Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)
-
@Black_Elk Need OOL for Indian Coast SZ.
-
probably best to prioritize the transport try and keep it alive if possible
-
@black_elk So OOL would be: Destroyer then Cruiser then Transport?
-
@redrum yeah that's the ticket. Probably Persia mops up regardless, but you never know hehe
ps. wondering if it would make sense to buy a PT boat in the Caspian next time. Like just bum rush Iraq/Iran, and trade Egypt/Stalingrad for the middle east? hehe. But Russia always seems kinda strapped. Never quite sure what sort of heat I can bring without getting rolled up instantly by G
-
TripleA Turn Summary: Iraq round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - Iraq Iraq takes Transjordan from British-Colonies 2 Patrol-Boats moved from Arabian Sea Zone to Indian Coast Sea Zone 1 Fighter moved from Iraq to Caspian Sea Zone 1 Light-Tank moved from Iraq to Transjordan 1 Light-Tank moved from Transjordan to Iraq Combat - Iraq Battle in Caspian Sea Zone Iraq attack with 1 Fighter USSR defend with 1 Transport Iraq roll dice for 1 Fighter in Caspian Sea Zone, round 2 : 0/1 hits, 0.50 expected hits USSR roll dice for 1 Transport in Caspian Sea Zone, round 2 : 0/1 hits, 0.10 expected hits Iraq roll dice for 1 Fighter in Caspian Sea Zone, round 3 : 0/1 hits, 0.50 expected hits USSR roll dice for 1 Transport in Caspian Sea Zone, round 3 : 0/1 hits, 0.10 expected hits Iraq roll dice for 1 Fighter in Caspian Sea Zone, round 4 : 1/1 hits, 0.50 expected hits USSR roll dice for 1 Transport in Caspian Sea Zone, round 4 : 0/1 hits, 0.10 expected hits 1 Transport owned by the USSR lost in Caspian Sea Zone Iraq win with 1 Fighter remaining. Battle score for attacker is 20 Casualties for USSR: 1 Transport Battle in Indian Coast Sea Zone Iraq attack with 2 Patrol-Boats British-India defend with 1 Cruiser, 1 Destroyer and 1 Transport Iraq roll dice for 2 Patrol-Boats in Indian Coast Sea Zone, round 2 : 1/2 hits, 0.60 expected hits British-India roll dice for 1 Cruiser, 1 Destroyer and 1 Transport in Indian Coast Sea Zone, round 2 : 2/3 hits, 0.90 expected hits 1 Destroyer owned by the British-India and 2 Patrol-Boats owned by the Iraq lost in Indian Coast Sea Zone British-India win . Battle score for attacker is -10 Casualties for Iraq: 2 Patrol-Boats Casualties for British-India: 1 Destroyer Non Combat Move - Iraq 1 Fighter moved from Caspian Sea Zone to Iran 1 Anti-Air, 1 Artillery and 2 Infantrys moved from Iraq to Iran Purchase Units - Iraq Iraq buy 3 Infantrys; Remaining resources: 4 Fuel; 2 Iron; 0 PUs; Place Units - Iraq 3 Infantrys placed in Iraq Turn Complete - Iraq Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Iraq in Transjordan Trigger The SS is now recruiting from Transjordan: Germany has 1 SS-Potential placed in Transjordan Iraq collect 12 PUs; end with 12 PUs Units generate 10 Fuel; Iraq end with 14 Fuel Units generate 1 Iron; Iraq end with 3 IronCombat Hit Differential Summary :
British-India : 1.10 USSR : -0.30 Iraq : -0.10 -
TripleA Turn Summary: Iran round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - Iran 1 Patrol-Boat moved from Arabian Sea Zone to Indian Ocean 1 Sea Zone 1 Anti-Air, 1 Fighter, 2 Infantrys, 1 Light-Tank and 1 Medium-Tank moved from Iran to Western Turkistan 1 Infantry moved from Khorasan to Western Turkistan 1 Light-Tank moved from Kerman to Western Turkistan Combat - Iran Battle in Western Turkistan Iran attack with 1 Anti-Air, 1 Fighter, 3 Infantrys, 2 Light-Tanks and 1 Medium-Tank USSR defend with 1 Fighter, 1 Flag, 1 Fuel-Barrel, 5 Infantrys and 1 SS-Potential AA fire in Western Turkistan : 0/1 hits, 0.10 expected hits Iran roll dice for 1 Anti-Air, 1 Fighter, 3 Infantrys, 2 Light-Tanks and 1 Medium-Tank in Western Turkistan, round 2 : 2/8 hits, 2.80 expected hits USSR roll dice for 1 Fighter and 5 Infantrys in Western Turkistan, round 2 : 5/6 hits, 2.10 expected hits 2 Infantrys owned by the USSR, 1 Light-Tank owned by the Iran, 3 Infantrys owned by the Iran and 1 Anti-Air owned by the Iran lost in Western Turkistan 1 Light-Tank owned by the Iran and 1 Medium-Tank owned by the Iran retreated to Iran USSR win with 1 Fighter and 3 Infantrys remaining. Battle score for attacker is -34 Casualties for Iran: 1 Anti-Air, 3 Infantrys and 1 Light-Tank Casualties for USSR: 2 Infantrys Non Combat Move - Iran 1 Fighter moved from Western Turkistan to Iran 1 Artillery and 2 Infantrys moved from Kerman to Iran Purchase Units - Iran Iran buy 4 Infantrys; Remaining resources: 3 Fuel; 2 Iron; 0 PUs; Place Units - Iran 4 Infantrys placed in Iran Turn Complete - Iran Iran collect 15 PUs; end with 15 PUs Units generate 13 Fuel; Iran end with 16 Fuel Units generate 1 Iron; Iran end with 3 IronCombat Hit Differential Summary :
Iran : -0.80 USSR : 2.90 AA fire in Western Turkistan : : -0.10 -
@Black_Elk Good gamble. Iraq and Iran had quite rough turns

-
TripleA Turn Summary: British-India round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - British-India British-India takes Kerman from Iran 1 Colonial-Infantry moved from India to Indian Coast Sea Zone 1 Colonial-Infantry moved from Ceylon to Indian Coast Sea Zone 2 Colonial-Infantrys, 1 Cruiser and 1 Transport moved from Indian Coast Sea Zone to Bay of Bengal Sea Zone 1 Colonial-Infantry moved from Andaman to Bay of Bengal Sea Zone 3 Colonial-Infantrys moved from Bay of Bengal Sea Zone to Southern Thailand 1 Colonial-Infantry and 1 Infantry moved from Malaya to Southern Thailand 1 Artillery and 1 Infantry moved from Lower Burma to Southern Thailand 1 Fighter moved from India to Southern Thailand 1 Colonial-Infantry moved from Sind to Kerman 1 Infantry moved from Burma to Burma Road 1 Infantry moved from Bengal to Burma 1 Colonial-Infantry moved from Bengal to Lower Burma 1 Colonial-Infantry moved from Orissa to Bengal 1 Colonial-Infantry moved from Punjab to Sind 1 Colonial-Infantry moved from United Provinces to Sind 1 Infantry moved from India to Sind British-India undo move 8. 1 Anti-Air moved from India to Sind 1 Fighter moved from India to Southern Thailand Combat - British-India Battle in Southern Thailand British-India attack with 1 Artillery, 4 Colonial-Infantrys, 1 Fighter and 2 Infantrys Thailand defend with 1 Artillery, 1 Flag, 2 Infantrys and 1 Iron-Ore British-India roll dice for 1 Artillery, 4 Colonial-Infantrys, 1 Fighter and 2 Infantrys in Southern Thailand, round 2 : 2/8 hits, 2.00 expected hits Thailand roll dice for 1 Artillery and 2 Infantrys in Southern Thailand, round 2 : 0/3 hits, 0.90 expected hits 2 Infantrys owned by the Thailand lost in Southern Thailand British-India roll dice for 1 Artillery, 4 Colonial-Infantrys, 1 Fighter and 2 Infantrys in Southern Thailand, round 3 : 1/8 hits, 2.00 expected hits Thailand roll dice for 1 Artillery in Southern Thailand, round 3 : 0/1 hits, 0.30 expected hits 1 Artillery owned by the Thailand lost in Southern Thailand British-India takes Southern Thailand from Thailand British-India win . Battle score for attacker is 31 Casualties for Thailand: 1 Artillery and 2 Infantrys Non Combat Move - British-India 1 Fighter moved from Southern Thailand to Malaya Export to Britain - British-India British-India spend 1 Iron on User Action: Action Britain receives iron from British-India Action Britain receives iron from British-India activates a trigger called: Trigger Britain receives iron from British-India Trigger Britain receives iron from British-India: Britain met a national objective for an additional 1 Iron; end with 5 Iron Action Britain receives iron from British-India activates a trigger called: Trigger Britain receives iron from British-India-2 Purchase Units - British-India British-India buy 1 Bomber and 1 Infantry; Remaining resources: 6 Fuel; 2 Iron; 0 PUs; 10 CR; Place Units - British-India 1 Bomber and 1 Infantry placed in India Turn Complete - British-India British-India collect 38 PUs; end with 38 PUs Units generate 3 SS; British-India end with 3 SS Units generate 9 Fuel; British-India end with 15 Fuel Units generate 6 CR; British-India end with 16 CR Units generate 2 Iron; British-India end with 4 IronCombat Hit Differential Summary :
British-India : -1.00 Thailand : -1.20 -
TripleA Turn Summary: French-Colonies round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - French-Colonies 1 Infantry moved from French India to India 1 Colonial-Infantry and 1 Mech-Inf moved from Hanoi to French Indochina 1 Cruiser moved from South China Sea Zone to East China Sea Zone 1 Destroyer moved from South China Sea Zone to Philippines Sea Zone 1 Destroyer moved from Philippines Sea Zone to Wake Island Sea Zone 1 Patrol-Boat moved from South China Sea Zone to Philippines Sea Zone 1 Colonial-Infantry moved from French Guiana to Para Non Combat Move - French-Colonies Purchase Units - French-Colonies French-Colonies buy 2 Colonial-Infantrys and 3 Infantrys; Remaining resources: 10 Fuel; 3 PUs; 0 CR; Place Units - French-Colonies 2 Colonial-Infantrys and 3 Infantrys placed in French Indochina Turn Complete - French-Colonies French-Colonies collect 40 PUs; end with 43 PUs Units generate 7 Fuel; French-Colonies end with 17 Fuel Units generate 1 Iron; French-Colonies end with 1 Iron Units generate 5 CR; French-Colonies end with 5 CR Units generate 1 SS; French-Colonies end with 1 SSCombat Hit Differential Summary :
-
TripleA Turn Summary: ANZAC round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - ANZAC 1 Cruiser moved from Sydney Sea Zone to Arafura Sea Zone 1 Infantry moved from Sydney to Sydney Sea Zone 1 Light-Tank moved from Sydney to North Queensland 1 Infantry moved from Goldfields-Esperance to Alice Springs 1 Infantry moved from South Australia to Alice Springs 1 Artillery moved from Sydney to South Australia 1 Artillery moved from South Queensland to Sydney Sea Zone 1 Infantry moved from South Queensland to Sydney Sea Zone 1 Artillery, 2 Infantrys and 1 Transport moved from Sydney Sea Zone to Arafura Sea Zone 1 Artillery and 2 Infantrys moved from Arafura Sea Zone to Western New Guinea 1 Infantry moved from Papua New Guinea to Western New Guinea 1 Fighter moved from South Island to North Queensland 1 Infantry moved from Melbourne to South Australia 1 Artillery and 1 Infantry moved from Darwin to North Queensland 1 Destroyer moved from Sydney Sea Zone to Solomon Sea Zone 1 Patrol-Boat moved from Sydney Sea Zone to Coral Sea Zone Non Combat Move - ANZAC Aid the KNIL - ANZAC ANZAC spend 10 PUs on User Action: Action 1 KNIL receives financial support Action 1 KNIL receives financial support activates a trigger called: Trigger KNIL receives financial support Trigger KNIL receives financial support: KNIL met a national objective for an additional 10 PUs; end with 30 PUs Action 1 KNIL receives financial support activates a trigger called: Trigger KNIL receives financial support-2 Purchase Units - ANZAC ANZAC buy 1 Bomber; Remaining resources: 9 Fuel; 2 Iron; 0 PUs; Place Units - ANZAC 1 Bomber placed in Sydney Turn Complete - ANZAC ANZAC collect 38 PUs; end with 38 PUs Units generate 9 Fuel; ANZAC end with 18 Fuel Units generate 2 Iron; ANZAC end with 4 IronCombat Hit Differential Summary :
-
TripleA Turn Summary: KNIL round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - KNIL 1 Colonial-Infantry moved from Dutch Guiana to French Guiana 1 Dive-Bomber moved from Sumatra to Celebes Sea Zone 1 Dive-Bomber moved from Celebes Sea Zone to South China Sea Zone 1 Dive-Bomber moved from South China Sea Zone to French Indochina 1 Cruiser moved from Celebes Sea Zone to Pacific 4 Sea Zone 1 Patrol-Boat moved from Celebes Sea Zone to Bismarck Sea Zone 1 Colonial-Infantry moved from Celebes to Celebes Sea Zone 1 Colonial-Infantry moved from Borneo to Celebes Sea Zone 1 Colonial-Infantry moved from Halmahera to Celebes Sea Zone 3 Colonial-Infantrys and 1 Transport moved from Celebes Sea Zone to South China Sea Zone 3 Colonial-Infantrys moved from South China Sea Zone to French Indochina Non Combat Move - KNIL Purchase Units - KNIL KNIL buy 1 Bomber; Remaining resources: 4 Fuel; 2 Iron; 0 PUs; 10 CR; Place Units - KNIL 1 Bomber placed in Sumatra Turn Complete - KNIL KNIL collect 28 PUs; end with 28 PUs Units generate 5 Fuel; KNIL end with 9 Fuel Units generate 6 CR; KNIL end with 16 CR Units generate 2 Iron; KNIL end with 4 IronCombat Hit Differential Summary :
-
Damn, not bad there. Ruskies stood tall in Western Turkistan and the Indian transport to boot, I'll take it hehe. Hopefully helps the Allies to hold the center a little bit longer. I went with that naval blocking plan for the minors in the Pacific, and then sent as many dudes as I could to prop up French Indochina. Bought a bunch of bombers. Will have to see how that pans out, but hopefully makes Thailand sweat a bit.
Anyhow, back to you man. Catch you after Japan
-
@black_elk I see you weren't kidding about the naval blocks... There are random Allied ships all over the Pacific! I'm gonna have to think about Japan's turn a bit.
-
TripleA Turn Summary: Japan round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - Japan Japan takes Hanoi from French-Colonies Some non-combat units are destroyed: AA fire in East China Sea Zone : 0/1 hits, 0.10 expected hits 1 Infantry moved from Canton to Hanoi 1 Infantry moved from Korea to Vladivostok Japan take Vladivostok from USSR 1 Artillery and 3 Infantrys moved from Canton to Burma Road 1 Infantry and 1 Mech-Inf moved from Amoy to Burma Road 1 Bomber moved from Japan to Burma Road 1 Infantry moved from Amoy to Changsha 2 Infantrys moved from Shanghai to Changsha 1 Artillery and 4 Infantrys moved from Peking to Changsha 1 Light-Tank and 1 SP-Artillery moved from Ryojun to Changsha 1 Infantry and 1 Mech-Inf moved from Ryojun to Changsha 1 Battleship moved from Japan Sea Zone to East China Sea Zone 1 Submarine moved from Japan Sea Zone to South China Sea Zone 1 Submarine moved from Truk Lagoon Sea Zone to Pacific 4 Sea Zone 1 Submarine moved from Truk Lagoon Sea Zone to Philippines Sea Zone 1 Carrier moved from Japan Sea Zone to Wake Island Sea Zone 1 Destroyer moved from Japan Sea Zone to East China Sea Zone 1 Destroyer moved from Truk Lagoon Sea Zone to Pacific 4 Sea Zone 1 Destroyer moved from Japan Sea Zone to Wake Island Sea Zone 2 Cruisers moved from Truk Lagoon Sea Zone to Wake Island Sea Zone 1 Fighter moved from Truk to North Pacific 2 Sea Zone 1 Destroyer moved from Japan Sea Zone to North Pacific 2 Sea Zone 1 Cruiser moved from Japan Sea Zone to Wake Island Sea Zone 1 Battleship moved from Truk Lagoon Sea Zone to Wake Island Sea Zone 1 Destroyer moved from Japan Sea Zone to Wake Island Sea Zone 3 Fighters moved from Japan Sea Zone to South China Sea Zone Combat - Japan Battle in East China Sea Zone Japan attack with 1 Battleship and 1 Destroyer French-Colonies defend with 1 Cruiser Japan roll dice for 1 Battleship and 1 Destroyer in East China Sea Zone, round 2 : 2/2 hits, 0.90 expected hits French-Colonies roll dice for 1 Cruiser in East China Sea Zone, round 2 : 1/1 hits, 0.50 expected hits Units damaged: 1 Battleship owned by the Japan 1 Cruiser owned by the French-Colonies lost in East China Sea Zone Japan win with 1 Battleship and 1 Destroyer remaining. Battle score for attacker is 20 Casualties for French-Colonies: 1 Cruiser Battle in Wake Island Sea Zone Japan attack with 1 Battleship, 1 Carrier, 3 Cruisers and 2 Destroyers USSR defend with 1 Submarine; French-Colonies defend with 1 Destroyer Japan roll dice for 1 Battleship, 1 Carrier, 3 Cruisers and 2 Destroyers in Wake Island Sea Zone, round 2 : 5/7 hits, 2.90 expected hits USSR roll dice for 1 Submarine in Wake Island Sea Zone, round 2 : 0/1 hits, 0.30 expected hits USSR roll dice for 1 Destroyer in Wake Island Sea Zone, round 2 : 0/1 hits, 0.30 expected hits 1 Submarine owned by the USSR and 1 Destroyer owned by the French-Colonies lost in Wake Island Sea Zone Japan win with 1 Battleship, 1 Carrier, 3 Cruisers and 2 Destroyers remaining. Battle score for attacker is 41 Casualties for French-Colonies: 1 Destroyer Casualties for USSR: 1 Submarine Battle in South China Sea Zone Japan attack with 3 Fighters and 1 Submarine KNIL defend with 1 Transport; French-Colonies defend with 1 Patrol-Boat Japan roll dice for 1 Submarine in South China Sea Zone, round 2 : 1/1 hits, 0.50 expected hits 1 Transport owned by the KNIL lost in South China Sea Zone Japan roll dice for 3 Fighters in South China Sea Zone, round 2 : 2/3 hits, 1.50 expected hits French-Colonies roll dice for 1 Patrol-Boat in South China Sea Zone, round 2 : 0/1 hits, 0.20 expected hits 1 Patrol-Boat owned by the French-Colonies lost in South China Sea Zone Japan win with 3 Fighters and 1 Submarine remaining. Battle score for attacker is 33 Casualties for KNIL: 1 Transport Casualties for French-Colonies: 1 Patrol-Boat Battle in Philippines Sea Zone Japan attack with 1 Submarine French-Colonies defend with 1 Patrol-Boat Japan roll dice for 1 Submarine in Philippines Sea Zone, round 2 : 1/1 hits, 0.50 expected hits 1 Patrol-Boat owned by the French-Colonies lost in Philippines Sea Zone Japan win with 1 Submarine remaining. Battle score for attacker is 13 Casualties for French-Colonies: 1 Patrol-Boat Battle in North Pacific 2 Sea Zone Japan attack with 1 Destroyer and 1 Fighter USSR defend with 1 Submarine Japan roll dice for 1 Destroyer and 1 Fighter in North Pacific 2 Sea Zone, round 2 : 0/2 hits, 0.80 expected hits USSR roll dice for 1 Submarine in North Pacific 2 Sea Zone, round 2 : 0/1 hits, 0.30 expected hits Japan roll dice for 1 Destroyer and 1 Fighter in North Pacific 2 Sea Zone, round 3 : 2/2 hits, 0.80 expected hits USSR roll dice for 1 Submarine in North Pacific 2 Sea Zone, round 3 : 0/1 hits, 0.30 expected hits 1 Submarine owned by the USSR lost in North Pacific 2 Sea Zone Japan win with 1 Destroyer and 1 Fighter remaining. Battle score for attacker is 25 Casualties for USSR: 1 Submarine Battle in Burma Road Japan attack with 1 Artillery, 1 Bomber, 4 Infantrys and 1 Mech-Inf China defend with 1 Flag and 2 Infantrys; British-India defend with 1 Infantry Japan roll dice for 1 Artillery, 1 Bomber, 4 Infantrys and 1 Mech-Inf in Burma Road, round 2 : 1/7 hits, 2.00 expected hits China roll dice for 3 Infantrys in Burma Road, round 2 : 0/3 hits, 0.90 expected hits 1 Infantry owned by the China lost in Burma Road Japan roll dice for 1 Artillery, 1 Bomber, 4 Infantrys and 1 Mech-Inf in Burma Road, round 3 : 3/7 hits, 2.00 expected hits China roll dice for 2 Infantrys in Burma Road, round 3 : 0/2 hits, 0.60 expected hits 1 Infantry owned by the British-India and 1 Infantry owned by the China lost in Burma Road Japan win, taking Burma Road from China with 1 Artillery, 1 Bomber, 4 Infantrys and 1 Mech-Inf remaining. Battle score for attacker is 30 Casualties for China: 2 Infantrys Casualties for British-India: 1 Infantry Battle in Changsha Japan attack with 1 Artillery, 8 Infantrys, 1 Light-Tank, 1 Mech-Inf and 1 SP-Artillery China defend with 1 Flag, 2 Infantrys and 1 Iron-Ore Japan roll dice for 1 Artillery, 8 Infantrys, 1 Light-Tank, 1 Mech-Inf and 1 SP-Artillery in Changsha, round 2 : 2/12 hits, 2.90 expected hits China roll dice for 2 Infantrys in Changsha, round 2 : 2/2 hits, 0.60 expected hits 2 Infantrys owned by the Japan and 2 Infantrys owned by the China lost in Changsha Japan win, taking Changsha from China with 1 Artillery, 6 Infantrys, 1 Light-Tank, 1 Mech-Inf and 1 SP-Artillery remaining. Battle score for attacker is 0 Casualties for Japan: 2 Infantrys Casualties for China: 2 Infantrys Battle in Pacific 4 Sea Zone Japan attack with 1 Destroyer and 1 Submarine KNIL defend with 1 Cruiser Japan roll dice for 1 Submarine in Pacific 4 Sea Zone, round 2 : 1/1 hits, 0.50 expected hits 1 Cruiser owned by the KNIL lost in Pacific 4 Sea Zone Japan win with 1 Destroyer and 1 Submarine remaining. Battle score for attacker is 20 Casualties for KNIL: 1 Cruiser Non Combat Move - Japan 1 Bomber moved from Burma Road to Thailand 3 Fighters moved from South China Sea Zone to Thailand 1 Light-Tank moved from Shanghai to Burma Road 1 Light-Tank moved from Peking to Burma Road 1 Artillery and 1 Infantry moved from Hokkaido to Japan Sea Zone 3 Artillerys and 10 Infantrys moved from Japan to Japan Sea Zone 1 Anti-Air and 1 Light-Tank moved from Japan to Japan Sea Zone 1 Anti-Air, 4 Artillerys, 2 Cruisers, 11 Infantrys, 1 Light-Tank and 6 Transports moved from Japan Sea Zone to South China Sea Zone 1 Anti-Air, 4 Artillerys, 11 Infantrys and 1 Light-Tank moved from South China Sea Zone to Hanoi 1 Infantry moved from Truk to Truk Lagoon Sea Zone 1 Infantry and 1 Transport moved from Truk Lagoon Sea Zone to East China Sea Zone 1 Infantry moved from Iwo Jima to East China Sea Zone 1 Infantry moved from Okinawa to East China Sea Zone 3 Infantrys moved from East China Sea Zone to Amoy 1 Infantry and 1 Mech-Inf moved from Hsinking to Peking 2 Infantrys moved from Ryojun to Peking 1 Infantry moved from Ryojun to Peking 1 Artillery and 1 Infantry moved from Jehol to Hsinking 2 Infantrys moved from Ryojun to Hsinking 1 Artillery moved from Tsitsihar to Hsinking 1 Artillery and 2 Infantrys moved from Hailar to Jehol 1 Infantry moved from Tsitsihar to Hsinking 1 Fighter moved from North Pacific 2 Sea Zone to Wake Island Sea Zone Aid Axis powers - Japan Japan spend 10 PUs on User Action: Action 2 Thailand receives financial support Action 2 Thailand receives financial support activates a trigger called: Trigger Thailand receives financial support-3 Trigger Thailand receives financial support-3: Thailand met a national objective for an additional 10 PUs; end with 40 PUs Action 2 Thailand receives financial support activates a trigger called: Trigger Thailand receives financial support-4 Purchase Units - Japan Trigger Japanese Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Japan Japan buy 1 Dive-Bomber and 4 Infantrys; Remaining resources: 25 Fuel; 6 Iron; 0 PUs; Place Units - Japan 1 Dive-Bomber and 4 Infantrys placed in Ryojun 1 Submarine placed in Japanese East Coast Sea Zone Turn Complete - Japan Japan collect 99 PUs; end with 99 PUs Units generate 39 Fuel; Japan end with 64 Fuel Units generate 3 Iron; Japan end with 9 Iron Units generate 1 CR; Japan end with 1 CRCombat Hit Differential Summary :
AA fire in East China Sea Zone : : -0.10 Japan : 4.70 China : -0.10 USSR : -1.20 French-Colonies : 0.30 -
TripleA Manual Gamesave Post: Thailand round 1
TripleA Manual Gamesave Post for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - Thailand 1 Cruiser and 1 Destroyer moved from Gulf of Thailand Sea Zone to Arafura Sea Zone 1 Fighter moved from Thailand to Lower Burma 1 Infantry moved from Thailand to Lower Burma Combat - Thailand Battle in Lower Burma Thailand attack with 1 Fighter and 1 Infantry British-India defend with 1 Colonial-Infantry, 1 Colony, 1 Flag and 1 Fuel-Barrel Thailand roll dice for 1 Fighter and 1 Infantry in Lower Burma, round 2 : 0/2 hits, 0.70 expected hits British-India roll dice for 1 Colonial-Infantry in Lower Burma, round 2 : 0/1 hits, 0.20 expected hits Thailand roll dice for 1 Fighter and 1 Infantry in Lower Burma, round 3 : 1/2 hits, 0.70 expected hits British-India roll dice for 1 Colonial-Infantry in Lower Burma, round 3 : 0/1 hits, 0.20 expected hits 1 Colonial-Infantry owned by the British-India lost in Lower Burma Thailand takes Lower Burma from British-India Thailand win with 1 Fighter and 1 Infantry remaining. Battle score for attacker is 6 Casualties for British-India: 1 Colonial-Infantry Battle in Arafura Sea Zone Thailand attack with 1 Cruiser and 1 Destroyer ANZAC defend with 1 Cruiser and 1 Transport Thailand roll dice for 1 Cruiser and 1 Destroyer in Arafura Sea Zone, round 2 : 1/2 hits, 0.80 expected hitsCombat Hit Differential Summary :
British-India : -0.40 Thailand : -0.20 -
@black_elk Need OOL for Arafura SZ.
-
@redrum take the hit on the transport. Keep the big guns firing this time haha
-
@redrum said in Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies):
@black_elk I see you weren't kidding about the naval blocks... There are random Allied ships all over the Pacific! I'm gonna have to think about Japan's turn a bit.
Yeah I figured it was a choice between getting smoked all at once, in one big blunt, with Japan consolidating their fleet immediately, or smoked with little hits all over the place, where at least I could tie down some enemy aircraft and warships.
The hope was to keep Japan off Hanoi if the cruiser AA hit. But that Japanese bomber has a lot of flight paths, so kinda tricky. Maybe a cleaner play for the block is to worry less about New Guinea and Australia and leave more ships in the South China Sea Zone to deter the air attack? Not really sure, but Japan has a lot of heat they can bring and USA is a little light out of pearl to do much in the first round.
I wonder if the Americans should maybe be given a Pacific transport at the start, so Japan has to consider the Truk defense a bit more? Kinda the same deal on the Atlantic side too. The way its set up now, the Axis team doesn't have to trip too much about USA landings anywhere until like round 4. I'll have to think about how to spend that USA cash, whether on aid or to start dropping naval units.
-
@black_elk Yeah, when I first opened the save, I thought Japan was totally screwed with all those blocks. But Japan has a pretty large fleet to start so can spread it around to clean up all the blocks fairly well as well as use NCM to still position its transports fairly effectively for J2. But it does slow down J1 as they aren't really able to make any amphib assaults.
Given that the Allies have a lot higher starting income than the Axis, I think Japan has to have a relatively easy road to taking out French Indo and Sumatra. Otherwise, Japan will get squeezed out as the combination of the Allies in the Pacific probably have 2-3 times their income. Given that, I think the USA has to start out pretty weak in the Pacific. I think the balance probably is then India/ANZAC/China/USSR should generally be hard for Japan to push through as the combination of those plus some USA Pacific involvement should get to fairly balanced fronts.
-
Definitely true, every round those little dudes have to stack hitpoints is a round where Japan has to burn their oil reserves shifting around, so maybe better if they have that breathing room vs the US fleet. China is in sort of bind though. If I stick it out and try to make a defense of Chungking I might pull some ground off the India crush temporarily, but its a bit of a lost cause and leaves the Russians with a pretty big headache in that vast middle area. On the other hand the withdraw to Qinghai/Urimichi is a little precarious, since we don't really have enough juice to deadzone Lanchow by ourselves. Guess its up to Russia to start arming Mao asap and hope for the best lol
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login