Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies)
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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 CRCombat Hit Differential Summary :
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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 IronCombat Hit Differential Summary :
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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 IronCombat Hit Differential Summary :
Iran : -0.20 KNIL : 0.40 dive bombing fire in Indian Coast Sea Zone : : -0.10 -
@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.
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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 -
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
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@Black_Elk Should just be max defense across the board.
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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 CRCombat Hit Differential Summary :
USA : 1.50 Japan : -1.90 China : -1.20 ANZAC : -0.90 USSR : -0.30 French-Colonies : -0.80 -
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 FuelCombat Hit Differential Summary :
British-India : 0.40 Thailand : 1.10 French-Colonies : -0.10 -
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 -
@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 AtlanticCombat Hit Differential Summary :
USA : 0.00 Japan : -0.10 AA fire in Philippines Sea Zone : : -0.20 -
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 IronCombat Hit Differential Summary :
China : 0.70 Japan : -0.60 -
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 IronCombat Hit Differential Summary :
-
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 IronCombat Hit Differential Summary :
True-Neutral : -0.20 USSR : 0.40 Germany : -2.80 -
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 IronCombat Hit Differential Summary :
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