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