Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies)
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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
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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
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@Black_Elk Need OOL for Philippines SZ.
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@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.
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@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.
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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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TripleA Turn Summary: USA round 1
TripleA Turn 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 Combat - USA Battle in Philippines Sea Zone USA attack with 2 Fighters Japan defend with 1 Cruiser and 1 Transport AA fire in Philippines Sea Zone : 0/1 hits, 0.10 expected hits USA roll dice for 2 Fighters in Philippines Sea Zone, round 2 : 1/2 hits, 1.00 expected hits Japan roll dice for 1 Cruiser and 1 Transport in Philippines Sea Zone, round 2 : 0/2 hits, 0.60 expected hits 1 Transport owned by the Japan lost in Philippines Sea Zone AA fire in Philippines Sea Zone : 0/1 hits, 0.10 expected hits USA roll dice for 2 Fighters in Philippines Sea Zone, round 3 : 1/2 hits, 1.00 expected hits Japan roll dice for 1 Cruiser in Philippines Sea Zone, round 3 : 1/1 hits, 0.50 expected hits 1 Cruiser owned by the Japan and 1 Fighter owned by the USA lost in Philippines Sea Zone USA win with 1 Fighter remaining. Battle score for attacker is 20 Casualties for Japan: 1 Cruiser and 1 Transport Casualties for USA: 1 Fighter Non Combat Move - USA 1 Fighter moved from Philippines Sea Zone to Guam 3 Infantrys moved from USA North Atlantic to Gulf of Saint Lawrence Sea Zone 1 Cruiser, 3 Infantrys and 1 Transport moved from Gulf of Saint Lawrence Sea Zone to North Atlantic 4 Sea Zone 2 Fighters moved from Norfolk Sea Zone to Gibraltar 1 Battleship, 1 Carrier, 1 Destroyer and 1 Submarine moved from Norfolk Sea Zone to North Atlantic 6 Sea Zone 1 Infantry moved from USA South Atlantic to USA North Atlantic 1 Infantry moved from Gulf Coast to USA South Atlantic 1 Infantry moved from Texas to USA Central 1 Infantry moved from Southern Alaska to British Columbia 1 Infantry moved from USA Northwest to Great Plains 1 Infantry moved from Panama Canal to Central America Lend-Lease aid - USA USA spend 20 PUs on User Action: Action 7 USSR receives financial support Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support Trigger USSR receives financial support: USSR met a national objective for an additional 20 PUs; end with 163 PUs Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support-2 USA spend 10 PUs on User Action: Action 3 China receives financial support Action 3 China receives financial support activates a trigger called: Trigger China receives financial support Trigger China receives financial support: China met a national objective for an additional 10 PUs; end with 40 PUs Action 3 China receives financial support activates a trigger called: Trigger China receives financial support-2 USA spend 10 Fuel on User Action: Action 4 China receives fuel support Action 4 China receives fuel support activates a trigger called: Trigger China receives fuel support Trigger China receives fuel support: China met a national objective for an additional 10 Fuel; end with 15 Fuel Action 4 China receives fuel support activates a trigger called: Trigger China receives fuel support-2 USA spend 25 Fuel on User Action: Action B9 Britain receives fuel support Action B9 Britain receives fuel support activates a trigger called: Trigger Britain receives fuel support Trigger Britain receives fuel support: Britain met a national objective for an additional 25 Fuel; end with 50 Fuel Action B9 Britain receives fuel support activates a trigger called: Trigger Britain receives fuel support-2 Purchase Units - USA USA buy 1 Dive-Bomber and 2 Transports; Remaining resources: 15 Fuel; 2 Iron; 10 PUs; Place Units - USA 1 Dive-Bomber and 1 Transport placed in Hawaiian Sea Zone 1 Transport placed in San Diego Sea Zone Turn Complete - USA USA collect 98 PUs; end with 108 PUs Units generate 48 Fuel; USA end with 63 Fuel Units generate 4 Iron; USA end with 6 Iron USA creates 1 Air-Transport in USA North Atlantic
Combat Hit Differential Summary :
USA : 0.00 Japan : -0.10 AA fire in Philippines Sea Zone : : -0.20
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TripleA Turn Summary: China round 1
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 1 Combat Move - China 1 Fighter moved from Chungking to Lanchow 1 Infantry moved from Burma Road to Canton China take Canton from Japan 1 Infantry and 1 Mech-Inf moved from Urimchi to Lanchow 1 Infantry moved from Qinghai to Lanchow 1 Infantry moved from Qinghai to Lanchow Combat - China Battle in Lanchow China attack with 1 Fighter, 3 Infantrys and 1 Mech-Inf Japan defend with 1 Artillery, 1 Flag and 1 Infantry China roll dice for 1 Fighter, 3 Infantrys and 1 Mech-Inf in Lanchow, round 2 : 2/5 hits, 1.30 expected hits Japan roll dice for 1 Artillery and 1 Infantry in Lanchow, round 2 : 0/2 hits, 0.60 expected hits 1 Infantry owned by the Japan and 1 Artillery owned by the Japan lost in Lanchow China win, taking Lanchow from Japan with 1 Fighter, 3 Infantrys and 1 Mech-Inf remaining. Battle score for attacker is 21 Casualties for Japan: 1 Artillery and 1 Infantry Non Combat Move - China 1 Fighter moved from Lanchow to Chungking 1 Artillery and 1 Mech-Inf moved from Qinghai to Chungking 5 Infantrys moved from Urimchi to Qinghai Export to the USA - China China spend 1 Iron on User Action: Action USA receives iron from China Action USA receives iron from China activates a trigger called: Trigger USA receives iron from China Trigger USA receives iron from China: USA met a national objective for an additional 1 Iron; end with 7 Iron Action USA receives iron from China activates a trigger called: Trigger USA receives iron from China-2 Purchase Units - China China buy 1 Anti-Air, 1 Artillery and 2 Infantrys; Remaining resources: 9 Fuel; 0 Iron; 0 PUs; Place Units - China 1 Anti-Air, 1 Artillery and 2 Infantrys placed in Chungking Turn Complete - China China collect 25 PUs; end with 25 PUs Units generate 5 Fuel; China end with 14 Fuel Units generate 1 Iron; China end with 1 Iron
Combat Hit Differential Summary :
China : 0.70 Japan : -0.60
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TripleA Turn Summary: Brazil round 1
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 1 Combat Move - Brazil 1 Artillery and 1 Infantry moved from Brazil to Rio de Janeiro Sea Zone 1 Infantry moved from Sao Paulo to Rio de Janeiro Sea Zone 1 Artillery, 2 Infantrys and 1 Transport moved from Rio de Janeiro Sea Zone to Freetown Sea Zone 1 Artillery and 2 Infantrys moved from Freetown Sea Zone to Senegal 1 Cruiser moved from Rio de Janeiro Sea Zone to South Atlantic 12 Sea Zone Non Combat Move - Brazil Export to the USA - Brazil Brazil spend 1 Iron on User Action: Action USA receives iron from Brazil Action USA receives iron from Brazil activates a trigger called: Trigger USA receives iron from Brazil Trigger USA receives iron from Brazil: USA met a national objective for an additional 1 Iron; end with 8 Iron Action USA receives iron from Brazil activates a trigger called: Trigger USA receives iron from Brazil-2 Purchase Units - Brazil Brazil buy 1 Anti-Air, 1 Artillery and 1 Infantry; Remaining resources: 1 Fuel; 0 Iron; 0 PUs; Place Units - Brazil 1 Anti-Air, 1 Artillery and 1 Infantry placed in Brazil Turn Complete - Brazil Brazil collect 17 PUs; end with 17 PUs Units generate 2 Fuel; Brazil end with 3 Fuel Units generate 1 Iron; Brazil end with 1 Iron
Combat Hit Differential Summary :
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TripleA Turn Summary: Germany round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - Germany Note to players ANZAC, Balkan, Brazil, Britain, British-Colonies, British-India, China, Finland, France, French-Colonies, Germany, Iran, Iraq, Italy, Japan, KNIL, South-Africa, Thailand, USA and USSR: "Today we are crushed by the sheer weight of the mechanized forces hurled against us, but we can still look to the future in which even greater mechanized forces will bring us victory." - .... 1 Artillery and 3 Infantrys moved from Normandy to North Sea Zone 1 Artillery and 4 Infantrys moved from Benelux to North Sea Zone 1 Artillery and 2 Infantrys moved from Denmark to Baltic Sea Zone 1 Infantry and 1 SS-Infantry moved from Berlin to Baltic Sea Zone 1 Infantry moved from Sweden to Baltic Sea Zone 1 Artillery, 4 Infantrys and 1 SS-Infantry moved from Baltic Sea Zone to Baltic States 2 Artillerys, 1 Battleship, 1 Cruiser, 1 Destroyer, 7 Infantrys, 1 Patrol-Boat, 2 Submarines and 3 Transports moved from North Sea Zone to Baltic Sea Zone 2 Artillerys and 7 Infantrys moved from Baltic Sea Zone to Baltic States 1 Light-Tank moved from Western Ukraine to Baltic States 1 Infantry moved from East Prussia to Byelorussia 2 Fighters moved from East Prussia to Byelorussia 9 Infantrys and 1 SS-Infantry moved from East Prussia to Baltic States 4 Infantrys moved from Hungary to East Prussia 1 Light-Tank moved from Denmark to Berlin 1 Light-Tank moved from France to Berlin 1 Medium-Tank moved from Normandy to West Germany Combat - Germany Battle in Byelorussia Germany attack with 2 Fighters and 1 Infantry USSR defend with 1 Flag, 1 Infantry and 1 SS-Potential Germany roll dice for 2 Fighters and 1 Infantry in Byelorussia, round 2 : 0/3 hits, 1.20 expected hits USSR roll dice for 1 Infantry in Byelorussia, round 2 : 0/1 hits, 0.30 expected hits Germany roll dice for 2 Fighters and 1 Infantry in Byelorussia, round 3 : 1/3 hits, 1.20 expected hits USSR roll dice for 1 Infantry in Byelorussia, round 3 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the USSR and 1 Infantry owned by the Germany lost in Byelorussia Germany win with 2 Fighters remaining. Battle score for attacker is 0 Casualties for Germany: 1 Infantry Casualties for USSR: 1 Infantry Battle in Baltic States Germany attack with 3 Artillerys, 20 Infantrys, 1 Light-Tank and 2 SS-Infantrys True-Neutral defend with 1 Artillery, 1 Flag, 1 Infantry and 1 SS-Potential Germany roll dice for 1 Battleship in Baltic States, round 2 : 1/1 hits, 0.60 expected hits 1 Infantry owned by the True-Neutral lost in Baltic States Germany roll dice for 3 Artillerys, 20 Infantrys, 1 Light-Tank and 2 SS-Infantrys in Baltic States, round 2 : 4/26 hits, 5.80 expected hits True-Neutral roll dice for 1 Artillery in Baltic States, round 2 : 0/1 hits, 0.20 expected hits 1 Artillery owned by the True-Neutral lost in Baltic States Germany takes Baltic States from True-Neutral Germany win with 3 Artillerys, 20 Infantrys, 1 Light-Tank and 2 SS-Infantrys remaining. Battle score for attacker is 21 Casualties for True-Neutral: 1 Artillery and 1 Infantry Non Combat Move - Germany 2 Fighters moved from Byelorussia to East Prussia Purchase Units - Germany Trigger German Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Germany Germany buy 1 Artillery, 3 Infantrys, 3 Light-Tanks, 1 SP-Artillery and 1 SS-Infantry; Remaining resources: 0 SS; 53 Fuel; 0 Iron; 2 PUs; Place Units - Germany 1 Artillery, 3 Light-Tanks and 1 SP-Artillery placed in East Prussia 1 Submarine placed in Baltic Sea Zone 1 Infantry placed in West Germany 1 Infantry placed in Berlin 1 Infantry and 1 SS-Infantry placed in Berlin Germany undo move 5. 1 Infantry and 1 SS-Infantry placed in West Germany Turn Complete - Germany Germany collect 114 PUs; end with 116 PUs Units generate 25 SS; Germany end with 25 SS Units generate 29 Fuel; Germany end with 82 Fuel Units generate 6 Iron; Germany end with 6 Iron
Combat Hit Differential Summary :
True-Neutral : -0.20 USSR : 0.40 Germany : -2.80
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TripleA Turn Summary: Balkan round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - Balkan 1 Infantry moved from East Prussia to Baltic States 1 Infantry moved from Western Ukraine to Byelorussia Balkan take Byelorussia from USSR 10 Infantrys moved from Romania to Western Ukraine Combat - Balkan Non Combat Move - Balkan Export to Germany - Balkan Balkan spend 1 Iron on User Action: Action Germany receives iron from Balkan Action Germany receives iron from Balkan activates a trigger called: Trigger Germany receives iron from Balkan Trigger Germany receives iron from Balkan: Germany met a national objective for an additional 1 Iron; end with 7 Iron Action Germany receives iron from Balkan activates a trigger called: Trigger Germany receives iron from Balkan-2 Purchase Units - Balkan Balkan buy 3 Infantrys; Remaining resources: 4 Fuel; 1 Iron; 0 PUs; Place Units - Balkan 3 Infantrys placed in Romania Turn Complete - Balkan Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Balkan in Byelorussia Trigger The SS is now recruiting from Byelorussia: Germany has 1 SS-Potential placed in Byelorussia Balkan collect 34 PUs; end with 34 PUs Units generate 2 Fuel; Balkan end with 6 Fuel Units generate 1 Iron; Balkan end with 2 Iron
Combat Hit Differential Summary :
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TripleA Turn Summary: Finland round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - Finland 1 SP-Artillery moved from Murmansk to Eastern Finland 1 Anti-Air, 7 Infantrys and 1 Mech-Inf moved from Finland to Eastern Finland Combat - Finland Battle in Eastern Finland Finland attack with 1 Anti-Air, 7 Infantrys, 1 Mech-Inf and 1 SP-Artillery USSR defend with 1 Flag and 2 Infantrys Finland roll dice for 1 Anti-Air, 7 Infantrys, 1 Mech-Inf and 1 SP-Artillery in Eastern Finland, round 2 : 0/10 hits, 2.00 expected hits USSR roll dice for 2 Infantrys in Eastern Finland, round 2 : 0/2 hits, 0.60 expected hits Finland roll dice for 1 Anti-Air, 7 Infantrys, 1 Mech-Inf and 1 SP-Artillery in Eastern Finland, round 3 : 1/10 hits, 2.00 expected hits USSR roll dice for 2 Infantrys in Eastern Finland, round 3 : 1/2 hits, 0.60 expected hits 1 Infantry owned by the USSR and 1 Anti-Air owned by the Finland lost in Eastern Finland Finland roll dice for 7 Infantrys, 1 Mech-Inf and 1 SP-Artillery in Eastern Finland, round 4 : 0/9 hits, 1.90 expected hits USSR roll dice for 1 Infantry in Eastern Finland, round 4 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the Finland lost in Eastern Finland Finland roll dice for 6 Infantrys, 1 Mech-Inf and 1 SP-Artillery in Eastern Finland, round 5 : 1/8 hits, 1.70 expected hits USSR roll dice for 1 Infantry in Eastern Finland, round 5 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the USSR lost in Eastern Finland Finland win, taking Eastern Finland from USSR with 6 Infantrys, 1 Mech-Inf and 1 SP-Artillery remaining. Battle score for attacker is 1 Casualties for Finland: 1 Anti-Air and 1 Infantry Casualties for USSR: 2 Infantrys 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 8 Iron Action Germany receives iron from Finland activates a trigger called: Trigger Germany receives iron from Finland-2 Purchase Units - Finland Trigger Finland Late 1940: Finland has their production frontier changed to: production_Finland_2 Finland buy 1 Light-Tank; Remaining resources: 1 Fuel; 0 Iron; 0 PUs; Place Units - Finland 1 Light-Tank placed in Finland Turn Complete - Finland Finland collect 14 PUs; end with 14 PUs Units generate 3 Fuel; Finland end with 4 Fuel Units generate 2 Iron; Finland end with 2 Iron
Combat Hit Differential Summary :
Finland : -5.60 USSR : 0.20
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@Black_Elk Yeah, I think the problem is committing all of that round 1 for the Axis really hurts them across the rest of the European fronts. I think it makes sense that by round 3 or 4 they have to help the Middle East some with units or cash if Russia chooses to pressure there but round 1 Germany and Italy need to focus on expanding given the starting income deficit for the Axis.
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That was kind of my feeling as well, because the middle east oil isn't of much use if Germany just ends up deadlocked on the Eastern front as a result, or if Italy is getting rolled across africa to make the whole Iran defense thing happen. Whether Iran once bolstered is enough of a counterbalance to justify the initial investment taking away from the German/Italian first round purchase or second round attack threat I couldn't say, but after the first round they're only collecting enough to add like 2-3 hitpoints to the pile, so there's that as well.
I guess the flipside would be, if there is a straightforward way to keep Iraq/Iran alive and kicking, would British-Colonies/British-India just get creamed?
Historically Iraq was invaded first, by the British in early 41, and Iran later in 41, by the British in the south (out of Iraq and India) and the Soviets in the north. The Persian corridore was pretty significant to the Allied war effort thereafter, as a supply route into the Soviet Union. I don't know how accurately that sequence can be modelled, since it seems like Russia would need to lead in order to bring sufficient pressure, just given the current makeup of forces in the area. If Iraq and Iran were merged, then you might have a script where British-Colonies can press into Iraq fairly confident in like round 2/3, with the Iran invasion a toss up in round 4. If Axis prevail then they can move back into Iraq, push on Russia/India or somethint like that. If Allies prevail then the Middle East becomes mainly a problem for German/Italian forces later on, in like rounds 5/6 after the big showdowns in Southern Russia are resolved. I think for that to work we just need to somehow slowdown the pace in the area, so that one side or the other can't make an immediate break out
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TripleA Turn Summary: USSR round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - USSR 1 Infantry moved from Karelia to Murmansk USSR take Murmansk from Finland 1 Infantry moved from Karelia to Lapland USSR take Lapland from Finland 1 Anti-Air, 1 Fighter and 1 Infantry moved from Leningrad to Byelorussia 2 Commissars and 4 Infantrys moved from Stalingrad to Caspian Sea Zone 2 Commissars and 4 Infantrys moved from Caspian Sea Zone to Iran 4 Infantrys moved from Caucasus to Iran 1 SP-Artillery moved from Dagestan to Iran 1 Anti-Air and 4 Infantrys moved from Western Turkistan to Iran 3 Infantrys, 3 Mech-Infs and 3 SP-Artillerys moved from Aktobe to Iran 2 Artillerys and 7 Infantrys moved from Khabarovsk to Vladivostok 1 Anti-Air moved from Khabarovsk to Vladivostok 1 Light-Tank and 2 Mech-Infs moved from Hailar to Vladivostok 1 Infantry moved from Aldan to Hailar 4 Infantrys, 5 Mech-Infs and 5 SP-Artillerys moved from Aldan to Vladivostok 1 Infantry moved from Nikolaevsk to Khabarovsk 1 Submarine moved from Avachinsky Sea Zone to Midway Island Sea Zone 1 Infantry moved from Nikolaevsk to Aldan Combat - USSR Battle in Byelorussia USSR attack with 1 Anti-Air, 1 Fighter and 1 Infantry Balkan defend with 1 Flag and 1 Infantry; Germany defend with 1 SS-Potential USSR roll dice for 1 Anti-Air, 1 Fighter and 1 Infantry in Byelorussia, round 2 : 1/3 hits, 0.80 expected hits Balkan roll dice for 1 Infantry in Byelorussia, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the Balkan lost in Byelorussia USSR win, taking Byelorussia from Balkan with 1 Anti-Air, 1 Fighter and 1 Infantry remaining. Battle score for attacker is 10 Casualties for Balkan: 1 Infantry Battle in Iran USSR attack with 1 Anti-Air, 2 Commissars, 15 Infantrys, 3 Mech-Infs and 4 SP-Artillerys Iran defend with 1 Factory, 1 Flag, 10 Fuel-Barrels, 1 Infantry and 1 Iron-Ore USSR roll dice for 1 Battleship in Iran, round 2 : 1/1 hits, 0.60 expected hits 1 Infantry owned by the Iran lost in Iran USSR captures one of Iran capitals Some non-combat units are destroyed: USSR win, taking Iran from Iran with 1 Anti-Air, 2 Commissars, 15 Infantrys, 3 Mech-Infs and 4 SP-Artillerys remaining. Battle score for attacker is 10 Casualties for Iran: 1 Infantry Battle in Vladivostok USSR attack with 1 Anti-Air, 2 Artillerys, 11 Infantrys, 1 Light-Tank, 7 Mech-Infs and 5 SP-Artillerys Japan defend with 1 Flag and 1 Infantry USSR roll dice for 1 Anti-Air, 2 Artillerys, 11 Infantrys, 1 Light-Tank, 7 Mech-Infs and 5 SP-Artillerys in Vladivostok, round 2 : 4/27 hits, 6.30 expected hits Japan roll dice for 1 Infantry in Vladivostok, round 2 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the Japan and 1 Anti-Air owned by the USSR lost in Vladivostok USSR win, taking Vladivostok from Japan with 2 Artillerys, 11 Infantrys, 1 Light-Tank, 7 Mech-Infs and 5 SP-Artillerys remaining. Battle score for attacker is 1 Casualties for USSR: 1 Anti-Air Casualties for Japan: 1 Infantry Non Combat Move - USSR 1 Air-Transport moved from Siberia to Stalingrad 1 Artillery moved from Karelia to Archangel 1 Infantry moved from Leningrad to Karelia 1 Artillery, 9 Infantrys, 1 Light-Tank, 1 Mech-Inf and 1 Medium-Tank moved from Leningrad to Central Russia 1 Fighter moved from Byelorussia to Stalingrad 1 Infantry moved from Moscow to Central Russia 1 Submarine moved from White Sea Zone to Barents Sea Zone Purchase Units - USSR USSR buy 2 Anti-Airs, 1 Artillery, 11 Infantrys and 2 Mech-Infs; Remaining resources: 17 Fuel; 2 Iron; 0 PUs; 4 Officials; 0 SS; Place Units - USSR 3 Infantrys and 2 Mech-Infs placed in Stalingrad 1 Infantry placed in Leningrad 1 Anti-Air, 1 Artillery and 3 Infantrys placed in Moscow 1 Anti-Air and 4 Infantrys placed in Archangel Turn Complete - USSR USSR collect 152 PUs; end with 152 PUs Units generate 41 Fuel; USSR end with 58 Fuel Units generate 6 SS; USSR end with 6 SS Units generate 4 Officials; USSR end with 8 Officials Units generate 8 Iron; USSR end with 10 Iron USSR creates 1 Air-Transport in Siberia
Combat Hit Differential Summary :
Balkan : -0.30 Japan : 0.70 USSR : -1.70
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TripleA Turn Summary: Britain round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Non Combat Move - Britain 1 Air-Transport moved from Halifax to North Atlantic 6 Sea Zone 1 Fighter moved from Gibraltar to Algeria 1 Patrol-Boat moved from Bay of Biscay Sea Zone to Celtic Sea Zone 1 Patrol-Boat moved from North Atlantic 2 Sea Zone to Celtic Sea Zone 1 Patrol-Boat moved from North Atlantic 4 Sea Zone to Bay of Biscay Sea Zone 1 Cruiser and 2 Destroyers moved from North Atlantic 4 Sea Zone to Celtic Sea Zone 1 Battleship moved from Trafalgar Sea Zone to Celtic Sea Zone 1 Cruiser, 1 Destroyer and 1 Submarine moved from Trafalgar Sea Zone to Bay of Biscay Sea Zone 1 Artillery and 2 Infantrys moved from USA Northwest to Great Plains Purchase Units - Britain Britain buy 1 Patrol-Boat and 2 Transports; Remaining resources: 32 Fuel; 4 Iron; 5 PUs; Place Units - Britain 1 Patrol-Boat and 2 Transports placed in Celtic Sea Zone Turn Complete - Britain Britain collect 58 PUs; end with 63 PUs Units generate 13 Fuel; Britain end with 45 Fuel Units generate 2 Iron; Britain end with 6 Iron Britain creates 1 Air-Transport in Halifax
Combat Hit Differential Summary :
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TripleA Turn Summary: France round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - France 1 Colonial-Infantry and 1 Infantry moved from Algerian Desert to Algeria 1 Colonial-Infantry moved from Mauritania to Algerian Desert 1 Colonial-Infantry and 1 Infantry moved from Senegal to Freetown Sea Zone 1 Colonial-Infantry, 1 Infantry and 1 Transport moved from Freetown Sea Zone to Trafalgar Sea Zone 1 Colonial-Infantry and 1 Infantry moved from Trafalgar Sea Zone to Gibraltar 1 Colonial-Infantry moved from Ubangi-Shari to South Sudan 1 Colonial-Infantry moved from Chad to South Sudan 1 Fighter moved from Gabon to South Sudan 1 Cruiser moved from Trafalgar Sea Zone to Bay of Biscay Sea Zone 1 Destroyer moved from Celtic Sea Zone to North Sea Zone Combat - France Battle in South Sudan France attack with 2 Colonial-Infantrys and 1 Fighter Italy defend with 1 Flag, 2 Infantrys and 1 Mech-Inf France roll dice for 2 Colonial-Infantrys and 1 Fighter in South Sudan, round 2 : 1/3 hits, 0.90 expected hits Italy roll dice for 2 Infantrys and 1 Mech-Inf in South Sudan, round 2 : 1/3 hits, 0.90 expected hits 1 Infantry owned by the Italy and 1 Colonial-Infantry owned by the France lost in South Sudan France roll dice for 1 Colonial-Infantry and 1 Fighter in South Sudan, round 3 : 2/2 hits, 0.70 expected hits Italy roll dice for 1 Infantry and 1 Mech-Inf in South Sudan, round 3 : 0/2 hits, 0.60 expected hits 1 Infantry owned by the Italy and 1 Mech-Inf owned by the Italy lost in South Sudan British-Colonies takes South Sudan from Italy France win with 1 Colonial-Infantry and 1 Fighter remaining. Battle score for attacker is 26 Casualties for France: 1 Colonial-Infantry Casualties for Italy: 2 Infantrys and 1 Mech-Inf Non Combat Move - France 1 Fighter moved from South Sudan to Chad 2 Colonial-Infantrys moved from Gabon to Equatorial Africa 1 Colonial-Infantry moved from Southern Congo to Equatorial Africa 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 50 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 Colonial-Infantry, 1 Infantry and 1 Mech-Inf; Remaining resources: 3 Fuel; 1 PUs; 1 CR; 0 Iron; 0 SS; Place Units - France 1 Colonial-Infantry, 1 Infantry and 1 Mech-Inf placed in Gabon Turn Complete - France France collect 28 PUs; end with 29 PUs Units generate 3 Fuel; France end with 6 Fuel Units generate 10 CR; France end with 11 CR Units generate 1 Iron; France end with 1 Iron
Combat Hit Differential Summary :
Italy : -0.50 France : 1.40
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TripleA Turn Summary: British-Colonies round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - British-Colonies 1 unit repaired. 1 Infantry moved from Dutch Guiana to French Guiana 2 Colonial-Infantrys moved from Senegal to Freetown Sea Zone 2 Colonial-Infantrys and 1 Transport moved from Freetown Sea Zone to Trafalgar Sea Zone 2 Colonial-Infantrys moved from Trafalgar Sea Zone to Gibraltar 1 Infantry moved from Riyadh to Mecca 1 Colonial-Infantry moved from Ubangi-Shari to Chad 1 Colonial-Infantry moved from Northern Congo to Ubangi-Shari 1 Artillery moved from Tanganyika to Northern Congo 1 Battleship and 2 Cruisers moved from Adriatic Sea Zone to Red Sea Zone Combat - British-Colonies Battle in Red Sea Zone British-Colonies attack with 1 Battleship and 2 Cruisers Italy defend with 1 Submarine 1 Submarine owned by the Italy Submerged British-Colonies win Non Combat Move - British-Colonies Export to Britain - British-Colonies British-Colonies spend 1 Iron on User Action: Action Britain receives iron from British-Colonies Action Britain receives iron from British-Colonies activates a trigger called: Trigger Britain receives iron from British-Colonies Trigger Britain receives iron from British-Colonies: Britain met a national objective for an additional 1 Iron; end with 7 Iron Action Britain receives iron from British-Colonies activates a trigger called: Trigger Britain receives iron from British-Colonies-2 Purchase Units - British-Colonies British-Colonies buy 4 Artillerys and 1 Infantry; Remaining resources: 11 Fuel; 0 Iron; 1 PUs; 8 CR; 0 SS; Place Units - British-Colonies 4 Artillerys and 1 Infantry placed in Egypt Turn Complete - British-Colonies British-Colonies collect 43 PUs; end with 44 PUs Units generate 6 CR; British-Colonies end with 14 CR Units generate 5 Fuel; British-Colonies end with 16 Fuel Units generate 1 Iron; British-Colonies end with 1 Iron
Combat Hit Differential Summary :
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TripleA Turn Summary: South-Africa round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - South-Africa 1 Cruiser and 1 Destroyer moved from Mozambique Channel Sea Zone to Mombasa Sea Zone 1 Fighter moved from Tanganyika to Egypt 1 Infantry and 1 Mech-Inf moved from Rhodesia to Equatorial Africa 1 Infantry moved from Bechuanaland to Rhodesia 1 Infantry and 1 Mech-Inf moved from South Africa to Rhodesia Non Combat Move - South-Africa Export to Britain - South-Africa South-Africa spend 1 Iron on User Action: Action Britain receives iron from South-Africa Action Britain receives iron from South-Africa activates a trigger called: Trigger Britain receives iron from South-Africa Trigger Britain receives iron from South-Africa: Britain met a national objective for an additional 1 Iron; end with 8 Iron Action Britain receives iron from South-Africa activates a trigger called: Trigger Britain receives iron from South-Africa-2 Purchase Units - South-Africa South-Africa buy 1 Artillery and 1 Infantry; Remaining resources: 0 Fuel; 1 Iron; 2 PUs; Place Units - South-Africa 1 Artillery and 1 Infantry placed in South Africa Turn Complete - South-Africa South-Africa collect 15 PUs; end with 17 PUs Units generate 6 Fuel; South-Africa end with 6 Fuel Units generate 1 Iron; South-Africa end with 2 Iron
Combat Hit Differential Summary :
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TripleA Turn Summary: Italy round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - Italy Italy takes Indian Ocean 2 Sea Zone from British-India 1 Artillery and 1 Mech-Inf moved from Kenya to South Sudan 3 Colonial-Infantrys and 5 Infantrys moved from Uganda to South Sudan 2 Infantrys moved from Libya to Tunesia 1 Infantry moved from Bulgaria to Romania 1 Artillery, 1 Colonial-Infantry, 2 Fighters, 10 Infantrys, 1 Light-Tank, 1 Mech-Inf and 1 Medium-Tank moved from Libyan Desert to North Sudan 1 Light-Tank moved from Somaliland to Eritrea 2 Colonial-Infantrys and 1 Infantry moved from Somaliland to Ethiopia 3 Infantrys moved from Kenya to Tanganyika 2 Infantrys moved from Somalia to Kenya 1 Submarine moved from Red Sea Zone to Indian Ocean 2 Sea Zone 1 Anti-Air and 1 Infantry moved from Vichy to France Combat - Italy Battle in South Sudan Italy attack with 1 Artillery, 3 Colonial-Infantrys, 5 Infantrys and 1 Mech-Inf British-Colonies defend with 1 Flag; France defend with 1 Colonial-Infantry Italy roll dice for 1 Artillery, 3 Colonial-Infantrys, 5 Infantrys and 1 Mech-Inf in South Sudan, round 2 : 2/10 hits, 2.10 expected hits British-Colonies roll dice for 1 Colonial-Infantry in South Sudan, round 2 : 1/1 hits, 0.20 expected hits 1 Colonial-Infantry owned by the France and 1 Colonial-Infantry owned by the Italy lost in South Sudan Italy takes South Sudan from British-Colonies Italy win with 1 Artillery, 2 Colonial-Infantrys, 5 Infantrys and 1 Mech-Inf remaining. Battle score for attacker is 0 Casualties for Italy: 1 Colonial-Infantry Casualties for France: 1 Colonial-Infantry Battle in Tanganyika Italy attack with 3 Infantrys British-Colonies defend with 1 Colonial-Infantry and 1 Flag Italy roll dice for 3 Infantrys in Tanganyika, round 2 : 1/3 hits, 0.60 expected hits British-Colonies roll dice for 1 Colonial-Infantry in Tanganyika, 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 Tanganyika Italy takes Tanganyika from British-Colonies Italy win with 2 Infantrys remaining. Battle score for attacker is -4 Casualties for Italy: 1 Infantry Casualties for British-Colonies: 1 Colonial-Infantry Non Combat Move - Italy Purchase Units - Italy Trigger Italian Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Italy Italy buy 1 Colonial-Infantry, 1 Fighter and 6 Infantrys; Remaining resources: 25 Fuel; 9 Iron; 0 PUs; 7 CR; Place Units - Italy 1 Submarine placed in Adriatic Sea Zone 1 Colonial-Infantry, 1 Fighter and 2 Infantrys placed in Somalia Italy undo move 2. 1 Colonial-Infantry, 1 Fighter and 2 Infantrys placed in Italy 2 Infantrys placed in Libya 2 Infantrys placed in Somalia Turn Complete - Italy Italy collect 87 PUs; end with 87 PUs Units generate 7 CR; Italy end with 14 CR Units generate 10 Fuel; Italy end with 35 Fuel Units generate 3 Iron; Italy end with 12 Iron
Combat Hit Differential Summary :
Italy : 0.30 British-Colonies : 1.60