Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies)
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TripleA Turn Summary: Brazil round 4
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 4 Combat Move - Brazil 1 Cruiser moved from South Indian Ocean 15 Sea Zone to Indian Ocean 7 Sea Zone 1 Artillery and 2 Infantrys moved from Algerian Desert to Tunesia 1 Anti-Air, 1 Artillery and 1 Infantry moved from Morocco to Algerian Desert 1 Transport moved from West African Sea Zone to Natal Sea Zone 1 Artillery and 2 Infantrys moved from Brazil to Nordeste Non Combat Move - Brazil Purchase Units - Brazil Brazil buy nothing; Remaining resources: 1 Fuel; 1 Iron; 20 PUs; Turn Complete - Brazil Brazil collect 17 PUs; end with 37 PUs Units generate 2 Fuel; Brazil end with 3 Fuel Units generate 1 Iron; Brazil end with 2 Iron
Combat Hit Differential Summary :
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TripleA Turn Summary: Germany round 5
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 5 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: "The Mediterranean will be turned into an Italian lake." - Il Duce Benito Mussolini Brazil has gained access to USA military equipment. 2 Fighters moved from France to Denmark 2 Fighters moved from West Germany to Denmark 2 Infantrys moved from West Germany to Denmark 2 Artillerys, 6 Infantrys and 1 Medium-Tank moved from France to West Germany 2 Infantrys moved from East Prussia to Byelorussia 1 Transport moved from Gulf of Bothnia Sea Zone to Baltic Sea Zone 2 Infantrys and 1 SS-Infantry moved from East Prussia to Baltic Sea Zone 2 Infantrys, 1 SS-Infantry and 1 Transport moved from Baltic Sea Zone to Gulf of Bothnia Sea Zone 1 SS-Infantry moved from Gulf of Bothnia Sea Zone to Leningrad 1 Infantry moved from Gulf of Bothnia Sea Zone to Leningrad 1 Infantry moved from Gulf of Bothnia Sea Zone to Leningrad 1 Infantry and 1 Mech-Inf moved from West Germany to East Prussia 2 Submarines moved from Baltic Sea Zone to Gulf of Bothnia Sea Zone 1 Fighter moved from Eastern Ukraine to Central Russia 2 Infantrys and 1 SS-Infantry moved from Leningrad to Central Russia 1 Light-Tank moved from Eastern Ukraine to Central Russia 1 Light-Tank moved from Berlin to Byelorussia 1 Mech-Inf moved from Eastern Ukraine to Central Russia Combat - Germany Battle in Byelorussia Germany attack with 2 Infantrys and 1 Light-Tank USSR defend with 1 Flag, 1 Infantry and 1 SS-Potential Germany roll dice for 2 Infantrys and 1 Light-Tank in Byelorussia, round 2 : 2/3 hits, 0.90 expected hits USSR roll dice for 1 Infantry in Byelorussia, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the USSR lost in Byelorussia Germany win, taking Byelorussia from USSR with 2 Infantrys and 1 Light-Tank remaining. Battle score for attacker is 10 Casualties for USSR: 1 Infantry Battle in Central Russia Germany attack with 1 Fighter, 2 Infantrys, 1 Light-Tank, 1 Mech-Inf and 1 SS-Infantry USSR defend with 1 Commissariat, 1 Flag and 4 Infantrys Germany roll dice for 1 Fighter, 2 Infantrys, 1 Light-Tank, 1 Mech-Inf and 1 SS-Infantry in Central Russia, round 2 : 4/6 hits, 1.80 expected hits USSR roll dice for 4 Infantrys in Central Russia, round 2 : 0/4 hits, 1.10 expected hits 4 Infantrys owned by the USSR lost in Central Russia Germany win, taking Central Russia from USSR with 1 Fighter, 2 Infantrys, 1 Light-Tank, 1 Mech-Inf and 1 SS-Infantry remaining. Battle score for attacker is 40 Casualties for USSR: 4 Infantrys Battle in Denmark Germany attack with 4 Fighters and 2 Infantrys Britain defend with 1 Flag, 1 Infantry and 1 SS-Potential Germany roll dice for 4 Fighters and 2 Infantrys in Denmark, round 2 : 4/6 hits, 2.40 expected hits Britain roll dice for 1 Infantry in Denmark, round 2 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the Britain and 1 Infantry owned by the Germany lost in Denmark Germany win, taking Denmark from Britain with 4 Fighters and 1 Infantry remaining. Battle score for attacker is 0 Casualties for Germany: 1 Infantry Casualties for Britain: 1 Infantry Non Combat Move - Germany 4 Fighters moved from Denmark to West Germany 3 Light-Tanks, 2 Mech-Infs and 1 SP-Artillery moved from Eastern Ukraine to Leningrad 1 Fighter moved from Central Russia to Leningrad Purchase Units - Germany Trigger German Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Germany Germany buy 1 Anti-Air, 11 Infantrys and 1 SS-Infantry; Remaining resources: 18 SS; 63 Fuel; 21 Iron; 0 PUs; 0 Officials; Place Units - Germany 1 Anti-Air, 3 Infantrys and 1 SS-Infantry placed in West Germany 5 Infantrys placed in East Prussia 1 Submarine placed in Baltic Sea Zone 3 Infantrys placed in Berlin Turn Complete - Germany Germany collect 121 PUs; end with 121 PUs Units generate 21 SS; Germany end with 39 SS Units generate 30 Fuel; Germany end with 93 Fuel Units generate 7 Iron; Germany end with 28 Iron Units generate 1 Officials; Germany end with 1 Officials
Combat Hit Differential Summary :
USSR : -1.40 Britain : 0.70 Germany : 4.90
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TripleA Turn Summary: Balkan round 5
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 5 Combat Move - Balkan 1 SP-Artillery moved from Eastern Ukraine to Volga Balkan take Volga from USSR 11 Infantrys moved from Eastern Ukraine to Byelorussia 1 Infantry moved from Romania to Western Ukraine 1 Fighter moved from Romania to Leningrad 1 Infantry moved from Leningrad to Karelia 1 Fighter moved from Leningrad to Karelia Combat - Balkan Battle in Karelia Balkan attack with 1 Fighter and 1 Infantry USSR defend with 1 Flag and 1 Infantry Balkan roll dice for 1 Fighter and 1 Infantry in Karelia, round 2 : 0/2 hits, 0.70 expected hits USSR roll dice for 1 Infantry in Karelia, round 2 : 0/1 hits, 0.30 expected hits Balkan roll dice for 1 Fighter and 1 Infantry in Karelia, round 3 : 0/2 hits, 0.70 expected hits USSR roll dice for 1 Infantry in Karelia, round 3 : 0/1 hits, 0.30 expected hits Balkan roll dice for 1 Fighter and 1 Infantry in Karelia, round 4 : 1/2 hits, 0.70 expected hits USSR roll dice for 1 Infantry in Karelia, round 4 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the USSR lost in Karelia Balkan win, taking Karelia from USSR with 1 Fighter and 1 Infantry remaining. Battle score for attacker is 10 Casualties for USSR: 1 Infantry Non Combat Move - Balkan 1 Fighter moved from Karelia 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 29 Iron Action Germany receives iron from Balkan activates a trigger called: Trigger Germany receives iron from Balkan-2 Purchase Units - Balkan Balkan buy 1 Fighter and 1 Infantry; Remaining resources: 0 Fuel; 0 Iron; 2 PUs; Place Units - Balkan 1 Fighter and 1 Infantry placed in Romania Turn Complete - Balkan Balkan collect 33 PUs; end with 35 PUs Units generate 3 Fuel; Balkan end with 3 Fuel Units generate 1 Iron; Balkan end with 1 Iron
Combat Hit Differential Summary :
Balkan : -1.10 USSR : -0.90
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TripleA Turn Summary: Finland round 5
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 5 Combat Move - Finland 1 Infantry and 1 Light-Tank moved from Murmansk to Lapland 1 SP-Artillery moved from Finland to Leningrad 1 Infantry moved from Finland to Eastern Finland Combat - Finland Battle in Lapland Finland attack with 1 Infantry and 1 Light-Tank USSR defend with 1 Flag, 1 Infantry and 1 Iron-Ore Finland roll dice for 1 Infantry and 1 Light-Tank in Lapland, round 2 : 0/2 hits, 0.70 expected hits USSR roll dice for 1 Infantry in Lapland, round 2 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the Finland lost in Lapland Finland roll dice for 1 Light-Tank in Lapland, round 3 : 0/1 hits, 0.50 expected hits USSR roll dice for 1 Infantry in Lapland, round 3 : 0/1 hits, 0.30 expected hits Finland roll dice for 1 Light-Tank in Lapland, round 4 : 0/1 hits, 0.50 expected hits USSR roll dice for 1 Infantry in Lapland, round 4 : 0/1 hits, 0.30 expected hits Finland roll dice for 1 Light-Tank in Lapland, round 5 : 0/1 hits, 0.50 expected hits USSR roll dice for 1 Infantry in Lapland, round 5 : 0/1 hits, 0.30 expected hits Finland roll dice for 1 Light-Tank in Lapland, round 6 : 0/1 hits, 0.50 expected hits USSR roll dice for 1 Infantry in Lapland, round 6 : 0/1 hits, 0.30 expected hits Finland roll dice for 1 Light-Tank in Lapland, round 7 : 1/1 hits, 0.50 expected hits USSR roll dice for 1 Infantry in Lapland, round 7 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the USSR lost in Lapland Finland win, taking Lapland from USSR with 1 Light-Tank remaining. Battle score for attacker is 0 Casualties for Finland: 1 Infantry Casualties for USSR: 1 Infantry Non Combat Move - Finland Export to Germany - Finland Finland spend 1 Iron on User Action: Action Germany receives iron from Finland Action Germany receives iron from Finland activates a trigger called: Trigger Germany receives iron from Finland Trigger Germany receives iron from Finland: Germany met a national objective for an additional 1 Iron; end with 30 Iron Action Germany receives iron from Finland activates a trigger called: Trigger Germany receives iron from Finland-2 Purchase Units - Finland Finland buy 1 Fighter; Remaining resources: 0 Fuel; 1 Iron; 1 PUs; Place Units - Finland 1 Fighter placed in Finland Turn Complete - Finland Finland collect 14 PUs; end with 15 PUs Units generate 3 Fuel; Finland end with 3 Fuel Units generate 2 Iron; Finland end with 3 Iron
Combat Hit Differential Summary :
Finland : -2.20 USSR : -0.80
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Well, I guess at least we made it into 1942. Didn't see a lot of great options for holding Paris vs Britain, without losing Western Germany in the process. So I guess they'll be drinking and dancing all along the banks of the Siene by the end of this turn hehe.
Russia is up
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TripleA Turn Summary: USSR round 5
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 5 Combat Move - USSR 1 Air-Transport and 1 Infantry moved from Archangel to Murmansk 1 Air-Transport and 1 Infantry moved from Archangel to Lapland 1 Fighter moved from Archangel to Lapland 1 Artillery and 2 Infantrys moved from Stalingrad to Volga 1 Artillery and 2 Infantrys moved from Stalingrad to Eastern Ukraine 4 Infantrys moved from Stalingrad to Central Russia 1 Fighter moved from Moscow to Central Russia 1 Artillery moved from Stalingrad to Central Russia 1 Anti-Air moved from Moscow to Central Russia 2 Infantrys moved from Moscow to Central Russia 1 Air-Transport moved from Moscow to Central Russia Combat - USSR USSR lands units in Murmansk USSR creates battle in territory Murmansk Battle in Volga USSR attack with 1 Artillery and 2 Infantrys Balkan defend with 1 Flag, 1 Fuel-Barrel and 1 SP-Artillery USSR roll dice for 1 Artillery and 2 Infantrys in Volga, round 2 : 2/3 hits, 0.70 expected hits Balkan roll dice for 1 SP-Artillery in Volga, round 2 : 0/1 hits, 0.30 expected hits 1 SP-Artillery owned by the Balkan lost in Volga USSR win, taking Murmansk from Finland, taking Volga from Balkan with 1 Artillery and 2 Infantrys remaining. Battle score for attacker is 12 Casualties for Balkan: 1 SP-Artillery Battle in Central Russia USSR attack with 1 Air-Transport, 1 Anti-Air, 1 Artillery, 1 Fighter and 6 Infantrys Germany defend with 1 Commissariat, 1 Flag, 2 Infantrys, 1 Light-Tank, 1 Mech-Inf and 1 SS-Infantry USSR roll dice for 1 Air-Transport, 1 Anti-Air, 1 Artillery, 1 Fighter and 6 Infantrys in Central Russia, round 2 : 1/9 hits, 2.10 expected hits Germany roll dice for 2 Infantrys, 1 Light-Tank, 1 Mech-Inf and 1 SS-Infantry in Central Russia, round 2 : 2/5 hits, 1.60 expected hits 1 Infantry owned by the USSR, 1 Anti-Air owned by the USSR and 1 Infantry owned by the Germany lost in Central Russia USSR roll dice for 1 Air-Transport, 1 Artillery, 1 Fighter and 5 Infantrys in Central Russia, round 3 : 2/7 hits, 1.80 expected hits Germany roll dice for 1 Infantry, 1 Light-Tank, 1 Mech-Inf and 1 SS-Infantry in Central Russia, round 3 : 2/4 hits, 1.30 expected hits 2 Infantrys owned by the USSR, 1 Mech-Inf owned by the Germany and 1 Infantry owned by the Germany lost in Central Russia USSR roll dice for 1 Air-Transport, 1 Artillery, 1 Fighter and 3 Infantrys in Central Russia, round 4 : 2/5 hits, 1.40 expected hits Germany roll dice for 1 Light-Tank and 1 SS-Infantry in Central Russia, round 4 : 2/2 hits, 0.70 expected hits 2 Infantrys owned by the USSR, 1 SS-Infantry owned by the Germany and 1 Light-Tank owned by the Germany lost in Central Russia USSR win, taking Central Russia from Germany with 1 Air-Transport, 1 Artillery, 1 Fighter and 1 Infantry remaining. Battle score for attacker is -2 Casualties for USSR: 1 Anti-Air and 5 Infantrys Casualties for Germany: 2 Infantrys, 1 Light-Tank, 1 Mech-Inf and 1 SS-Infantry Battle in Lapland USSR attack with 1 Air-Transport, 1 Fighter and 1 Infantry Finland defend with 1 Flag, 1 Iron-Ore and 1 Light-Tank USSR roll dice for 1 Air-Transport, 1 Fighter and 1 Infantry in Lapland, round 2 : 0/3 hits, 0.80 expected hits Finland roll dice for 1 Light-Tank in Lapland, round 2 : 0/1 hits, 0.40 expected hits USSR roll dice for 1 Air-Transport, 1 Fighter and 1 Infantry in Lapland, round 3 : 0/3 hits, 0.80 expected hits Finland roll dice for 1 Light-Tank in Lapland, round 3 : 0/1 hits, 0.40 expected hits USSR roll dice for 1 Air-Transport, 1 Fighter and 1 Infantry in Lapland, round 4 : 1/3 hits, 0.80 expected hits Finland roll dice for 1 Light-Tank in Lapland, round 4 : 0/1 hits, 0.40 expected hits 1 Light-Tank owned by the Finland lost in Lapland USSR win, taking Lapland from Finland with 1 Air-Transport, 1 Fighter and 1 Infantry remaining. Battle score for attacker is 15 Casualties for Finland: 1 Light-Tank Battle in Eastern Ukraine USSR attack with 1 Artillery and 2 Infantrys Balkan defend with 1 Infantry; Germany defend with 1 Flag, 2 Fuel-Barrels and 1 Iron-Ore USSR roll dice for 1 Artillery and 2 Infantrys in Eastern Ukraine, round 2 : 2/3 hits, 0.70 expected hits Germany roll dice for 1 Infantry in Eastern Ukraine, round 2 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the USSR and 1 Infantry owned by the Balkan lost in Eastern Ukraine USSR win, taking Eastern Ukraine from Germany with 1 Artillery and 1 Infantry remaining. Battle score for attacker is 0 Casualties for USSR: 1 Infantry Casualties for Balkan: 1 Infantry Non Combat Move - USSR 1 Fighter moved from Lapland to Archangel 1 Air-Transport moved from Lapland to Archangel 1 Air-Transport moved from Murmansk to Archangel 1 Air-Transport and 1 Fighter moved from Central Russia to Moscow 1 Air-Transport moved from Siberia to Moscow 1 Commissar moved from Moscow to Archangel 1 Artillery moved from Archangel to Moscow 1 Artillery moved from Archangel to Moscow 3 Infantrys moved from Moscow to Archangel 2 Commissars and 2 Mech-Infs moved from Stalingrad to Moscow 1 Mech-Inf moved from Stalingrad to Moscow 3 Infantrys moved from Moscow to Archangel 3 Mech-Infs moved from Archangel to Moscow Purchase Units - USSR USSR buy 1 Anti-Air, 1 Commissar, 11 Infantrys and 3 Tank-Destroyers; Remaining resources: 84 Fuel; 7 Iron; 0 PUs; 1 Officials; 0 SS; Place Units - USSR 1 Infantry placed in Stalingrad 4 Infantrys and 1 Tank-Destroyer placed in Irkutsk 1 Anti-Air, 2 Infantrys and 2 Tank-Destroyers placed in Moscow 1 Commissar and 4 Infantrys placed in Archangel Turn Complete - USSR USSR collect 137 PUs; end with 137 PUs Units generate 50 Fuel; USSR end with 134 Fuel Units generate 6 SS; USSR end with 6 SS Units generate 4 Officials; USSR end with 5 Officials Units generate 8 Iron; USSR end with 15 Iron USSR creates 1 Air-Transport in Siberia
Combat Hit Differential Summary :
Balkan : -0.30 Finland : -1.20 USSR : 0.90 Germany : 3.10
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TripleA Turn Summary: Britain round 5
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 5 Combat Move - Britain 1 Fighter moved from North Sea Zone to Archangel 2 Dive-Bombers moved from England to Denmark 2 Fighters moved from North Sea Zone to Denmark 2 Infantrys moved from England to North Sea Zone 2 Infantrys moved from North Sea Zone to Denmark 3 Infantrys moved from England to North Sea Zone 3 Infantrys moved from North Sea Zone to France 1 Infantry moved from Normandy to France Combat - Britain Battle in Denmark Britain attack with 2 Dive-Bombers, 2 Fighters and 2 Infantrys Germany defend with 1 Flag, 1 Infantry and 1 SS-Potential Britain roll dice for 2 Dive-Bombers, 2 Fighters and 2 Infantrys in Denmark, round 2 : 2/6 hits, 2.60 expected hits Germany roll dice for 1 Infantry in Denmark, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the Germany lost in Denmark Britain win, taking Denmark from Germany with 2 Dive-Bombers, 2 Fighters and 2 Infantrys remaining. Battle score for attacker is 10 Casualties for Germany: 1 Infantry Battle in France Britain attack with 4 Infantrys Italy defend with 1 Anti-Air and 1 Infantry; Germany defend with 1 Flag and 1 SS-Potential Britain roll dice for 1 Battleship in France, round 2 : 1/1 hits, 0.60 expected hits 1 Anti-Air owned by the Italy lost in France Britain roll dice for 4 Infantrys in France, round 2 : 0/4 hits, 0.80 expected hits Germany roll dice for 1 Infantry in France, round 2 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the Britain lost in France Britain roll dice for 3 Infantrys in France, round 3 : 0/3 hits, 0.60 expected hits Germany roll dice for 1 Infantry in France, round 3 : 0/1 hits, 0.30 expected hits Britain roll dice for 3 Infantrys in France, round 4 : 1/3 hits, 0.60 expected hits Germany roll dice for 1 Infantry in France, round 4 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the Italy lost in France Britain captures one of France capitals Britain win, taking France from Germany with 3 Infantrys remaining. Battle score for attacker is 9 Casualties for Italy: 1 Anti-Air and 1 Infantry Casualties for Britain: 1 Infantry Non Combat Move - Britain 1 Dive-Bomber and 2 Fighters moved from Denmark to North Sea Zone 1 Dive-Bomber moved from Denmark to Norway 1 Air-Transport and 1 Infantry moved from Iceland to Norway 1 Air-Transport and 1 Infantry moved from England to Norway 1 Infantry moved from England to North Sea Zone 1 Artillery moved from England to North Sea Zone 1 Artillery moved from England to North Sea Zone 2 Artillerys and 1 Infantry moved from North Sea Zone to Normandy 1 Air-Transport and 1 Infantry moved from Gibraltar to Vichy 1 Air-Transport moved from Vichy to Gibraltar 1 Air-Transport and 1 Infantry moved from Halifax to Iceland 2 Infantrys moved from USA North Atlantic to Halifax Aid the Commonwealth - Britain Britain spend 15 Fuel on User Action: Action 4 South-Africa receives fuel support Action 4 South-Africa receives fuel support activates a trigger called: Trigger South-Africa receives fuel support Trigger South-Africa receives fuel support: South-Africa met a national objective for an additional 15 Fuel; end with 23 Fuel Action 4 South-Africa receives fuel support activates a trigger called: Trigger South-Africa receives fuel support-2 Britain spend 15 Fuel on User Action: Action 8 British-Colonies receives fuel support Action 8 British-Colonies receives fuel support activates a trigger called: Trigger British-Colonies receives fuel support Trigger British-Colonies receives fuel support: British-Colonies met a national objective for an additional 15 Fuel; end with 29 Fuel Action 8 British-Colonies receives fuel support activates a trigger called: Trigger British-Colonies receives fuel support-2 Purchase Units - Britain Britain buy 1 Artillery, 1 Factory and 4 Infantrys; Remaining resources: 16 Fuel; 6 Iron; 2 PUs; 0 SS; Place Units - Britain 1 Factory placed in Norway 1 Artillery and 4 Infantrys placed in England Turn Complete - Britain Britain collect 74 PUs; end with 76 PUs Units generate 3 SS; Britain end with 3 SS Units generate 13 Fuel; Britain end with 29 Fuel Units generate 2 Iron; Britain end with 8 Iron Britain creates 1 Air-Transport in Halifax
Combat Hit Differential Summary :
Britain : -1.20 Germany : -0.20
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TripleA Turn Summary: France round 5
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 5 Combat Move - France British-Colonies takes Kenya from Italy 1 Infantry moved from Vichy to Normandy 1 Colonial-Infantry moved from Algeria to Mediterranean Sea Zone 1 Colonial-Infantry and 1 Transport moved from Mediterranean Sea Zone to Tyrrhenian Sea Zone 1 Colonial-Infantry moved from Tyrrhenian Sea Zone to Sicily France take Sicily from Italy 1 Colonial-Infantry, 1 Infantry and 1 Mech-Inf moved from Algeria to Tunesia 1 Colonial-Infantry moved from Algerian Desert to Tunesia 1 Infantry and 1 Mech-Inf moved from Ubangi-Shari to Kenya 1 Artillery and 4 Colonial-Infantrys moved from Ubangi-Shari to Uganda 1 Colonial-Infantry moved from Equatorial Africa to Ubangi-Shari 1 Colonial-Infantry and 1 Mech-Inf moved from Gabon to Ubangi-Shari Combat - France Non Combat Move - France Aid the colonies - France France spend 10 PUs on User Action: Action 1 French-Colonies receives financial support Action 1 French-Colonies receives financial support activates a trigger called: Trigger French-Colonies receives financial support Trigger French-Colonies receives financial support: French-Colonies met a national objective for an additional 10 PUs; end with 60 PUs Action 1 French-Colonies receives financial support activates a trigger called: Trigger French-Colonies receives financial support-2 Purchase Units - France France buy 1 Factory; Remaining resources: 13 Fuel; 5 PUs; 11 CR; 2 Iron; 0 SS; Place Units - France 1 Factory placed in Normandy Turn Complete - France France collect 50 PUs; end with 55 PUs Units generate 4 Fuel; France end with 17 Fuel Units generate 11 CR; France end with 22 CR Units generate 2 SS; France end with 2 SS Units generate 1 Iron; France end with 3 Iron
Combat Hit Differential Summary :
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TripleA Turn Summary: British-Colonies round 5
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 5 Combat Move - British-Colonies British-Colonies takes Eritrea from Italy British-Colonies takes Ethiopia from Italy British-Colonies takes Ethiopia from Italy British-Colonies takes Eritrea from Italy 1 Infantry moved from South Sudan to Eritrea 1 Colonial-Infantry moved from Uganda to Ethiopia 1 Colonial-Infantry, 1 Infantry and 2 Mech-Infs moved from Nigeria to South Sudan 1 Colonial-Infantry moved from Uganda to South Sudan British-Colonies undo move 4. British-Colonies undo move 2. British-Colonies undo move 1. 1 Colonial-Infantry moved from Uganda to Ethiopia 1 Colonial-Infantry moved from Uganda to Eritrea 1 Artillery moved from Northern Congo to Uganda 1 Infantry moved from Syria to Transjordan 2 Colonial-Infantrys moved from Mallorca to Mediterranean Sea Zone 2 Colonial-Infantrys and 1 Transport moved from Mediterranean Sea Zone to Tyrrhenian Sea Zone 2 Colonial-Infantrys moved from Tyrrhenian Sea Zone to Tunesia 1 Battleship and 2 Cruisers moved from Indian Coast Sea Zone to Indian Ocean 2 Sea Zone Combat - British-Colonies Non Combat Move - British-Colonies Purchase Units - British-Colonies British-Colonies buy 3 Infantrys and 1 Mech-Inf; Remaining resources: 18 Fuel; 0 Iron; 0 PUs; 6 CR; 0 SS; Place Units - British-Colonies 3 Infantrys and 1 Mech-Inf placed in Nigeria Turn Complete - British-Colonies British-Colonies collect 47 PUs; end with 47 PUs Units generate 9 CR; British-Colonies end with 15 CR Units generate 7 Fuel; British-Colonies end with 25 Fuel Units generate 2 Iron; British-Colonies end with 2 Iron Units generate 1 SS; British-Colonies end with 1 SS
Combat Hit Differential Summary :
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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 :
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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
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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 :
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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 :
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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.
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@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.
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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
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@Black_Elk I'm just getting revenge on you for beating up the AI so many times
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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.
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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
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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 :