Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies)
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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 :
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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 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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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 IronCombat Hit Differential Summary :
Finland : -5.60 USSR : 0.20 -
@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 SiberiaCombat Hit Differential Summary :
Balkan : -0.30 Japan : 0.70 USSR : -1.70
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