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    Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)

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    • Black_ElkB Offline
      Black_Elk
      last edited by

      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 Iron
      

      Combat Hit Differential Summary :

      Savegame

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      • Black_ElkB Offline
        Black_Elk
        last edited by

        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 Iron
        

        Combat Hit Differential Summary :

        British-Colonies : -0.70
        Italy : 1.40
        

        Savegame

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        • Black_ElkB Offline
          Black_Elk
          last edited by

          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 Iron
          

          Combat Hit Differential Summary :

          True-Neutral : -0.30
          South-Africa : 0.00
          

          Savegame

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          • Black_ElkB Offline
            Black_Elk
            last edited by Black_Elk

            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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            • Black_ElkB Offline
              Black_Elk
              last edited by

              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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              • Black_ElkB Offline
                Black_Elk
                last edited by

                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
                

                Savegame

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                • Black_ElkB Offline
                  Black_Elk
                  last edited by Black_Elk

                  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?

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

                    @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.

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

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

                      @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.

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

                        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 Iron
                        

                        Combat Hit Differential Summary :

                        Pro-Allies-Neutral : -0.60
                        Italy : -1.20
                        

                        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
                          last edited by

                          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 Iron
                          

                          Combat Hit Differential Summary :

                          USSR : 0.40
                          Iraq : -0.40
                          

                          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
                            last edited by

                            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 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

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                            • redrumR Offline
                              redrum Admin @Black_Elk
                              last edited by

                              @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.

                              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: 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 Iron
                                

                                Combat Hit Differential Summary :

                                Savegame

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                                • Black_ElkB Offline
                                  Black_Elk
                                  last edited by

                                  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 CR
                                  

                                  Combat Hit Differential Summary :

                                  Savegame

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                                  • Black_ElkB Offline
                                    Black_Elk
                                    last edited by

                                    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 Iron
                                    

                                    Combat Hit Differential Summary :

                                    AA fire in East Prussia : : -0.10
                                    

                                    Savegame

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

                                      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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                                      • Black_ElkB Offline
                                        Black_Elk
                                        last edited by Black_Elk

                                        @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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                                        • redrumR Offline
                                          redrum Admin @Black_Elk
                                          last edited by

                                          @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.

                                          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 Black_Elk

                                            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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