Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)
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TripleA Turn Summary: Britain round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - Britain Britain takes Eastern Greenland from True-Neutral 1 Infantry moved from Western Greenland to Eastern Greenland 1 Destroyer moved from Bay of Biscay Sea Zone to Trafalgar Sea Zone Combat - Britain Non Combat Move - Britain 1 Air-Transport and 1 Infantry moved from Halifax to Gibraltar Purchase Units - Britain Britain buy 1 Artillery, 3 Infantrys and 1 Transport; Remaining resources: 34 Fuel; 7 Iron; 0 PUs; Place Units - Britain 1 Transport placed in Gulf of Saint Lawrence Sea Zone 1 Artillery and 2 Infantrys placed in Halifax 1 Infantry placed in England Turn Complete - Britain Britain collect 58 PUs; end with 58 PUs Units generate 12 Fuel; Britain end with 46 Fuel Units generate 2 Iron; Britain end with 9 Iron Britain creates 1 Air-Transport in HalifaxCombat Hit Differential Summary :
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TripleA Turn Summary: France round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - France 1 Fighter moved from Senegal to Trafalgar Sea Zone 1 Transport moved from Trafalgar Sea Zone to West African Sea Zone 1 Infantry and 1 Mech-Inf moved from Mauritania to West African Sea Zone 1 Infantry, 1 Mech-Inf and 1 Transport moved from West African Sea Zone to Trafalgar Sea Zone 1 Infantry and 1 Mech-Inf moved from Trafalgar Sea Zone to Gibraltar 1 Anti-Air, 1 Artillery, 2 Colonial-Infantrys and 4 Infantrys moved from Gabon to Equatorial Africa 1 Colonial-Infantry moved from Cameroon to Equatorial Africa 1 Colonial-Infantry moved from Southern Congo to Northern Congo Non Combat Move - France Purchase Units - France France buy 2 Colonial-Infantrys and 1 Light-Tank; Remaining resources: 1 Fuel; 2 PUs; 3 CR; 0 Iron; 0 SS; Place Units - France 2 Colonial-Infantrys and 1 Light-Tank placed in Gabon Turn Complete - France France collect 27 PUs; end with 29 PUs Units generate 10 CR; France end with 13 CR Units generate 2 Fuel; France end with 3 Fuel Units generate 1 Iron; France end with 1 IronCombat Hit Differential Summary :
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TripleA Turn Summary: British-Colonies round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - British-Colonies 2 Colonial-Infantrys moved from Senegal to Freetown Sea Zone 2 Colonial-Infantrys and 1 Transport moved from Freetown Sea Zone to Trafalgar Sea Zone 2 Colonial-Infantrys moved from Trafalgar Sea Zone to Gibraltar 1 Infantry moved from Riyadh to Kuwait 1 Artillery and 1 Colonial-Infantry moved from North Sudan to Libyan Desert 1 Battleship, 2 Cruisers and 1 Destroyer moved from Indian Ocean 5 Sea Zone to Indian Coast Sea Zone Combat - British-Colonies Battle in Libyan Desert British-Colonies attack with 1 Artillery and 1 Colonial-Infantry Italy defend with 1 Flag and 1 Infantry British-Colonies roll dice for 1 Artillery and 1 Colonial-Infantry in Libyan Desert, round 2 : 0/2 hits, 0.50 expected hits Italy roll dice for 1 Infantry in Libyan Desert, round 2 : 1/1 hits, 0.30 expected hits 1 Colonial-Infantry owned by the British-Colonies lost in Libyan Desert British-Colonies roll dice for 1 Artillery in Libyan Desert, round 3 : 0/1 hits, 0.20 expected hits Italy roll dice for 1 Infantry in Libyan Desert, round 3 : 1/1 hits, 0.30 expected hits 1 Artillery owned by the British-Colonies lost in Libyan Desert Italy win with 1 Infantry remaining. Battle score for attacker is -17 Casualties for British-Colonies: 1 Artillery and 1 Colonial-Infantry 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 10 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 Colonial-Infantrys and 3 Infantrys; Remaining resources: 0 Fuel; 4 Iron; 0 PUs; 2 CR; 0 SS; Place Units - British-Colonies 2 Colonial-Infantrys and 3 Infantrys placed in Nigeria Turn Complete - British-Colonies British-Colonies collect 35 PUs; end with 35 PUs Units generate 5 CR; British-Colonies end with 7 CR Units generate 5 Fuel; British-Colonies end with 5 Fuel Units generate 1 Iron; British-Colonies end with 5 IronCombat Hit Differential Summary :
British-Colonies : -0.70 Italy : 1.40 -
TripleA Turn Summary: South-Africa round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - South-Africa 1 Cruiser and 1 Destroyer moved from Port Elizabeth Sea Zone to Mozambique Channel Sea Zone 1 Cruiser and 1 Destroyer moved from Mozambique Channel Sea Zone to Mombasa Sea Zone 1 Infantry and 1 Mech-Inf moved from Mozambique to Eastern Angola 1 Medium-Tank moved from South Africa to Eastern Angola Combat - South-Africa Battle in Eastern Angola South-Africa attack with 1 Infantry, 1 Mech-Inf and 1 Medium-Tank True-Neutral defend with 1 Flag, 1 Fuel-Barrel and 1 Infantry South-Africa roll dice for 1 Infantry, 1 Mech-Inf and 1 Medium-Tank in Eastern Angola, round 2 : 1/3 hits, 1.00 expected hits True-Neutral roll dice for 1 Infantry in Eastern Angola, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the True-Neutral lost in Eastern Angola South-Africa takes Eastern Angola from True-Neutral South-Africa win . Battle score for attacker is 10 Casualties for True-Neutral: 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 11 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 2 Anti-Airs; Remaining resources: 8 Fuel; 0 Iron; 0 PUs; 0 CR; Place Units - South-Africa 2 Anti-Airs placed in South Africa Turn Complete - South-Africa South-Africa collect 19 PUs; end with 19 PUs Units generate 9 Fuel; South-Africa end with 17 Fuel Units generate 1 CR; South-Africa end with 1 CR Units generate 1 Iron; South-Africa end with 1 IronCombat Hit Differential Summary :
True-Neutral : -0.30 South-Africa : 0.00 -
I predict this won't be the first time a British Air-transport gets left behind on the runway in Greenland lol. Tried my best to punish Finland for the horrid things their friends have been up to, then stacked Gibraltar as best I was able. Back to Italy
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ps. the more I think about it the more I like the caspian transport build on Russia's first turn. The middle east is really the only front where Russia can potentially gain some ground early on, since they get rolled up in the west, and Japan's transport capacity makes the far east coastline pretty dangerous. I think it risks losing the Moscow pocket to Germany/Finland earlier than one might like, but perhaps gives a way to relocate production and keep the Stalingrad VC active for the Allies. You lose a lot of PUs up north but could pick up 25 down south if you leverage the play into taking Iraq too, and at least there is some support overland from India. Thematically the Allies died invade Iran pretty early on so it follows a fairly historical script.
I think it probably makes a defensive stack in Western Turkistan more reliable (to keep the blitz path through Aktobe) since if Iran goes forward they leave themselves vulnerable to amphibius invasion. I imagine Axis might calculate that Iraq is the more defensible of the two, and maybe pull back that direction.
What do you think?
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TripleA Turn Summary: USSR round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - USSR 1 Infantry moved from Stalingrad to Caspian Sea Zone 2 Infantrys moved from Caucasus to Caspian Sea Zone 3 Infantrys moved from Caspian Sea Zone to Western Turkistan 1 Infantry moved from Eastern Turkistan to Western Turkistan 1 Infantry moved from Krasnodar to Caucasus 3 Infantrys, 3 Mech-Infs and 3 SP-Artillerys moved from Siberia to Aktobe 1 Fighter moved from Gorki to Western Turkistan 1 Infantry moved from Eastern Ukraine to Stalingrad 1 Artillery and 1 Mech-Inf moved from Byelorussia to Stalingrad 1 Commissar moved from Central Russia to Stalingrad 1 Infantry moved from Byelorussia to Eastern Ukraine 6 Infantrys moved from Byelorussia to Central Russia 1 Infantry moved from Karelia to Leningrad 1 Infantry moved from Archangel to Leningrad 1 Light-Tank moved from Leningrad to Central Russia 2 Infantrys moved from Moscow to Leningrad 1 Infantry moved from Chita to Aldan 2 Infantrys and 2 Mech-Infs moved from Eastern Mongolia to Qinghai 5 Infantrys, 5 Mech-Infs and 5 SP-Artillerys moved from Irkutsk to Aldan 1 Artillery and 2 Infantrys moved from Nikolaevsk to Aldan 1 Infantry moved from Khabarovsk to Aldan 1 Light-Tank moved from Vladivostok to Aldan 3 Infantrys moved from Vladivostok to Khabarovsk 1 Anti-Air moved from Vladivostok to Khabarovsk 1 Artillery and 3 Infantrys moved from Amur to Khabarovsk 2 Infantrys moved from Ayan to Ust-Maysky 1 Infantry moved from Magadan to Abyysky 2 Submarines moved from Okhotsk Sea Zone to Avachinsky Sea Zone 1 Medium-Tank moved from Moscow to Central Russia 1 Infantry moved from Central Russia to Stalingrad 1 Submarine moved from Azov Sea Zone to Black Sea Zone Non Combat Move - USSR 3 Infantrys moved from Central Russia to Stalingrad 1 Artillery moved from Leningrad to Central Russia 1 Infantry moved from Leningrad to Central Russia 2 Infantrys moved from Central Russia to Stalingrad Purchase Units - USSR USSR buy 1 Anti-Air, 1 Commissar, 1 Dive-Bomber, 4 Infantrys, 2 Patrol-Boats and 2 Transports; Remaining resources: 31 Fuel; 0 Iron; 0 PUs; 0 Officials; Place Units - USSR 2 Patrol-Boats and 2 Transports placed in Caspian Sea Zone 1 Dive-Bomber placed in Stalingrad 1 Commissar placed in Siberia 4 Infantrys placed in Leningrad 1 Anti-Air placed in Archangel Turn Complete - USSR USSR collect 141 PUs; end with 141 PUs Units generate 32 Fuel; USSR end with 63 Fuel Units generate 6 SS; USSR end with 6 SS Units generate 4 Officials; USSR end with 4 Officials Units generate 6 Iron; USSR end with 6 Iron USSR creates 1 Air-Transport in Siberia -
Maybe something more like the above? I think the Axis player would be pretty hard pressed to attack Western Turkistan with Iran under those conditions, and failing to shut down the blitz path for the Siberian units in Aktobe more or less ensures that Iran will fall to the Soviets the following round (even if the airbase bonus to movement is removed in subsequent builds.) Its a pretty expensive investment on the water, but I think its promising. The PT boats should be enough to deter an air attack in the first round, then perhaps later you can bolster the Caspian fleet with a cruiser or something just to make sure any German/Italian aircraft that get flown into the area can't screw the transports later on.
Once established in the area India can bring up the rear (maybe with a factory in Afghanistan, or their own transport to the mideast if it survives the first round etc) and Russia can bounce the 12 hitpoints back via transport to try and hold the line at Stalingrad once they mop up. Have all the Allied ships in the region start converging on the Persian Gulf Arabian Sz to give Italy and Japan pause?
What do you think? I viable alternative to trying to hold the Russian center?
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@black_elk Yeah, right now focusing on capturing Iran/Iraq early as USSR is a good idea. Its tough for the Axis to support them and they start out pretty weak but are worth 10 PU each plus oil plus great strategic location. Not sure if transports or planes or just mobile ground forces is the best approach. But trying to take out Iran turn 2 or 3 then Iraq the following turn is probably timing wise ideal.
IMO, the Middle East is just too weak and exposed to USSR attacks early on. I think they need beefed up and maybe even combined together into 1 nation.
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@redrum Yeah I was thinking the same. I don't know what you could call the faction, Middle East Axis or whatever, but if they had a choice between defending production at Iran or Iraq (where they could sacrifice one spot to support the other if need be) maybe it would be a bit more interesting. I think I like the light green territory color aesthetically for the map.
On the Allied side I still feel the French Colonies and South Africa are kind of unnecessary. I understand the rationale about jumping around from region to region, but Russia and the US both kind of do that already, so I think France or British colonies could do the same without any real confusion. I actually think it would open up the naval game somewhat, if some of those starting ships weren't split over so many minor factions. Thematically there was never really such a thing as a French or British colonial fleet, I guess I kind of interpreted it as a regional command, but it does put definite limits on what the Allies can do, since none of those Allied minors are really large enough to expand on the water. They can consolidate for defensive camping, or do blocking maneuvers, but on the attack not so much. I don't know, I think France at least would be a more interesting faction if all those colonial spots were just straight up French.
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TripleA Turn Summary: Italy round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - Italy Italy takes Syria from French-Colonies Italy takes North Sudan from British-Colonies Italy takes Aden from British-Colonies 1 Light-Tank moved from Egypt to Syria 1 Medium-Tank moved from Egypt to Iraq 1 Artillery, 1 Infantry and 2 Mech-Infs moved from Egypt to Iraq 1 Infantry moved from El Alamein to North Sudan 1 Infantry moved from El Alamein to Aegean Sea Zone 1 Infantry moved from Egypt to Aegean Sea Zone 3 Infantrys and 1 Transport moved from Aegean Sea Zone to Gulf of Aden Sea Zone 2 Infantrys moved from Gulf of Aden Sea Zone to Aden 1 Transport moved from Aegean Sea Zone to Red Sea Zone 2 Infantrys moved from Nubian Desert to Red Sea Zone 1 Artillery moved from Egypt to Red Sea Zone 1 Artillery, 2 Infantrys and 1 Transport moved from Red Sea Zone to Gulf of Aden Sea Zone 3 Infantrys moved from Egypt to Aegean Sea Zone 3 Infantrys and 1 Transport moved from Aegean Sea Zone to Gulf of Aden Sea Zone 1 Artillery and 5 Infantrys moved from Gulf of Aden Sea Zone to Oman 1 Battleship moved from Aegean Sea Zone to Gulf of Aden Sea Zone 1 Patrol-Boat moved from Red Sea Zone to Gulf of Aden Sea Zone 3 Infantrys moved from Egypt to Transjordan 1 Anti-Air moved from Libya to Tyrrhenian Sea Zone 1 Anti-Air moved from Tyrrhenian Sea Zone to Corsica Italy take Corsica from France 1 Infantry moved from Libyan Desert to Libya 1 Infantry moved from Ethiopia to Somalia 3 Infantrys moved from Tanganyika to Kenya 1 Colonial-Infantry moved from Tunesia to Algeria 1 Infantry moved from Algeria to Tunesia 1 Fighter moved from El Alamein to Somalia Combat - Italy Battle in Oman Italy attack with 1 Artillery and 5 Infantrys Pro-Allies-Neutral defend with 1 Flag, 2 Infantrys and 1 Iron-Ore Italy roll dice for 1 Battleship in Oman, round 2 : 1/1 hits, 0.60 expected hits 1 Infantry owned by the Pro-Allies-Neutral lost in Oman Italy roll dice for 1 Artillery and 5 Infantrys in Oman, round 2 : 0/6 hits, 1.30 expected hits Pro-Allies-Neutral roll dice for 1 Infantry in Oman, round 2 : 0/1 hits, 0.30 expected hits Italy roll dice for 1 Artillery and 5 Infantrys in Oman, round 3 : 1/6 hits, 1.30 expected hits Pro-Allies-Neutral roll dice for 1 Infantry in Oman, round 3 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the Pro-Allies-Neutral lost in Oman Italy takes Oman from Pro-Allies-Neutral Italy win with 1 Artillery and 5 Infantrys remaining. Battle score for attacker is 20 Casualties for Pro-Allies-Neutral: 2 Infantrys Non Combat Move - Italy Purchase Units - Italy Trigger Italian Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Italy Italy buy 2 Anti-Airs, 1 Colonial-Infantry, 1 Fighter, 1 Infantry and 3 Patrol-Boats; Remaining resources: 11 Fuel; 0 Iron; 0 PUs; 5 CR; Place Units - Italy 2 Anti-Airs, 1 Colonial-Infantry, 1 Fighter and 1 Infantry placed in Italy 1 Patrol-Boat placed in Tyrrhenian Sea Zone 2 Patrol-Boats and 1 Submarine placed in Gulf of Aden Sea Zone Turn Complete - Italy Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Italy in Syria Trigger The SS is now recruiting from Syria: Germany has 1 SS-Potential placed in Syria Italy collect 102 PUs; end with 102 PUs Units generate 9 CR; Italy end with 14 CR Units generate 12 Fuel; Italy end with 23 Fuel Units generate 4 Iron; Italy end with 4 IronCombat Hit Differential Summary :
Pro-Allies-Neutral : -0.60 Italy : -1.20 -
TripleA Turn Summary: Iraq round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - Iraq 1 Infantry and 1 Light-Tank moved from Iraq to Iran Combat - Iraq Battle in Iran Iraq attack with 1 Infantry and 1 Light-Tank USSR defend with 1 Flag, 10 Fuel-Barrels, 1 Iron-Ore and 1 SP-Artillery Iraq roll dice for 1 Infantry and 1 Light-Tank in Iran, round 2 : 0/2 hits, 0.70 expected hits USSR roll dice for 1 SP-Artillery in Iran, round 2 : 0/1 hits, 0.30 expected hits Iraq roll dice for 1 Infantry and 1 Light-Tank in Iran, round 3 : 1/2 hits, 0.70 expected hits USSR roll dice for 1 SP-Artillery in Iran, round 3 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the Iraq and 1 SP-Artillery owned by the USSR lost in Iran Iraq win, taking Iran from USSR with 1 Light-Tank remaining. Battle score for attacker is 2 Casualties for Iraq: 1 Infantry Casualties for USSR: 1 SP-Artillery Non Combat Move - Iraq Aid Axis powers - Iraq Iraq spend 5 Fuel on User Action: Action 2 Italy receives fuel support Action 2 Italy receives fuel support activates a trigger called: Trigger 2 Italy receives fuel support Trigger 2 Italy receives fuel support: Italy met a national objective for an additional 5 Fuel; end with 28 Fuel Action 2 Italy receives fuel support activates a trigger called: Trigger 2 Italy receives fuel support-2 Iraq spend 5 Fuel on User Action: Action 1 Germany receives fuel support Action 1 Germany receives fuel support activates a trigger called: Trigger 1 Germany receives fuel support Trigger 1 Germany receives fuel support: Germany met a national objective for an additional 5 Fuel; end with 60 Fuel Action 1 Germany receives fuel support activates a trigger called: Trigger 1 Germany receives fuel support-2 Purchase Units - Iraq Iraq buy 1 Patrol-Boat; Remaining resources: 2 Fuel; 3 Iron; 1 PUs; Place Units - Iraq 1 Patrol-Boat placed in Arabian Sea Zone Turn Complete - Iraq Iraq collect 12 PUs; end with 13 PUs Units generate 10 Fuel; Iraq end with 12 Fuel Units generate 1 Iron; Iraq end with 4 IronCombat Hit Differential Summary :
USSR : 0.40 Iraq : -0.40 -
TripleA Turn Summary: Iran round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - Iran Purchase Units - Iran Iran buy nothing; Remaining resources: 0 Fuel; 3 Iron; 17 PUs; Turn Complete - Iran Iran collect 10 PUs; end with 27 PUs Units generate 10 Fuel; Iran end with 10 Fuel Units generate 1 Iron; Iran end with 4 IronCombat Hit Differential Summary :
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@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.
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TripleA Turn Summary: British-India round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - British-India 1 Anti-Air, 3 Colonial-Infantrys and 1 Infantry moved from Afghanistan to Sind 1 Fighter and 1 Infantry moved from Orissa to India Non Combat Move - British-India Purchase Units - British-India British-India buy 1 Colonial-Infantry, 1 Cruiser and 1 Transport; Remaining resources: 13 Fuel; 0 Iron; 2 PUs; 12 CR; 0 SS; Place Units - British-India 1 Cruiser and 1 Transport placed in Indian Coast Sea Zone 1 Colonial-Infantry placed in India Turn Complete - British-India British-India collect 41 PUs; end with 43 PUs Units generate 2 SS; British-India end with 2 SS Units generate 8 Fuel; British-India end with 21 Fuel Units generate 5 CR; British-India end with 17 CR Units generate 1 Iron; British-India end with 1 IronCombat Hit Differential Summary :
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TripleA Turn Summary: French-Colonies round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - French-Colonies 1 Infantry moved from India to Orissa Non Combat Move - French-Colonies Purchase Units - French-Colonies French-Colonies buy 3 Infantrys; Remaining resources: 23 Fuel; 7 PUs; 9 CR; 1 Iron; 0 SS; Place Units - French-Colonies 3 Infantrys placed in French India Turn Complete - French-Colonies French-Colonies collect 29 PUs; end with 36 PUs Units generate 3 Fuel; French-Colonies end with 26 Fuel Units generate 1 Iron; French-Colonies end with 2 Iron Units generate 3 CR; French-Colonies end with 12 CRCombat Hit Differential Summary :
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TripleA Turn Summary: KNIL round 3
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 3 Combat Move - KNIL 1 Bomber moved from Stalingrad to East Prussia Combat - KNIL Strategic bombing raid in East Prussia AA fire in East Prussia : 0/1 hits, 0.10 expected hits Bombing raid in East Prussia rolls: 2 and causes: 2 damage to unit: Factory Bombing raid in East Prussia causes 2 damage total. Non Combat Move - KNIL 1 Bomber moved from East Prussia to Leningrad Purchase Units - KNIL KNIL buy 1 Bomber; Remaining resources: 5 Fuel; 5 Iron; 0 PUs; 12 CR; Place Units - KNIL 1 Bomber placed in Dutch Guiana Turn Complete - KNIL KNIL collect 21 PUs; end with 21 PUs Units generate 4 Fuel; KNIL end with 9 Fuel Units generate 4 CR; KNIL end with 16 CR Units generate 1 Iron; KNIL end with 6 IronCombat Hit Differential Summary :
AA fire in East Prussia : : -0.10 -
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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