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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 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

            1 Reply Last reply Reply Quote 0
            • 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

              1 Reply Last reply Reply Quote 0
              • 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

                1 Reply Last reply Reply Quote 0
                • 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

                    1 Reply Last reply Reply Quote 0
                    • 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

                      1 Reply Last reply Reply Quote 0
                      • 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

                          1 Reply Last reply Reply Quote 0
                          • 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.

                            redrumR 1 Reply Last reply Reply Quote 1
                            • 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

                              1 Reply Last reply Reply Quote 1
                              • 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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                                • FrostionF Offline
                                  Frostion Admin
                                  last edited by

                                  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! 😊

                                  Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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

                                    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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                                    • redrumR Offline
                                      redrum Admin
                                      last edited by

                                      TripleA Turn Summary: Japan round 3

                                      TripleA Turn Summary for game: Iron War, version: 0.2.6

                                      Game History

                                      Round: 3
                                      
                                          Combat Move - Japan
                                              1 Infantry moved from Magadan to Gizhiga
                                                    Japan take Gizhiga from USSR
                                              1 Infantry moved from Magadan to Ayan
                                                    Japan take Ayan from USSR
                                              1 Infantry moved from Amur to Nikolaevsk
                                                    Japan take Nikolaevsk from USSR
                                              1 Infantry moved from Vladivostok to Khabarovsk
                                                    Japan take Khabarovsk from USSR
                                              2 Infantrys moved from Japan to Japan Sea Zone
                                              1 Artillery moved from Ryojun to Japan Sea Zone
                                              1 Artillery, 2 Infantrys and 1 Transport moved from Japan Sea Zone to South China Sea Zone
                                              1 Artillery and 2 Infantrys moved from South China Sea Zone to Luzon
                                              1 Infantry moved from Celebes to Celebes Sea Zone
                                              2 Submarines moved from Arafura Sea Zone to Sumatra Sea Zone
                                              1 Cruiser and 1 Submarine moved from Java Sea Zone to Sumatra Sea Zone
                                              1 Battleship moved from Gulf of Thailand Sea Zone to Sumatra Sea Zone
                                              1 Cruiser moved from Java Sea Zone to Gulf of Thailand Sea Zone
                                              1 Infantry and 1 Transport moved from Celebes Sea Zone to Gulf of Thailand Sea Zone
                                              2 Artillerys and 1 Infantry moved from French Indochina to Gulf of Thailand Sea Zone
                                              2 Artillerys, 1 Infantry and 1 Transport moved from Gulf of Thailand Sea Zone to Sumatra Sea Zone
                                              2 Artillerys and 1 Infantry moved from Sumatra Sea Zone to Java
                                              1 Artillery and 1 Infantry moved from French Indochina to Gulf of Thailand Sea Zone
                                              1 Artillery and 2 Infantrys moved from Gulf of Thailand Sea Zone to North Borneo
                                              2 Light-Tanks moved from French Indochina to Gulf of Thailand Sea Zone
                                              2 Infantrys moved from Sumatra to Gulf of Thailand Sea Zone
                                              1 Infantry and 1 Light-Tank moved from Gulf of Thailand Sea Zone to Malaya
                                              1 Infantry and 1 Light-Tank moved from Gulf of Thailand Sea Zone to Palawan
                                              1 Infantry moved from Sumatra to Gulf of Thailand Sea Zone
                                              1 Infantry moved from Gulf of Thailand Sea Zone to Borneo
                                                    Japan take Borneo from KNIL
                                              1 Bomber moved from Thailand to Luzon
                                              1 Fighter moved from Thailand to Malaya
                                              1 Fighter moved from Thailand to Palawan
                                              1 Fighter moved from Thailand to North Borneo
                                              1 Artillery, 1 Dive-Bomber and 1 Mech-Inf moved from Peking to Chungking
                                              1 Artillery and 1 Infantry moved from Lanchow to Chungking
                                              1 Infantry moved from Chungking to Eastern Tibet
                                                    Japan take Eastern Tibet from China
                                              1 Infantry moved from Peking to Lanchow
                                      
                                          Combat - Japan
                                              Battle in Java
                                                  Japan attack with 2 Artillerys and 1 Infantry
                                                  KNIL defend with 1 Colony, 1 Flag and 1 Infantry
                                                      Japan roll dice for 1 Battleship in Java, round 2 : 1/1 hits, 0.60 expected hits
                                                      1 Infantry owned by the KNIL lost in Java
                                                  Japan win, taking Java from KNIL with 2 Artillerys and 1 Infantry remaining. Battle score for attacker is 10
                                                  Casualties for KNIL: 1 Infantry
                                              Battle in Luzon
                                                  Japan attack with 1 Artillery, 1 Bomber and 2 Infantrys
                                                  USA defend with 1 Flag and 1 Infantry
                                                      Japan roll dice for 1 Artillery, 1 Bomber and 2 Infantrys in Luzon, round 2 : 2/4 hits, 1.40 expected hits
                                                      USA roll dice for 1 Infantry in Luzon, round 2 : 0/1 hits, 0.30 expected hits
                                                      1 Infantry owned by the USA lost in Luzon
                                                  Japan win, taking Luzon from USA with 1 Artillery, 1 Bomber and 2 Infantrys remaining. Battle score for attacker is 10
                                                  Casualties for USA: 1 Infantry
                                              Battle in Palawan
                                                  Japan attack with 1 Fighter, 1 Infantry and 1 Light-Tank
                                                  USA defend with 1 Flag and 1 Infantry
                                                      Japan roll dice for 1 Fighter, 1 Infantry and 1 Light-Tank in Palawan, round 2 : 2/3 hits, 1.20 expected hits
                                                      USA roll dice for 1 Infantry in Palawan, round 2 : 0/1 hits, 0.30 expected hits
                                                      1 Infantry owned by the USA lost in Palawan
                                                  Japan win, taking Palawan from USA with 1 Fighter, 1 Infantry and 1 Light-Tank remaining. Battle score for attacker is 10
                                                  Casualties for USA: 1 Infantry
                                              Battle in North Borneo
                                                  Japan attack with 1 Artillery, 1 Fighter and 2 Infantrys
                                                  British-India defend with 1 Artillery, 1 Flag, 2 Fuel-Barrels and 1 Infantry
                                                      Japan roll dice for 1 Artillery, 1 Fighter and 2 Infantrys in North Borneo, round 2 : 2/4 hits, 1.20 expected hits
                                                      British-India roll dice for 1 Artillery and 1 Infantry in North Borneo, round 2 : 0/2 hits, 0.60 expected hits
                                                      1 Artillery owned by the British-India and 1 Infantry owned by the British-India lost in North Borneo
                                                  Japan takes North Borneo from British-India
                                                  Japan win with 1 Artillery, 1 Fighter and 2 Infantrys remaining. Battle score for attacker is 21
                                                  Casualties for British-India: 1 Artillery and 1 Infantry
                                              Battle in Malaya
                                                  Japan attack with 1 Fighter, 1 Infantry and 1 Light-Tank
                                                  British-India defend with 1 Colonial-Infantry, 1 Flag and 1 SS-Potential
                                                      Japan roll dice for 1 Fighter, 1 Infantry and 1 Light-Tank in Malaya, round 2 : 2/3 hits, 1.20 expected hits
                                                      British-India roll dice for 1 Colonial-Infantry in Malaya, round 2 : 0/1 hits, 0.20 expected hits
                                                  1 Colonial-Infantry owned by the British-India lost in Malaya
                                                  Japan takes Malaya from British-India
                                                  Japan win with 1 Fighter, 1 Infantry and 1 Light-Tank remaining. Battle score for attacker is 6
                                                  Casualties for British-India: 1 Colonial-Infantry
                                      
                                          Non Combat Move - Japan
                                              1 Fighter moved from Malaya to Sumatra
                                              1 Fighter moved from North Borneo to Sumatra
                                              1 Fighter moved from Palawan to Sumatra
                                              1 Bomber moved from Luzon to Sumatra
                                              1 Light-Tank moved from French Indochina to Burma
                                              3 Infantrys moved from Peking to Changsha
                                              1 Infantry and 2 Mech-Infs moved from Ryojun to Changsha
                                              1 Infantry moved from Ryojun to Peking
                                              1 Transport moved from Okhotsk Sea Zone to Japan Sea Zone
                                              1 Anti-Air and 1 Infantry moved from Japan to Japan Sea Zone
                                              1 Anti-Air and 1 Infantry moved from Japan Sea Zone to Ryojun
                                              1 Infantry moved from Tsitsihar to Jehol
                                              3 Artillerys and 1 Infantry moved from Hsinking to Ryojun
                                              1 Battleship, 1 Carrier, 3 Cruisers, 4 Destroyers, 1 Fighter and 1 Submarine moved from Wake Island Sea Zone to Truk Lagoon Sea Zone
                                              1 Submarine moved from Japanese East Coast Sea Zone to Truk Lagoon Sea Zone
                                      
                                          Aid Axis powers - Japan
                                              Japan spend 5 PUs on User Action: Action 1 Thailand receives financial support
                                              Action 1 Thailand receives financial support activates a trigger called: Trigger Thailand receives financial support-1
                                              Trigger Thailand receives financial support-1: Thailand met a national objective for an additional 5 PUs; end with 22 PUs
                                              Action 1 Thailand receives financial support activates a trigger called: Trigger Thailand receives financial support-2
                                      
                                          Purchase Units - Japan
                                              Trigger Japanese Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Japan
                                              Japan buy 2 Anti-Airs, 1 Battleship, 1 Factory and 3 Mech-Infs; Remaining resources: 19 Fuel; 4 Iron; 0 PUs; 0 CR; 
                                      
                                          Place Units - Japan
                                              1 Battleship and 1 Submarine placed in Truk Lagoon Sea Zone
                                              1 Factory placed in Sumatra
                                              2 Anti-Airs and 3 Mech-Infs placed in Ryojun
                                      
                                          Turn Complete - Japan
                                              Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Japan in Malaya
                                              Trigger The SS is now recruiting from Malaya: Germany has 1 SS-Potential placed in Malaya
                                              Japan collect 134 PUs; end with 134 PUs
                                              Units generate 47 Fuel; Japan end with 66 Fuel
                                              Units generate 6 CR; Japan end with 6 CR
                                              Units generate 5 Iron; Japan end with 9 Iron
                                      

                                      Combat Hit Differential Summary :

                                      USA : -0.60
                                      Japan : 3.40
                                      British-India : -0.80
                                      

                                      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: Thailand round 3

                                        TripleA Turn Summary for game: Iron War, version: 0.2.6

                                        Game History

                                        Round: 3
                                        
                                            Combat Move - Thailand
                                                1 Artillery and 3 Infantrys moved from Lower Burma to Bengal
                                                1 Anti-Air, 1 Artillery, 1 Infantry and 1 Light-Tank moved from Burma to Bengal
                                        
                                            Combat - Thailand
                                                Battle in Bengal
                                                    Thailand attack with 1 Anti-Air, 2 Artillerys, 4 Infantrys and 1 Light-Tank
                                                    British-India defend with 1 Colonial-Infantry, 1 Flag and 1 SS-Potential
                                                        Thailand roll dice for 1 Anti-Air, 2 Artillerys, 4 Infantrys and 1 Light-Tank in Bengal, round 2 : 2/8 hits, 2.00 expected hits
                                                        British-India roll dice for 1 Colonial-Infantry in Bengal, round 2 : 0/1 hits, 0.20 expected hits
                                                    1 Colonial-Infantry owned by the British-India lost in Bengal
                                                    Thailand takes Bengal from British-India
                                                    Thailand win with 1 Anti-Air, 2 Artillerys, 4 Infantrys and 1 Light-Tank remaining. Battle score for attacker is 6
                                                    Casualties for British-India: 1 Colonial-Infantry
                                        
                                            Non Combat Move - Thailand
                                                1 Infantry moved from Southern Thailand to Lower Burma
                                                1 Anti-Air moved from Thailand to Southern Thailand
                                                1 Anti-Air moved from Thailand to Burma
                                                2 Patrol-Boats moved from Celebes Sea Zone to South China Sea Zone
                                        
                                            Purchase Units - Thailand
                                                Thailand buy 1 Infantry and 1 Mech-Inf; Remaining resources: 2 Fuel; 0 Iron; 0 PUs; 0 CR; 
                                        
                                            Place Units - Thailand
                                                1 Infantry and 1 Mech-Inf placed in Thailand
                                        
                                            Turn Complete - Thailand
                                                Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Thailand in Bengal
                                                Trigger The SS is now recruiting from Bengal: Germany has 1 SS-Potential placed in Bengal
                                                Thailand collect 19 PUs; end with 19 PUs
                                                Units generate 4 Fuel; Thailand end with 6 Fuel
                                                Units generate 1 CR; Thailand end with 1 CR
                                                Units generate 1 Iron; Thailand end with 1 Iron
                                        

                                        Combat Hit Differential Summary :

                                        British-India : -0.20
                                        Thailand : 0.00
                                        

                                        Savegame

                                        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: USA round 3

                                          TripleA Turn Summary for game: Iron War, version: 0.2.6

                                          Game History

                                          Round: 3
                                          
                                              Combat Move - USA
                                                  1 Cruiser, 3 Infantrys and 1 Transport moved from North Atlantic 3 Sea Zone to Trafalgar Sea Zone
                                                  3 Infantrys moved from Trafalgar Sea Zone to Morocco
                                                  2 Fighters moved from Trafalgar Sea Zone to Morocco
                                                  1 Air-Transport moved from Gibraltar to Morocco
                                                  1 Air-Transport and 1 Infantry moved from USA North Atlantic to Morocco
                                          
                                              Combat - USA
                                                  Battle in Morocco
                                                      USA attack with 2 Air-Transports, 2 Fighters and 4 Infantrys
                                                      Pro-Axis-Neutral defend with 1 Flag, 1 Infantry and 1 Mech-Inf
                                                          USA roll dice for 1 Battleship in Morocco, round 2 : 1/1 hits, 0.60 expected hits
                                                          1 Infantry owned by the Pro-Axis-Neutral lost in Morocco
                                                          USA roll dice for 2 Air-Transports, 2 Fighters and 4 Infantrys in Morocco, round 2 : 2/8 hits, 2.00 expected hits
                                                          Pro-Axis-Neutral roll dice for 1 Mech-Inf in Morocco, round 2 : 0/1 hits, 0.30 expected hits
                                                      1 Mech-Inf owned by the Pro-Axis-Neutral lost in Morocco
                                                      USA takes Morocco from Pro-Axis-Neutral
                                                      USA win with 2 Air-Transports, 2 Fighters and 4 Infantrys remaining. Battle score for attacker is 22
                                                      Casualties for Pro-Axis-Neutral: 1 Infantry and 1 Mech-Inf
                                          
                                              Non Combat Move - USA
                                                  1 Air-Transport could not land in Morocco and was removed
                                                  2 Fighters moved from Morocco to Trafalgar Sea Zone
                                                  1 Air-Transport moved from Morocco to Gibraltar
                                          
                                              Lend-Lease aid - USA
                                                  USA spend 20 PUs on User Action: Action 7 USSR receives financial support
                                                  Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support
                                                  Trigger USSR receives financial support: USSR met a national objective for an additional 20 PUs; end with 158 PUs
                                                  Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support-2
                                          
                                              Purchase Units - USA
                                                  USA buy 1 Battleship, 3 Infantrys and 1 Transport; Remaining resources: 116 Fuel; 0 Iron; 1 PUs; 
                                          
                                              Place Units - USA
                                                  1 Battleship placed in Hawaiian Sea Zone
                                                  1 Transport placed in Norfolk Sea Zone
                                                  1 Infantry placed in USA North Atlantic
                                                  2 Infantrys placed in Hawaii
                                          
                                              Turn Complete - USA
                                                  USA collect 106 PUs; end with 107 PUs
                                                  Units generate 48 Fuel; USA end with 164 Fuel
                                                  Units generate 4 Iron; USA end with 4 Iron
                                                  USA creates 1 Air-Transport in USA North Atlantic
                                          

                                          Combat Hit Differential Summary :

                                          USA : 0.40
                                          Pro-Axis-Neutral : -0.30
                                          

                                          Savegame

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

                                            TripleA Turn Summary: China round 3

                                            TripleA Turn Summary for game: Iron War, version: 0.2.6

                                            Game History

                                            Round: 3
                                            
                                                Combat Move - China
                                                    1 Fighter and 1 Infantry moved from Qinghai to Lanchow
                                                    1 Infantry moved from Qinghai to Eastern Tibet
                                                    1 Anti-Air and 1 Infantry moved from Urimchi to Qinghai
                                            
                                                Combat - China
                                                    Battle in Eastern Tibet
                                                        China attack with 1 Infantry
                                                        Japan defend with 1 Flag and 1 Infantry
                                                            China roll dice for 1 Infantry in Eastern Tibet, round 2 : 1/1 hits, 0.20 expected hits
                                                            Japan roll dice for 1 Infantry in Eastern Tibet, round 2 : 1/1 hits, 0.30 expected hits
                                                            1 Infantry owned by the Japan and 1 Infantry owned by the China lost in Eastern Tibet
                                                        Japan win with no units remaining. Battle score for attacker is 0
                                                        Casualties for China: 1 Infantry
                                                        Casualties for Japan: 1 Infantry
                                                    Battle in Lanchow
                                                        China attack with 1 Fighter and 1 Infantry
                                                        Japan defend with 1 Flag and 1 Infantry
                                                            China roll dice for 1 Fighter and 1 Infantry in Lanchow, round 2 : 1/2 hits, 0.70 expected hits
                                                            Japan roll dice for 1 Infantry in Lanchow, round 2 : 0/1 hits, 0.30 expected hits
                                                            1 Infantry owned by the Japan lost in Lanchow
                                                        China win, taking Lanchow from Japan with 1 Fighter and 1 Infantry remaining. Battle score for attacker is 10
                                                        Casualties for Japan: 1 Infantry
                                            
                                                Non Combat Move - China
                                                    1 Fighter moved from Lanchow to Qinghai
                                            
                                                Export to the USA - China
                                                    China spend 1 Iron on User Action: Action USA receives iron from China
                                                    Action USA receives iron from China activates a trigger called: Trigger USA receives iron from China
                                                    Trigger USA receives iron from China: USA met a national objective for an additional 1 Iron; end with 5 Iron
                                                    Action USA receives iron from China activates a trigger called: Trigger USA receives iron from China-2
                                            
                                                Purchase Units - China
                                                    China buy 1 Infantry; Remaining resources: 4 Fuel; 1 Iron; 2 PUs; 
                                            
                                                Place Units - China
                                                    1 Infantry placed in Urimchi
                                            
                                                Turn Complete - China
                                                    China collect 13 PUs; end with 15 PUs
                                                    Units generate 2 Fuel; China end with 6 Fuel
                                                    Units generate 1 Iron; China end with 2 Iron
                                            

                                            Combat Hit Differential Summary :

                                            China : 1.10
                                            Japan : 0.40
                                            

                                            Savegame

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