Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies)
-
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 PUsCombat Hit Differential Summary :
-
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 FuelCombat Hit Differential Summary :
-
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.
-
@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.
-
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
-
@Black_Elk I'm just getting revenge on you for beating up the AI so many times

-
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.
-
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 IronCombat Hit Differential Summary :
Japan : -0.30 British-India : 0.80 -
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 SSCombat Hit Differential Summary :
-
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 IronCombat Hit Differential Summary :
Japan : 0.10 ANZAC : 1.00 -
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 IronCombat Hit Differential Summary :
-
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 CRCombat 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 -
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 FuelCombat Hit Differential Summary :
-
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
-
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 AtlanticCombat Hit Differential Summary :
USA : 0.20 Pro-Axis-Neutral : 0.40 -
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 IronCombat Hit Differential Summary :
China : 0.70 Japan : 1.10 -
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 IronCombat Hit Differential Summary :
-
@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 Turn Summary: Germany round 6
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 6 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: "If the tanks succeed, then victory follows." - Panzer General Heinz Guderian Several nations can now purchase Heavy-Tanks. 1 Fighter, 20 Infantrys, 3 Light-Tanks, 2 Mech-Infs, 1 Medium-Tank, 1 SP-Artillery and 2 SS-Infantrys moved from Leningrad to Moscow 1 Light-Tank moved from Byelorussia to Moscow 1 Infantry and 1 Mech-Inf moved from East Prussia to Eastern Ukraine 2 Infantrys moved from Byelorussia to Eastern Ukraine 3 Transports moved from Gulf of Bothnia Sea Zone to Baltic Sea Zone 4 Infantrys moved from East Prussia to Baltic Sea Zone 3 Infantrys moved from Berlin to Baltic Sea Zone 1 Infantry moved from East Prussia to Baltic Sea Zone 8 Infantrys and 3 Transports moved from Baltic Sea Zone to Gulf of Bothnia Sea Zone 1 Artillery and 3 Infantrys moved from West Germany to Denmark 2 Fighters moved from West Germany to Denmark 1 Artillery and 3 Infantrys moved from West Germany to France 2 Fighters moved from West Germany to France Combat - Germany Battle in Denmark Germany attack with 1 Artillery, 2 Fighters and 3 Infantrys Britain defend with 1 Flag, 2 Infantrys and 1 SS-Potential Germany roll dice for 1 Artillery, 2 Fighters and 3 Infantrys in Denmark, round 2 : 2/6 hits, 1.90 expected hits Britain roll dice for 2 Infantrys in Denmark, round 2 : 1/2 hits, 0.60 expected hits 2 Infantrys owned by the Britain and 1 Infantry owned by the Germany lost in Denmark Germany win, taking Denmark from Britain with 1 Artillery, 2 Fighters and 2 Infantrys remaining. Battle score for attacker is 10 Casualties for Germany: 1 Infantry Casualties for Britain: 2 Infantrys Battle in France Germany attack with 1 Artillery, 2 Fighters and 3 Infantrys Britain defend with 3 Infantrys; France defend with 1 Flag and 1 SS-Potential Germany roll dice for 1 Artillery, 2 Fighters and 3 Infantrys in France, round 2 : 1/6 hits, 1.90 expected hits France roll dice for 3 Infantrys in France, round 2 : 0/3 hits, 0.90 expected hits 1 Infantry owned by the Britain lost in France Germany roll dice for 1 Artillery, 2 Fighters and 3 Infantrys in France, round 3 : 3/6 hits, 1.90 expected hits France roll dice for 2 Infantrys in France, round 3 : 0/2 hits, 0.60 expected hits 2 Infantrys owned by the Britain lost in France Germany captures one of France capitals Germany win, taking France from France with 1 Artillery, 2 Fighters and 3 Infantrys remaining. Battle score for attacker is 30 Casualties for Britain: 3 Infantrys Battle in Eastern Ukraine Germany attack with 3 Infantrys and 1 Mech-Inf USSR defend with 1 Artillery, 1 Flag, 2 Fuel-Barrels, 1 Infantry and 1 Iron-Ore Germany roll dice for 3 Infantrys and 1 Mech-Inf in Eastern Ukraine, round 2 : 0/4 hits, 0.80 expected hits USSR roll dice for 1 Artillery and 1 Infantry in Eastern Ukraine, round 2 : 0/2 hits, 0.60 expected hits Germany roll dice for 3 Infantrys and 1 Mech-Inf in Eastern Ukraine, round 3 : 1/4 hits, 0.80 expected hits USSR roll dice for 1 Artillery and 1 Infantry in Eastern Ukraine, round 3 : 0/2 hits, 0.60 expected hits 1 Infantry owned by the USSR lost in Eastern Ukraine Germany roll dice for 3 Infantrys and 1 Mech-Inf in Eastern Ukraine, round 4 : 2/4 hits, 0.80 expected hits USSR roll dice for 1 Artillery in Eastern Ukraine, round 4 : 1/1 hits, 0.30 expected hits 1 Artillery owned by the USSR and 1 Infantry owned by the Germany lost in Eastern Ukraine Germany win, taking Eastern Ukraine from USSR with 2 Infantrys and 1 Mech-Inf remaining. Battle score for attacker is 11 Casualties for USSR: 1 Artillery and 1 Infantry Casualties for Germany: 1 Infantry Battle in Moscow Germany attack with 1 Fighter, 20 Infantrys, 4 Light-Tanks, 2 Mech-Infs, 1 Medium-Tank, 1 SP-Artillery and 2 SS-Infantrys USSR defend with 2 Air-Transports, 1 Anti-Air, 3 Artillerys, 2 Commissars, 1 Commissariat, 1 Factory, 1 Fighter, 1 Flag, 11 Infantrys, 7 Mech-Infs and 3 Tank-Destroyers AA fire in Moscow : 0/1 hits, 0.10 expected hits anti-vehicle gun fire in Moscow : 1/3 hits, 0.30 expected hits 1 Mech-Inf owned by the Germany lost in Moscow Germany roll dice for 1 Fighter, 20 Infantrys, 4 Light-Tanks, 1 Mech-Inf, 1 Medium-Tank, 1 SP-Artillery and 2 SS-Infantrys in Moscow, round 2 : 4/30 hits, 8.00 expected hits USSR roll dice for 2 Air-Transports, 1 Anti-Air, 3 Artillerys, 2 Commissars, 1 Fighter, 11 Infantrys, 7 Mech-Infs and 3 Tank-Destroyers in Moscow, round 2 : 8/28 hits, 9.00 expected hits 1 Infantry owned by the USSR, 2 Air-Transports owned by the USSR, 1 Anti-Air owned by the USSR and 8 Infantrys owned by the Germany lost in Moscow anti-vehicle gun fire in Moscow : 1/3 hits, 0.30 expected hits 1 Light-Tank owned by the Germany lost in Moscow Germany roll dice for 1 Fighter, 12 Infantrys, 3 Light-Tanks, 1 Mech-Inf, 1 Medium-Tank, 1 SP-Artillery and 2 SS-Infantrys in Moscow, round 3 : 6/21 hits, 5.90 expected hits USSR roll dice for 3 Artillerys, 2 Commissars, 1 Fighter, 10 Infantrys, 7 Mech-Infs and 3 Tank-Destroyers in Moscow, round 3 : 7/24 hits, 8.40 expected hits 6 Infantrys owned by the USSR and 7 Infantrys owned by the Germany lost in Moscow anti-vehicle gun fire in Moscow : 1/3 hits, 0.30 expected hits 1 SP-Artillery owned by the Germany lost in Moscow Germany roll dice for 1 Fighter, 5 Infantrys, 3 Light-Tanks, 1 Mech-Inf, 1 Medium-Tank and 2 SS-Infantrys in Moscow, round 4 : 3/13 hits, 4.20 expected hits USSR roll dice for 3 Artillerys, 2 Commissars, 1 Fighter, 4 Infantrys, 7 Mech-Infs and 3 Tank-Destroyers in Moscow, round 4 : 7/18 hits, 6.40 expected hits 1 Infantry owned by the USSR, 1 Artillery owned by the USSR, 2 SS-Infantrys owned by the Germany, 1 Commissar owned by the USSR and 5 Infantrys owned by the Germany lost in Moscow 1 Medium-Tank owned by the Germany, 1 Mech-Inf owned by the Germany and 3 Light-Tanks owned by the Germany retreated to Leningrad USSR win with 2 Artillerys, 1 Commissar, 1 Fighter, 3 Infantrys, 7 Mech-Infs and 3 Tank-Destroyers remaining. Battle score for attacker is -104 Casualties for Germany: 20 Infantrys, 1 Light-Tank, 1 Mech-Inf, 1 SP-Artillery and 2 SS-Infantrys Casualties for USSR: 2 Air-Transports, 1 Anti-Air, 1 Artillery, 1 Commissar and 8 Infantrys Non Combat Move - Germany 1 Fighter moved from Moscow to Leningrad 8 Infantrys moved from Gulf of Bothnia Sea Zone to Leningrad 1 Transport moved from Gulf of Bothnia Sea Zone to Baltic Sea Zone 1 Medium-Tank and 1 SS-Infantry moved from West Germany to Baltic Sea Zone 1 Medium-Tank, 1 SS-Infantry and 1 Transport moved from Baltic Sea Zone to Gulf of Bothnia Sea Zone 1 Medium-Tank and 1 SS-Infantry moved from Gulf of Bothnia Sea Zone to Leningrad 2 Fighters moved from Denmark to Leningrad 2 Fighters moved from France to West Germany Purchase Units - Germany Trigger Germany Late 1942: Germany has their production frontier changed to: production_Germany_2 Trigger German Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Germany Germany buy 3 Heavy-Tanks, 4 Infantrys, 1 SS-Panzer and 1 Tank-Destroyer; Remaining resources: 14 SS; 63 Fuel; 12 Iron; 0 PUs; 0 Officials; Place Units - Germany 3 Heavy-Tanks, 1 SS-Panzer and 1 Tank-Destroyer placed in West Germany 4 Infantrys placed in East Prussia 1 Submarine placed in Baltic Sea Zone Turn Complete - Germany Germany collect 117 PUs; end with 117 PUs Units generate 30 Fuel; Germany end with 93 Fuel Units generate 19 SS; Germany end with 33 SS Units generate 7 Iron; Germany end with 19 IronCombat Hit Differential Summary :
anti-vehicle gun fire in Moscow : : 2.10 AA fire in Moscow : : -0.10 Britain : 0.40 USSR : -2.30 France : -1.50 Germany : -4.20 -
TripleA Turn Summary: Balkan round 6
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 6 Combat Move - Balkan 1 Infantry moved from Western Ukraine to Eastern Ukraine 1 Infantry moved from Romania to Western Ukraine 1 Fighter moved from Romania to Central Russia 3 Infantrys moved from Byelorussia to Central Russia 8 Infantrys moved from Byelorussia to Leningrad Combat - Balkan Battle in Central Russia Balkan attack with 1 Fighter and 3 Infantrys USSR defend with 1 Artillery, 1 Commissariat, 1 Flag and 1 Infantry Balkan roll dice for 1 Fighter and 3 Infantrys in Central Russia, round 2 : 0/4 hits, 1.10 expected hits USSR roll dice for 1 Artillery and 1 Infantry in Central Russia, round 2 : 0/2 hits, 0.60 expected hits Balkan roll dice for 1 Fighter and 3 Infantrys in Central Russia, round 3 : 0/4 hits, 1.10 expected hits USSR roll dice for 1 Artillery and 1 Infantry in Central Russia, round 3 : 2/2 hits, 0.60 expected hits 2 Infantrys owned by the Balkan lost in Central Russia Balkan roll dice for 1 Fighter and 1 Infantry in Central Russia, round 4 : 1/2 hits, 0.70 expected hits USSR roll dice for 1 Artillery and 1 Infantry in Central Russia, round 4 : 0/2 hits, 0.60 expected hits 1 Infantry owned by the USSR lost in Central Russia Balkan roll dice for 1 Fighter and 1 Infantry in Central Russia, round 5 : 1/2 hits, 0.70 expected hits USSR roll dice for 1 Artillery in Central Russia, round 5 : 1/1 hits, 0.30 expected hits 1 Artillery owned by the USSR and 1 Infantry owned by the Balkan lost in Central Russia Balkan win with 1 Fighter remaining. Battle score for attacker is -9 Casualties for Balkan: 3 Infantrys Casualties for USSR: 1 Artillery and 1 Infantry Non Combat Move - Balkan 1 Fighter moved from Central Russia to Leningrad 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 20 Iron Action Germany receives iron from Balkan activates a trigger called: Trigger Germany receives iron from Balkan-2 Purchase Units - Balkan Trigger Balkan Late 1942: Balkan has their production frontier changed to: production_Balkan_3 Balkan buy 1 Fighter and 1 Infantry; Remaining resources: 1 Fuel; 0 Iron; 5 PUs; Place Units - Balkan 1 Fighter and 1 Infantry placed in Romania Turn Complete - Balkan Balkan collect 31 PUs; end with 36 PUs Units generate 2 Fuel; Balkan end with 3 Fuel Units generate 1 Iron; Balkan end with 1 IronCombat Hit Differential Summary :
Balkan : -1.60 USSR : 0.90
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login