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

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    • Black_ElkB Offline
      Black_Elk
      last edited by

      Couldn't see any great solutions to the Iran dilemma. Took a little bite out of India for show, but clearly Russia is bringing the pain, so seemed like any units dropped at the factory were dead on arrival.

      On to the Pacific Allies...

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

        ps. my weaksauce opening with Germany/Italy aside. What do you think about the balance vs the British India fleet? I feel like its a little too easy for Iran/Iraq to peel off that transport. I think I'd rather they had more to work with on land as opposed to in the water. I mean its cool that these smaller Axis powers have a token naval force for some kind of defense in the gulf, but its hard to imagine a handful of gunboats storming the British fleet off the Indian coast as part of the opening script. Maybe British India should have a battleship instead of a cruiser or something?

        On land I don't know what the best approach is, I still think merging Iran/Iraq would be more interesting, but short of that maybe a stronger Iraqi starting force, so they could stack Iran a litte heavier vs Russia?

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

          @Black_Elk Well, Italy had really strong rolls and made up for some of the poor luck that Germany had.

          Yeah, I really think the Middle East needs some major changes. Less navy and more land troops. Should be combined together. And Russia should have less 2 move units that can quickly attack round 2/3. I think the India navy should be a bit stronger or just remove some of the Middle East ships.

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

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

            TripleA Turn Summary: British-India round 1

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

            Game History

            Round: 1
            
                Combat Move - British-India
                    1 Colonial-Infantry and 1 Infantry moved from Malaya to Southern Thailand
                    1 Artillery and 1 Infantry moved from Lower Burma to Southern Thailand
                    1 Fighter moved from India to Southern Thailand
                    1 Anti-Air, 1 Colonial-Infantry and 1 Infantry moved from India to Sind
                    1 Colonial-Infantry moved from United Provinces to Sind
                    1 Colonial-Infantry moved from Punjab to Sind
            
                Combat - British-India
                    Battle in Southern Thailand
                        British-India attack with 1 Artillery, 1 Colonial-Infantry, 1 Fighter and 2 Infantrys
                        Thailand defend with 1 Artillery, 1 Flag, 2 Infantrys and 1 Iron-Ore
                            British-India roll dice for 1 Artillery, 1 Colonial-Infantry, 1 Fighter and 2 Infantrys in Southern Thailand, round 2 : 1/5 hits, 1.40 expected hits
                            Thailand roll dice for 1 Artillery and 2 Infantrys in Southern Thailand, round 2 : 2/3 hits, 0.90 expected hits
                            1 Infantry owned by the British-India, 1 Infantry owned by the Thailand and 1 Colonial-Infantry owned by the British-India lost in Southern Thailand
                            British-India roll dice for 1 Artillery, 1 Fighter and 1 Infantry in Southern Thailand, round 3 : 0/3 hits, 1.00 expected hits
                            Thailand roll dice for 1 Artillery and 1 Infantry in Southern Thailand, round 3 : 1/2 hits, 0.60 expected hits
                            1 Infantry owned by the British-India lost in Southern Thailand
                            British-India roll dice for 1 Artillery and 1 Fighter in Southern Thailand, round 4 : 0/2 hits, 0.70 expected hits
                            Thailand roll dice for 1 Artillery and 1 Infantry in Southern Thailand, round 4 : 0/2 hits, 0.60 expected hits
                            British-India roll dice for 1 Artillery and 1 Fighter in Southern Thailand, round 5 : 1/2 hits, 0.70 expected hits
                            Thailand roll dice for 1 Artillery and 1 Infantry in Southern Thailand, round 5 : 1/2 hits, 0.60 expected hits
                            1 Artillery owned by the British-India and 1 Infantry owned by the Thailand lost in Southern Thailand
                         retreated to Southern Thailand
                        Thailand win with 1 Artillery remaining. Battle score for attacker is -17
                        Casualties for British-India: 1 Artillery, 1 Colonial-Infantry and 2 Infantrys
                        Casualties for Thailand: 2 Infantrys
                    Battle in Sind
                        British-India attack with 1 Anti-Air, 3 Colonial-Infantrys and 1 Infantry
                        Iran defend with 1 Artillery, 1 Colony, 1 Flag and 2 Infantrys
                            British-India roll dice for 1 Anti-Air, 3 Colonial-Infantrys and 1 Infantry in Sind, round 2 : 1/5 hits, 0.90 expected hits
                            Iran roll dice for 1 Artillery and 2 Infantrys in Sind, round 2 : 0/3 hits, 0.90 expected hits
                            1 Infantry owned by the Iran lost in Sind
                            British-India roll dice for 1 Anti-Air, 3 Colonial-Infantrys and 1 Infantry in Sind, round 3 : 1/5 hits, 0.90 expected hits
                            Iran roll dice for 1 Artillery and 1 Infantry in Sind, round 3 : 1/2 hits, 0.60 expected hits
                            1 Infantry owned by the Iran and 1 Anti-Air owned by the British-India lost in Sind
                            British-India roll dice for 3 Colonial-Infantrys and 1 Infantry in Sind, round 4 : 2/4 hits, 0.80 expected hits
                            Iran roll dice for 1 Artillery in Sind, round 4 : 0/1 hits, 0.30 expected hits
                            1 Artillery owned by the Iran lost in Sind
                        British-India takes Sind from Iran
                        British-India win
                        . Battle score for attacker is 22
                        Casualties for Iran: 1 Artillery and 2 Infantrys
                        Casualties for British-India: 1 Anti-Air
            
                Non Combat Move - British-India
                    1 Fighter moved from Southern Thailand to Malaya
                    1 Infantry moved from Burma to Hanoi
                    1 Infantry moved from Bengal to Lower Burma
                    1 Colonial-Infantry moved from Bengal to Burma
                    1 Colonial-Infantry moved from Orissa to Bengal
            
                Purchase Units - British-India
                    British-India buy 1 Anti-Air, 1 Colonial-Infantry, 1 Fighter and 2 Infantrys; Remaining resources: 8 Fuel; 3 Iron; 0 PUs; 0 CR; 
            
                Place Units - British-India
                    1 Anti-Air, 1 Colonial-Infantry, 1 Fighter and 2 Infantrys placed in India
            
                Turn Complete - British-India
                    British-India collect 38 PUs; end with 38 PUs
                    Units generate 3 SS; British-India end with 3 SS
                    Units generate 6 Fuel; British-India end with 14 Fuel
                    Units generate 6 CR; British-India end with 6 CR
                    Units generate 1 Iron; British-India end with 4 Iron
            

            Combat Hit Differential Summary :

            Iran : -0.80
            British-India : -0.40
            Thailand : 1.30
            

            Savegame

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

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            • Black_ElkB Offline
              Black_Elk @redrum
              last edited by Black_Elk

              @redrum said in Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies):

              And Russia should have less 2 move units that can quickly attack round 2/3. I think the India navy should be a bit stronger or just remove some of the Middle East ships.

              I agree. I like that Russia has units in the backfield by Siberia, but I'm not sure how mobile they need to be. The way it is now, it only makes sense to send them to Aktobe to threaten the Middle East while still getting on Stalingrad. I suppose they might maybe move to Gorki to reinforce Moscow or Arch, but that seems rather less optimal. Anyhow, point being maybe it would be better if the Siberia forces were reworked. There are a lot of currently empty spaces in the Russian interior, where some of the infantry could be moved if they really need to get closer to the action right away, without it being like a mech tow situation. Although I like the idea of Russia having some choice about what to do with their forces in the interior (sending them west vs south vs east), right now the choice is probably a little too obvious.

              If the game is designed for Russia to absorb a big press from 3 directions (rather than crushing it in the Middle East immediately), it may actually make sense to force the Allied player into a more long-term defensive posture out of Siberia, perhaps with more slow moving units there rather than fast moving stuff.

              Or another option if you want to maintain some degree of mobility without it being too heavy on ground hitpoints would be to switch out the mech and mobile art units for a fighter or two, or a bomber or maybe both. That way there is still a strategic choice about which front to support with the air power, but fewer ground forces that can rush to sieze land in rounds 2/3.

              Another point in favor of fighters or a bomber is that you could maintain a fuel cost consideration, while still allowing some room for Russia to either support itself vs Germany or Japan or send air support to one of the smaller Allies in the area.

              Still a third option, if you want to keep a similar composition of forces, would be to just move the infantry out into a halo of territories around Siberia, while keeping the mech in Siberia itself, that way it takes another turn to start moving them in tandem.

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

                TripleA Turn Summary: French-Colonies round 1

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

                Game History

                Round: 1
                
                    Combat Move - French-Colonies
                        1 Colonial-Infantry moved from French Guiana to Para
                        1 Colonial-Infantry and 1 Mech-Inf moved from Hanoi to French Indochina
                        1 Infantry moved from French India to India
                        1 Patrol-Boat moved from South China Sea Zone to East China Sea Zone
                        1 Destroyer moved from South China Sea Zone to Wake Island Sea Zone
                        1 Patrol-Boat moved from South China Sea Zone to Celebes Sea Zone
                        1 Cruiser moved from South China Sea Zone to Java Sea Zone
                
                    Non Combat Move - French-Colonies
                
                    Purchase Units - French-Colonies
                        French-Colonies buy 2 Colonial-Infantrys, 1 Fighter and 2 Infantrys; Remaining resources: 8 Fuel; 3 PUs; 0 CR; 
                
                    Place Units - French-Colonies
                        2 Colonial-Infantrys, 1 Fighter and 2 Infantrys placed in French Indochina
                
                    Turn Complete - French-Colonies
                        French-Colonies collect 37 PUs; end with 40 PUs
                        Units generate 7 Fuel; French-Colonies end with 15 Fuel
                        Units generate 1 Iron; French-Colonies end with 1 Iron
                        Units generate 5 CR; French-Colonies end with 5 CR
                

                Combat Hit Differential Summary :

                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: ANZAC round 1

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

                  Game History

                  Round: 1
                  
                      Combat Move - ANZAC
                          1 Artillery and 1 Infantry moved from Sydney to Sydney Sea Zone
                          1 Infantry moved from South Queensland to Sydney Sea Zone
                          1 Artillery, 1 Cruiser, 1 Destroyer, 2 Infantrys and 1 Transport moved from Sydney Sea Zone to Arafura Sea Zone
                          1 Artillery and 2 Infantrys moved from Arafura Sea Zone to Western New Guinea
                          1 Infantry moved from Papua New Guinea to Western New Guinea
                          1 Patrol-Boat moved from Sydney Sea Zone to Coral Sea Zone
                          1 Artillery and 1 Infantry moved from Kimberley-Pilbara to Darwin
                          1 Artillery and 1 Infantry moved from North Queensland to Darwin
                          1 Artillery moved from South Queensland to North Queensland
                          1 Artillery and 1 Infantry moved from Mid-West-Gascoyne to Kimberley-Pilbara
                          1 Infantry moved from Goldfields-Esperance to Kimberley-Pilbara
                          1 Infantry moved from South Australia to Alice Springs
                          1 Infantry moved from Melbourne to South Australia
                          1 Light-Tank moved from Sydney to South Australia
                          1 Fighter moved from South Island to North Queensland
                  
                      Non Combat Move - ANZAC
                  
                      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 30 PUs
                          Action 1 KNIL receives financial support activates a trigger called: Trigger KNIL receives financial support-2
                  
                      Purchase Units - ANZAC
                          ANZAC buy 1 Factory; Remaining resources: 10 Fuel; 2 Iron; 5 PUs; 
                  
                      Place Units - ANZAC
                          1 Factory placed in Darwin
                  
                      Turn Complete - ANZAC
                          ANZAC collect 43 PUs; end with 48 PUs
                          Units generate 9 Fuel; ANZAC end with 19 Fuel
                          Units generate 2 Iron; ANZAC end with 4 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

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                  • redrumR Offline
                    redrum Admin
                    last edited by

                    TripleA Turn Summary: KNIL round 1

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

                    Game History

                    Round: 1
                    
                        Combat Move - KNIL
                            1 Colonial-Infantry moved from Dutch Guiana to French Guiana
                            1 Dive-Bomber moved from Sumatra to Indian Coast Sea Zone
                            1 Transport moved from Celebes Sea Zone to Java Sea Zone
                            1 Colonial-Infantry moved from Ambon to Java Sea Zone
                            1 Colonial-Infantry moved from Flores to Java Sea Zone
                            1 Colonial-Infantry moved from Sumbawa to Java Sea Zone
                            3 Colonial-Infantrys and 1 Transport moved from Java Sea Zone to Sumatra Sea Zone
                            3 Colonial-Infantrys moved from Sumatra Sea Zone to Sumatra
                            1 Cruiser moved from Celebes Sea Zone to Sumatra Sea Zone
                            1 Patrol-Boat moved from Celebes Sea Zone to Java Sea Zone
                    
                        Combat - KNIL
                            Battle in Indian Coast Sea Zone
                                KNIL attack with 1 Dive-Bomber
                                Iran defend with 1 Patrol-Boat
                                    dive bombing fire in Indian Coast Sea Zone : 0/1 hits, 0.10 expected hits
                                    KNIL roll dice for 1 Dive-Bomber in Indian Coast Sea Zone, round 2 : 1/1 hits, 0.60 expected hits
                                    Iran roll dice for 1 Patrol-Boat in Indian Coast Sea Zone, round 2 : 0/1 hits, 0.20 expected hits
                                1 Patrol-Boat owned by the Iran lost in Indian Coast Sea Zone
                                KNIL win with 1 Dive-Bomber remaining. Battle score for attacker is 13
                                Casualties for Iran: 1 Patrol-Boat
                    
                        Non Combat Move - KNIL
                            1 Dive-Bomber moved from Indian Coast Sea Zone to Sumatra
                    
                        Aid the ANZAC - KNIL
                            KNIL spend 1 Iron on User Action: Action ANZAC receives iron from KNIL
                            Action ANZAC receives iron from KNIL activates a trigger called: Trigger ANZAC receives iron from KNIL
                            Trigger ANZAC receives iron from KNIL: ANZAC met a national objective for an additional 1 Iron; end with 5 Iron
                            Action ANZAC receives iron from KNIL activates a trigger called: Trigger ANZAC receives iron from KNIL-2
                    
                        Purchase Units - KNIL
                            KNIL buy 1 Colonial-Infantry and 2 Infantrys; Remaining resources: 3 Fuel; 1 Iron; 4 PUs; 0 CR; 
                    
                        Place Units - KNIL
                            1 Colonial-Infantry and 2 Infantrys placed in Sumatra
                    
                        Turn Complete - KNIL
                            KNIL collect 28 PUs; end with 32 PUs
                            Units generate 5 Fuel; KNIL end with 8 Fuel
                            Units generate 6 CR; KNIL end with 6 CR
                            Units generate 2 Iron; KNIL end with 3 Iron
                    

                    Combat Hit Differential Summary :

                    Iran : -0.20
                    KNIL : 0.40
                    dive bombing fire in Indian Coast Sea Zone : : -0.10
                    

                    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 @Black_Elk
                      last edited by

                      @Black_Elk Yeah, my thought is just have more infantry/artillery and less 2 move units. Generally Russia at the start of the war had lots of cheap and poorly equipped units. It feels weird and is hard to balance when they are given lots of 2 move advanced units in Siberia and in eastern Russia.

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

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                      • Black_ElkB Offline
                        Black_Elk
                        last edited by

                        TripleA Move Summary: Japan round 1

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

                        Game History

                        Round: 1
                        
                            Combat Move - Japan
                                1 Artillery moved from Tsitsihar to Hailar
                                1 Infantry moved from Hsinking to Vladivostok
                                1 Infantry moved from Korea to Vladivostok
                                1 Artillery and 1 Infantry moved from Jehol to Hailar
                                1 Artillery and 1 Mech-Inf moved from Hsinking to Hailar
                                1 Infantry and 1 Mech-Inf moved from Ryojun to Hailar
                                1 Light-Tank and 1 SP-Artillery moved from Ryojun to Hailar
                                1 Light-Tank moved from Peking to Hailar
                                1 Artillery and 1 Infantry moved from Peking to Lanchow
                                1 Artillery and 1 Infantry moved from Canton to Hanoi
                                1 Infantry moved from Canton to Burma Road
                                1 Infantry moved from Canton to Burma Road
                                1 Infantry moved from Canton to Burma Road
                                1 Infantry moved from Amoy to Changsha
                                2 Infantrys moved from Shanghai to Changsha
                                1 Artillery and 1 Infantry moved from Hokkaido to Japan Sea Zone
                                1 Light-Tank moved from Japan to Japan Sea Zone
                                3 Artillerys and 10 Infantrys moved from Japan to Japan Sea Zone
                                1 Submarine moved from Japan Sea Zone to East China Sea Zone
                                3 Infantrys moved from Truk to Truk Lagoon Sea Zone
                                3 Infantrys and 1 Transport moved from Truk Lagoon Sea Zone to Philippines Sea Zone
                                3 Infantrys moved from Philippines Sea Zone to Philippines
                                1 Bomber moved from Japan to Philippines
                                1 Battleship, 1 Cruiser, 1 Destroyer and 1 Submarine moved from Truk Lagoon Sea Zone to Arafura Sea Zone
                                1 Cruiser moved from Truk Lagoon Sea Zone to Arafura Sea Zone
                                1 Submarine moved from Truk Lagoon Sea Zone to Arafura Sea Zone
                                1 Fighter moved from Truk to Wake Island Sea Zone
                                1 Cruiser and 1 Destroyer moved from Japan Sea Zone to Shelikhov Gulf Sea Zone
                                1 Fighter moved from Japan Sea Zone to Vladivostok
                                1 Infantry and 1 Mech-Inf moved from Amoy to Hanoi
                                1 Fighter moved from Japan Sea Zone to East China Sea Zone
                                1 Destroyer moved from Japan Sea Zone to East China Sea Zone
                                1 Destroyer moved from Japan Sea Zone to Shelikhov Gulf Sea Zone
                                1 Infantry moved from Peking to Changsha
                                1 Infantry moved from Peking to Changsha
                                1 Light-Tank moved from Shanghai to Changsha
                                1 Fighter moved from Japan Sea Zone to Lanchow
                                1 Infantry moved from Peking to Changsha
                                1 Anti-Air moved from Japan to Japan Sea Zone
                        

                        Savegame

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                        • Black_ElkB Offline
                          Black_Elk
                          last edited by Black_Elk

                          Was thinking to try something like that... Throwing good money after bad at this point cause the European Axis are all jacked up, Japan's gotta do something bold. We'll be pinning some hopes here on a decent strafe in Hailar and a fair showing everywhere else hehe. Any OOL stuff you spy that you want me to take into account?

                          About the starting Russian forces I think the same, though I do really prefer a game where Russia has a way to get out ahead of things, instead of just being beat down constantly like in every other A&A game haha. I wouldn't mind a tank or two for Zhukov to roll, or some fighters to keep things interesting in the backfield, but being able to tow the whole mobile force around that deep with such a quickness is pretty deadly. I don't know what's best really. I do like this spread you forced though between Hailar and Khabarovsk. Definitely gives the Japanese army pause

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

                            @Black_Elk Should just be max defense across the board.

                            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 1

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

                              Game History

                              Round: 1
                              
                                  Combat Move - Japan
                                      1 Artillery moved from Tsitsihar to Hailar
                                      1 Infantry moved from Hsinking to Vladivostok
                                      1 Infantry moved from Korea to Vladivostok
                                      1 Artillery and 1 Infantry moved from Jehol to Hailar
                                      1 Artillery and 1 Mech-Inf moved from Hsinking to Hailar
                                      1 Infantry and 1 Mech-Inf moved from Ryojun to Hailar
                                      1 Light-Tank and 1 SP-Artillery moved from Ryojun to Hailar
                                      1 Light-Tank moved from Peking to Hailar
                                      1 Artillery and 1 Infantry moved from Peking to Lanchow
                                      1 Artillery and 1 Infantry moved from Canton to Hanoi
                                      1 Infantry moved from Canton to Burma Road
                                      1 Infantry moved from Canton to Burma Road
                                      1 Infantry moved from Canton to Burma Road
                                      1 Infantry moved from Amoy to Changsha
                                      2 Infantrys moved from Shanghai to Changsha
                                      1 Artillery and 1 Infantry moved from Hokkaido to Japan Sea Zone
                                      1 Light-Tank moved from Japan to Japan Sea Zone
                                      3 Artillerys and 10 Infantrys moved from Japan to Japan Sea Zone
                                      1 Submarine moved from Japan Sea Zone to East China Sea Zone
                                      3 Infantrys moved from Truk to Truk Lagoon Sea Zone
                                      3 Infantrys and 1 Transport moved from Truk Lagoon Sea Zone to Philippines Sea Zone
                                      3 Infantrys moved from Philippines Sea Zone to Philippines
                                      1 Bomber moved from Japan to Philippines
                                      1 Battleship, 1 Cruiser, 1 Destroyer and 1 Submarine moved from Truk Lagoon Sea Zone to Arafura Sea Zone
                                      1 Cruiser moved from Truk Lagoon Sea Zone to Arafura Sea Zone
                                      1 Submarine moved from Truk Lagoon Sea Zone to Arafura Sea Zone
                                      1 Fighter moved from Truk to Wake Island Sea Zone
                                      1 Cruiser and 1 Destroyer moved from Japan Sea Zone to Shelikhov Gulf Sea Zone
                                      1 Fighter moved from Japan Sea Zone to Vladivostok
                                      1 Infantry and 1 Mech-Inf moved from Amoy to Hanoi
                                      1 Fighter moved from Japan Sea Zone to East China Sea Zone
                                      1 Destroyer moved from Japan Sea Zone to East China Sea Zone
                                      1 Destroyer moved from Japan Sea Zone to Shelikhov Gulf Sea Zone
                                      1 Infantry moved from Peking to Changsha
                                      1 Infantry moved from Peking to Changsha
                                      1 Light-Tank moved from Shanghai to Changsha
                                      1 Fighter moved from Japan Sea Zone to Lanchow
                                      1 Infantry moved from Peking to Changsha
                                      1 Anti-Air moved from Japan to Japan Sea Zone
                              
                                  Combat - Japan
                                      Battle in East China Sea Zone
                                          Japan attack with 1 Destroyer, 1 Fighter and 1 Submarine
                                          French-Colonies defend with 1 Patrol-Boat
                                              Japan roll dice for 1 Submarine in East China Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
                                              Japan roll dice for 1 Destroyer and 1 Fighter in East China Sea Zone, round 2 : 1/2 hits, 0.80 expected hits
                                              French-Colonies roll dice for 1 Patrol-Boat in East China Sea Zone, round 2 : 0/1 hits, 0.20 expected hits
                                          1 Patrol-Boat owned by the French-Colonies lost in East China Sea Zone
                                          Japan win with 1 Destroyer, 1 Fighter and 1 Submarine remaining. Battle score for attacker is 13
                                          Casualties for French-Colonies: 1 Patrol-Boat
                                      Battle in Wake Island Sea Zone
                                          Japan attack with 1 Fighter
                                          French-Colonies defend with 1 Destroyer
                                              Japan roll dice for 1 Fighter in Wake Island Sea Zone, round 2 : 1/1 hits, 0.50 expected hits
                                              French-Colonies roll dice for 1 Destroyer in Wake Island Sea Zone, round 2 : 0/1 hits, 0.30 expected hits
                                              1 Destroyer owned by the French-Colonies lost in Wake Island Sea Zone
                                          Japan win with 1 Fighter remaining. Battle score for attacker is 16
                                          Casualties for French-Colonies: 1 Destroyer
                                      Battle in Philippines
                                          Japan attack with 1 Bomber and 3 Infantrys
                                          USA defend with 1 Flag and 3 Infantrys
                                              Japan roll dice for 1 Bomber and 3 Infantrys in Philippines, round 2 : 1/4 hits, 1.30 expected hits
                                              USA roll dice for 3 Infantrys in Philippines, round 2 : 2/3 hits, 0.90 expected hits
                                              2 Infantrys owned by the Japan and 1 Infantry owned by the USA lost in Philippines
                                              Japan roll dice for 1 Bomber and 1 Infantry in Philippines, round 3 : 2/2 hits, 0.90 expected hits
                                              USA roll dice for 2 Infantrys in Philippines, round 3 : 1/2 hits, 0.60 expected hits
                                              2 Infantrys owned by the USA and 1 Bomber owned by the Japan lost in Philippines
                                          Japan win, taking Philippines from USA with 1 Infantry remaining. Battle score for attacker is -20
                                          Casualties for Japan: 1 Bomber and 2 Infantrys
                                          Casualties for USA: 3 Infantrys
                                      Battle in Hailar
                                          Japan attack with 3 Artillerys, 2 Infantrys, 2 Light-Tanks, 2 Mech-Infs and 1 SP-Artillery
                                          USSR defend with 1 Flag, 4 Infantrys, 1 Light-Tank and 2 Mech-Infs
                                              Japan roll dice for 3 Artillerys, 2 Infantrys, 2 Light-Tanks, 2 Mech-Infs and 1 SP-Artillery in Hailar, round 2 : 1/10 hits, 2.80 expected hits
                                              USSR roll dice for 4 Infantrys, 1 Light-Tank and 2 Mech-Infs in Hailar, round 2 : 2/7 hits, 2.20 expected hits
                                              1 Infantry owned by the USSR and 2 Artillerys owned by the Japan lost in Hailar
                                              Japan roll dice for 1 Artillery, 2 Infantrys, 2 Light-Tanks, 2 Mech-Infs and 1 SP-Artillery in Hailar, round 3 : 3/8 hits, 2.40 expected hits
                                              USSR roll dice for 3 Infantrys, 1 Light-Tank and 2 Mech-Infs in Hailar, round 3 : 2/6 hits, 1.90 expected hits
                                              3 Infantrys owned by the USSR and 2 Mech-Infs owned by the Japan lost in Hailar
                                          2 Infantrys owned by the Japan, 1 Artillery owned by the Japan, 1 SP-Artillery owned by the Japan and 2 Light-Tanks owned by the Japan retreated to Jehol
                                          USSR win with 1 Light-Tank and 2 Mech-Infs remaining. Battle score for attacker is -6
                                          Casualties for Japan: 2 Artillerys and 2 Mech-Infs
                                          Casualties for USSR: 4 Infantrys
                                      Battle in Vladivostok
                                          Japan attack with 1 Fighter and 2 Infantrys
                                          USSR defend with 1 Factory, 1 Flag and 1 Infantry
                                              Japan roll dice for 1 Fighter and 2 Infantrys in Vladivostok, round 2 : 2/3 hits, 0.90 expected hits
                                              USSR roll dice for 1 Infantry in Vladivostok, round 2 : 1/1 hits, 0.30 expected hits
                                              1 Infantry owned by the Japan and 1 Infantry owned by the USSR lost in Vladivostok
                                          Some non-combat units are destroyed: 
                                          Japan win, taking Vladivostok from USSR with 1 Fighter and 1 Infantry remaining. Battle score for attacker is 0
                                          Casualties for Japan: 1 Infantry
                                          Casualties for USSR: 1 Infantry
                                      Battle in Shelikhov Gulf Sea Zone
                                          Japan attack with 1 Cruiser and 2 Destroyers
                                          USSR defend with 1 Submarine
                                              Japan roll dice for 1 Cruiser and 2 Destroyers in Shelikhov Gulf Sea Zone, round 2 : 0/3 hits, 1.10 expected hits
                                              USSR roll dice for 1 Submarine in Shelikhov Gulf Sea Zone, round 2 : 0/1 hits, 0.30 expected hits
                                              Japan roll dice for 1 Cruiser and 2 Destroyers in Shelikhov Gulf Sea Zone, round 3 : 0/3 hits, 1.10 expected hits
                                              USSR roll dice for 1 Submarine in Shelikhov Gulf Sea Zone, round 3 : 0/1 hits, 0.30 expected hits
                                              Japan roll dice for 1 Cruiser and 2 Destroyers in Shelikhov Gulf Sea Zone, round 4 : 1/3 hits, 1.10 expected hits
                                              USSR roll dice for 1 Submarine in Shelikhov Gulf Sea Zone, round 4 : 0/1 hits, 0.30 expected hits
                                              1 Submarine owned by the USSR lost in Shelikhov Gulf Sea Zone
                                          Japan win with 1 Cruiser and 2 Destroyers remaining. Battle score for attacker is 25
                                          Casualties for USSR: 1 Submarine
                                      Battle in Lanchow
                                          Japan attack with 1 Artillery, 1 Fighter and 1 Infantry
                                          China defend with 1 Flag and 2 Infantrys
                                              Japan roll dice for 1 Artillery, 1 Fighter and 1 Infantry in Lanchow, round 2 : 2/3 hits, 1.00 expected hits
                                              China roll dice for 2 Infantrys in Lanchow, round 2 : 0/2 hits, 0.60 expected hits
                                              2 Infantrys owned by the China lost in Lanchow
                                          Japan win, taking Lanchow from China with 1 Artillery, 1 Fighter and 1 Infantry remaining. Battle score for attacker is 20
                                          Casualties for China: 2 Infantrys
                                      Battle in Hanoi
                                          Japan attack with 1 Artillery, 2 Infantrys and 1 Mech-Inf
                                          British-India defend with 1 Infantry; French-Colonies defend with 1 Colony, 1 Flag and 1 Fuel-Barrel
                                              Japan roll dice for 1 Artillery, 2 Infantrys and 1 Mech-Inf in Hanoi, round 2 : 1/4 hits, 0.90 expected hits
                                              French-Colonies roll dice for 1 Infantry in Hanoi, round 2 : 0/1 hits, 0.30 expected hits
                                              1 Infantry owned by the British-India lost in Hanoi
                                          Japan takes Hanoi from French-Colonies
                                          Japan win with 1 Artillery, 2 Infantrys and 1 Mech-Inf remaining. Battle score for attacker is 10
                                          Casualties for British-India: 1 Infantry
                                      Battle in Changsha
                                          Japan attack with 6 Infantrys and 1 Light-Tank
                                          China defend with 1 Flag, 2 Infantrys and 1 Iron-Ore
                                              Japan roll dice for 6 Infantrys and 1 Light-Tank in Changsha, round 2 : 2/7 hits, 1.70 expected hits
                                              China roll dice for 2 Infantrys in Changsha, round 2 : 0/2 hits, 0.60 expected hits
                                              2 Infantrys owned by the China lost in Changsha
                                          Japan win, taking Changsha from China with 6 Infantrys and 1 Light-Tank remaining. Battle score for attacker is 20
                                          Casualties for China: 2 Infantrys
                                      Battle in Burma Road
                                          Japan attack with 3 Infantrys
                                          China defend with 1 Flag and 2 Infantrys
                                              Japan roll dice for 3 Infantrys in Burma Road, round 2 : 0/3 hits, 0.60 expected hits
                                              China roll dice for 2 Infantrys in Burma Road, round 2 : 0/2 hits, 0.60 expected hits
                                              Japan roll dice for 3 Infantrys in Burma Road, round 3 : 1/3 hits, 0.60 expected hits
                                              China roll dice for 2 Infantrys in Burma Road, round 3 : 0/2 hits, 0.60 expected hits
                                              1 Infantry owned by the China lost in Burma Road
                                              Japan roll dice for 3 Infantrys in Burma Road, round 4 : 0/3 hits, 0.60 expected hits
                                              China roll dice for 1 Infantry in Burma Road, round 4 : 1/1 hits, 0.30 expected hits
                                              1 Infantry owned by the Japan lost in Burma Road
                                              Japan roll dice for 2 Infantrys in Burma Road, round 5 : 0/2 hits, 0.40 expected hits
                                              China roll dice for 1 Infantry in Burma Road, round 5 : 1/1 hits, 0.30 expected hits
                                              1 Infantry owned by the Japan lost in Burma Road
                                              Japan roll dice for 1 Infantry in Burma Road, round 6 : 0/1 hits, 0.20 expected hits
                                              China roll dice for 1 Infantry in Burma Road, round 6 : 0/1 hits, 0.30 expected hits
                                              Japan roll dice for 1 Infantry in Burma Road, round 7 : 0/1 hits, 0.20 expected hits
                                              China roll dice for 1 Infantry in Burma Road, round 7 : 0/1 hits, 0.30 expected hits
                                              Japan roll dice for 1 Infantry in Burma Road, round 8 : 0/1 hits, 0.20 expected hits
                                              China roll dice for 1 Infantry in Burma Road, round 8 : 0/1 hits, 0.30 expected hits
                                              Japan roll dice for 1 Infantry in Burma Road, round 9 : 0/1 hits, 0.20 expected hits
                                              China roll dice for 1 Infantry in Burma Road, round 9 : 1/1 hits, 0.30 expected hits
                                              1 Infantry owned by the Japan lost in Burma Road
                                          China win with 1 Infantry remaining. Battle score for attacker is -20
                                          Casualties for China: 1 Infantry
                                          Casualties for Japan: 3 Infantrys
                                      Battle in Arafura Sea Zone
                                          Japan attack with 1 Battleship, 2 Cruisers, 1 Destroyer and 2 Submarines
                                          ANZAC defend with 1 Cruiser, 1 Destroyer and 1 Transport
                                              Japan roll dice for 2 Submarines in Arafura Sea Zone, round 2 : 2/2 hits, 1.00 expected hits
                                              Japan roll dice for 1 Battleship, 2 Cruisers and 1 Destroyer in Arafura Sea Zone, round 2 : 0/4 hits, 1.90 expected hits
                                              ANZAC roll dice for 1 Cruiser, 1 Destroyer and 1 Transport in Arafura Sea Zone, round 2 : 0/3 hits, 0.90 expected hits
                                              1 Transport owned by the ANZAC and 1 Destroyer owned by the ANZAC lost in Arafura Sea Zone
                                              Japan roll dice for 2 Submarines in Arafura Sea Zone, round 3 : 2/2 hits, 1.00 expected hits
                                              1 Cruiser owned by the ANZAC lost in Arafura Sea Zone
                                          Japan win with 1 Battleship, 2 Cruisers, 1 Destroyer and 2 Submarines remaining. Battle score for attacker is 56
                                          Casualties for ANZAC: 1 Cruiser, 1 Destroyer and 1 Transport
                              
                                  Non Combat Move - Japan
                                      1 Cruiser moved from Japan Sea Zone to Philippines Sea Zone
                                      1 Fighter moved from Vladivostok to Jehol
                                      1 Fighter moved from Lanchow to Jehol
                                      5 Infantrys moved from Ryojun to Jehol
                                      1 Fighter moved from East China Sea Zone to Jehol
                                      1 Anti-Air, 4 Artillerys, 1 Battleship, 1 Carrier, 1 Cruiser, 1 Destroyer, 11 Infantrys, 1 Light-Tank and 6 Transports moved from Japan Sea Zone to South China Sea Zone
                                      1 Anti-Air, 4 Artillerys, 11 Infantrys and 1 Light-Tank moved from South China Sea Zone to Hanoi
                                      1 Fighter moved from Wake Island Sea Zone to South China Sea Zone
                              
                                  Purchase Units - Japan
                                      Trigger Japanese Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Japan
                                      Japan buy 3 Infantrys, 2 Mech-Infs and 1 Medium-Tank; Remaining resources: 21 Fuel; 1 Iron; 0 PUs; 
                              
                                  Place Units - Japan
                                      2 Infantrys, 2 Mech-Infs and 1 Medium-Tank placed in Ryojun
                                      1 Infantry placed in Japan
                                      1 Submarine placed in Japanese East Coast Sea Zone
                              
                                  Turn Complete - Japan
                                      Japan collect 103 PUs; end with 103 PUs
                                      Units generate 39 Fuel; Japan end with 60 Fuel
                                      Units generate 3 Iron; Japan end with 4 Iron
                                      Units generate 1 CR; Japan end with 1 CR
                              

                              Combat Hit Differential Summary :

                              USA : 1.50
                              Japan : -1.90
                              China : -1.20
                              ANZAC : -0.90
                              USSR : -0.30
                              French-Colonies : -0.80
                              

                              Savegame

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

                                TripleA Turn Summary: Thailand round 1

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

                                Game History

                                Round: 1
                                
                                    Combat Move - Thailand
                                        1 Light-Tank moved from Thailand to Malaya
                                        1 Artillery moved from Southern Thailand to Malaya
                                        1 Fighter moved from Thailand to Malaya
                                        1 Patrol-Boat moved from Gulf of Thailand Sea Zone to Celebes Sea Zone
                                        1 Cruiser, 1 Destroyer and 1 Patrol-Boat moved from Gulf of Thailand Sea Zone to Java Sea Zone
                                
                                    Combat - Thailand
                                        Battle in Celebes Sea Zone
                                            Thailand attack with 1 Patrol-Boat
                                            French-Colonies defend with 1 Patrol-Boat
                                                Thailand roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 2 : 0/1 hits, 0.30 expected hits
                                                French-Colonies roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 2 : 0/1 hits, 0.20 expected hits
                                                Thailand roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 3 : 1/1 hits, 0.30 expected hits
                                                French-Colonies roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 3 : 0/1 hits, 0.20 expected hits
                                            1 Patrol-Boat owned by the French-Colonies lost in Celebes Sea Zone
                                            Thailand win with 1 Patrol-Boat remaining. Battle score for attacker is 13
                                            Casualties for French-Colonies: 1 Patrol-Boat
                                        Battle in Java Sea Zone
                                            Thailand attack with 1 Cruiser, 1 Destroyer and 1 Patrol-Boat
                                            KNIL defend with 1 Patrol-Boat; French-Colonies defend with 1 Cruiser
                                                Thailand roll dice for 1 Cruiser, 1 Destroyer and 1 Patrol-Boat in Java Sea Zone, round 2 : 2/3 hits, 1.10 expected hits
                                                French-Colonies roll dice for 1 Cruiser and 1 Patrol-Boat in Java Sea Zone, round 2 : 1/2 hits, 0.70 expected hits
                                                1 Cruiser owned by the French-Colonies, 1 Patrol-Boat owned by the KNIL and 1 Patrol-Boat owned by the Thailand lost in Java Sea Zone
                                            Thailand win with 1 Cruiser and 1 Destroyer remaining. Battle score for attacker is 20
                                            Casualties for Thailand: 1 Patrol-Boat
                                            Casualties for French-Colonies: 1 Cruiser
                                            Casualties for KNIL: 1 Patrol-Boat
                                        Battle in Malaya
                                            Thailand attack with 1 Artillery, 1 Fighter and 1 Light-Tank
                                            British-India defend with 1 Fighter, 1 Flag and 1 SS-Potential
                                                Thailand roll dice for 1 Artillery, 1 Fighter and 1 Light-Tank in Malaya, round 2 : 1/3 hits, 1.20 expected hits
                                                British-India roll dice for 1 Fighter in Malaya, round 2 : 1/1 hits, 0.60 expected hits
                                                1 Fighter owned by the British-India and 1 Artillery owned by the Thailand lost in Malaya
                                            Thailand takes Malaya from British-India
                                            Thailand win with 1 Fighter and 1 Light-Tank remaining. Battle score for attacker is 9
                                            Casualties for Thailand: 1 Artillery
                                            Casualties for British-India: 1 Fighter
                                
                                    Non Combat Move - Thailand
                                        1 Fighter moved from Malaya to 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 3 Infantrys; Remaining resources: 2 Fuel; 1 Iron; 0 PUs; 
                                
                                    Place Units - Thailand
                                        3 Infantrys placed in Thailand
                                
                                    Turn Complete - Thailand
                                        Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Thailand in Malaya
                                        Trigger The SS is now recruiting from Malaya: Germany has 1 SS-Potential placed in Malaya
                                        Thailand collect 13 PUs; end with 13 PUs
                                        Units generate 1 Iron; Thailand end with 2 Iron
                                        Units generate 3 Fuel; Thailand end with 5 Fuel
                                

                                Combat Hit Differential Summary :

                                British-India : 0.40
                                Thailand : 1.10
                                French-Colonies : -0.10
                                

                                Savegame

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                                • Black_ElkB Offline
                                  Black_Elk
                                  last edited by Black_Elk

                                  Well least it wasn'ta complete disaster like the last two blocks lol. Hit a few snags, but nothing totally deal breaking.

                                  USA is up

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

                                    TripleA Move Summary: USA round 1

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

                                    Game History

                                    Round: 1
                                    
                                        Combat Move - USA
                                            2 Fighters moved from Hawaiian Sea Zone to Philippines Sea Zone
                                    

                                    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 Need OOL for Philippines SZ.

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

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                                      • FrostionF Offline
                                        Frostion Admin
                                        last edited by Frostion

                                        @redrum @Black_Elk USSR could have their starting center-map mobile strike forces altered, so that their response to Axis moves or their abilliy to strike Iran is obstructed a bit.
                                        (A nerf like this could maybe be accompanied be a removal of one of the many Japanese transports?)

                                        But it must not be because players feel Iran /Iraq are to week to defend themselves. Those two nations should fall if Axis do not feel the need to help them out with PUs or perhaps air reinforcements and also letting the minors build better units like tank hunters with their iron if they are threatened by a lot of vehicles. As I see it, the Axis have the choice of letting minors survive or fall. Or at least survive as long as possible, forcing Allies to spread out their focus while the big Axis could slowly gain ground.

                                        I don't see a need for any minor nations to get their territories get further PU boosts. This would would ruin a Axis chances to win if the player's strategy chosen was letting the minors fend for themselves, milking them and focus on the three big Axis. Which should also be a viable player strategy. In Iron War I would like to keep the current minors as minors, and let them be at the mercy of their bigger Allies and how they chose to act.

                                        If the Axis sees it economically impossible to help out the minors, and if if would not screw up overall map balance, the answer could be boosting territories like Germany a bit with more PUs. The same goes for USA and their relation to minors and allies, like China. Meaning no PU boosting territories in danger of falling as it could just help out the other side.

                                        I hope you guys will do a rematch at some point. I fear that the two big catastrophic starting battles and Axis losses will impact the war years to come. 🤔

                                        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 Some good points. I think the main thing is slowing down Iran/Iraq falling as round 2/3 is too fast for Axis to do anything to help them. If it is happening round 5/6 and the Axis didn't do anything to help them then I'm ok with that. I still think they should just be combined to streamline the game play there.

                                          And yeah this will be a tough game for the Axis after G1. The Ukraine battle is unlucky but a reasonable outcome when playing dice. The big problem was the Med battle as Italy now has no Med fleet and is gonna struggle. I think there needs to be some adjustments to the Med starting fleets to avoid so much randomness in the opening battles by either strengthening or weakening Germany's fleet there.

                                          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

                                            Max defense is cool with me for the naval fight. Sorry was doing the Thanksgiving bit over here. Will check back tomorrow

                                            Best

                                            ps. for the Iran/Iraq thing I see the point you're making. I think the issue right now might be the production limits on Iran itself. Since even if aid is sent they can still only produce the 5 hitpoints. Maybe more significant is the fact that the German player probably feels pressure to spend every last dime on G1. Next time we play I will use the aid phase to see what can be done to prop up the middle east.

                                            I guess if the Italian Indian ocean transport survives Iran can be reinforced a further 3 hitpoints (mine got taken out this game, so wasn't an option) but the Italian fighters can only reach Iraq. Will look over it more when I get home. I guess if Italy and Germany both send aid you could drop a third fighter. I think if I remember Iran tops out at like 25 hitpoints if everything in range is moved to Iran, but that requires ferrying 3 Italians over and leaving Iraq with just what the Iraqis can build (and whatever the rest of the Axis can fly in).

                                            Maybe 23 hitpoints in Iran is enough if one of them is a third fighter, and if Iraq can hold vs a British-Colonies press? I guess German starting aircraft can get to Iran if they are landed in Balkans on G1 (might require a flyby of the Russian cruiser, if Balkans can't kill that).

                                            If everything Iraq starts with goes to Iran, and max aid from Germany/Italy to both Iraq/Iran, that'd leave Iraq with 5 inf, 2 Italian fighters.

                                            Potentially Iran could have...

                                            14 Inf, 2 aaguns, 2 art, 3 light tanks, 1 medium tank, 5 fighters and a bomber before the Russians come up in the second round (assuming max aid and if every German/Italian/Iraqi unit that can reach is sent to defend the Iranian factory.)

                                            Big commitment, but I guess that'd be enough to get them producing into the 3rd round. Obviously not for the current game, since I'm barely holding onto a heartbeat, but maybe it works if team Axis is determined from the get go.

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