Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)
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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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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 IronCombat Hit Differential Summary :
USA : -0.60 Japan : 3.40 British-India : -0.80 -
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 IronCombat Hit Differential Summary :
British-India : -0.20 Thailand : 0.00 -
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 AtlanticCombat Hit Differential Summary :
USA : 0.40 Pro-Axis-Neutral : -0.30
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