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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

      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

      redrumR 2 Replies Last reply Reply Quote 0
      • redrumR Offline
        redrum Admin @Black_Elk
        last edited by

        @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 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 0
        • redrumR Offline
          redrum Admin
          last edited by

          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 CR
          

          Combat 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
          

          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 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 hits
            

            Combat Hit Differential Summary :

            British-India : -0.40
            Thailand : -0.20
            

            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 @Black_Elk
              last edited by

              @black_elk Need OOL for Arafura SZ.

              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 0
              • Black_ElkB Offline
                Black_Elk @redrum
                last edited by

                @redrum take the hit on the transport. Keep the big guns firing this time haha

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                • Black_ElkB Offline
                  Black_Elk @redrum
                  last edited by Black_Elk

                  @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.

                  redrumR 1 Reply Last reply Reply Quote 0
                  • redrumR Offline
                    redrum Admin @Black_Elk
                    last edited by

                    @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.

                    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 Black_Elk

                      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

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                      • redrumR Offline
                        redrum Admin
                        last edited by

                        TripleA Turn Summary: Thailand round 1

                        TripleA Turn Summary 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 hits
                                        ANZAC roll dice for 1 Cruiser and 1 Transport in Arafura Sea Zone, round 2 : 0/2 hits, 0.60 expected hits
                                        1 Transport owned by the ANZAC lost in Arafura Sea Zone
                                        Thailand roll dice for 1 Cruiser and 1 Destroyer in Arafura Sea Zone, round 3 : 1/2 hits, 0.80 expected hits
                                        ANZAC roll dice for 1 Cruiser in Arafura Sea Zone, round 3 : 0/1 hits, 0.50 expected hits
                                        1 Cruiser owned by the ANZAC lost in Arafura Sea Zone
                                    Thailand win with 1 Cruiser and 1 Destroyer remaining. Battle score for attacker is 40
                                    Casualties for ANZAC: 1 Cruiser and 1 Transport
                        
                            Non Combat Move - Thailand
                                1 Fighter moved from Lower Burma to Thailand
                                2 Patrol-Boats moved from Gulf of Thailand Sea Zone to South China Sea Zone
                        
                            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 10 Iron
                                Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand-2
                        
                            Purchase Units - Thailand
                                Thailand buy 1 Anti-Air, 1 Artillery and 2 Infantrys; Remaining resources: 2 Fuel; 0 Iron; 0 PUs; 
                        
                            Place Units - Thailand
                                1 Anti-Air, 1 Artillery and 2 Infantrys placed in Thailand
                        
                            Turn Complete - Thailand
                                Thailand collect 13 PUs; end with 13 PUs
                                Units generate 4 Fuel; Thailand end with 6 Fuel
                                Units generate 1 CR; Thailand end with 1 CR
                        

                        Combat Hit Differential Summary :

                        British-India : -0.40
                        ANZAC : -1.10
                        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 1

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

                          Game History

                          Round: 1
                          
                              Combat Move - USA
                                      USA takes Southern Greenland from True-Neutral
                                  3 Infantrys moved from USA North Atlantic to Gulf of Saint Lawrence Sea Zone
                                  1 Cruiser, 3 Infantrys and 1 Transport moved from Gulf of Saint Lawrence Sea Zone to Cape Farewell Sea Zone
                                  3 Infantrys moved from Cape Farewell Sea Zone to Southern Greenland
                                  1 Battleship, 1 Carrier, 1 Destroyer, 2 Fighters and 1 Submarine moved from Norfolk Sea Zone to North Atlantic 6 Sea Zone
                                  2 Fighters moved from North Atlantic 6 Sea Zone to Gibraltar
                                  2 Fighters moved from Hawaiian Sea Zone to North Pacific 2 Sea Zone
                          
                              Combat - USA
                                  Battle in North Pacific 2 Sea Zone
                                      USA attack with 2 Fighters
                                      Japan defend with 1 Destroyer
                                          USA roll dice for 2 Fighters in North Pacific 2 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits
                                          Japan roll dice for 1 Destroyer in North Pacific 2 Sea Zone, round 2 : 0/1 hits, 0.30 expected hits
                                          1 Destroyer owned by the Japan lost in North Pacific 2 Sea Zone
                                      USA win with 2 Fighters remaining. Battle score for attacker is 16
                                      Casualties for Japan: 1 Destroyer
                          
                              Non Combat Move - USA
                                  2 Fighters moved from North Pacific 2 Sea Zone to Hawaiian Sea Zone
                                  1 Infantry moved from USA South Atlantic to USA North Atlantic
                                  1 Infantry moved from Gulf Coast to USA South Atlantic
                                  1 Infantry and 1 Mech-Inf moved from Texas to USA North Atlantic
                                  1 Infantry moved from USA Northwest to Victoria
                                  1 Infantry moved from Southern Alaska to British Columbia
                          
                              Lend-Lease aid - USA
                                  USA spend 25 PUs on User Action: Action A9 Britain receives financial support
                                  Action A9 Britain receives financial support activates a trigger called: Trigger Britain receives financial support
                                  Trigger Britain receives financial support: Britain met a national objective for an additional 25 PUs; end with 87 PUs
                                  Action A9 Britain receives financial support activates a trigger called: Trigger Britain receives financial support-2
                                  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 161 PUs
                                  Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support-2
                          
                              Purchase Units - USA
                                  USA buy 1 Battleship and 1 Fighter; Remaining resources: 48 Fuel; 2 Iron; 0 PUs; 
                          
                              Place Units - USA
                                  1 Battleship and 1 Fighter placed in Hawaiian Sea Zone
                          
                              Turn Complete - USA
                                  USA collect 104 PUs; end with 104 PUs
                                  Units generate 48 Fuel; USA end with 96 Fuel
                                  Units generate 4 Iron; USA end with 6 Iron
                                  USA creates 1 Air-Transport in USA North Atlantic
                          

                          Combat Hit Differential Summary :

                          USA : 0.00
                          Japan : -0.30
                          

                          Savegame

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                          • Black_ElkB Offline
                            Black_Elk
                            last edited by

                            TripleA Turn Summary: China round 1

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

                            Game History

                            Round: 1
                            
                                Combat Move - China
                                    1 Artillery and 5 Infantrys moved from Chungking to Eastern Tibet
                                    1 Infantry moved from Lanchow to Eastern Tibet
                                    1 Artillery and 2 Infantrys moved from Qinghai to Eastern Tibet
                                    1 Fighter moved from Chungking to Eastern Tibet
                                    6 Infantrys moved from Urimchi to Qinghai
                            
                                Combat - China
                                    Battle in Eastern Tibet
                                        China attack with 2 Artillerys, 1 Fighter and 8 Infantrys
                                        True-Neutral defend with 1 Flag and 1 Infantry
                                            China roll dice for 2 Artillerys, 1 Fighter and 8 Infantrys in Eastern Tibet, round 2 : 2/11 hits, 2.70 expected hits
                                            True-Neutral roll dice for 1 Infantry in Eastern Tibet, round 2 : 0/1 hits, 0.30 expected hits
                                            1 Infantry owned by the True-Neutral lost in Eastern Tibet
                                        China takes Eastern Tibet from True-Neutral
                                        China win with 2 Artillerys, 1 Fighter and 8 Infantrys remaining. Battle score for attacker is 10
                                        Casualties for True-Neutral: 1 Infantry
                            
                                Non Combat Move - China
                                    1 Fighter moved from Eastern Tibet 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 7 Iron
                                    Action USA receives iron from China activates a trigger called: Trigger USA receives iron from China-2
                            
                                Purchase Units - China
                                    China buy 3 Infantrys; Remaining resources: 3 Fuel; 1 Iron; 0 PUs; 
                            
                                Place Units - China
                                    3 Infantrys placed in Urimchi
                            
                                Turn Complete - China
                                    China collect 19 PUs; end with 19 PUs
                                    Units generate 2 Fuel; China end with 5 Fuel
                                    Units generate 1 Iron; China end with 2 Iron
                            

                            Combat Hit Differential Summary :

                            True-Neutral : -0.30
                            China : -0.70
                            

                            Savegame

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                            • Black_ElkB Offline
                              Black_Elk
                              last edited by

                              TripleA Turn Summary: Brazil round 1

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

                              Game History

                              Round: 1
                              
                                  Combat Move - Brazil
                                      1 Artillery and 1 Infantry moved from Brazil to Rio de Janeiro Sea Zone
                                      1 Infantry moved from Sao Paulo to Rio de Janeiro Sea Zone
                                      1 Artillery, 1 Cruiser, 2 Infantrys and 1 Transport moved from Rio de Janeiro Sea Zone to Freetown Sea Zone
                                      1 Artillery and 2 Infantrys moved from Freetown Sea Zone to Senegal
                              
                                  Non Combat Move - Brazil
                              
                                  Export to the USA - Brazil
                                      Brazil spend 1 Iron on User Action: Action USA receives iron from Brazil
                                      Action USA receives iron from Brazil activates a trigger called: Trigger USA receives iron from Brazil
                                      Trigger USA receives iron from Brazil: USA met a national objective for an additional 1 Iron; end with 8 Iron
                                      Action USA receives iron from Brazil activates a trigger called: Trigger USA receives iron from Brazil-2
                              
                                  Purchase Units - Brazil
                                      Brazil buy 3 Infantrys; Remaining resources: 1 Fuel; 1 Iron; 0 PUs; 
                              
                                  Place Units - Brazil
                                      3 Infantrys placed in Brazil
                              
                                  Turn Complete - Brazil
                                      Brazil collect 17 PUs; end with 17 PUs
                                      Units generate 2 Fuel; Brazil end with 3 Fuel
                                      Units generate 1 Iron; Brazil end with 2 Iron
                              

                              Combat Hit Differential Summary :

                              Savegame

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                              • Black_ElkB Offline
                                Black_Elk
                                last edited by Black_Elk

                                Late 1940, here we come! Back to G

                                The Americans sent aid to Russia and Britain, then bought some support for the Pacific fleet at Pearl with the leftover change, mainly because I didn't want to spend the oil to move it back to San Diego lol. Couldn't see abandoning my forward position entirely, although we still lack the transport capacity to pose a real threat, at least I think we should have enough defense power to stay put for the time being. Fingers crossed

                                redrumR 2 Replies Last reply Reply Quote 1
                                • redrumR Offline
                                  redrum Admin @Black_Elk
                                  last edited by

                                  @black_elk Yeah, the whole USA giving aid seems a bit overpowered and mostly a no brainer. Better to push the money to allies that are closer to the fronts. Starting to think there should be some kind of tax/loss on the aid giving to make it more of an interesting choice.

                                  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 Manual Gamesave Post: Germany round 2

                                    TripleA Manual Gamesave Post for game: Iron War, version: 0.2.6

                                    Game History

                                    Round: 2
                                    
                                        Combat Move - Germany
                                            Note to players ANZAC, Balkan, Brazil, Britain, British-Colonies, British-India, China, Finland, France, French-Colonies, Germany, Iran, Iraq, Italy, Japan, KNIL, South-Africa, Thailand, USA and USSR:   "Today we are crushed by the sheer weight of the mechanized forces hurled against us, but we can still look to the future in which even greater mechanized forces will bring us victory." - ....
                                                    AA fire in North Sea Zone : 0/1 hits, 0.10 expected hits
                                            1 Battleship, 1 Cruiser, 1 Destroyer, 1 Patrol-Boat, 1 Submarine and 2 Transports moved from North Sea Zone to Celtic Sea Zone
                                            2 Submarines moved from Baltic Sea Zone to Celtic Sea Zone
                                            1 Bomber moved from East Prussia to Celtic Sea Zone
                                            1 Cruiser, 1 Destroyer, 1 Patrol-Boat and 1 Transport moved from Baltic Sea Zone to North Sea Zone
                                            1 Artillery and 1 SS-Infantry moved from Western Ukraine to Eastern Ukraine
                                            1 Light-Tank, 1 SP-Artillery, 2 SS-Infantrys and 1 Tank-Destroyer moved from Western Ukraine to Byelorussia
                                            10 Infantrys, 2 Light-Tanks, 5 Mech-Infs, 1 Medium-Tank and 1 SS-Infantry moved from East Prussia to Byelorussia
                                            3 Infantrys, 4 Mech-Infs and 1 SS-Infantry moved from Berlin to Byelorussia
                                            1 Anti-Air moved from East Prussia to Byelorussia
                                            1 Air-Transport and 2 Fighters moved from East Prussia to Celtic Sea Zone
                                    
                                        Combat - Germany
                                            Battle in Celtic Sea Zone
                                                Germany attack with 1 Air-Transport, 1 Battleship, 1 Bomber, 1 Cruiser, 1 Destroyer, 2 Fighters, 1 Patrol-Boat, 3 Submarines and 2 Transports
                                                Britain defend with 1 Battleship, 1 Cruiser, 1 Destroyer, 4 Patrol-Boats and 1 Submarine; France defend with 1 Cruiser and 1 Destroyer
                                                    AA fire in Celtic Sea Zone : 0/2 hits, 0.20 expected hits
                                                    Germany roll dice for 3 Submarines in Celtic Sea Zone, round 2 : 0/3 hits, 1.50 expected hits
                                                    Germany roll dice for 1 Air-Transport, 1 Battleship, 1 Bomber, 1 Cruiser, 1 Destroyer, 2 Fighters, 1 Patrol-Boat and 2 Transports in Celtic Sea Zone, round 2 : 4/8 hits, 3.50 expected hits
                                    

                                    Combat Hit Differential Summary :

                                    AA fire in North Sea Zone : : -0.10
                                    AA fire in Celtic Sea Zone : : -0.20
                                    Germany : -1.00
                                    

                                    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 Well, looks like round 2 is gonna start off with lots of action. Could this be the beginning of Operation Sea Lion? 🙂

                                      Need OOLs for Celtic SZ and North SZ.

                                      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

                                        Going big eh haha. Hmmm nothing fancy, max defense power do or die. You can go by the defaults. French ships of equal value can die before the British ones.

                                        1 Reply Last reply Reply Quote 0
                                        • FrostionF Offline
                                          Frostion Admin
                                          last edited by

                                          I really don't like the thought of a transfer tax. I know that the transfers can be a cheap way to get PUs/power to the front, but it is not without consequence for the sender. In short, giving away PUs effects the sender's PU/Iron ratio.

                                          As I see it, it should be a smart thing for a major nation to give at least some PU-support to minor nations, but not something that is an absolute necessity. In regards to USA (a special case as it also exports to othe major powers), USA should think of USSR as a partner that could really need the support to survive and UK as a nation which can help to "get PUs to the front". In general, If a big nation gives too little, "thier" minors could be in danger of getting overrun. If they give too much and empty their coffers, the big nation can end up with a lot of Iron in proportion to PUs (as big nations do not send Iron to small). I would think this made the large nations buy mostly ships and heavy land units. If these forces go into battle bringing nearly no fodder infantry or fighters, it gets expensive to attack.

                                          I don't know if I am just imagining this a consequence worth thinking about and planning after, but I would think that you will also experience USA having too much Iron if USA gives to much PUs a way.

                                          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

                                          redrumR 1 Reply Last reply Reply Quote 0
                                          • redrumR Offline
                                            redrum Admin @Frostion
                                            last edited by redrum

                                            @frostion While the USA may end up with extra iron/oil, I think the lost opportunity cost of not spending that is very small compared to getting PUs closer to the fronts especially USSR. I'd have a hard time seeing any decent USA player not pretty much always transfer the max to USSR no matter how much iron/oil they have (maybe only exception is if USA can get a factory very close to one of the fronts). One of the reasons is Iron still feels kind of weak and really is only needed for naval units (more of a nice to have for building strong/faster land units). Also air units still seem kind of strong especially after all the nerfs to AA guns to make them less spammable.

                                            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 0

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