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    Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies)

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    • redrumR Offline
      redrum Admin
      last edited by

      TripleA Turn Summary: South-Africa round 5

      TripleA Turn Summary for game: Iron War, version: 0.2.7

      Game History

      Round: 5
      
          Combat Move - South-Africa
              2 Infantrys and 2 Mech-Infs moved from Tanganyika to Kenya
              1 Artillery and 1 Infantry moved from Rhodesia to Lindi
              1 Infantry moved from Bechuanaland to Rhodesia
              1 Infantry and 1 Mech-Inf moved from South Africa to Rhodesia
              1 Cruiser moved from Sumatra Sea Zone to Bay of Bengal Sea Zone
      
          Non Combat Move - South-Africa
      
          Purchase Units - South-Africa
              South-Africa buy 1 Infantry; Remaining resources: 18 Fuel; 2 Iron; 5 PUs; 
      
          Place Units - South-Africa
              1 Infantry placed in South Africa
      
          Turn Complete - South-Africa
              South-Africa collect 15 PUs; end with 20 PUs
              Units generate 6 Fuel; South-Africa end with 24 Fuel
              Units generate 1 Iron; South-Africa end with 3 Iron
      

      Combat Hit Differential Summary :

      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
      • Black_ElkB Offline
        Black_Elk
        last edited by

        TripleA Turn Summary: Italy round 5

        TripleA Turn Summary for game: Iron War, version: 0.2.7

        Game History

        Round: 5
        
            Combat Move - Italy
                1 Colonial-Infantry moved from Nubian Desert to North Sudan
                1 Infantry moved from Nubian Desert to Egypt
                1 Infantry moved from Somalia to Ethiopia
                1 Fighter moved from Somalia to Ethiopia
        
            Combat - Italy
                Battle in Ethiopia
                    Italy attack with 1 Fighter and 1 Infantry
                    British-Colonies defend with 1 Colonial-Infantry, 1 Colony and 1 Flag
                        Italy roll dice for 1 Fighter and 1 Infantry in Ethiopia, round 2 : 1/2 hits, 0.70 expected hits
                        British-Colonies roll dice for 1 Colonial-Infantry in Ethiopia, round 2 : 1/1 hits, 0.20 expected hits
                        1 Infantry owned by the Italy and 1 Colonial-Infantry owned by the British-Colonies lost in Ethiopia
                    Italy win with 1 Fighter remaining. Battle score for attacker is -4
                    Casualties for Italy: 1 Infantry
                    Casualties for British-Colonies: 1 Colonial-Infantry
        
            Non Combat Move - Italy
                1 Fighter moved from Ethiopia to Somalia
        
            Purchase Units - Italy
                Trigger Italian Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Italy
                Italy buy 4 Medium-Tanks and 1 Tank-Destroyer; Remaining resources: 32 Fuel; 2 Iron; 0 PUs; 8 CR; 
        
            Place Units - Italy
                1 Medium-Tank and 1 Tank-Destroyer placed in Italy
                Italy undo move 1.
                2 Medium-Tanks and 1 Tank-Destroyer placed in Somalia
                1 Medium-Tank placed in Libya
                1 Medium-Tank placed in Italy
                1 Submarine placed in Red Sea Zone
        
            Turn Complete - Italy
                Italy collect 67 PUs; end with 67 PUs
                Units generate 8 Fuel; Italy end with 40 Fuel
                Units generate 2 Iron; Italy end with 4 Iron
                Units generate 3 CR; Italy end with 11 CR
        

        Combat Hit Differential Summary :

        Italy : 0.30
        British-Colonies : 0.80
        

        Savegame

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        • Black_ElkB Offline
          Black_Elk
          last edited by

          TripleA Turn Summary: Iraq round 5

          TripleA Turn Summary for game: Iron War, version: 0.2.7

          Game History

          Round: 5
          
              Combat Move - Iraq
          
              Purchase Units - Iraq
                  Iraq buy nothing; Remaining resources: 3 Fuel; 2 Iron; 20 PUs; 
          
              Turn Complete - Iraq
                  Iraq collect 0 PUs; end with 20 PUs
          

          Combat Hit Differential Summary :

          Savegame

          1 Reply Last reply Reply Quote 0
          • Black_ElkB Offline
            Black_Elk
            last edited by

            TripleA Turn Summary: Iran round 5

            TripleA Turn Summary for game: Iron War, version: 0.2.7

            Game History

            Round: 5
            
                Combat Move - Iran
            
                Purchase Units - Iran
                    Iran buy 1 Infantry; Remaining resources: 2 Fuel; 1 Iron; 6 PUs; 0 CR; 
            
                Place Units - Iran
                    1 Infantry placed in Egypt
            
                Turn Complete - Iran
                    Iran collect 6 PUs; end with 12 PUs
                    Units generate 1 Fuel; Iran end with 3 Fuel
            

            Combat Hit Differential Summary :

            Savegame

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

              I am following this game closely 😊 It's very interesting.

              I have tried to look at both of your fuel usages and fuel income. Her in the fifth round most starting units should have been moved to the front lines and the game should have progressed enough to give a good picture of how much fuel the nations have access to.

              I get the impression that all the big nations have more than enough fuel, and also that some of the minors, like Finland, Balkan and South Africa are running on fumes, unless nations like Germany and Britain give some fuel to the little guys.

              If this is the case, then it is kind of like I imagined and would like it to be. The big guy's surpluses should be considered spent on the little guys.

              How have you experienced the fuel need and availability? l am of course asking to figure out if some barrels from majors or minors should be removed.

              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 1
              • redrumR Offline
                redrum Admin @Frostion
                last edited by

                @Frostion I think our first game was probably a better representation of how fuel would normally play out. In this game, Italy's fleet got crushed early so has used very little fuel. The Germans have also not moved their fleet much as they got boxed into the Baltic early. Allies fuel usage is probably close to standard except Russia is getting +20 from the Middle East that normally they wouldn't have.

                My general feel is something like this:

                • Germany & Japan are probably about right in terms of fuel as they tend to have big fleets and usually need to move them around
                • Italy has very little fuel and if they maintain their fleet then tend to run out very quickly and absolutely need the Middle East aid
                • UK has very little fuel income and rely on US aid
                • Russia fuel income is probably about right
                • US tends to have a lot of extra fuel but need to give some to UK and UK minors
                • Rest of the minors are tough to call as really depends if the survive or expand and what they build

                I find myself thinking about fuel fairly often and it ends up depending a lot on if large fleets survive and move around. If fleets are killed or traded then you tend to end up with excess fuel. I probably wouldn't change much except maybe give UK/Italy a bit more and USA a bit less.

                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

                  Yeah, I think I took a licking both times out and this one will conclude probably with a VC in Africa well before reaching the nuclear age, so not sure how informative it'd be in terms of overall balance haha. But for resources my impression is basically the same as redrums.

                  Not sure how reliable Germany can be as a source of fuel for the team early on, since G has a lot of pressing needs for it. I guess it comes down to whether you have to move the whole fleet or not in a given round. I was woefully on the defensive the entire time, but I'd imagine if staying forward on the other side of danish straits with the navy, that it could be a major drain if you suddenly need to move out for an attack or pull back to survive. Maybe if more tanks/mech had survived out of G1, that may have forced more tough decisions between the two. As it was Germany was mainly trying to hold the line in the east, and Italy didn't have much need, so I haven't had to think about it all that much this game lol.

                  I'm not sure how much fuel I'd remove at this point, unless you think USA is too flush. My feeling is that there should probably be enough starting fuel for the majors to accommodate the aircraft that are likely to enter play during the first couple rounds, since they seem to drain fuel the fastest, and they are relatively few in number at the outset (meaning players will probably buy several more). When running dry the most expedient solution seems to be leaving a fleet or mobile ground stack somewhere it can camp defensively for a round or two to recover the reserve. It's hard not to move fighters around. Some locations are more attractive for camping than others, Truk and Hawaii come to mind, since they kind of hold each other in check. North Sea Zone, Celtic Sea Zone, Trafalgar Sea Zone, and Tyrennian Sea zone are similar. Or on land a spot like Leningrad or Morocco. Basically places you can stop and set up shop, threatening without actually moving to do so.

                  I don't know, maybe now that I've had my ass handed to me a couple times and had a chance to see what's what, the next couple games might be me representative of the standard lol

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

                    @Black_Elk I'm just getting revenge on you for beating up the AI so many times 🙂

                    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

                      I do love that machine, it never throws in the towel hehe. Figure I gotta do my level best to fight the good fight here, even if team axis is sweating bullets. I've actually been really impressed with the AIs progress on this map from the first time out till now. I think all it really needs to hold its own against the newb on this sort of map is some way for the map designer to script some decent openers. Not entirely sure what that might look like but I think some dynamic way to set priority land or sz tiles for each nation/team at the outset in the xml would be cool. Most maps have some kind of VC system for the win so I guess that'd be ideal if those tiles were flagged, or same deal with canals. Most of the complex stuff seems to occur in round 1, so I wonder if there might be a way to teach the AI how to adopt maybe like a handful of winning openers. Maybe one has Axis focusing on priority India, another on priority Russia, where Italy/Japan throw their weight one way or the other depending on which strategy the machine falls on for that game. Something similar for Allies maybe where USA drives hard vs Pacific, or Africa, or Scandinavia/Europe depending on the opening script. Not sure what the possibilities are there, but I could see something like that working here or for the some of the standard A&A style maps. A couple guiding hand interventions to set the AI on the right path, since it does pretty well for itself once the optimal conditions are arrived at on the ground/sea. Its just hard to generalize what that is into a universal logic, so maybe the trick is just to give it a script for the first round, and then let it find its natural groove after that.

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

                        TripleA Turn Summary: British-India round 5

                        TripleA Turn Summary for game: Iron War, version: 0.2.7

                        Game History

                        Round: 5
                        
                            Combat Move - British-India
                                    British-India takes Southern Thailand from Thailand
                                1 Infantry moved from Lower Burma to Southern Thailand
                                1 Infantry moved from Burma to Hanoi
                                2 Fighters moved from French Indochina to Hanoi
                        
                            Combat - British-India
                                Battle in Hanoi
                                    British-India attack with 2 Fighters and 1 Infantry
                                    Japan defend with 1 Colony, 1 Flag, 1 Fuel-Barrel and 1 Infantry
                                        British-India roll dice for 2 Fighters and 1 Infantry in Hanoi, round 2 : 2/3 hits, 1.20 expected hits
                                        Japan roll dice for 1 Infantry in Hanoi, round 2 : 0/1 hits, 0.30 expected hits
                                        1 Infantry owned by the Japan lost in Hanoi
                                    French-Colonies takes Hanoi from Japan
                                    British-India win
                                    . Battle score for attacker is 10
                                    Casualties for Japan: 1 Infantry
                        
                            Non Combat Move - British-India
                                1 Colonial-Infantry moved from Bengal to Burma
                                3 Anti-Airs and 2 Infantrys moved from Bengal to Lower Burma
                                1 Colonial-Infantry moved from Orissa to Bengal
                                2 Colonial-Infantrys moved from Nepal to Bengal
                                1 Infantry and 1 Mech-Inf moved from India to Bengal
                                1 Infantry moved from India to Orissa
                                1 Fighter moved from India to French Indochina
                                2 Fighters moved from Hanoi to French Indochina
                                1 Destroyer moved from Indian Coast Sea Zone to Indian Ocean 2 Sea Zone
                        
                            Purchase Units - British-India
                                British-India buy 1 Anti-Air, 1 Colonial-Infantry, 2 Infantrys and 1 Mech-Inf; Remaining resources: 21 Fuel; 0 Iron; 0 PUs; 4 CR; 0 SS; 
                        
                            Place Units - British-India
                                1 Anti-Air, 1 Colonial-Infantry, 2 Infantrys and 1 Mech-Inf placed in India
                        
                            Turn Complete - British-India
                                British-India collect 47 PUs; end with 47 PUs
                                Units generate 2 SS; British-India end with 2 SS
                                Units generate 9 Fuel; British-India end with 30 Fuel
                                Units generate 6 CR; British-India end with 10 CR
                                Units generate 2 Iron; British-India end with 2 Iron
                        

                        Combat Hit Differential Summary :

                        Japan : -0.30
                        British-India : 0.80
                        

                        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 Turn Summary: French-Colonies round 5

                          TripleA Turn Summary for game: Iron War, version: 0.2.7

                          Game History

                          Round: 5
                          
                              Combat Move - French-Colonies
                                  2 Artillerys, 5 Colonial-Infantrys and 13 Infantrys moved from French Indochina to Thailand
                                  French-Colonies undo move 1.
                          
                              Combat - French-Colonies
                          
                              Purchase Units - French-Colonies
                                  French-Colonies buy 1 Dive-Bomber and 4 Infantrys; Remaining resources: 33 Fuel; 0 PUs; 8 CR; 1 Iron; 0 SS; 
                          
                              Place Units - French-Colonies
                                  1 Dive-Bomber and 4 Infantrys placed in French Indochina
                          
                              Turn Complete - French-Colonies
                                  French-Colonies collect 40 PUs; end with 40 PUs
                                  Units generate 7 Fuel; French-Colonies end with 40 Fuel
                                  Units generate 1 Iron; French-Colonies end with 2 Iron
                                  Units generate 5 CR; French-Colonies end with 13 CR
                                  Units generate 1 SS; French-Colonies end with 1 SS
                          

                          Combat Hit Differential Summary :

                          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
                            last edited by

                            TripleA Turn Summary: ANZAC round 5

                            TripleA Turn Summary for game: Iron War, version: 0.2.7

                            Game History

                            Round: 5
                            
                                Combat Move - ANZAC
                                    4 Fighters moved from French Indochina to Canton
                                    1 Fighter moved from Darwin to French Indochina
                            
                                Combat - ANZAC
                                    Battle in Canton
                                        ANZAC attack with 4 Fighters
                                        Japan defend with 1 Flag, 3 Fuel-Barrels and 3 Infantrys
                                            ANZAC roll dice for 4 Fighters in Canton, round 2 : 3/4 hits, 2.00 expected hits
                                            Japan roll dice for 3 Infantrys in Canton, round 2 : 1/3 hits, 0.90 expected hits
                                            3 Infantrys owned by the Japan and 1 Fighter owned by the ANZAC lost in Canton
                                        ANZAC win with 3 Fighters remaining. Battle score for attacker is 10
                                        Casualties for ANZAC: 1 Fighter
                                        Casualties for Japan: 3 Infantrys
                            
                                Non Combat Move - ANZAC
                                    3 Fighters moved from Canton to French Indochina
                            
                                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 51 PUs
                                    Action 1 KNIL receives financial support activates a trigger called: Trigger KNIL receives financial support-2
                            
                                Purchase Units - ANZAC
                                    ANZAC buy 1 Air-Transport and 1 Fighter; Remaining resources: 15 Fuel; 12 Iron; 2 PUs; 
                            
                                Place Units - ANZAC
                                    1 Air-Transport and 1 Fighter placed in Darwin
                            
                                Turn Complete - ANZAC
                                    ANZAC collect 43 PUs; end with 45 PUs
                                    Units generate 9 Fuel; ANZAC end with 24 Fuel
                                    Units generate 2 Iron; ANZAC end with 14 Iron
                            

                            Combat Hit Differential Summary :

                            Japan : 0.10
                            ANZAC : 1.00
                            

                            Savegame

                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                            • redrumR Offline
                              redrum Admin
                              last edited by

                              TripleA Turn Summary: KNIL round 5

                              TripleA Turn Summary for game: Iron War, version: 0.2.7

                              Game History

                              Round: 5
                              
                                  Combat Move - KNIL
                                      1 Air-Transport and 1 Infantry moved from Sumatra to Malaya
                                      3 Infantrys moved from Sumatra to Sumatra Sea Zone
                                      1 Cruiser, 3 Infantrys and 1 Transport moved from Sumatra Sea Zone to Bay of Bengal Sea Zone
                                      3 Infantrys moved from Bay of Bengal Sea Zone to Lower Burma
                              
                                  Combat - KNIL
                                      KNIL lands units in Malaya
                                      KNIL creates battle in territory Malaya
                                          British-India takes Malaya from Thailand
                              
                                  Non Combat Move - KNIL
                                      1 Air-Transport moved from Malaya to Sumatra
                              
                                  Purchase Units - KNIL
                                      KNIL buy 1 Colonial-Infantry and 2 Fighters; Remaining resources: 19 Fuel; 8 Iron; 5 PUs; 14 CR; 
                              
                                  Place Units - KNIL
                                      1 Colonial-Infantry and 2 Fighters placed in Sumatra
                              
                                  Turn Complete - KNIL
                                      KNIL collect 28 PUs; end with 33 PUs
                                      Units generate 5 Fuel; KNIL end with 24 Fuel
                                      Units generate 6 CR; KNIL end with 20 CR
                                      Units generate 2 Iron; KNIL end with 10 Iron
                              

                              Combat Hit Differential Summary :

                              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
                              • Black_ElkB Offline
                                Black_Elk
                                last edited by

                                TripleA Turn Summary: Japan round 5

                                TripleA Turn Summary for game: Iron War, version: 0.2.7

                                Game History

                                Round: 5
                                
                                    Combat Move - Japan
                                        1 Infantry and 1 Light-Tank moved from Lensk to Irkutsk
                                        1 Light-Tank and 1 SP-Artillery moved from Yakutsk to Irkutsk
                                        2 Fighters moved from Chita to Irkutsk
                                        1 Artillery moved from Yakutsk to Yakutia
                                              Japan take Yakutia from USSR
                                        1 Infantry moved from Ust-Maysky to Aldan
                                        2 Infantrys and 2 Mech-Infs moved from Eastern Mongolia to Bartsk
                                              Japan take Buryat from USSR
                                              Japan take Bartsk from USSR
                                        1 Light-Tank and 1 Medium-Tank moved from Eastern Mongolia to Bartsk
                                        1 Submarine moved from Truk Lagoon Sea Zone to Pacific 5 Sea Zone
                                        2 Fighters moved from Truk Lagoon Sea Zone to Pacific 5 Sea Zone
                                        5 Infantrys moved from Japan to Japan Sea Zone
                                        2 Infantrys, 2 Mech-Infs and 1 Medium-Tank moved from Ryojun to Changsha
                                        2 Artillerys, 6 Infantrys, 1 Light-Tank and 1 SP-Artillery moved from Peking to Changsha
                                        1 Transport moved from South China Sea Zone to Philippines Sea Zone
                                        1 Infantry moved from Philippines to Philippines Sea Zone
                                        1 Infantry moved from Saipan to Philippines Sea Zone
                                        2 Infantrys and 1 Transport moved from Philippines Sea Zone to South China Sea Zone
                                        2 Fighters moved from South China Sea Zone to Changsha
                                        2 Infantrys and 1 Transport moved from Japan Sea Zone to South China Sea Zone
                                        2 Infantrys moved from South China Sea Zone to Canton
                                        3 Infantrys and 1 Transport moved from Japan Sea Zone to South China Sea Zone
                                        3 Infantrys moved from South China Sea Zone to Canton
                                        1 Battleship and 2 Transports moved from Japan Sea Zone to South China Sea Zone
                                        1 Infantry moved from Gizhiga to Anadyr
                                              Japan take Anadyr from USSR
                                        2 Infantrys moved from South China Sea Zone to Hanoi
                                
                                    Combat - Japan
                                        Battle in Pacific 5 Sea Zone
                                            Japan attack with 2 Fighters and 1 Submarine
                                            USA defend with 1 Destroyer
                                                Japan roll dice for 1 Submarine in Pacific 5 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
                                                Japan roll dice for 2 Fighters in Pacific 5 Sea Zone, round 2 : 2/2 hits, 1.00 expected hits
                                                USA roll dice for 1 Destroyer in Pacific 5 Sea Zone, round 2 : 1/1 hits, 0.30 expected hits
                                                1 Destroyer owned by the USA and 1 Submarine owned by the Japan lost in Pacific 5 Sea Zone
                                            Japan win with 2 Fighters remaining. Battle score for attacker is -9
                                            Casualties for Japan: 1 Submarine
                                            Casualties for USA: 1 Destroyer
                                        Battle in Irkutsk
                                            Japan attack with 2 Fighters, 1 Infantry, 2 Light-Tanks and 1 SP-Artillery
                                            USSR defend with 1 Commissariat, 1 Factory, 1 Flag, 1 Fuel-Barrel, 6 Infantrys and 2 Tank-Destroyers
                                                anti-vehicle gun fire in Irkutsk : 1/2 hits, 0.20 expected hits
                                            1 SP-Artillery owned by the Japan lost in Irkutsk
                                                Japan roll dice for 2 Fighters, 1 Infantry and 2 Light-Tanks in Irkutsk, round 2 : 4/5 hits, 2.20 expected hits
                                                USSR roll dice for 6 Infantrys and 2 Tank-Destroyers in Irkutsk, round 2 : 2/8 hits, 2.60 expected hits
                                                1 Infantry owned by the Japan, 4 Infantrys owned by the USSR and 1 Light-Tank owned by the Japan lost in Irkutsk
                                                anti-vehicle gun fire in Irkutsk : 1/2 hits, 0.20 expected hits
                                            1 Light-Tank owned by the Japan lost in Irkutsk
                                                Japan roll dice for 2 Fighters in Irkutsk, round 3 : 0/2 hits, 1.00 expected hits
                                                USSR roll dice for 2 Infantrys and 2 Tank-Destroyers in Irkutsk, round 3 : 2/4 hits, 1.40 expected hits
                                                2 Fighters owned by the Japan lost in Irkutsk
                                            USSR win with 2 Infantrys and 2 Tank-Destroyers remaining. Battle score for attacker is -52
                                            Casualties for Japan: 2 Fighters, 1 Infantry, 2 Light-Tanks and 1 SP-Artillery
                                            Casualties for USSR: 4 Infantrys
                                        Battle in Hanoi
                                            Japan attack with 2 Infantrys
                                            British-India defend with 1 Infantry; French-Colonies defend with 1 Colony, 1 Flag and 1 Fuel-Barrel
                                                Japan roll dice for 1 Battleship in Hanoi, round 2 : 0/1 hits, 0.60 expected hits
                                                Japan roll dice for 2 Infantrys in Hanoi, round 2 : 0/2 hits, 0.40 expected hits
                                                French-Colonies roll dice for 1 Infantry in Hanoi, round 2 : 0/1 hits, 0.30 expected hits
                                                Japan roll dice for 2 Infantrys in Hanoi, round 3 : 1/2 hits, 0.40 expected hits
                                                French-Colonies roll dice for 1 Infantry in Hanoi, round 3 : 1/1 hits, 0.30 expected hits
                                                1 Infantry owned by the Japan and 1 Infantry owned by the British-India lost in Hanoi
                                            Japan takes Hanoi from French-Colonies
                                            Japan win with 1 Infantry remaining. Battle score for attacker is 0
                                            Casualties for Japan: 1 Infantry
                                            Casualties for British-India: 1 Infantry
                                        Battle in Changsha
                                            Japan attack with 2 Artillerys, 2 Fighters, 8 Infantrys, 1 Light-Tank, 2 Mech-Infs, 1 Medium-Tank and 1 SP-Artillery
                                            China defend with 5 Artillerys, 1 Flag, 9 Infantrys, 1 Iron-Ore and 2 Mech-Infs
                                                Japan roll dice for 2 Artillerys, 2 Fighters, 8 Infantrys, 1 Light-Tank, 2 Mech-Infs, 1 Medium-Tank and 1 SP-Artillery in Changsha, round 2 : 5/17 hits, 5.00 expected hits
                                                China roll dice for 5 Artillerys, 9 Infantrys and 2 Mech-Infs in Changsha, round 2 : 6/16 hits, 4.80 expected hits
                                                5 Infantrys owned by the Japan, 5 Infantrys owned by the China and 1 Mech-Inf owned by the Japan lost in Changsha
                                                Japan roll dice for 2 Artillerys, 2 Fighters, 3 Infantrys, 1 Light-Tank, 1 Mech-Inf, 1 Medium-Tank and 1 SP-Artillery in Changsha, round 3 : 5/11 hits, 3.80 expected hits
                                                China roll dice for 5 Artillerys, 4 Infantrys and 2 Mech-Infs in Changsha, round 3 : 5/11 hits, 3.30 expected hits
                                                1 Artillery owned by the China, 3 Infantrys owned by the Japan, 1 Artillery owned by the Japan, 4 Infantrys owned by the China and 1 Mech-Inf owned by the Japan lost in Changsha
                                                Japan roll dice for 1 Artillery, 2 Fighters, 1 Light-Tank, 1 Medium-Tank and 1 SP-Artillery in Changsha, round 4 : 3/6 hits, 2.50 expected hits
                                                China roll dice for 4 Artillerys and 2 Mech-Infs in Changsha, round 4 : 0/6 hits, 1.80 expected hits
                                                3 Artillerys owned by the China lost in Changsha
                                                Japan roll dice for 1 Artillery, 2 Fighters, 1 Light-Tank, 1 Medium-Tank and 1 SP-Artillery in Changsha, round 5 : 1/6 hits, 2.50 expected hits
                                                China roll dice for 1 Artillery and 2 Mech-Infs in Changsha, round 5 : 1/3 hits, 0.90 expected hits
                                                1 Artillery owned by the China and 1 Artillery owned by the Japan lost in Changsha
                                                Japan roll dice for 2 Fighters, 1 Light-Tank, 1 Medium-Tank and 1 SP-Artillery in Changsha, round 6 : 3/5 hits, 2.30 expected hits
                                                China roll dice for 2 Mech-Infs in Changsha, round 6 : 1/2 hits, 0.60 expected hits
                                            1 SP-Artillery owned by the Japan and 2 Mech-Infs owned by the China lost in Changsha
                                            Japan win, taking Changsha from China with 2 Fighters, 1 Light-Tank and 1 Medium-Tank remaining. Battle score for attacker is 31
                                            Casualties for Japan: 2 Artillerys, 8 Infantrys, 2 Mech-Infs and 1 SP-Artillery
                                            Casualties for China: 5 Artillerys, 9 Infantrys and 2 Mech-Infs
                                
                                    Non Combat Move - Japan
                                        2 Fighters moved from Changsha to South China Sea Zone
                                        1 Light-Tank moved from Thailand to Canton
                                        2 Fighters moved from Pacific 5 Sea Zone to Truk Lagoon Sea Zone
                                
                                    Purchase Units - Japan
                                        Trigger Japanese Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Japan
                                        Japan buy 1 Bomber, 1 Factory, 2 Infantrys, 2 Mech-Infs and 1 Medium-Tank; Remaining resources: 10 Fuel; 0 Iron; 4 PUs; 0 CR; 
                                
                                    Place Units - Japan
                                        2 Infantrys, 2 Mech-Infs and 1 Medium-Tank placed in Ryojun
                                        1 Bomber placed in Japan
                                        1 Submarine placed in Truk Lagoon Sea Zone
                                        1 Factory placed in Shanghai
                                
                                    Turn Complete - Japan
                                        Japan collect 118 PUs; end with 122 PUs
                                        Units generate 41 Fuel; Japan end with 51 Fuel
                                        Units generate 4 Iron; Japan end with 4 Iron
                                        Units generate 1 CR; Japan end with 1 CR
                                

                                Combat Hit Differential Summary :

                                USA : 0.70
                                Japan : 1.80
                                China : 1.60
                                anti-vehicle gun fire in Irkutsk : : 1.60
                                USSR : 0.00
                                French-Colonies : 0.40
                                

                                Savegame

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                                • Black_ElkB Offline
                                  Black_Elk
                                  last edited by

                                  TripleA Turn Summary: Thailand round 5

                                  TripleA Turn Summary for game: Iron War, version: 0.2.7

                                  Game History

                                  Round: 5
                                  
                                      Combat Move - Thailand
                                  
                                      Combat - Thailand
                                  
                                      Export to Imperial Japan - Thailand
                                          Thailand spend 1 Iron on User Action: Action Japan receives iron from Thailand
                                          Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand
                                          Trigger Japan receives iron from Thailand: Japan met a national objective for an additional 1 Iron; end with 5 Iron
                                          Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand-2
                                  
                                      Purchase Units - Thailand
                                          Thailand buy 1 Infantry; Remaining resources: 8 Fuel; 0 Iron; 4 PUs; 0 CR; 
                                  
                                      Place Units - Thailand
                                          1 Infantry placed in Thailand
                                  
                                      Turn Complete - Thailand
                                          Thailand collect 10 PUs; end with 14 PUs
                                          Units generate 3 Fuel; Thailand end with 11 Fuel
                                  

                                  Combat Hit Differential Summary :

                                  Savegame

                                  1 Reply Last reply Reply Quote 0
                                  • Black_ElkB Offline
                                    Black_Elk
                                    last edited by Black_Elk

                                    Got thoroughly smoked by the tank destroyers in Irkutsk. Figured it was worth a run, but losing both fighters in the final clap back was a worse result than we had anticipated. A catastrophic failure that will surely have some Japanese generals committing seppuku tonight hehe. Seems like the Russian line will hold after all. Did slightly better against the Chinese, but still pretty bloody. Alas Thailand is starting to look a bit thin vs the minor triple-team. Their days may be numbered, diving into the final round.

                                    USA is up

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                                    • redrumR Offline
                                      redrum Admin
                                      last edited by

                                      TripleA Turn Summary: USA round 5

                                      TripleA Turn Summary for game: Iron War, version: 0.2.7

                                      Game History

                                      Round: 5
                                      
                                          Combat Move - USA
                                              1 Destroyer moved from Hawaiian Sea Zone to Pacific 5 Sea Zone
                                              3 Infantrys moved from Tunesia to Tyrrhenian Sea Zone
                                              3 Infantrys and 1 Transport moved from Tyrrhenian Sea Zone to Adriatic Sea Zone
                                              3 Infantrys moved from Adriatic Sea Zone to Albania
                                                    USA take Albania from Italy
                                              3 Mariness moved from Morocco to West African Sea Zone
                                              3 Mariness and 1 Transport moved from West African Sea Zone to Trafalgar Sea Zone
                                              3 Mariness moved from Trafalgar Sea Zone to Tangier
                                              2 Fighters moved from Mediterranean Sea Zone to Tangier
                                              1 Fighter moved from Morocco to Tangier
                                              1 Air-Transport and 1 Infantry moved from Senegal to Tangier
                                              1 Air-Transport moved from Algerian Desert to Tangier
                                      
                                          Combat - USA
                                              Battle in Tangier
                                                  USA attack with 2 Air-Transports, 3 Fighters, 1 Infantry and 3 Mariness
                                                  Pro-Axis-Neutral defend with 1 Artillery, 1 Flag and 1 Infantry
                                                      USA roll dice for 2 Air-Transports, 3 Fighters, 1 Infantry and 3 Mariness in Tangier, round 2 : 3/9 hits, 2.80 expected hits
                                                      Pro-Axis-Neutral roll dice for 1 Artillery and 1 Infantry in Tangier, round 2 : 1/2 hits, 0.60 expected hits
                                                      1 Artillery owned by the Pro-Axis-Neutral, 1 Infantry owned by the USA and 1 Infantry owned by the Pro-Axis-Neutral lost in Tangier
                                                  USA takes Tangier from Pro-Axis-Neutral
                                                  USA win with 2 Air-Transports, 3 Fighters and 3 Mariness remaining. Battle score for attacker is 11
                                                  Casualties for USA: 1 Infantry
                                                  Casualties for Pro-Axis-Neutral: 1 Artillery and 1 Infantry
                                      
                                          Non Combat Move - USA
                                              1 Carrier moved from Mediterranean Sea Zone to Adriatic Sea Zone
                                              3 Fighters moved from Tangier to Adriatic Sea Zone
                                              2 Air-Transports moved from Tangier to Morocco
                                              1 Destroyer moved from Tyrrhenian Sea Zone to Adriatic Sea Zone
                                              1 Submarine moved from Bay of Biscay Sea Zone to Mediterranean Sea Zone
                                              1 Air-Transport and 1 Infantry moved from Dutch Guiana to Senegal
                                              1 Air-Transport and 1 Marines moved from USA North Atlantic to Dutch Guiana
                                              1 Infantry moved from USA Central to USA North Atlantic
                                              1 Infantry moved from Great Plains to USA Central
                                      
                                          Lend-Lease aid - USA
                                              USA spend 25 Fuel on User Action: Action B9 Britain receives fuel support
                                              Action B9 Britain receives fuel support activates a trigger called: Trigger Britain receives fuel support
                                              Trigger Britain receives fuel support: Britain met a national objective for an additional 25 Fuel; end with 54 Fuel
                                              Action B9 Britain receives fuel support activates a trigger called: Trigger Britain receives fuel support-2
                                              USA spend 5 Fuel on User Action: Action 2 Brazil receives fuel support
                                              Action 2 Brazil receives fuel support activates a trigger called: Trigger Brazil receives fuel support
                                              Trigger Brazil receives fuel support: Brazil met a national objective for an additional 5 Fuel; end with 8 Fuel
                                              Action 2 Brazil receives fuel support activates a trigger called: Trigger Brazil receives fuel 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 157 PUs
                                              Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support-2
                                              USA spend 10 PUs on User Action: Action 3 China receives financial support
                                              Action 3 China receives financial support activates a trigger called: Trigger China receives financial support
                                              Trigger China receives financial support: China met a national objective for an additional 10 PUs; end with 32 PUs
                                              Action 3 China receives financial support activates a trigger called: Trigger China receives financial support-2
                                              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 101 PUs
                                              Action A9 Britain receives financial support activates a trigger called: Trigger Britain receives financial support-2
                                      
                                          Purchase Units - USA
                                              USA buy 1 Artillery, 1 Destroyer, 2 Infantrys and 1 Tank-Destroyer; Remaining resources: 62 Fuel; 8 Iron; 0 PUs; 
                                      
                                          Place Units - USA
                                              1 Artillery, 2 Infantrys and 1 Tank-Destroyer placed in Morocco
                                              1 Destroyer placed in Hawaiian Sea Zone
                                      
                                          Turn Complete - USA
                                              USA collect 109 PUs; end with 109 PUs
                                              Units generate 1 SS; USA end with 1 SS
                                              Units generate 48 Fuel; USA end with 110 Fuel
                                              Units generate 4 Iron; USA end with 12 Iron
                                              USA creates 1 Air-Transport in USA North Atlantic
                                      

                                      Combat Hit Differential Summary :

                                      USA : 0.20
                                      Pro-Axis-Neutral : 0.40
                                      

                                      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
                                        last edited by

                                        TripleA Turn Summary: China round 5

                                        TripleA Turn Summary for game: Iron War, version: 0.2.7

                                        Game History

                                        Round: 5
                                        
                                            Combat Move - China
                                                1 Anti-Air moved from Chungking to Changsha
                                                1 Infantry moved from Burma Road to Changsha
                                                2 Fighters moved from Chungking to Changsha
                                                1 Infantry moved from Lanchow to Peking
                                                      China take Peking from Japan
                                        
                                            Combat - China
                                                Battle in Changsha
                                                    China attack with 1 Anti-Air, 2 Fighters and 1 Infantry
                                                    Japan defend with 1 Flag, 1 Iron-Ore, 1 Light-Tank and 1 Medium-Tank
                                                        China roll dice for 1 Anti-Air, 2 Fighters and 1 Infantry in Changsha, round 2 : 2/4 hits, 1.30 expected hits
                                                        Japan roll dice for 1 Light-Tank and 1 Medium-Tank in Changsha, round 2 : 2/2 hits, 0.90 expected hits
                                                    1 Anti-Air owned by the China, 1 Light-Tank owned by the Japan, 1 Medium-Tank owned by the Japan and 1 Infantry owned by the China lost in Changsha
                                                    China win with 2 Fighters remaining. Battle score for attacker is 12
                                                    Casualties for China: 1 Anti-Air and 1 Infantry
                                                    Casualties for Japan: 1 Light-Tank and 1 Medium-Tank
                                        
                                            Non Combat Move - China
                                                2 Fighters moved from Changsha to Chungking
                                                1 Infantry moved from Qinghai to Lanchow
                                        
                                            Purchase Units - China
                                                China buy 1 Anti-Air, 1 Infantry and 1 Tank-Destroyer; Remaining resources: 6 Fuel; 1 Iron; 0 PUs; 
                                        
                                            Place Units - China
                                                1 Anti-Air, 1 Infantry and 1 Tank-Destroyer placed in Chungking
                                        
                                            Turn Complete - China
                                                China collect 24 PUs; end with 24 PUs
                                                Units generate 2 Fuel; China end with 8 Fuel
                                                Units generate 1 Iron; China end with 2 Iron
                                        

                                        Combat Hit Differential Summary :

                                        China : 0.70
                                        Japan : 1.10
                                        

                                        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
                                          last edited by

                                          TripleA Turn Summary: Brazil round 5

                                          TripleA Turn Summary for game: Iron War, version: 0.2.7

                                          Game History

                                          Round: 5
                                          
                                              Combat Move - Brazil
                                                  1 Artillery and 2 Infantrys moved from Nordeste to Natal Sea Zone
                                                  1 Artillery, 2 Infantrys and 1 Transport moved from Natal Sea Zone to West African Sea Zone
                                                  1 Artillery and 2 Infantrys moved from West African Sea Zone to Morocco
                                                  1 Anti-Air, 1 Artillery and 1 Infantry moved from Algerian Desert to Tunesia
                                          
                                              Non Combat Move - Brazil
                                                  1 Cruiser moved from Indian Ocean 7 Sea Zone to Indian Ocean 2 Sea Zone
                                          
                                              Purchase Units - Brazil
                                                  Trigger Brazil Early 1942: Brazil has their production frontier changed to: production_Brazil_2
                                                  Brazil buy 1 Artillery and 2 Infantrys; Remaining resources: 4 Fuel; 1 Iron; 6 PUs; 
                                          
                                              Place Units - Brazil
                                                  1 Artillery and 2 Infantrys placed in Brazil
                                          
                                              Turn Complete - Brazil
                                                  Brazil collect 17 PUs; end with 23 PUs
                                                  Units generate 2 Fuel; Brazil end with 6 Fuel
                                                  Units generate 1 Iron; Brazil end with 2 Iron
                                          

                                          Combat Hit Differential Summary :

                                          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 Yeah, I missed that Japan could hit China with that many units. I should have moved a few fighters to defend the chinese army.

                                            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

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