, 1 Fuel-Barrel and 1 Infantry South-Africa roll dice for 1 Infantry, 1 Mech-Inf and 1 Medium-Tank in Western Angola, round 2 : 1/3 hits, 1.00 expected hits True-Neutral roll dice for 1 Artillery and 1 Infantry in Western Angola, round 2 : 0/2 hits, 0.60 expected hits 1 Infantry owned by the True-Neutral lost in Western Angola South-Africa roll dice for 1 Infantry, 1 Mech-Inf and 1 Medium-Tank in Western Angola, round 3 : 0/3 hits, 1.00 expected hits True-Neutral roll dice for 1 Artillery in Western Angola, round 3 : 0/1 hits, 0.30 expected hits South-Africa roll dice for 1 Infantry, 1 Mech-Inf and 1 Medium-Tank in Western Angola, round 4 : 1/3 hits, 1.00 expected hits True-Neutral roll dice for 1 Artillery in Western Angola, round 4 : 1/1 hits, 0.30 expected hits 1 Artillery owned by the True-Neutral and 1 Infantry owned by the South-Africa lost in Western Angola South-Africa takes Western Angola from True-Neutral South-Africa win . Battle score for attacker is 11 Casualties for True-Neutral: 1 Artillery and 1 Infantry Casualties for South-Africa: 1 Infantry Non Combat Move - South-Africa Export to Britain - South-Africa South-Africa spend 1 Iron on User Action: Action Britain receives iron from South-Africa Action Britain receives iron from South-Africa activates a trigger called: Trigger Britain receives iron from South-Africa Trigger Britain receives iron from South-Africa: Britain met a national objective for an additional 1 Iron; end with 15 Iron Action Britain receives iron from South-Africa activates a trigger called: Trigger Britain receives iron from South-Africa-2 Purchase Units - South-Africa South-Africa buy 1 Anti-Air and 1 Infantry; Remaining resources: 11 Fuel; 0 Iron; 0 PUs; 0 CR; Place Units - South-Africa 1 Anti-Air and 1 Infantry placed in South Africa Turn Complete - South-Africa South-Africa collect 21 PUs; end with 21 PUs Units generate 10 Fuel; South-Africa end with 21 Fuel Units generate 2 CR; South-Africa end with 2 CR Units generate 1 Iron; South-Africa end with 1 Iron
Combat Hit Differential Summary :
True-Neutral : -0.20 South-Africa : -1.00
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Feels like Russia was about to get murdered lol. Pulled right back off Finland with a quickness hehe. Still going to get gutted up the middle and lose a lot of production capacity on the blitz, doubtless, but seemed like Leningrad would die for sure otherwise.
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