Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies)
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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 SiberiaCombat Hit Differential Summary :
Balkan : -0.30 Japan : 0.70 USSR : -1.70 -
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 HalifaxCombat 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 IronCombat Hit Differential Summary :
Italy : -0.50 France : 1.40 -
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 IronCombat 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 IronCombat 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 IronCombat Hit Differential Summary :
Italy : 0.30 British-Colonies : 1.60 -
TripleA Turn Summary: Iraq round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - Iraq 1 Artillery, 1 Infantry and 1 Light-Tank moved from Syria to Transjordan 1 Fighter and 3 Infantrys moved from Iraq to Transjordan Non Combat Move - Iraq Aid Axis powers - Iraq Iraq spend 5 Fuel on User Action: Action 1 Germany receives fuel support Action 1 Germany receives fuel support activates a trigger called: Trigger 1 Germany receives fuel support Trigger 1 Germany receives fuel support: Germany met a national objective for an additional 5 Fuel; end with 87 Fuel Action 1 Germany receives fuel support activates a trigger called: Trigger 1 Germany receives fuel support-2 Iraq spend 5 Fuel on User Action: Action 3 Japan receives fuel support Action 3 Japan receives fuel support activates a trigger called: Trigger 3 Japan receives fuel support Trigger 3 Japan receives fuel support: Japan met a national objective for an additional 5 Fuel; end with 65 Fuel Action 3 Japan receives fuel support activates a trigger called: Trigger 3 Japan receives fuel support-2 Purchase Units - Iraq Iraq buy 1 Light-Tank; Remaining resources: 1 Fuel; 1 Iron; 0 PUs; Place Units - Iraq 1 Light-Tank placed in Iraq Turn Complete - Iraq Iraq collect 15 PUs; end with 15 PUs Units generate 10 Fuel; Iraq end with 11 Fuel Units generate 1 Iron; Iraq end with 2 IronCombat Hit Differential Summary :
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TripleA Turn Summary: Iran round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - Iran 1 Fighter, 2 Infantrys, 2 Light-Tanks and 1 Medium-Tank moved from Iraq to Transjordan 1 Anti-Air moved from Iraq to Transjordan 1 Infantry moved from Eastern Turkistan to Uzbekistan Iran take Uzbekistan from USSR Combat - Iran Non Combat Move - Iran Aid Axis powers - Iran Iran spend 5 Fuel on User Action: Action 4 Germany receives fuel support Action 4 Germany receives fuel support activates a trigger called: Trigger 4 Germany receives fuel support Trigger 4 Germany receives fuel support: Germany met a national objective for an additional 5 Fuel; end with 92 Fuel Action 4 Germany receives fuel support activates a trigger called: Trigger 4 Germany receives fuel support-2 Iran spend 5 Fuel on User Action: Action 6 Japan receives fuel support Action 6 Japan receives fuel support activates a trigger called: Trigger 6 Japan receives fuel support Trigger 6 Japan receives fuel support: Japan met a national objective for an additional 5 Fuel; end with 70 Fuel Action 6 Japan receives fuel support activates a trigger called: Trigger 6 Japan receives fuel support-2 Purchase Units - Iran Iran buy nothing; Remaining resources: 1 Fuel; 1 Iron; 22 PUs; 0 CR; Turn Complete - Iran Iran collect 7 PUs; end with 29 PUs Units generate 4 Fuel; Iran end with 5 FuelCombat Hit Differential Summary :
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TripleA Turn Summary: British-India round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - British-India British-India takes Southern Thailand from Thailand British-India takes Kerman from Iran 1 Infantry moved from Lower Burma to Southern Thailand 1 Infantry moved from Sind to Kerman 3 Colonial-Infantrys moved from Sind to Afghanistan 1 Fighter moved from India to Afghanistan Combat - British-India Battle in Afghanistan British-India attack with 3 Colonial-Infantrys and 1 Fighter Pro-Axis-Neutral defend with 1 Artillery, 1 Flag and 1 Infantry British-India roll dice for 3 Colonial-Infantrys and 1 Fighter in Afghanistan, round 2 : 1/4 hits, 1.10 expected hits Pro-Axis-Neutral roll dice for 1 Artillery and 1 Infantry in Afghanistan, round 2 : 1/2 hits, 0.60 expected hits 1 Infantry owned by the Pro-Axis-Neutral and 1 Colonial-Infantry owned by the British-India lost in Afghanistan British-India roll dice for 2 Colonial-Infantrys and 1 Fighter in Afghanistan, round 3 : 2/3 hits, 0.90 expected hits Pro-Axis-Neutral roll dice for 1 Artillery in Afghanistan, round 3 : 0/1 hits, 0.30 expected hits 1 Artillery owned by the Pro-Axis-Neutral lost in Afghanistan British-India takes Afghanistan from Pro-Axis-Neutral British-India win . Battle score for attacker is 15 Casualties for British-India: 1 Colonial-Infantry Casualties for Pro-Axis-Neutral: 1 Artillery and 1 Infantry Non Combat Move - British-India 1 Fighter moved from Afghanistan to India 1 Anti-Air, 1 Colonial-Infantry and 2 Infantrys moved from India to Orissa 1 Colonial-Infantry moved from Burma to Burma Road 1 Colonial-Infantry moved from Bengal to Lower Burma Export to Britain - British-India British-India spend 1 Iron on User Action: Action Britain receives iron from British-India Action Britain receives iron from British-India activates a trigger called: Trigger Britain receives iron from British-India Trigger Britain receives iron from British-India: Britain met a national objective for an additional 1 Iron; end with 9 Iron Action Britain receives iron from British-India activates a trigger called: Trigger Britain receives iron from British-India-2 Purchase Units - British-India British-India buy 2 Anti-Airs and 2 Infantrys; Remaining resources: 12 Fuel; 3 Iron; 0 PUs; 6 CR; 0 SS; Place Units - British-India 2 Anti-Airs and 2 Infantrys placed in India Turn Complete - British-India British-India collect 42 PUs; end with 42 PUs Units generate 2 SS; British-India end with 2 SS Units generate 9 Fuel; British-India end with 21 Fuel Units generate 6 CR; British-India end with 12 CR Units generate 2 Iron; British-India end with 5 IronCombat Hit Differential Summary :
British-India : 1.00 Pro-Axis-Neutral : 0.10 -
TripleA Turn Summary: French-Colonies round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - French-Colonies 1 Colonial-Infantry moved from Para to Nordeste 1 Fighter moved from French Indochina to Celebes Sea Zone 1 Infantry moved from India to Orissa Combat - French-Colonies Battle in Celebes Sea Zone French-Colonies attack with 1 Fighter Thailand defend with 1 Patrol-Boat French-Colonies roll dice for 1 Fighter in Celebes Sea Zone, round 2 : 1/1 hits, 0.50 expected hits Thailand roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 2 : 1/1 hits, 0.20 expected hits 1 Fighter owned by the French-Colonies and 1 Patrol-Boat owned by the Thailand lost in Celebes Sea Zone Thailand win with no units remaining. Battle score for attacker is -7 Casualties for French-Colonies: 1 Fighter Casualties for Thailand: 1 Patrol-Boat Non Combat Move - French-Colonies Export to Imperial France - French-Colonies French-Colonies spend 1 Iron on User Action: Action France receives iron from French-Colonies Action France receives iron from French-Colonies activates a trigger called: Trigger France receives iron from French-Colonies Trigger France receives iron from French-Colonies: France met a national objective for an additional 1 Iron; end with 2 Iron Action France receives iron from French-Colonies activates a trigger called: Trigger France receives iron from French-Colonies-2 Purchase Units - French-Colonies French-Colonies buy 5 Infantrys; Remaining resources: 13 Fuel; 0 PUs; 5 CR; 0 Iron; Place Units - French-Colonies 5 Infantrys placed in French Indochina Turn Complete - French-Colonies French-Colonies collect 34 PUs; end with 34 PUs Units generate 6 Fuel; French-Colonies end with 19 Fuel Units generate 1 Iron; French-Colonies end with 1 Iron Units generate 4 CR; French-Colonies end with 9 CRCombat Hit Differential Summary :
Thailand : 0.80 French-Colonies : 0.50 -
TripleA Turn Summary: ANZAC round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - ANZAC 1 Artillery and 2 Infantrys moved from Kimberley-Pilbara to Darwin 1 Infantry moved from Alice Springs to Darwin 1 Artillery moved from North Queensland to Darwin 1 Infantry moved from South Australia to Alice Springs 1 Patrol-Boat moved from Coral Sea Zone to Sydney Sea Zone Non Combat Move - ANZAC 1 Fighter moved from North Queensland to Western New Guinea 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 42 PUs Action 1 KNIL receives financial support activates a trigger called: Trigger KNIL receives financial support-2 Purchase Units - ANZAC ANZAC buy 1 Fighter; Remaining resources: 16 Fuel; 5 Iron; 18 PUs; Place Units - ANZAC 1 Fighter placed in Darwin Turn Complete - ANZAC ANZAC collect 43 PUs; end with 61 PUs Units generate 9 Fuel; ANZAC end with 25 Fuel Units generate 2 Iron; ANZAC end with 7 IronCombat Hit Differential Summary :
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TripleA Turn Summary: KNIL round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - KNIL 1 Colonial-Infantry moved from French Guiana to Para 1 Infantry moved from Java to Sumatra Sea Zone 1 Infantry moved from Sumatra Sea Zone to Sumatra Non Combat Move - KNIL 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 8 Iron Action ANZAC receives iron from KNIL activates a trigger called: Trigger ANZAC receives iron from KNIL-2 Purchase Units - KNIL KNIL buy 4 Infantrys; Remaining resources: 8 Fuel; 2 Iron; 2 PUs; 6 CR; Place Units - KNIL 4 Infantrys placed in Sumatra Turn Complete - KNIL KNIL collect 28 PUs; end with 30 PUs Units generate 5 Fuel; KNIL end with 13 Fuel Units generate 6 CR; KNIL end with 12 CR Units generate 2 Iron; KNIL end with 4 IronCombat Hit Differential Summary :
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TripleA Turn Summary: Japan round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - Japan Japan takes Burma from British-India Japan takes Bengal from British-India Japan takes Burma from British-India Japan takes Bengal from British-India 1 Infantry moved from Hainan to South China Sea Zone 1 Infantry and 1 Transport moved from South China Sea Zone to East China Sea Zone 1 Infantry moved from Formosa to East China Sea Zone 1 Infantry moved from Iwo Jima to East China Sea Zone 3 Infantrys and 1 Transport moved from East China Sea Zone to Japan Sea Zone 3 Infantrys moved from Japan Sea Zone to Vladivostok 1 Artillery moved from Hanoi to South China Sea Zone 1 Artillery and 1 Transport moved from South China Sea Zone to East China Sea Zone 1 Infantry moved from Okinawa to East China Sea Zone 1 Artillery, 1 Infantry and 1 Transport moved from East China Sea Zone to Japan Sea Zone 1 Infantry moved from Japan to Japan Sea Zone 1 Artillery and 2 Infantrys moved from Japan Sea Zone to Vladivostok 3 Infantrys moved from Hanoi to South China Sea Zone 3 Infantrys and 1 Transport moved from South China Sea Zone to Japan Sea Zone 3 Infantrys moved from Japan Sea Zone to Vladivostok 1 Artillery and 2 Infantrys moved from Hanoi to South China Sea Zone 2 Artillerys and 1 Infantry moved from Hanoi to South China Sea Zone 1 Artillery and 2 Infantrys moved from Hanoi to South China Sea Zone 4 Artillerys, 1 Battleship, 1 Carrier, 1 Cruiser, 1 Destroyer, 1 Fighter, 5 Infantrys and 3 Transports moved from South China Sea Zone to Japan Sea Zone 1 Fighter moved from Japan Sea Zone to Vladivostok 4 Artillerys moved from Japan Sea Zone to Vladivostok 5 Infantrys moved from Japan Sea Zone to Vladivostok 2 Infantrys, 2 Mech-Infs and 1 Medium-Tank moved from Ryojun to Vladivostok 2 Light-Tanks and 1 SP-Artillery moved from Jehol to Vladivostok 1 Fighter moved from Jehol to Vladivostok 1 Fighter moved from Jehol to Vladivostok 1 Fighter moved from Jehol to Vladivostok 1 Artillery and 1 Infantry moved from Jehol to Hailar 1 Infantry moved from Jehol to Hailar 5 Infantrys moved from Jehol to Peking 1 Mech-Inf moved from Hanoi to Bengal 1 Anti-Air moved from Hanoi to Thailand 1 Destroyer and 1 Submarine moved from East China Sea Zone to Truk Lagoon Sea Zone 1 Submarine moved from Japanese East Coast Sea Zone to Truk Lagoon Sea Zone 1 Battleship, 2 Cruisers, 1 Destroyer and 2 Submarines moved from Arafura Sea Zone to Truk Lagoon Sea Zone 1 Infantry and 1 Light-Tank moved from Hanoi to Canton 1 Infantry moved from Hanoi to Canton 2 Infantrys moved from Hanoi to Burma Road 5 Infantrys and 1 Light-Tank moved from Changsha to Burma Road 1 Cruiser and 2 Destroyers moved from Shelikhov Gulf Sea Zone to East China Sea Zone Combat - Japan Battle in Hailar Japan attack with 1 Artillery and 2 Infantrys USSR defend with 1 Flag and 1 Infantry Japan roll dice for 1 Artillery and 2 Infantrys in Hailar, round 2 : 0/3 hits, 0.70 expected hits USSR roll dice for 1 Infantry in Hailar, round 2 : 0/1 hits, 0.30 expected hits Japan roll dice for 1 Artillery and 2 Infantrys in Hailar, round 3 : 1/3 hits, 0.70 expected hits USSR roll dice for 1 Infantry in Hailar, round 3 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the Japan and 1 Infantry owned by the USSR lost in Hailar Japan win, taking Hailar from USSR with 1 Artillery and 1 Infantry remaining. Battle score for attacker is 0 Casualties for Japan: 1 Infantry Casualties for USSR: 1 Infantry Battle in Burma Road Japan attack with 7 Infantrys and 1 Light-Tank China defend with 1 Flag; British-India defend with 1 Colonial-Infantry Japan roll dice for 7 Infantrys and 1 Light-Tank in Burma Road, round 2 : 1/8 hits, 1.90 expected hits China roll dice for 1 Colonial-Infantry in Burma Road, round 2 : 0/1 hits, 0.20 expected hits 1 Colonial-Infantry owned by the British-India lost in Burma Road Japan win, taking Burma Road from China with 7 Infantrys and 1 Light-Tank remaining. Battle score for attacker is 6 Casualties for British-India: 1 Colonial-Infantry Battle in Canton Japan attack with 2 Infantrys and 1 Light-Tank China defend with 1 Flag, 3 Fuel-Barrels and 1 Infantry Japan roll dice for 2 Infantrys and 1 Light-Tank in Canton, round 2 : 1/3 hits, 0.90 expected hits China roll dice for 1 Infantry in Canton, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the China lost in Canton Japan win, taking Canton from China with 2 Infantrys and 1 Light-Tank remaining. Battle score for attacker is 10 Casualties for China: 1 Infantry Battle in Vladivostok Japan attack with 5 Artillerys, 4 Fighters, 15 Infantrys, 2 Light-Tanks, 2 Mech-Infs, 1 Medium-Tank and 1 SP-Artillery USSR defend with 2 Artillerys, 1 Flag, 11 Infantrys, 1 Light-Tank, 7 Mech-Infs and 5 SP-Artillerys Japan roll dice for 1 Battleship in Vladivostok, round 2 : 0/1 hits, 0.60 expected hits Japan roll dice for 5 Artillerys, 4 Fighters, 15 Infantrys, 2 Light-Tanks, 2 Mech-Infs, 1 Medium-Tank and 1 SP-Artillery in Vladivostok, round 2 : 5/30 hits, 8.80 expected hits USSR roll dice for 2 Artillerys, 11 Infantrys, 1 Light-Tank, 7 Mech-Infs and 5 SP-Artillerys in Vladivostok, round 2 : 6/26 hits, 7.90 expected hits 6 Infantrys owned by the Japan and 5 Infantrys owned by the USSR lost in Vladivostok Japan roll dice for 5 Artillerys, 4 Fighters, 9 Infantrys, 2 Light-Tanks, 2 Mech-Infs, 1 Medium-Tank and 1 SP-Artillery in Vladivostok, round 3 : 10/24 hits, 7.60 expected hits USSR roll dice for 2 Artillerys, 6 Infantrys, 1 Light-Tank, 7 Mech-Infs and 5 SP-Artillerys in Vladivostok, round 3 : 7/21 hits, 6.40 expected hits 4 Infantrys owned by the Japan, 6 Infantrys owned by the USSR, 2 Artillerys owned by the USSR, 1 Artillery owned by the Japan, 2 Mech-Infs owned by the USSR and 2 Mech-Infs owned by the Japan lost in Vladivostok Japan roll dice for 4 Artillerys, 4 Fighters, 5 Infantrys, 2 Light-Tanks, 1 Medium-Tank and 1 SP-Artillery in Vladivostok, round 4 : 5/17 hits, 6.10 expected hits USSR roll dice for 1 Light-Tank, 5 Mech-Infs and 5 SP-Artillerys in Vladivostok, round 4 : 2/11 hits, 3.40 expected hits 1 Infantry owned by the Japan, 1 Artillery owned by the Japan and 5 Mech-Infs owned by the USSR lost in Vladivostok Japan roll dice for 3 Artillerys, 4 Fighters, 4 Infantrys, 2 Light-Tanks, 1 Medium-Tank and 1 SP-Artillery in Vladivostok, round 5 : 7/15 hits, 5.60 expected hits USSR roll dice for 1 Light-Tank and 5 SP-Artillerys in Vladivostok, round 5 : 1/6 hits, 1.90 expected hits 1 Infantry owned by the Japan, 5 SP-Artillerys owned by the USSR and 1 Light-Tank owned by the USSR lost in Vladivostok Japan win, taking Vladivostok from USSR with 3 Artillerys, 4 Fighters, 3 Infantrys, 2 Light-Tanks, 1 Medium-Tank and 1 SP-Artillery remaining. Battle score for attacker is 125 Casualties for Japan: 2 Artillerys, 12 Infantrys and 2 Mech-Infs Casualties for USSR: 2 Artillerys, 11 Infantrys, 1 Light-Tank, 7 Mech-Infs and 5 SP-Artillerys Non Combat Move - Japan 1 Fighter moved from Vladivostok to Japan Sea Zone 3 Fighters moved from Vladivostok to Peking Purchase Units - Japan Trigger Japanese Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Japan Japan buy 1 Carrier, 2 Fighters, 1 Infantry and 1 SP-Artillery; Remaining resources: 2 Fuel; 0 Iron; 1 PUs; 0 CR; Place Units - Japan 1 Carrier and 1 Submarine placed in Truk Lagoon Sea Zone 2 Fighters placed in Truk Lagoon Sea Zone 1 Infantry and 1 SP-Artillery placed in Ryojun Turn Complete - Japan Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Japan in Bengal Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Japan in Burma Trigger The SS is now recruiting from Bengal: Germany has 1 SS-Potential placed in Bengal Trigger The SS is now recruiting from Burma: Germany has 1 SS-Potential placed in Burma Japan collect 108 PUs; end with 109 PUs Units generate 39 Fuel; Japan end with 41 Fuel Units generate 3 Iron; Japan end with 3 Iron Units generate 1 CR; Japan end with 1 CRCombat Hit Differential Summary :
Japan : -2.90 China : -0.50 USSR : -3.20 -
TripleA Turn Summary: Thailand round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - Thailand 1 Cruiser and 1 Destroyer moved from Java Sea Zone to South China Sea Zone 1 Light-Tank moved from Malaya to Southern Thailand 1 Infantry moved from Thailand to Southern Thailand Combat - Thailand Battle in Southern Thailand Thailand attack with 1 Infantry and 1 Light-Tank British-India defend with 1 Flag, 1 Infantry and 1 Iron-Ore Thailand roll dice for 1 Infantry and 1 Light-Tank in Southern Thailand, round 2 : 2/2 hits, 0.70 expected hits British-India roll dice for 1 Infantry in Southern Thailand, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the British-India lost in Southern Thailand Thailand takes Southern Thailand from British-India Thailand win with 1 Infantry and 1 Light-Tank remaining. Battle score for attacker is 10 Casualties for British-India: 1 Infantry Non Combat Move - 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 4 Iron Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand-2 Purchase Units - Thailand Thailand buy 1 Artillery; Remaining resources: 0 Fuel; 0 Iron; 2 PUs; Place Units - Thailand 1 Artillery placed in Thailand Turn Complete - Thailand Thailand collect 13 PUs; end with 15 PUs Units generate 1 Iron; Thailand end with 1 Iron Units generate 3 Fuel; Thailand end with 3 FuelCombat Hit Differential Summary :
British-India : -0.30 Thailand : 1.30 -
Much as it pained us to reverse course and leave Indo-China unscathed, it seemed that Russia just had to be dealt with already, for all the messed up things they've been doing to our buddies on the other side of the world lol.
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@Black_Elk Wow. Interesting choice. Great TUV swing but it probably means Japan will struggle to ever take French Indo-China, Sumatra, or India.
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TripleA Turn Summary: USA round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - USA 3 Infantrys and 1 Transport moved from North Atlantic 4 Sea Zone to Trafalgar Sea Zone 3 Infantrys moved from Trafalgar Sea Zone to Morocco 2 Fighters moved from Gibraltar to Morocco 1 Destroyer moved from North Atlantic 6 Sea Zone to Trafalgar Sea Zone 1 Cruiser moved from North Atlantic 4 Sea Zone to Bay of Biscay Sea Zone 1 Battleship moved from North Atlantic 6 Sea Zone to Trafalgar Sea Zone 1 Air-Transport, 1 Carrier and 1 Submarine moved from North Atlantic 6 Sea Zone to Bay of Biscay Sea Zone 1 Fighter moved from Guam to Hawaiian Sea Zone 1 Artillery and 2 Mariness moved from California to San Diego Sea Zone 1 Artillery, 2 Mariness and 1 Transport moved from San Diego Sea Zone to Hawaiian Sea Zone 1 Artillery and 2 Mariness moved from Hawaiian Sea Zone to Hawaii 1 Infantry moved from USA South Atlantic to USA North Atlantic 1 Marines moved from California to Great Plains 1 Infantry moved from British Columbia to Victoria Combat - USA Battle in Morocco USA attack with 2 Fighters and 3 Infantrys Pro-Axis-Neutral defend with 1 Flag, 1 Infantry and 1 Mech-Inf USA roll dice for 1 Battleship in Morocco, round 2 : 1/1 hits, 0.60 expected hits 1 Infantry owned by the Pro-Axis-Neutral lost in Morocco USA roll dice for 2 Fighters and 3 Infantrys in Morocco, round 2 : 2/5 hits, 1.60 expected hits Pro-Axis-Neutral roll dice for 1 Mech-Inf in Morocco, round 2 : 0/1 hits, 0.30 expected hits 1 Mech-Inf owned by the Pro-Axis-Neutral lost in Morocco USA takes Morocco from Pro-Axis-Neutral USA win with 2 Fighters and 3 Infantrys remaining. Battle score for attacker is 22 Casualties for Pro-Axis-Neutral: 1 Infantry and 1 Mech-Inf Non Combat Move - USA 2 Fighters moved from Morocco to Algeria 1 Air-Transport and 1 Infantry moved from USA North Atlantic to Dutch Guiana 1 Infantry moved from Central America to Yucatan 1 Destroyer moved from Hawaiian Sea Zone to Pacific 5 Sea Zone Lend-Lease aid - USA 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 35 PUs Action 3 China receives financial support activates a trigger called: Trigger China receives financial support-2 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 172 PUs Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support-2 USA spend 25 PUs on User Action: Action A9 Britain receives financial support Action A9 Britain receives financial support activates a trigger called: Trigger Britain receives financial support Trigger Britain receives financial support: Britain met a national objective for an additional 25 PUs; end with 88 PUs Action A9 Britain receives financial support activates a trigger called: Trigger Britain receives financial support-2 USA spend 5 Fuel on User Action: Action 2 Brazil receives fuel support Action 2 Brazil receives fuel support activates a trigger called: Trigger Brazil receives fuel support Trigger Brazil receives fuel support: Brazil met a national objective for an additional 5 Fuel; end with 8 Fuel Action 2 Brazil receives fuel support activates a trigger called: Trigger Brazil receives fuel support-2 USA spend 15 Fuel on User Action: Action 6 France receives fuel support Action 6 France receives fuel support activates a trigger called: Trigger France receives fuel support Trigger France receives fuel support: France met a national objective for an additional 15 Fuel; end with 21 Fuel Action 6 France receives fuel support activates a trigger called: Trigger France receives fuel support-2 Purchase Units - USA USA buy 2 Destroyers and 1 Fighter; Remaining resources: 25 Fuel; 4 Iron; 1 PUs; Place Units - USA 2 Destroyers and 1 Fighter placed in Hawaiian Sea Zone Turn Complete - USA USA collect 103 PUs; end with 104 PUs Units generate 48 Fuel; USA end with 73 Fuel Units generate 4 Iron; USA end with 8 Iron USA creates 1 Air-Transport in USA North AtlanticCombat Hit Differential Summary :
USA : 0.80 Pro-Axis-Neutral : -0.30 -
TripleA Turn Summary: China round 2
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 2 Combat Move - China 2 Anti-Airs, 3 Artillerys, 1 Fighter and 7 Infantrys moved from Chungking to Burma Road 1 Infantry and 1 Mech-Inf moved from Lanchow to Burma Road Combat - China Battle in Burma Road China attack with 2 Anti-Airs, 3 Artillerys, 1 Fighter, 8 Infantrys and 1 Mech-Inf Japan defend with 1 Flag, 7 Infantrys and 1 Light-Tank China roll dice for 2 Anti-Airs, 3 Artillerys, 1 Fighter, 8 Infantrys and 1 Mech-Inf in Burma Road, round 2 : 3/15 hits, 3.40 expected hits Japan roll dice for 7 Infantrys and 1 Light-Tank in Burma Road, round 2 : 4/8 hits, 2.50 expected hits 3 Infantrys owned by the Japan, 2 Anti-Airs owned by the China and 2 Infantrys owned by the China lost in Burma Road China roll dice for 3 Artillerys, 1 Fighter, 6 Infantrys and 1 Mech-Inf in Burma Road, round 3 : 2/11 hits, 2.80 expected hits Japan roll dice for 4 Infantrys and 1 Light-Tank in Burma Road, round 3 : 1/5 hits, 1.60 expected hits 2 Infantrys owned by the Japan and 1 Infantry owned by the China lost in Burma Road 3 Artillerys owned by the China, 5 Infantrys owned by the China and 1 Mech-Inf owned by the China retreated to Chungking Japan win with 2 Infantrys and 1 Light-Tank remaining. Battle score for attacker is 2 Casualties for China: 2 Anti-Airs and 3 Infantrys Casualties for Japan: 5 Infantrys Non Combat Move - China 2 Infantrys moved from Lanchow to Chungking 1 Infantry moved from Qinghai to Lanchow 1 Fighter moved from Burma Road to Chungking Purchase Units - China China buy 1 Artillery and 2 Infantrys; Remaining resources: 10 Fuel; 0 Iron; 4 PUs; Place Units - China 1 Artillery and 2 Infantrys placed in Chungking Turn Complete - China China collect 18 PUs; end with 22 PUs Units generate 2 Fuel; China end with 12 Fuel Units generate 1 Iron; China end with 1 IronCombat Hit Differential Summary :
China : -1.20 Japan : 0.90
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