Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)
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TripleA Turn Summary: USSR round 6
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 6 Combat Move - USSR 1 Air-Transport and 1 Infantry moved from Qinghai to Peking 1 Infantry and 1 Mech-Inf moved from Kashgar to Eastern Turkistan 4 Infantrys moved from Archangel to Moscow 1 Infantry moved from Archangel to Gorki 1 Artillery and 1 Infantry moved from Bashkortostan to Buzuluk 1 Air-Transport and 1 Infantry moved from Siberia to Aktobe 1 Infantry moved from Kostanay to Aktobe USSR take Aktobe from Balkan 1 Infantry moved from Kashgar to Uzbekistan 1 SP-Artillery moved from Kashgar to Karakalpakstan 2 Infantrys moved from Buryat to Bartsk 2 Infantrys moved from Lensk to Irkutsk 1 Commissar moved from Siberia to Kostanay 1 Commissar moved from Siberia to Bashkortostan 1 Infantry and 1 Mech-Inf moved from Kashgar to Karakalpakstan 1 Infantry and 1 Mech-Inf moved from Kashgar to Eastern Turkistan 1 SP-Artillery moved from Kashgar to Eastern Turkistan 1 Mech-Inf moved from Kashgar to Karakalpakstan 1 Infantry and 1 Mech-Inf moved from Ulan Bator to Irkutsk Combat - USSR Battle in Buzuluk USSR attack with 1 Artillery and 1 Infantry Balkan defend with 1 Flag, 1 Fuel-Barrel, 1 Infantry and 1 Mech-Inf USSR roll dice for 1 Artillery and 1 Infantry in Buzuluk, round 2 : 2/2 hits, 0.50 expected hits Balkan roll dice for 1 Infantry and 1 Mech-Inf in Buzuluk, round 2 : 0/2 hits, 0.60 expected hits 1 Mech-Inf owned by the Balkan and 1 Infantry owned by the Balkan lost in Buzuluk USSR win, taking Buzuluk from Balkan with 1 Artillery and 1 Infantry remaining. Battle score for attacker is 22 Casualties for Balkan: 1 Infantry and 1 Mech-Inf Battle in Eastern Turkistan USSR attack with 2 Infantrys, 2 Mech-Infs and 1 SP-Artillery Iraq defend with 1 Flag and 1 Fuel-Barrel; Thailand defend with 1 Light-Tank USSR roll dice for 2 Infantrys, 2 Mech-Infs and 1 SP-Artillery in Eastern Turkistan, round 2 : 1/5 hits, 1.10 expected hits Iraq roll dice for 1 Light-Tank in Eastern Turkistan, round 2 : 0/1 hits, 0.40 expected hits 1 Light-Tank owned by the Thailand lost in Eastern Turkistan USSR win, taking Eastern Turkistan from Iraq with 2 Infantrys, 2 Mech-Infs and 1 SP-Artillery remaining. Battle score for attacker is 15 Casualties for Thailand: 1 Light-Tank Battle in Peking USSR attack with 1 Air-Transport and 1 Infantry Japan defend with 1 Flag and 1 Infantry USSR roll dice for 1 Air-Transport and 1 Infantry in Peking, round 2 : 0/2 hits, 0.30 expected hits Japan roll dice for 1 Infantry in Peking, round 2 : 0/1 hits, 0.30 expected hits USSR roll dice for 1 Air-Transport and 1 Infantry in Peking, round 3 : 0/2 hits, 0.30 expected hits Japan roll dice for 1 Infantry in Peking, round 3 : 0/1 hits, 0.30 expected hits USSR roll dice for 1 Air-Transport and 1 Infantry in Peking, round 4 : 1/2 hits, 0.30 expected hits Japan roll dice for 1 Infantry in Peking, round 4 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the Japan lost in Peking USSR win, taking Peking from Japan with 1 Air-Transport and 1 Infantry remaining. Battle score for attacker is 10 Casualties for Japan: 1 Infantry Battle in Karakalpakstan USSR attack with 1 Infantry, 2 Mech-Infs and 1 SP-Artillery Iraq defend with 1 Flag and 1 Light-Tank USSR roll dice for 1 Infantry, 2 Mech-Infs and 1 SP-Artillery in Karakalpakstan, round 2 : 1/4 hits, 0.90 expected hits Iraq roll dice for 1 Light-Tank in Karakalpakstan, round 2 : 0/1 hits, 0.40 expected hits 1 Light-Tank owned by the Iraq lost in Karakalpakstan USSR win, taking Karakalpakstan from Iraq with 1 Infantry, 2 Mech-Infs and 1 SP-Artillery remaining. Battle score for attacker is 15 Casualties for Iraq: 1 Light-Tank Battle in Moscow USSR attack with 4 Infantrys Germany defend with 1 Commissariat, 1 Flag and 1 SS-Infantry USSR roll dice for 4 Infantrys in Moscow, round 2 : 1/4 hits, 0.70 expected hits Germany roll dice for 1 SS-Infantry in Moscow, round 2 : 0/1 hits, 0.30 expected hits 1 SS-Infantry owned by the Germany lost in Moscow USSR captures one of USSR capitals USSR win, taking Moscow from Germany with 4 Infantrys remaining. Battle score for attacker is 10 Casualties for Germany: 1 SS-Infantry Non Combat Move - USSR 1 Air-Transport could not land in Aktobe and was removed 1 Air-Transport moved from Peking to Lanchow 1 Air-Transport moved from Lanchow to Qinghai Purchase Units - USSR Trigger USSR Late 1942: USSR has their production frontier changed to: production_USSR_2 USSR buy 1 Anti-Air, 1 Heavy-Tank, 5 Infantrys and 2 Medium-Tanks; Remaining resources: 4 Fuel; 0 Iron; 0 PUs; 4 Officials; 0 SS; Place Units - USSR 1 Heavy-Tank and 4 Infantrys placed in Leningrad 1 Anti-Air, 1 Infantry and 1 Medium-Tank placed in Siberia USSR undo move 2. 1 Infantry and 1 Medium-Tank placed in Siberia 1 Anti-Air and 1 Medium-Tank placed in Irkutsk Turn Complete - USSR USSR collect 94 PUs; end with 94 PUs Units generate 11 Fuel; USSR end with 15 Fuel Units generate 3 Officials; USSR end with 7 Officials Units generate 5 Iron; USSR end with 5 Iron USSR creates 1 Air-Transport in SiberiaCombat Hit Differential Summary :
Balkan : -0.60 Japan : -0.90 USSR : 1.90 Iraq : -0.80 Germany : -0.30 -
TripleA Turn Summary: Britain round 6
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 6 Combat Move - Britain AA fire in North Sea Zone : 0/2 hits, 0.20 expected hits 1 Destroyer moved from North Atlantic 4 Sea Zone to Trafalgar Sea Zone 1 Cruiser moved from North Atlantic 4 Sea Zone to Trafalgar Sea Zone 1 Air-Transport moved from Southern Greenland to England 2 Air-Transports moved from Algerian Desert to Gibraltar 1 Air-Transport moved from Gibraltar to England 2 Fighters moved from England to Leningrad Non Combat Move - Britain Purchase Units - Britain Trigger Britain Late 1942: Britain has their production frontier changed to: production_Britain_2 Britain buy 3 Fighters; Remaining resources: 25 Fuel; 20 Iron; 4 PUs; Place Units - Britain 3 Fighters placed in England Turn Complete - Britain Britain collect 63 PUs; end with 67 PUs Units generate 9 Fuel; Britain end with 34 Fuel Units generate 2 Iron; Britain end with 22 Iron Britain creates 1 Air-Transport in HalifaxCombat Hit Differential Summary :
AA fire in North Sea Zone : : -0.20 -
TripleA Turn Summary: France round 6
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 6 Combat Move - France 1 Anti-Air, 1 Artillery, 4 Colonial-Infantrys, 5 Infantrys, 1 Light-Tank and 1 Mech-Inf moved from Ubangi-Shari to Uganda 1 Infantry and 1 Mech-Inf moved from Gabon to Equatorial Africa 1 Colonial-Infantry moved from Equatorial Africa to Ubangi-Shari 1 Infantry moved from Gabon to Southern Congo Combat - France Battle in Uganda France attack with 1 Anti-Air, 1 Artillery, 4 Colonial-Infantrys, 5 Infantrys, 1 Light-Tank and 1 Mech-Inf Italy defend with 1 Flag and 1 Infantry France roll dice for 1 Anti-Air, 1 Artillery, 4 Colonial-Infantrys, 5 Infantrys, 1 Light-Tank and 1 Mech-Inf in Uganda, round 2 : 2/13 hits, 2.90 expected hits Italy roll dice for 1 Infantry in Uganda, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the Italy lost in Uganda British-Colonies takes Uganda from Italy France win with 1 Anti-Air, 1 Artillery, 4 Colonial-Infantrys, 5 Infantrys, 1 Light-Tank and 1 Mech-Inf remaining. Battle score for attacker is 10 Casualties for Italy: 1 Infantry Non Combat Move - France Purchase Units - France Trigger France Late 1942: France has their production frontier changed to: production_France_2 France buy 1 Artillery and 2 Infantrys; Remaining resources: 0 Fuel; 0 PUs; 25 CR; 1 Iron; 0 SS; Place Units - France 1 Artillery and 2 Infantrys placed in Gabon Turn Complete - France France collect 26 PUs; end with 26 PUs Units generate 10 CR; France end with 35 CR Units generate 2 Fuel; France end with 2 Fuel Units generate 1 Iron; France end with 2 IronCombat Hit Differential Summary :
Italy : -0.30 France : -0.90 -
TripleA Turn Summary: British-Colonies round 6
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 6 Combat Move - British-Colonies British-Colonies takes North Sudan from Italy British-Colonies takes Egypt from Italy 1 Infantry moved from French Guiana to Para 1 Light-Tank moved from South Sudan to Egypt 2 Infantrys moved from Chad to South Sudan 1 Fighter and 1 Mech-Inf moved from Nigeria to South Sudan 1 Fighter moved from South Sudan to Uganda Combat - British-Colonies Non Combat Move - British-Colonies 2 Colonial-Infantrys moved from Algerian Desert to Morocco Purchase Units - British-Colonies Trigger British-Colonies Late 1942: British-Colonies has their production frontier changed to: production_British-Colonies_2 British-Colonies buy 1 Colonial-Infantry, 1 Infantry and 1 Light-Tank; Remaining resources: 7 Fuel; 0 Iron; 0 PUs; 5 CR; 0 SS; Place Units - British-Colonies 1 Colonial-Infantry, 1 Infantry and 1 Light-Tank placed in Nigeria Turn Complete - British-Colonies Trigger Britain now claims the fuel in Egypt: has removed 1 Fuel-Barrel owned by British-Colonies in Egypt Trigger Egypt is now under Allied control: Britain has 1 Fuel-Barrel placed in Egypt British-Colonies collect 38 PUs; end with 38 PUs Units generate 5 Fuel; British-Colonies end with 12 Fuel Units generate 1 Iron; British-Colonies end with 1 Iron Units generate 4 CR; British-Colonies end with 9 CRCombat Hit Differential Summary :
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TripleA Turn Summary: South-Africa round 6
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 6 Combat Move - South-Africa British-Colonies takes Lindi from Italy 1 Cruiser and 1 Destroyer moved from Mozambique Channel Sea Zone to Port Elizabeth Sea Zone 1 Infantry and 1 Mech-Inf moved from Rhodesia to Tanganyika 1 Medium-Tank moved from Rhodesia to Tanganyika 2 Anti-Airs moved from Rhodesia to Southern Congo 1 Anti-Air and 1 Infantry moved from Bechuanaland to Rhodesia 1 Fighter moved from South Africa to Nigeria Combat - South-Africa Battle in Tanganyika South-Africa attack with 1 Infantry, 1 Mech-Inf and 1 Medium-Tank Italy defend with 1 Flag and 1 Infantry South-Africa roll dice for 1 Infantry, 1 Mech-Inf and 1 Medium-Tank in Tanganyika, round 2 : 1/3 hits, 1.00 expected hits Italy roll dice for 1 Infantry in Tanganyika, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the Italy lost in Tanganyika British-Colonies takes Tanganyika from Italy South-Africa win . Battle score for attacker is 10 Casualties for Italy: 1 Infantry Non Combat Move - South-Africa Purchase Units - South-Africa Trigger South-Africa Late 1942: South-Africa has their production frontier changed to: production_South-Africa_2 South-Africa buy 1 Anti-Air and 1 Patrol-Boat; Remaining resources: 17 Fuel; 0 Iron; 0 PUs; 0 CR; Place Units - South-Africa 1 Patrol-Boat placed in Port Elizabeth Sea Zone 1 Anti-Air placed in South Africa Turn Complete - South-Africa South-Africa collect 21 PUs; end with 21 PUs Units generate 10 Fuel; South-Africa end with 27 Fuel Units generate 2 CR; South-Africa end with 2 CR Units generate 1 Iron; South-Africa end with 1 IronCombat Hit Differential Summary :
Italy : -0.30 South-Africa : 0.00 -
To Italy, for the glory

The USA pacific victory territory should probably be Hawaii instead of California, since its more achievable for game resolution.
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TripleA Turn Summary: Italy round 6
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 6 Combat Move - Italy 1 Infantry moved from Tunesia to Algerian Desert Italy take Algerian Desert from France 1 Anti-Air and 1 Infantry moved from Italy to Tyrrhenian Sea Zone 1 Infantry moved from Libya to Tyrrhenian Sea Zone 1 Anti-Air, 2 Infantrys and 1 Transport moved from Tyrrhenian Sea Zone to Aegean Sea Zone 1 Anti-Air and 2 Infantrys moved from Aegean Sea Zone to Egypt 1 Fighter moved from Italy to Egypt 1 Anti-Air, 1 Colonial-Infantry and 1 Infantry moved from Somalia to Gulf of Aden Sea Zone 1 Anti-Air, 1 Colonial-Infantry, 1 Infantry and 1 Transport moved from Gulf of Aden Sea Zone to Red Sea Zone 1 Anti-Air, 1 Colonial-Infantry and 1 Infantry moved from Red Sea Zone to Mecca 2 Fighters moved from Sind to Mecca 2 Artillerys and 7 Infantrys moved from India to Indian Coast Sea Zone 2 Artillerys, 7 Infantrys and 3 Transports moved from Indian Coast Sea Zone to Gulf of Aden Sea Zone 2 Artillerys and 7 Infantrys moved from Gulf of Aden Sea Zone to Somalia 1 Anti-Air, 2 Artillerys and 1 Colonial-Infantry moved from Kenya to Somalia 2 Patrol-Boats moved from Gulf of Aden Sea Zone to Red Sea Zone 1 Battleship moved from Indian Coast Sea Zone to Gulf of Aden Sea Zone 1 Patrol-Boat moved from Gulf of Aden Sea Zone to Red Sea Zone 2 Mech-Infs and 1 Medium-Tank moved from India to Afghanistan Combat - Italy Battle in Mecca Italy attack with 1 Anti-Air, 1 Colonial-Infantry, 2 Fighters and 1 Infantry Pro-Allies-Neutral defend with 1 Flag and 1 Infantry Italy roll dice for 1 Anti-Air, 1 Colonial-Infantry, 2 Fighters and 1 Infantry in Mecca, round 2 : 3/5 hits, 1.50 expected hits Pro-Allies-Neutral roll dice for 2 Infantrys in Mecca, round 2 : 0/2 hits, 0.60 expected hits 1 Infantry owned by the British-Colonies and 1 Infantry owned by the Pro-Allies-Neutral lost in Mecca Italy takes Mecca from Pro-Allies-Neutral Italy win with 1 Anti-Air, 1 Colonial-Infantry, 2 Fighters and 1 Infantry remaining. Battle score for attacker is 10 Casualties for Pro-Allies-Neutral: 1 Infantry Casualties for British-Colonies: 1 Infantry Battle in Egypt Italy attack with 1 Anti-Air, 1 Fighter and 2 Infantrys British-Colonies defend with 1 Flag and 1 Light-Tank; Britain defend with 1 Fuel-Barrel Italy roll dice for 1 Anti-Air, 1 Fighter and 2 Infantrys in Egypt, round 2 : 0/4 hits, 1.00 expected hits British-Colonies roll dice for 1 Light-Tank in Egypt, round 2 : 0/1 hits, 0.40 expected hits Italy roll dice for 1 Anti-Air, 1 Fighter and 2 Infantrys in Egypt, round 3 : 3/4 hits, 1.00 expected hits British-Colonies roll dice for 1 Light-Tank in Egypt, round 3 : 0/1 hits, 0.40 expected hits 1 Light-Tank owned by the British-Colonies lost in Egypt Italy takes Egypt from British-Colonies Italy win with 1 Anti-Air, 1 Fighter and 2 Infantrys remaining. Battle score for attacker is 15 Casualties for British-Colonies: 1 Light-Tank Non Combat Move - Italy 1 Fighter moved from Egypt to Transjordan 2 Fighters moved from Mecca to Transjordan 1 Fighter moved from Libya to Tunesia 1 Anti-Air and 1 Infantry moved from Libya to Tunesia Purchase Units - Italy Trigger Italy Late 1942: Italy has their production frontier changed to: production_Italy_2 Trigger Italian Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Italy Italy buy 5 Anti-Airs, 1 Artillery, 1 Colonial-Infantry, 3 Infantrys and 2 Patrol-Boats; Remaining resources: 4 Fuel; 3 Iron; 0 PUs; 5 CR; Place Units - Italy 1 Submarine placed in Gulf of Aden Sea Zone 1 Anti-Air and 2 Infantrys placed in Italy 3 Anti-Airs placed in Libya Italy undo move 3. 1 Anti-Air, 1 Artillery, 1 Colonial-Infantry and 1 Infantry placed in Somalia 3 Anti-Airs placed in Libya 2 Patrol-Boats placed in Tyrrhenian Sea Zone Turn Complete - Italy Italy collect 117 PUs; end with 117 PUs Units generate 11 CR; Italy end with 16 CR Units generate 19 Fuel; Italy end with 23 Fuel Units generate 4 Iron; Italy end with 7 IronCombat Hit Differential Summary :
Pro-Allies-Neutral : -0.60 Italy : 2.50 British-Colonies : -0.80 -
TripleA Turn Summary: Iraq round 6
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 6 Combat Move - Iraq 1 Infantry moved from Iran to Western Turkistan 2 Infantrys moved from Iraq to Iran 1 Patrol-Boat moved from Gulf of Aden Sea Zone to Red Sea Zone 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 3 Japan receives fuel support Action 3 Japan receives fuel support activates a trigger called: Trigger 3 Japan receives fuel support Trigger 3 Japan receives fuel support: Japan met a national objective for an additional 5 Fuel; end with 79 Fuel Action 3 Japan receives fuel support activates a trigger called: Trigger 3 Japan receives fuel support-2 Purchase Units - Iraq Iraq buy 1 Anti-Air and 1 Infantry; Remaining resources: 2 Fuel; 6 Iron; 0 PUs; Place Units - Iraq 1 Anti-Air and 1 Infantry placed in Iraq Turn Complete - Iraq Iraq collect 17 PUs; end with 17 PUs Units generate 10 Fuel; Iraq end with 12 Fuel Units generate 1 Iron; Iraq end with 7 IronCombat Hit Differential Summary :
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TripleA Turn Summary: Iran round 6
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 6 Combat Move - Iran 1 Infantry moved from Iran to Khorasan Non Combat Move - Iran Aid Axis powers - Iran Iran spend 5 Fuel on User Action: Action 5 Italy receives fuel support Action 5 Italy receives fuel support activates a trigger called: Trigger 5 Italy receives fuel support Trigger 5 Italy receives fuel support: Italy met a national objective for an additional 5 Fuel; end with 33 Fuel Action 5 Italy receives fuel support activates a trigger called: Trigger 5 Italy receives fuel support-2 Iran spend 5 Fuel on User Action: Action 4 Germany receives fuel support Action 4 Germany receives fuel support activates a trigger called: Trigger 4 Germany receives fuel support Trigger 4 Germany receives fuel support: Germany met a national objective for an additional 5 Fuel; end with 78 Fuel Action 4 Germany receives fuel support activates a trigger called: Trigger 4 Germany receives fuel support-2 Iran spend 5 Fuel on User Action: Action 6 Japan receives fuel support Action 6 Japan receives fuel support activates a trigger called: Trigger 6 Japan receives fuel support Trigger 6 Japan receives fuel support: Japan met a national objective for an additional 5 Fuel; end with 84 Fuel Action 6 Japan receives fuel support activates a trigger called: Trigger 6 Japan receives fuel support-2 Purchase Units - Iran Iran buy 1 Artillery and 1 Infantry; Remaining resources: 1 Fuel; 5 Iron; 1 PUs; Place Units - Iran 1 Artillery and 1 Infantry placed in Iran Turn Complete - Iran Iran collect 15 PUs; end with 16 PUs Units generate 13 Fuel; Iran end with 14 Fuel Units generate 1 Iron; Iran end with 6 IronCombat Hit Differential Summary :
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TripleA Turn Summary: ANZAC round 6
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 6 Combat Move - ANZAC 1 Artillery moved from Sydney to South Queensland Non Combat Move - ANZAC Purchase Units - ANZAC Trigger ANZAC Late 1942: ANZAC has their production frontier changed to: production_ANZAC_2 ANZAC buy 2 Cruisers; Remaining resources: 29 Fuel; 0 Iron; 4 PUs; Place Units - ANZAC 2 Cruisers placed in Sydney Sea Zone Turn Complete - ANZAC ANZAC collect 38 PUs; end with 42 PUs Units generate 9 Fuel; ANZAC end with 38 Fuel Units generate 2 Iron; ANZAC end with 2 IronCombat Hit Differential Summary :
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TripleA Turn Summary: KNIL round 6
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 6 Combat Move - KNIL Combat - KNIL Aid the ANZAC - KNIL KNIL spend 1 Iron on User Action: Action ANZAC receives iron from KNIL Action ANZAC receives iron from KNIL activates a trigger called: Trigger ANZAC receives iron from KNIL Trigger ANZAC receives iron from KNIL: ANZAC met a national objective for an additional 1 Iron; end with 3 Iron Action ANZAC receives iron from KNIL activates a trigger called: Trigger ANZAC receives iron from KNIL-2 Purchase Units - KNIL Trigger KNIL Late 1942: KNIL has their production frontier changed to: production_KNIL_2 KNIL buy 1 Fighter; Remaining resources: 7 Fuel; 5 Iron; 14 PUs; 20 CR; Place Units - KNIL 1 Fighter placed in Dutch Guiana Turn Complete - KNIL KNIL collect 16 PUs; end with 30 PUs Units generate 3 Fuel; KNIL end with 10 Fuel Units generate 1 Iron; KNIL end with 6 Iron Units generate 2 CR; KNIL end with 22 CRCombat Hit Differential Summary :
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Final showdown at Pearl...
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TripleA Turn Summary: Japan round 6
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 6 Combat Move - Japan Japan takes Andaman from British-India Japan takes Ceylon from British-India 3 Battleships, 1 Carrier, 3 Cruisers, 3 Destroyers, 2 Dive-Bombers, 1 Fighter and 5 Submarines moved from Truk Lagoon Sea Zone to Hawaiian Sea Zone 1 Battleship and 5 Transports moved from Wake Island Sea Zone to Hawaiian Sea Zone 1 Destroyer moved from Midway Island Sea Zone to Hawaiian Sea Zone 1 Destroyer moved from Pacific 5 Sea Zone to Hawaiian Sea Zone 1 Light-Tank moved from French India to Sind 1 Infantry moved from French India to India 1 Transport moved from Indian Coast Sea Zone to Bay of Bengal Sea Zone 1 Infantry moved from Sumatra to Bay of Bengal Sea Zone 1 Infantry and 1 Transport moved from Bay of Bengal Sea Zone to Indian Coast Sea Zone 1 Infantry moved from Indian Coast Sea Zone to Ceylon 1 Dive-Bomber moved from Chungking to Lanchow 1 Anti-Air moved from Changsha to Lanchow 1 Infantry moved from Chungking to Lanchow 1 Infantry moved from Chungking to Lanchow 1 Infantry moved from Changsha to Peking 1 Artillery and 1 Infantry moved from Ryojun to Peking 2 Artillerys, 1 Infantry and 3 Mech-Infs moved from Hailar to Lensk Japan take Lensk from USSR 1 Infantry moved from Yakutsk to Lensk 1 Infantry moved from Aldan to Lensk 2 Infantrys moved from Chita to Lensk 1 Anti-Air and 4 Infantrys moved from Hailar to Chita 1 Artillery and 3 Infantrys moved from Jehol to Hailar 1 Artillery and 1 Mech-Inf moved from Ryojun to Hailar 1 Infantry moved from Kamchatka to Anadyr Combat - Japan Battle in Hawaiian Sea Zone Japan attack with 4 Battleships, 1 Carrier, 3 Cruisers, 5 Destroyers, 2 Dive-Bombers, 1 Fighter, 5 Submarines and 5 Transports USA defend with 4 Battleships, 2 Carriers, 1 Cruiser, 3 Destroyers, 6 Fighters, 2 Submarines and 2 Transports AA fire in Hawaiian Sea Zone : 0/3 hits, 0.30 expected hits dive bombing fire in Hawaiian Sea Zone : 0/2 hits, 0.20 expected hits AA fire in Hawaiian Sea Zone : 0/1 hits, 0.10 expected hits Japan roll dice for 5 Submarines in Hawaiian Sea Zone, round 2 : 2/5 hits, 2.50 expected hits Units damaged: 2 Carriers owned by the USA Japan roll dice for 4 Battleships, 1 Carrier, 3 Cruisers, 5 Destroyers, 2 Dive-Bombers, 1 Fighter and 5 Transports in Hawaiian Sea Zone, round 2 : 7/16 hits, 7.30 expected hits Units damaged: 4 Battleships owned by the USA USA roll dice for 2 Submarines in Hawaiian Sea Zone, round 2 : 0/2 hits, 0.60 expected hits USA roll dice for 4 Battleships, 2 Carriers, 1 Cruiser, 3 Destroyers, 6 Fighters and 2 Transports in Hawaiian Sea Zone, round 2 : 9/18 hits, 8.00 expected hits Units damaged: 1 Carrier owned by the Japan and 4 Battleships owned by the Japan 1 Carrier owned by the USA, 4 Transports owned by the Japan and 2 Transports owned by the USA lost in Hawaiian Sea Zone AA fire in Hawaiian Sea Zone : 1/3 hits, 0.30 expected hits dive bombing fire in Hawaiian Sea Zone : 0/2 hits, 0.20 expected hits AA fire in Hawaiian Sea Zone : 0/1 hits, 0.10 expected hits 1 Fighter owned by the USA lost in Hawaiian Sea Zone Japan roll dice for 5 Submarines in Hawaiian Sea Zone, round 3 : 1/5 hits, 2.50 expected hits Japan roll dice for 4 Battleships, 1 Carrier, 3 Cruisers, 5 Destroyers, 2 Dive-Bombers, 1 Fighter and 1 Transport in Hawaiian Sea Zone, round 3 : 11/16 hits, 7.30 expected hits USA roll dice for 2 Submarines in Hawaiian Sea Zone, round 3 : 0/2 hits, 0.60 expected hits USA roll dice for 4 Battleships, 1 Carrier, 1 Cruiser, 3 Destroyers and 5 Fighters in Hawaiian Sea Zone, round 3 : 5/14 hits, 7.00 expected hits 1 Carrier owned by the USA, 1 Transport owned by the Japan, 2 Submarines owned by the USA, 5 Fighters owned by the USA, 3 Destroyers owned by the USA, 4 Destroyers owned by the Japan and 1 Cruiser owned by the USA lost in Hawaiian Sea Zone dive bombing fire in Hawaiian Sea Zone : 0/2 hits, 0.20 expected hits Japan roll dice for 5 Submarines in Hawaiian Sea Zone, round 4 : 3/5 hits, 2.50 expected hits 3 Battleships owned by the USA lost in Hawaiian Sea Zone Japan roll dice for 4 Battleships, 1 Carrier, 3 Cruisers, 1 Destroyer, 2 Dive-Bombers and 1 Fighter in Hawaiian Sea Zone, round 4 : 6/12 hits, 6.10 expected hits USA roll dice for 1 Battleship in Hawaiian Sea Zone, round 4 : 1/1 hits, 0.60 expected hits 1 Cruiser owned by the Japan and 1 Battleship owned by the USA lost in Hawaiian Sea Zone Japan win with 4 Battleships, 1 Carrier, 2 Cruisers, 1 Destroyer, 2 Dive-Bombers, 1 Fighter and 5 Submarines remaining. Battle score for attacker is 314 Casualties for Japan: 1 Cruiser, 4 Destroyers and 5 Transports Casualties for USA: 4 Battleships, 2 Carriers, 1 Cruiser, 3 Destroyers, 6 Fighters, 2 Submarines and 2 Transports Battle in Peking Japan attack with 1 Artillery and 2 Infantrys USSR defend with 1 Flag and 1 Infantry Japan roll dice for 1 Artillery and 2 Infantrys in Peking, round 2 : 0/3 hits, 0.70 expected hits USSR roll dice for 1 Infantry in Peking, round 2 : 0/1 hits, 0.30 expected hits Japan roll dice for 1 Artillery and 2 Infantrys in Peking, round 3 : 1/3 hits, 0.70 expected hits USSR roll dice for 1 Infantry in Peking, round 3 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the Japan and 1 Infantry owned by the USSR lost in Peking Japan win, taking Peking from USSR with 1 Artillery and 1 Infantry remaining. Battle score for attacker is 0 Casualties for Japan: 1 Infantry Casualties for USSR: 1 Infantry Battle in Lanchow Japan attack with 1 Anti-Air, 1 Dive-Bomber and 2 Infantrys China defend with 1 Artillery, 1 Flag and 1 Infantry Japan roll dice for 1 Anti-Air, 1 Dive-Bomber and 2 Infantrys in Lanchow, round 2 : 0/4 hits, 1.10 expected hits China roll dice for 1 Artillery and 1 Infantry in Lanchow, round 2 : 0/2 hits, 0.60 expected hits Japan roll dice for 1 Anti-Air, 1 Dive-Bomber and 2 Infantrys in Lanchow, round 3 : 1/4 hits, 1.10 expected hits China roll dice for 1 Artillery and 1 Infantry in Lanchow, round 3 : 1/2 hits, 0.60 expected hits 1 Anti-Air owned by the Japan and 1 Infantry owned by the China lost in Lanchow Japan roll dice for 1 Dive-Bomber and 2 Infantrys in Lanchow, round 4 : 1/3 hits, 1.00 expected hits China roll dice for 1 Artillery in Lanchow, round 4 : 0/1 hits, 0.30 expected hits 1 Artillery owned by the China lost in Lanchow Japan win, taking Lanchow from China with 1 Dive-Bomber and 2 Infantrys remaining. Battle score for attacker is 12 Casualties for Japan: 1 Anti-Air Casualties for China: 1 Artillery and 1 Infantry Non Combat Move - Japan 1 Dive-Bomber moved from Lanchow to Chungking 1 Infantry moved from Chungking to Changsha 1 Light-Tank moved from Lower Burma to Nepal 3 Fighters moved from Bengal to Shanghai 1 Cruiser and 1 Submarine moved from Celebes Sea Zone to Wake Island Sea Zone 1 Battleship, 1 Cruiser and 1 Submarine moved from Gulf of Thailand Sea Zone to Philippines Sea Zone Purchase Units - Japan Trigger Japan Late 1942: Japan has their production frontier changed to: production_Japan_2 Trigger Japanese Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Japan Japan buy 2 Anti-Airs, 1 Carrier, 3 Dive-Bombers and 2 Transports; Remaining resources: 2 Fuel; 1 Iron; 0 PUs; 0 CR; Place Units - Japan 1 Carrier, 1 Submarine and 1 Transport placed in Truk Lagoon Sea Zone 2 Dive-Bombers placed in Truk Lagoon Sea Zone 1 Transport placed in Japanese East Coast Sea Zone 2 Anti-Airs and 1 Dive-Bomber placed in Ryojun Turn Complete - Japan Japan collect 159 PUs; end with 159 PUs Units generate 48 Fuel; Japan end with 50 Fuel Units generate 8 CR; Japan end with 8 CR Units generate 6 Iron; Japan end with 7 IronCombat Hit Differential Summary :
USA : -1.80 AA fire in Hawaiian Sea Zone : : 0.20 dive bombing fire in Hawaiian Sea Zone : : -0.60 Japan : 0.20 China : -0.50 USSR : 0.40 -
TripleA Turn Summary: Thailand round 6
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 6 Combat Move - Thailand 1 Infantry and 1 Mech-Inf moved from Punjab to Afghanistan 1 Anti-Air, 2 Artillerys and 4 Infantrys moved from United Provinces to Sind 1 Anti-Air and 1 Infantry moved from Nepal to Punjab 1 Fighter moved from Iran to Afghanistan 1 Anti-Air moved from Bengal to Nepal 1 Anti-Air and 1 Infantry moved from Burma to Bengal 2 Patrol-Boats moved from Wake Island Sea Zone to Truk Lagoon Sea Zone Non Combat Move - Thailand Export to Imperial Japan - Thailand Thailand spend 1 Iron on User Action: Action Japan receives iron from Thailand Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand Trigger Japan receives iron from Thailand: Japan met a national objective for an additional 1 Iron; end with 8 Iron Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand-2 Purchase Units - Thailand Thailand buy 3 Infantrys; Remaining resources: 2 Fuel; 0 Iron; 0 PUs; 0 CR; Place Units - Thailand 3 Infantrys placed in Nepal Turn Complete - Thailand Thailand collect 29 PUs; end with 29 PUs Units generate 5 Fuel; Thailand end with 7 Fuel Units generate 3 CR; Thailand end with 3 CR Units generate 1 Iron; Thailand end with 1 IronCombat Hit Differential Summary :
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@Black_Elk Yeah... pretty brutal battle at Pearl Harbor.
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America sues for peace! Nice one man
Probably takes another round for Axis to hit the 20 VC mark, but I think its a done deal. More fun to get on to the next one I think.
I have that 0.2.7 xml file posted in the other thread. No changes yet to the near east factions, so guessing the Russians will probably give me headaches there. But maybe the reduced airbase range will give them another round at the table? Trying to decide on a German opener, whether its worth taking a 60/40 on the British-Colonies fleet with the bomber so Italy has more room to operate, or just wait it out and use the bomber to ice one of the other battles. Given my showing last game might be better to play it safe and not risk too much at the outset, but its pretty tempting to just knock them off outright.
Haven't set up a PBF game before but guess I just start a new thread and put the link in there at game launch?
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@Black_Elk GG then! Score 1 for the Axis!
Yeah, just create a new thread here in the forum and put the number after /topic/ in the PBF settings. The rest of the settings you can pretty much take from our existing game. Go ahead and start it up using 0.2.7 when you're ready. Good luck!
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With your input, this post could be even better 💗
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