Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies)
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@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.
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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 hitsCombat Hit Differential Summary :
AA fire in North Sea Zone : : -0.10 AA fire in Celtic Sea Zone : : -0.20 Germany : -1.00 -
@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.
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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.
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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.
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@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.
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TripleA Turn Summary: Germany round 2
TripleA Turn Summary 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 Units damaged: 1 Battleship owned by the Britain Britain roll dice for 1 Submarine in Celtic Sea Zone, round 2 : 0/1 hits, 0.30 expected hits Britain roll dice for 1 Battleship, 2 Cruisers, 2 Destroyers and 4 Patrol-Boats in Celtic Sea Zone, round 2 : 2/9 hits, 3.00 expected hits Units damaged: 1 Battleship owned by the Germany 1 Transport owned by the Germany and 3 Patrol-Boats owned by the Britain lost in Celtic Sea Zone AA fire in Celtic Sea Zone : 0/2 hits, 0.20 expected hits Germany roll dice for 3 Submarines in Celtic Sea Zone, round 3 : 3/3 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 1 Transport in Celtic Sea Zone, round 3 : 4/8 hits, 3.50 expected hits Britain roll dice for 1 Submarine in Celtic Sea Zone, round 3 : 0/1 hits, 0.30 expected hits Britain roll dice for 1 Battleship, 2 Cruisers, 2 Destroyers and 1 Patrol-Boat in Celtic Sea Zone, round 3 : 1/6 hits, 2.40 expected hits 1 Cruiser owned by the Britain, 1 Destroyer owned by the France, 1 Submarine owned by the Britain, 1 Patrol-Boat owned by the Britain, 1 Cruiser owned by the France, 1 Battleship owned by the Britain, 1 Patrol-Boat owned by the Germany and 1 Destroyer owned by the Britain lost in Celtic Sea Zone Germany win with 1 Air-Transport, 1 Battleship, 1 Bomber, 1 Cruiser, 1 Destroyer, 2 Fighters, 3 Submarines and 1 Transport remaining. Battle score for attacker is 151 Casualties for Germany: 1 Patrol-Boat and 1 Transport Casualties for Britain: 1 Battleship, 1 Cruiser, 1 Destroyer, 4 Patrol-Boats and 1 Submarine Casualties for France: 1 Cruiser and 1 Destroyer Battle in Byelorussia Germany attack with 1 Anti-Air, 13 Infantrys, 3 Light-Tanks, 9 Mech-Infs, 1 Medium-Tank, 1 SP-Artillery, 4 SS-Infantrys and 1 Tank-Destroyer USSR defend with 1 Flag, 1 Infantry and 1 SS-Potential Germany roll dice for 1 Anti-Air, 13 Infantrys, 3 Light-Tanks, 9 Mech-Infs, 1 Medium-Tank, 1 SP-Artillery, 4 SS-Infantrys and 1 Tank-Destroyer in Byelorussia, round 2 : 5/33 hits, 8.00 expected hits USSR roll dice for 1 Infantry in Byelorussia, round 2 : 0/1 hits, 0.20 expected hits 1 Infantry owned by the USSR lost in Byelorussia Germany win, taking Byelorussia from USSR with 1 Anti-Air, 13 Infantrys, 3 Light-Tanks, 9 Mech-Infs, 1 Medium-Tank, 1 SP-Artillery, 4 SS-Infantrys and 1 Tank-Destroyer remaining. Battle score for attacker is 10 Casualties for USSR: 1 Infantry Battle in Eastern Ukraine Germany attack with 1 Artillery and 1 SS-Infantry USSR defend with 1 Flag, 2 Fuel-Barrels, 1 Infantry and 1 Iron-Ore Germany roll dice for 1 Artillery and 1 SS-Infantry in Eastern Ukraine, round 2 : 0/2 hits, 0.50 expected hits USSR roll dice for 1 Infantry in Eastern Ukraine, round 2 : 1/1 hits, 0.20 expected hits 1 Artillery owned by the Germany lost in Eastern Ukraine Germany roll dice for 1 SS-Infantry in Eastern Ukraine, round 3 : 0/1 hits, 0.20 expected hits USSR roll dice for 1 Infantry in Eastern Ukraine, round 3 : 0/1 hits, 0.20 expected hits Germany roll dice for 1 SS-Infantry in Eastern Ukraine, round 4 : 1/1 hits, 0.20 expected hits USSR roll dice for 1 Infantry in Eastern Ukraine, round 4 : 0/1 hits, 0.20 expected hits 1 Infantry owned by the USSR lost in Eastern Ukraine Germany win, taking Eastern Ukraine from USSR with 1 SS-Infantry remaining. Battle score for attacker is -1 Casualties for Germany: 1 Artillery Casualties for USSR: 1 Infantry Battle in North Sea Zone Germany attack with 1 Cruiser, 1 Destroyer, 1 Patrol-Boat and 1 Transport Britain defend with 1 Cruiser and 1 Patrol-Boat Germany roll dice for 1 Cruiser, 1 Destroyer, 1 Patrol-Boat and 1 Transport in North Sea Zone, round 2 : 2/3 hits, 1.10 expected hits Britain roll dice for 1 Cruiser and 1 Patrol-Boat in North Sea Zone, round 2 : 0/2 hits, 0.70 expected hits 1 Cruiser owned by the Britain and 1 Patrol-Boat owned by the Britain lost in North Sea Zone Germany win with 1 Cruiser, 1 Destroyer, 1 Patrol-Boat and 1 Transport remaining. Battle score for attacker is 33 Casualties for Britain: 1 Cruiser and 1 Patrol-Boat Non Combat Move - Germany 1 Anti-Air and 1 Infantry moved from Berlin to East Prussia 1 Infantry moved from West Germany to Berlin 1 Artillery and 4 Infantrys moved from Benelux to West Germany 1 Artillery and 1 Infantry moved from Denmark to West Germany 1 Artillery and 3 Infantrys moved from France to West Germany 1 Infantry moved from Normandy to France 1 Infantry moved from Normandy to France 1 Air-Transport moved from Celtic Sea Zone to Normandy 2 Fighters moved from Celtic Sea Zone to Normandy 1 Bomber moved from Celtic Sea Zone to Normandy 2 Artillerys and 1 Infantry moved from Normandy to France 1 Infantry, 2 Submarines and 3 Transports moved from Adriatic Sea Zone to Aegean Sea Zone Purchase Units - Germany Trigger German Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Germany Germany buy 1 Artillery, 1 Infantry, 3 Mech-Infs, 1 SS-Infantry and 2 Transports; Remaining resources: 0 SS; 28 Fuel; 0 Iron; 4 PUs; Place Units - Germany 1 Artillery, 3 Mech-Infs and 1 SS-Infantry placed in East Prussia 1 Infantry placed in Berlin 1 Submarine and 2 Transports placed in North Sea Zone Turn Complete - Germany Germany collect 116 PUs; end with 120 PUs Units generate 23 SS; Germany end with 23 SS Units generate 31 Fuel; Germany end with 59 Fuel Units generate 7 Iron; Germany end with 7 IronCombat Hit Differential Summary :
AA fire in North Sea Zone : : -0.10 AA fire in Celtic Sea Zone : : -0.40 Britain : -3.70 USSR : 0.20 Germany : -1.00 -
Heheh guess I hosed myself pretty hard there. Not sure where I botched the calc. I remembered thinking I set myself up last round for 60% odds to the attacker in the Celtic sea zone with an average of like 4 units remaining and then determining it might be a worthwhile trade. But that was like a sure shot 98% for G. I must have forgot to add in some aircraft or double clicked a ship or something when running the numbers heheh.
Looks like we might have to prepare for Island Invasion after all! lol.
ps. Sorry the battle of the Atlantic showing from the Allies wasn't stronger. I suppose pulling back and building out of Halifax was really the only play for the Brits?
I think I will set a revised goal for myself of seeing if we can survive until early 1942. Catch you after Balkans/Finland
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So assuming something like what you did on the water ends up as a fairly standard G opening, and the Brits can't really build out of England... I guess the slicker play is probably Allied convergence in North Atlantic SZ 6, with the British PT Boats to Atlantic SZ 4 maybe? Try to get everything to Trafalgar SZ in the second round. If Gibraltar can hold out past round 1, maybe bring up support from the French and the British-Colonies out of West Africa, as well as the 3 dudes from Brazil. Land the British/American air-transports there along with whatever fighters you can spare in the second round to try keep Italy off your back. Creep up to Britain for a naval build in the third round?
But then again if Germany is unopposed and camps in the Celtic Sea zone with all their starting naval units, or does something wild like build a factory in Normandy to support a bolstering of their Atlantic fleet with sub spams and such, then the Allies probably wouldn't be able to push them out in the third round, so the delay would be longer. Maybe not as comfortable a place to camp for G's transports as the North Sea Zone, but it still allows a redirect to Baltic States in one move. I think the Western Allies have their work cut out for them to make that crossing in a timely manner hehe. Will have to try something different next time out.
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TripleA Turn Summary: South-Africa round 1
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 1 Combat Move - South-Africa 1 Fighter moved from South Africa to Gold Coast South-Africa undo move 1. 1 Fighter moved from South Africa to Gold Coast 1 Infantry moved from Pretoria to South Africa 1 Cruiser and 1 Destroyer moved from Cape Town Sea Zone to Gulf of Guinea Sea Zone South-Africa undo move 3. 1 Cruiser and 1 Destroyer moved from Cape Town Sea Zone to Mozambique Channel Sea Zone Non Combat Move - South-Africa Export to Britain - South-Africa South-Africa spend 1 Iron on User Action: Action Britain receives iron from South-Africa Action Britain receives iron from South-Africa activates a trigger called: Trigger Britain receives iron from South-Africa Trigger Britain receives iron from South-Africa: Britain met a national objective for an additional 1 Iron; end with 9 Iron Action Britain receives iron from South-Africa activates a trigger called: Trigger Britain receives iron from South-Africa-2 Purchase Units - South-Africa South-Africa buy 3 Infantrys; Remaining resources: 4 Fuel; 3 Iron; 0 PUs; Place Units - South-Africa 3 Infantrys placed in South Africa Turn Complete - South-Africa South-Africa collect 15 PUs; end with 15 PUs Units generate 6 Fuel; South-Africa end with 10 Fuel Units generate 1 Iron; South-Africa end with 4 IronCombat Hit Differential Summary :
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Hindsight being 20/20 haha, maybe something like that would have been a cleaner opener for the Brits. What do you think? Does it put too much riding on Gibraltar? Italy can still get in there with 2 fighters and 3 dudes, so I'm not sure if it does the trick. Not sure of the approach to Egypt either... sort of like you want to leave it light enough to maybe draw the Italians into a first round gambit to snag the factory spot and the suez canal instead of going after the Straits on the other side of the med, but still give yourself a chance to hang on if they come at ya right out the gate. Egypt is kinda screwed regardless, but least this way you put a bit more heat on Iraq. Thinking the South African fighter flies up from Gold Coast to land on the US carrier's third spot the following round, since it can't quite make the Gibraltar run.
Anyhow, just musing on time warps. Other than giving G a pass (which seems sort of unavoidable) any major flaws I'm not seeing? Just been sitting here trying to come up with a different way to handle the British opener that maybe puts more pressure on the European Axis.
Gotta split and grab some dinner. Catch you in the late night if you're around dude
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@redrum said in Iron War 0.2.6 - redrum (Axis) vs Black_Elk (Allies):
@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.
I agree, although my impression of the USA aid thing is that its basically like giving Russia or Britain a 20 PU value territory that can't be taken . Aid to China/France is kind of a toss up, since if you push the whole wad into aid then it only leaves you with enough for like 1 transport a round. Probably USA needs to spend one round building at home to make an effective move out with their starting forces. After that I think its as you say, send most of it as aid, until you can take Iceland or Morocco or Norway or some place that can produce closer to the action. Taking a useful production spot in the Pacific seems more challenging, just because Japan is pretty thick.
Some small cost for delivering aid might work. Like 5 PUs to send 20 to a buddy, but then seems like it would have to be all across the board like that, for all nations (to be consistent) and not sure then if it would make more sense to just have the total amounts be some set standard. I don't know, I haven't had enough actual games under my belt to see how the US would swing it, but I think sending aid to Russia at least will be fairly continous haha
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TripleA Turn Summary: Balkan round 2
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 2 Combat Move - Balkan Balkan takes Crete from British-Colonies 6 Infantrys moved from Western Ukraine to Byelorussia 1 Infantry moved from East Prussia to Byelorussia 4 Infantrys moved from Romania to Western Ukraine 1 Cruiser, 1 Patrol-Boat and 1 Submarine moved from Azov Sea Zone to Black Sea Zone 1 Infantry moved from Aegean Sea Zone to Crete Combat - Balkan Battle in Black Sea Zone Balkan attack with 1 Cruiser, 1 Patrol-Boat and 1 Submarine USSR defend with 1 Submarine 1 Submarine owned by the USSR Submerged Balkan roll dice for 1 Submarine in Black Sea Zone, round 2 : 0/1 hits, 0.50 expected hits Non Combat Move - Balkan Export to Germany - Balkan Balkan spend 1 Iron on User Action: Action Germany receives iron from Balkan Action Germany receives iron from Balkan activates a trigger called: Trigger Germany receives iron from Balkan Trigger Germany receives iron from Balkan: Germany met a national objective for an additional 1 Iron; end with 8 Iron Action Germany receives iron from Balkan activates a trigger called: Trigger Germany receives iron from Balkan-2 Purchase Units - Balkan Balkan buy 3 Infantrys; Remaining resources: 1 Fuel; 1 Iron; 0 PUs; Place Units - Balkan 3 Infantrys placed in Romania Turn Complete - Balkan Balkan collect 31 PUs; end with 31 PUs Units generate 2 Fuel; Balkan end with 3 Fuel Units generate 1 Iron; Balkan end with 2 IronCombat Hit Differential Summary :
Balkan : -0.50 -
TripleA Turn Summary: Finland round 2
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 2 Combat Move - Finland 1 Infantry moved from Lapland to Murmansk Finland take Murmansk from USSR 1 Infantry moved from Eastern Finland to Lapland 1 Infantry moved from Finland to Eastern Finland Combat - Finland Non Combat Move - Finland Export to Germany - Finland Finland spend 1 Iron on User Action: Action Germany receives iron from Finland Action Germany receives iron from Finland activates a trigger called: Trigger Germany receives iron from Finland Trigger Germany receives iron from Finland: Germany met a national objective for an additional 1 Iron; end with 9 Iron Action Germany receives iron from Finland activates a trigger called: Trigger Germany receives iron from Finland-2 Purchase Units - Finland Trigger Finland Late 1940: Finland has their production frontier changed to: production_Finland_2 Finland buy 1 Mech-Inf; Remaining resources: 6 Fuel; 0 Iron; 1 PUs; Place Units - Finland 1 Mech-Inf placed in Finland Turn Complete - Finland Finland collect 14 PUs; end with 15 PUs Units generate 3 Fuel; Finland end with 9 Fuel Units generate 2 Iron; Finland end with 2 IronCombat Hit Differential Summary :
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@black_elk Yeah, that opening is probably better at least. You could potentially be a bit more aggressive and just put blockers in Celtic and sit next to it to still pressure Germany more. The key is really not losing UK's navy T2 so that you can potentially pressure T3 or T4.
All that being said, I think Allies are actually OP in this version and you still are in a decent place to win this game.
In terms of aid, I'd like to see most of the options as interesting choices not given. So for example, the aid to Russia might have a higher cost/tax then aid to UK or others. It doesn't necessarily need to be consistent as you can even from a realism standpoint think that USA to USSR is much further/difficult then USA to UK.
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TripleA Turn Summary: USSR round 2
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 2 Combat Move - USSR 1 Fighter and 3 Infantrys moved from Western Turkistan to Iran 3 Infantrys, 3 Mech-Infs and 3 SP-Artillerys moved from Aktobe to Iran 2 Infantrys moved from Caucasus to Iran 1 Dive-Bomber moved from Stalingrad to Iran 1 Air-Transport and 1 Infantry moved from Siberia to Iran 1 Artillery and 1 Infantry moved from Stalingrad to Eastern Ukraine 1 Infantry moved from Stalingrad to Eastern Ukraine 1 Artillery, 1 Commissar, 16 Infantrys, 1 Mech-Inf, 1 Medium-Tank and 1 SP-Artillery moved from Central Russia to Leningrad 1 Patrol-Boat moved from Gulf of Bothnia Sea Zone to Baltic Sea Zone 1 Cruiser moved from Gulf of Bothnia Sea Zone to Baltic Sea Zone 1 Infantry moved from Central Russia to Leningrad 1 Infantry moved from Stalingrad to Central Russia 1 Artillery and 1 Infantry moved from Khabarovsk to Vladivostok 1 Infantry moved from Khabarovsk to Tsitsihar USSR take Tsitsihar from Japan 1 Anti-Air and 4 Infantrys moved from Khabarovsk to Hailar 2 Infantrys and 2 Mech-Infs moved from Eastern Mongolia to Qinghai 5 Infantrys, 1 Light-Tank, 5 Mech-Infs and 4 SP-Artillerys moved from Aldan to Eastern Mongolia 1 Artillery and 5 Infantrys moved from Aldan to Hailar 1 SP-Artillery moved from Aldan to Eastern Mongolia 2 Infantrys moved from Ust-Maysky to Aldan 1 Infantry moved from Abyysky to Ust-Maysky 1 Infantry moved from Irkutsk to Bartsk 1 Submarine moved from Black Sea Zone to Azov Sea Zone 1 Cruiser moved from Norwegian Southern Sea Zone to North Atlantic 2 Sea Zone 1 Submarine moved from Barents Sea Zone to Greenland Sea Zone Combat - USSR Battle in Iran USSR attack with 1 Air-Transport, 1 Dive-Bomber, 1 Fighter, 9 Infantrys, 3 Mech-Infs and 3 SP-Artillerys Iran defend with 1 Artillery, 1 Factory, 1 Fighter, 1 Flag, 10 Fuel-Barrels, 6 Infantrys, 1 Iron-Ore, 1 Light-Tank and 1 Medium-Tank; Iraq defend with 1 Anti-Air, 1 Artillery, 1 Fighter and 2 Infantrys dive bombing fire in Iran : 0/1 hits, 0.10 expected hits AA fire in Iran : 0/1 hits, 0.10 expected hits USSR roll dice for 1 Air-Transport, 1 Dive-Bomber, 1 Fighter, 9 Infantrys, 3 Mech-Infs and 3 SP-Artillerys in Iran, round 2 : 5/18 hits, 4.50 expected hits Iran roll dice for 1 Anti-Air, 2 Artillerys, 2 Fighters, 8 Infantrys, 1 Light-Tank and 1 Medium-Tank in Iran, round 2 : 4/15 hits, 5.20 expected hits 3 Infantrys owned by the USSR, 2 Infantrys owned by the Iraq, 2 Infantrys owned by the Iran, 1 Anti-Air owned by the Iraq and 1 Air-Transport owned by the USSR lost in Iran dive bombing fire in Iran : 0/1 hits, 0.10 expected hits USSR roll dice for 1 Dive-Bomber, 1 Fighter, 6 Infantrys, 3 Mech-Infs and 3 SP-Artillerys in Iran, round 3 : 3/14 hits, 3.80 expected hits Iran roll dice for 2 Artillerys, 2 Fighters, 4 Infantrys, 1 Light-Tank and 1 Medium-Tank in Iran, round 3 : 4/10 hits, 3.90 expected hits 4 Infantrys owned by the USSR and 3 Infantrys owned by the Iran lost in Iran dive bombing fire in Iran : 0/1 hits, 0.10 expected hits USSR roll dice for 1 Dive-Bomber, 1 Fighter, 2 Infantrys, 3 Mech-Infs and 3 SP-Artillerys in Iran, round 4 : 4/10 hits, 2.90 expected hits Iran roll dice for 2 Artillerys, 2 Fighters, 1 Infantry, 1 Light-Tank and 1 Medium-Tank in Iran, round 4 : 4/7 hits, 3.00 expected hits 1 Artillery owned by the Iraq, 1 Light-Tank owned by the Iran, 1 Infantry owned by the Iran, 1 Artillery owned by the Iran, 1 SP-Artillery owned by the USSR and 3 Mech-Infs owned by the USSR lost in Iran dive bombing fire in Iran : 0/1 hits, 0.10 expected hits USSR roll dice for 1 Dive-Bomber, 1 Fighter, 2 Infantrys and 2 SP-Artillerys in Iran, round 5 : 2/6 hits, 2.10 expected hits Iran roll dice for 2 Fighters and 1 Medium-Tank in Iran, round 5 : 1/3 hits, 1.70 expected hits 1 Infantry owned by the USSR, 1 Medium-Tank owned by the Iran and 1 Fighter owned by the Iraq lost in Iran USSR roll dice for 1 Dive-Bomber, 1 Fighter, 1 Infantry and 2 SP-Artillerys in Iran, round 6 : 4/5 hits, 1.80 expected hits Iran roll dice for 1 Fighter in Iran, round 6 : 0/1 hits, 0.60 expected hits 1 Fighter owned by the Iran lost in Iran USSR captures one of Iran capitals Some non-combat units are destroyed: USSR win, taking Iran from Iran with 1 Dive-Bomber, 1 Fighter, 1 Infantry and 2 SP-Artillerys remaining. Battle score for attacker is 29 Casualties for USSR: 1 Air-Transport, 8 Infantrys, 3 Mech-Infs and 1 SP-Artillery Casualties for Iran: 1 Artillery, 1 Fighter, 6 Infantrys, 1 Light-Tank and 1 Medium-Tank Casualties for Iraq: 1 Anti-Air, 1 Artillery, 1 Fighter and 2 Infantrys Battle in Hailar USSR attack with 1 Anti-Air, 1 Artillery and 9 Infantrys Japan defend with 1 Flag and 1 Infantry USSR roll dice for 1 Anti-Air, 1 Artillery and 9 Infantrys in Hailar, round 2 : 2/11 hits, 2.20 expected hits Japan roll dice for 1 Infantry in Hailar, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the Japan lost in Hailar USSR win, taking Hailar from Japan with 1 Anti-Air, 1 Artillery and 9 Infantrys remaining. Battle score for attacker is 10 Casualties for Japan: 1 Infantry Battle in Vladivostok USSR attack with 1 Artillery and 1 Infantry Japan defend with 1 Flag and 1 Infantry USSR roll dice for 1 Artillery and 1 Infantry in Vladivostok, round 2 : 0/2 hits, 0.50 expected hits Japan roll dice for 1 Infantry in Vladivostok, round 2 : 0/1 hits, 0.30 expected hits USSR roll dice for 1 Artillery and 1 Infantry in Vladivostok, round 3 : 0/2 hits, 0.50 expected hits Japan roll dice for 1 Infantry in Vladivostok, round 3 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the USSR lost in Vladivostok USSR roll dice for 1 Artillery in Vladivostok, round 4 : 0/1 hits, 0.20 expected hits Japan roll dice for 1 Infantry in Vladivostok, round 4 : 0/1 hits, 0.30 expected hits USSR roll dice for 1 Artillery in Vladivostok, round 5 : 0/1 hits, 0.20 expected hits Japan roll dice for 1 Infantry in Vladivostok, round 5 : 0/1 hits, 0.30 expected hits USSR roll dice for 1 Artillery in Vladivostok, round 6 : 1/1 hits, 0.20 expected hits Japan roll dice for 1 Infantry in Vladivostok, round 6 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the Japan and 1 Artillery owned by the USSR lost in Vladivostok Japan win with no units remaining. Battle score for attacker is -11 Casualties for USSR: 1 Artillery and 1 Infantry Casualties for Japan: 1 Infantry Battle in Eastern Ukraine USSR attack with 1 Artillery and 2 Infantrys Germany defend with 1 Flag, 2 Fuel-Barrels, 1 Iron-Ore and 1 SS-Infantry USSR roll dice for 1 Artillery and 2 Infantrys in Eastern Ukraine, round 2 : 1/3 hits, 0.60 expected hits Germany roll dice for 1 SS-Infantry in Eastern Ukraine, round 2 : 0/1 hits, 0.30 expected hits 1 SS-Infantry owned by the Germany lost in Eastern Ukraine USSR win, taking Eastern Ukraine from Germany with 1 Artillery and 2 Infantrys remaining. Battle score for attacker is 10 Casualties for Germany: 1 SS-Infantry Non Combat Move - USSR 1 Fighter moved from Iran to Egypt 1 Dive-Bomber moved from Iran to Stalingrad Purchase Units - USSR USSR buy 1 Commissar, 5 Fighters, 4 Infantrys and 1 Medium-Tank; Remaining resources: 12 Fuel; 3 Iron; 0 PUs; 4 Officials; 0 SS; Place Units - USSR 5 Fighters placed in Leningrad 1 Infantry placed in Siberia 1 Commissar, 3 Infantrys and 1 Medium-Tank placed in Stalingrad USSR undo move 3. 1 Infantry placed in Stalingrad 1 Commissar, 2 Infantrys and 1 Medium-Tank placed in Moscow USSR undo move 4. 1 Commissar, 1 Infantry and 1 Medium-Tank placed in Moscow 1 Infantry placed in Irkutsk Turn Complete - USSR USSR collect 143 PUs; end with 143 PUs Units generate 42 Fuel; USSR end with 54 Fuel Units generate 5 SS; USSR end with 5 SS Units generate 4 Officials; USSR end with 8 Officials Units generate 6 Iron; USSR end with 9 Iron USSR creates 1 Air-Transport in SiberiaCombat Hit Differential Summary :
Iran : -1.40 dive bombing fire in Iran : : -0.40 Japan : 0.20 AA fire in Iran : : -0.10 USSR : 2.50 Germany : -0.30 -
TripleA Turn Summary: Britain round 2
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 2 Combat Move - Britain 1 Air-Transport and 1 Infantry moved from Halifax to Western Greenland 1 Destroyer moved from North Atlantic 4 Sea Zone to Mediterranean Sea Zone 1 Destroyer moved from North Atlantic 4 Sea Zone to Bay of Biscay Sea Zone 1 Cruiser moved from North Atlantic 4 Sea Zone to Trafalgar Sea Zone Combat - Britain Britain lands units in Western Greenland Britain creates battle in territory Western Greenland Britain takes Western Greenland from True-Neutral Non Combat Move - Britain 1 Air-Transport moved from Western Greenland to Southern Greenland Aid the Commonwealth - Britain Britain spend 15 PUs on User Action: Action 7 British-Colonies receives financial support Action 7 British-Colonies receives financial support activates a trigger called: Trigger British-Colonies receives financial support Trigger British-Colonies receives financial support: British-Colonies met a national objective for an additional 15 PUs; end with 69 PUs Action 7 British-Colonies receives financial support activates a trigger called: Trigger British-Colonies receives financial support-2 Purchase Units - Britain Britain buy 2 Fighters and 3 Infantrys; Remaining resources: 24 Fuel; 5 Iron; 2 PUs; Place Units - Britain 2 Fighters and 3 Infantrys placed in England Turn Complete - Britain Britain collect 59 PUs; end with 61 PUs Units generate 13 Fuel; Britain end with 37 Fuel Units generate 2 Iron; Britain end with 7 Iron Britain creates 1 Air-Transport in HalifaxCombat Hit Differential Summary :
-
TripleA Turn Summary: France round 2
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 2 Combat Move - France 3 Colonial-Infantrys moved from Senegal to Freetown Sea Zone 3 Colonial-Infantrys and 1 Transport moved from Freetown Sea Zone to Trafalgar Sea Zone 3 Colonial-Infantrys moved from Trafalgar Sea Zone to Gibraltar 1 Colonial-Infantry moved from Northern Congo to Ubangi-Shari 1 Colonial-Infantry moved from Gabon to Cameroon 1 Fighter moved from Gabon to Senegal 1 Colonial-Infantry and 1 Infantry moved from Algerian Desert to Tunesia Combat - France Battle in Tunesia France attack with 1 Colonial-Infantry and 1 Infantry Italy defend with 1 Colony, 1 Flag and 1 Infantry; Germany defend with 1 SS-Potential France roll dice for 1 Colonial-Infantry and 1 Infantry in Tunesia, round 2 : 0/2 hits, 0.40 expected hits Italy roll dice for 1 Infantry in Tunesia, round 2 : 1/1 hits, 0.30 expected hits 1 Colonial-Infantry owned by the France lost in Tunesia 1 Infantry owned by the France retreated to Algerian Desert Italy win with 1 Infantry remaining. Battle score for attacker is -6 Casualties for France: 1 Colonial-Infantry Non Combat Move - France Purchase Units - France France buy 1 Artillery, 1 Colonial-Infantry and 2 Infantrys; Remaining resources: 3 Fuel; 0 PUs; 12 CR; 0 Iron; 0 SS; Place Units - France 1 Artillery, 1 Colonial-Infantry and 2 Infantrys placed in Gabon Turn Complete - France France collect 29 PUs; end with 29 PUs Units generate 3 Fuel; France end with 6 Fuel Units generate 11 CR; France end with 23 CR Units generate 1 Iron; France end with 1 IronCombat Hit Differential Summary :
Italy : 0.70 France : -0.40 -
TripleA Turn Summary: British-Colonies round 2
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 2 Combat Move - British-Colonies British-India takes Indian Ocean 2 Sea Zone from Italy 1 Infantry moved from British Guiana to Dutch Guiana 1 Colonial-Infantry moved from Gold Coast to Gulf of Guinea Sea Zone 1 Colonial-Infantry and 1 Transport moved from Gulf of Guinea Sea Zone to Accra Sea Zone 1 Colonial-Infantry moved from Sierra Leone to Accra Sea Zone 2 Colonial-Infantrys and 1 Transport moved from Accra Sea Zone to Freetown Sea Zone 2 Colonial-Infantrys moved from Freetown Sea Zone to Senegal 1 Infantry moved from Nigeria to Chad 1 Battleship, 2 Cruisers and 1 Destroyer moved from Gulf of Aden Sea Zone to Indian Ocean 5 Sea Zone 2 Fighters moved from Egypt to North Sudan 1 Artillery and 1 Colonial-Infantry moved from Egypt to North Sudan Combat - British-Colonies Battle in Indian Ocean 5 Sea Zone British-Colonies attack with 1 Battleship, 2 Cruisers and 1 Destroyer Italy defend with 1 Destroyer British-Colonies roll dice for 1 Battleship, 2 Cruisers and 1 Destroyer in Indian Ocean 5 Sea Zone, round 2 : 2/4 hits, 1.90 expected hits Italy roll dice for 1 Destroyer in Indian Ocean 5 Sea Zone, round 2 : 0/1 hits, 0.30 expected hits 1 Destroyer owned by the Italy lost in Indian Ocean 5 Sea Zone British-Colonies win , taking Indian Ocean 5 Sea Zone from Italy. Battle score for attacker is 16 Casualties for Italy: 1 Destroyer Battle in North Sudan British-Colonies attack with 1 Artillery, 1 Colonial-Infantry and 2 Fighters Italy defend with 1 Flag and 1 Infantry British-Colonies roll dice for 1 Artillery, 1 Colonial-Infantry and 2 Fighters in North Sudan, round 2 : 1/4 hits, 1.50 expected hits Italy roll dice for 1 Infantry in North Sudan, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the Italy lost in North Sudan British-Colonies takes North Sudan from Italy British-Colonies win . Battle score for attacker is 10 Casualties for Italy: 1 Infantry Non Combat Move - British-Colonies 2 Fighters moved from North Sudan to Egypt 1 Infantry moved from Aden to Riyadh Export to Britain - British-Colonies British-Colonies spend 1 Iron on User Action: Action Britain receives iron from British-Colonies Action Britain receives iron from British-Colonies activates a trigger called: Trigger Britain receives iron from British-Colonies Trigger Britain receives iron from British-Colonies: Britain met a national objective for an additional 1 Iron; end with 8 Iron Action Britain receives iron from British-Colonies activates a trigger called: Trigger Britain receives iron from British-Colonies-2 Purchase Units - British-Colonies British-Colonies buy 1 Anti-Air, 2 Fighters and 2 Infantrys; Remaining resources: 5 Fuel; 4 Iron; 0 PUs; 17 CR; 0 SS; Place Units - British-Colonies 1 Anti-Air, 2 Fighters and 2 Infantrys placed in Egypt Turn Complete - British-Colonies British-Colonies collect 42 PUs; end with 42 PUs Units generate 5 CR; British-Colonies end with 22 CR Units generate 5 Fuel; British-Colonies end with 10 Fuel Units generate 1 Iron; British-Colonies end with 5 IronCombat Hit Differential Summary :
British-Colonies : -0.40 Italy : -0.60 -
TripleA Turn Summary: South-Africa round 2
TripleA Turn Summary for game: Iron War, version: 0.2.6
Game History
Round: 2 Combat Move - South-Africa 1 Cruiser and 1 Destroyer moved from Cape Town Sea Zone to Port Elizabeth Sea Zone 1 Fighter moved from Madagascar to Egypt 1 Infantry and 1 Mech-Inf moved from Beira to Mozambique 1 Infantry moved from Beira to Mozambique Combat - South-Africa Battle in Port Elizabeth Sea Zone South-Africa attack with 1 Cruiser and 1 Destroyer Italy defend with 1 Transport South-Africa roll dice for 1 Cruiser and 1 Destroyer in Port Elizabeth Sea Zone, round 2 : 1/2 hits, 0.80 expected hits Italy roll dice for 1 Transport in Port Elizabeth Sea Zone, round 2 : 0/1 hits, 0.10 expected hits 1 Transport owned by the Italy lost in Port Elizabeth Sea Zone South-Africa win . Battle score for attacker is 20 Casualties for Italy: 1 Transport Battle in Mozambique South-Africa attack with 2 Infantrys and 1 Mech-Inf True-Neutral defend with 1 Colony, 1 Flag, 1 Fuel-Barrel and 1 Infantry South-Africa roll dice for 2 Infantrys and 1 Mech-Inf in Mozambique, round 2 : 1/3 hits, 0.60 expected hits True-Neutral roll dice for 1 Infantry in Mozambique, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the True-Neutral lost in Mozambique South-Africa takes Mozambique from True-Neutral South-Africa win . Battle score for attacker is 10 Casualties for True-Neutral: 1 Infantry Non Combat Move - South-Africa Export to Britain - South-Africa South-Africa spend 1 Iron on User Action: Action Britain receives iron from South-Africa Action Britain receives iron from South-Africa activates a trigger called: Trigger Britain receives iron from South-Africa Trigger Britain receives iron from South-Africa: Britain met a national objective for an additional 1 Iron; end with 9 Iron Action Britain receives iron from South-Africa activates a trigger called: Trigger Britain receives iron from South-Africa-2 Purchase Units - South-Africa South-Africa buy 1 Medium-Tank; Remaining resources: 8 Fuel; 0 Iron; 0 PUs; Place Units - South-Africa 1 Medium-Tank placed in South Africa Turn Complete - South-Africa South-Africa collect 18 PUs; end with 18 PUs Units generate 8 Fuel; South-Africa end with 16 Fuel Units generate 1 CR; South-Africa end with 1 CR Units generate 1 Iron; South-Africa end with 1 IronCombat Hit Differential Summary :
True-Neutral : -0.30 Italy : -0.10 South-Africa : 0.60
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