Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies)
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TripleA Turn Summary: Italy round 1
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 1 Combat Move - Italy Italy takes El Alamein from British-Colonies Italy takes El Alamein from British-Colonies Italy takes Nubian Desert from British-Colonies 1 Anti-Air, 1 Fighter and 1 Infantry moved from Italy to Vichy 1 Colonial-Infantry moved from Tobruk to El Alamein 1 Infantry and 1 Mech-Inf moved from Eritrea to South Sudan 2 Infantrys moved from Eritrea to South Sudan 1 Colonial-Infantry and 1 Infantry moved from Ethiopia to Uganda 1 Light-Tank moved from Somalia to Somaliland 2 Colonial-Infantrys and 4 Infantrys moved from Ethiopia to Uganda 3 Colonial-Infantrys moved from Somalia to Somaliland 1 Infantry moved from Somalia to Somaliland 1 Artillery, 4 Infantrys and 1 Mech-Inf moved from Somalia to Kenya 1 Infantry moved from Libyan Desert to North Sudan 1 Infantry and 1 Mech-Inf moved from Tobruk to North Sudan 2 Infantrys moved from Tobruk to Libyan Desert 2 Infantrys moved from Libya to Tunesia 1 Fighter moved from Libya to Tunesia 1 Infantry moved from Albania to Bulgaria Combat - Italy Battle in Tunesia Italy attack with 1 Fighter and 2 Infantrys France defend with 1 Colony, 1 Flag, 1 Infantry and 1 SS-Potential Italy roll dice for 1 Fighter and 2 Infantrys in Tunesia, round 2 : 2/3 hits, 0.90 expected hits France roll dice for 1 Infantry in Tunesia, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the France lost in Tunesia Italy win, taking Tunesia from France with 1 Fighter and 2 Infantrys remaining. Battle score for attacker is 10 Casualties for France: 1 Infantry Battle in South Sudan Italy attack with 3 Infantrys and 1 Mech-Inf British-Colonies defend with 1 Flag; France defend with 1 Colonial-Infantry Italy roll dice for 3 Infantrys and 1 Mech-Inf in South Sudan, round 2 : 0/4 hits, 0.80 expected hits British-Colonies roll dice for 1 Colonial-Infantry in South Sudan, round 2 : 0/1 hits, 0.20 expected hits Italy roll dice for 3 Infantrys and 1 Mech-Inf in South Sudan, round 3 : 1/4 hits, 0.80 expected hits British-Colonies roll dice for 1 Colonial-Infantry in South Sudan, round 3 : 1/1 hits, 0.20 expected hits 1 Infantry owned by the Italy and 1 Colonial-Infantry owned by the France lost in South Sudan Italy takes South Sudan from British-Colonies Italy win with 2 Infantrys and 1 Mech-Inf remaining. Battle score for attacker is -4 Casualties for Italy: 1 Infantry Casualties for France: 1 Colonial-Infantry Battle in Somaliland Italy attack with 3 Colonial-Infantrys, 1 Infantry and 1 Light-Tank British-Colonies defend with 1 Artillery, 1 Colonial-Infantry, 1 Colony, 1 Flag and 1 Infantry Italy roll dice for 3 Colonial-Infantrys, 1 Infantry and 1 Light-Tank in Somaliland, round 2 : 2/5 hits, 1.30 expected hits British-Colonies roll dice for 1 Artillery, 1 Colonial-Infantry and 1 Infantry in Somaliland, round 2 : 1/3 hits, 0.80 expected hits 1 Infantry owned by the British-Colonies, 1 Colonial-Infantry owned by the British-Colonies and 1 Colonial-Infantry owned by the Italy lost in Somaliland Italy roll dice for 2 Colonial-Infantrys, 1 Infantry and 1 Light-Tank in Somaliland, round 3 : 2/4 hits, 1.10 expected hits British-Colonies roll dice for 1 Artillery in Somaliland, round 3 : 0/1 hits, 0.30 expected hits 1 Artillery owned by the British-Colonies lost in Somaliland Italy takes Somaliland from British-Colonies Italy win with 2 Colonial-Infantrys, 1 Infantry and 1 Light-Tank remaining. Battle score for attacker is 21 Casualties for Italy: 1 Colonial-Infantry Casualties for British-Colonies: 1 Artillery, 1 Colonial-Infantry and 1 Infantry Battle in North Sudan Italy attack with 2 Infantrys and 1 Mech-Inf British-Colonies defend with 1 Colonial-Infantry and 1 Flag Italy roll dice for 2 Infantrys and 1 Mech-Inf in North Sudan, round 2 : 1/3 hits, 0.60 expected hits British-Colonies roll dice for 1 Colonial-Infantry in North Sudan, round 2 : 0/1 hits, 0.20 expected hits 1 Colonial-Infantry owned by the British-Colonies lost in North Sudan Italy takes North Sudan from British-Colonies Italy win with 2 Infantrys and 1 Mech-Inf remaining. Battle score for attacker is 6 Casualties for British-Colonies: 1 Colonial-Infantry Battle in Uganda Italy attack with 3 Colonial-Infantrys and 5 Infantrys British-Colonies defend with 1 Colonial-Infantry and 1 Flag Italy roll dice for 3 Colonial-Infantrys and 5 Infantrys in Uganda, round 2 : 4/8 hits, 1.60 expected hits British-Colonies roll dice for 1 Colonial-Infantry in Uganda, round 2 : 0/1 hits, 0.20 expected hits 1 Colonial-Infantry owned by the British-Colonies lost in Uganda Italy takes Uganda from British-Colonies Italy win with 3 Colonial-Infantrys and 5 Infantrys remaining. Battle score for attacker is 6 Casualties for British-Colonies: 1 Colonial-Infantry Battle in Vichy Italy attack with 1 Anti-Air, 1 Fighter and 1 Infantry France defend with 1 Flag and 1 Infantry Italy roll dice for 1 Anti-Air, 1 Fighter and 1 Infantry in Vichy, round 2 : 1/3 hits, 0.80 expected hits France roll dice for 1 Infantry in Vichy, round 2 : 0/1 hits, 0.30 expected hits 1 Infantry owned by the France lost in Vichy Italy win, taking Vichy from France with 1 Anti-Air, 1 Fighter and 1 Infantry remaining. Battle score for attacker is 10 Casualties for France: 1 Infantry Battle in Kenya Italy attack with 1 Artillery, 4 Infantrys and 1 Mech-Inf British-Colonies defend with 1 Colony, 1 Flag, 2 Fuel-Barrels, 1 Infantry and 1 Iron-Ore Italy roll dice for 1 Artillery, 4 Infantrys and 1 Mech-Inf in Kenya, round 2 : 0/6 hits, 1.30 expected hits British-Colonies roll dice for 1 Infantry in Kenya, round 2 : 0/1 hits, 0.30 expected hits Italy roll dice for 1 Artillery, 4 Infantrys and 1 Mech-Inf in Kenya, round 3 : 2/6 hits, 1.30 expected hits British-Colonies roll dice for 1 Infantry in Kenya, round 3 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the British-Colonies and 1 Infantry owned by the Italy lost in Kenya Italy takes Kenya from British-Colonies Italy win with 1 Artillery, 3 Infantrys and 1 Mech-Inf remaining. Battle score for attacker is 0 Casualties for Italy: 1 Infantry Casualties for British-Colonies: 1 Infantry Non Combat Move - Italy 1 Fighter moved from Vichy to Libyan Desert 1 Fighter moved from Tunesia to Libyan Desert 1 Artillery, 1 Colonial-Infantry, 8 Infantrys, 1 Light-Tank and 1 Medium-Tank moved from Libya to Libyan Desert Purchase Units - Italy Trigger Italian Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Italy Italy buy 7 Infantrys; Remaining resources: 28 Fuel; 6 Iron; 0 PUs; 10 CR; Place Units - Italy 1 Submarine placed in Red Sea Zone 2 Infantrys placed in Somalia 2 Infantrys placed in Libya 3 Infantrys placed in Italy Turn Complete - Italy Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Italy in Tunesia Trigger The SS is now recruiting from Tunesia: Germany has 1 SS-Potential placed in Tunesia Italy collect 86 PUs; end with 86 PUs Units generate 7 CR; Italy end with 17 CR Units generate 10 Fuel; Italy end with 38 Fuel Units generate 3 Iron; Italy end with 9 Iron
Combat Hit Differential Summary :
Italy : 4.50 British-Colonies : 0.50 France : -0.60
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TripleA Move Summary: Iraq round 1
TripleA Move Summary for game: Iron War, version: 0.2.7
Game History
Round: 1 Combat Move - Iraq Iraq takes Transjordan from British-Colonies 1 Light-Tank moved from Iraq to Transjordan 1 Light-Tank moved from Transjordan to Syria 1 Artillery and 1 Infantry moved from Iraq to Syria 1 Fighter moved from Iraq to Indian Coast Sea Zone 2 Patrol-Boats moved from Arabian Sea Zone to Indian Coast Sea Zone 1 Anti-Air and 1 Infantry moved from Iraq to Syria
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@redrum lol yeah, I think its safe to say Italy is dunzo. Doesn't seem like Iran has much of a prayer either. This one might be over before it begins hehe. OOL for the British India fleet?
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@Black_Elk Max defense. OOL: transport, destroyer, cruiser. Same if it survives and you attack with Iran.
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TripleA Turn Summary: Iraq round 1
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 1 Combat Move - Iraq Iraq takes Transjordan from British-Colonies 1 Light-Tank moved from Iraq to Transjordan 1 Light-Tank moved from Transjordan to Syria 1 Artillery and 1 Infantry moved from Iraq to Syria 1 Fighter moved from Iraq to Indian Coast Sea Zone 2 Patrol-Boats moved from Arabian Sea Zone to Indian Coast Sea Zone 1 Anti-Air and 1 Infantry moved from Iraq to Syria Combat - Iraq Battle in Indian Coast Sea Zone Iraq attack with 1 Fighter and 2 Patrol-Boats British-India defend with 1 Cruiser, 1 Destroyer and 1 Transport AA fire in Indian Coast Sea Zone : 0/1 hits, 0.10 expected hits Iraq roll dice for 1 Fighter and 2 Patrol-Boats in Indian Coast Sea Zone, round 2 : 1/3 hits, 1.10 expected hits British-India roll dice for 1 Cruiser, 1 Destroyer and 1 Transport in Indian Coast Sea Zone, round 2 : 1/3 hits, 0.90 expected hits 1 Patrol-Boat owned by the Iraq and 1 Transport owned by the British-India lost in Indian Coast Sea Zone 1 Patrol-Boat owned by the Iraq retreated to Arabian Sea Zone British-India win . Battle score for attacker is 7 Casualties for Iraq: 1 Patrol-Boat Casualties for British-India: 1 Transport Battle in Syria Iraq attack with 1 Anti-Air, 1 Artillery, 2 Infantrys and 1 Light-Tank French-Colonies defend with 1 Artillery, 1 Flag, 1 Infantry and 1 SS-Potential Iraq roll dice for 1 Anti-Air, 1 Artillery, 2 Infantrys and 1 Light-Tank in Syria, round 2 : 1/5 hits, 1.30 expected hits French-Colonies roll dice for 1 Artillery and 1 Infantry in Syria, round 2 : 1/2 hits, 0.60 expected hits 1 Anti-Air owned by the Iraq and 1 Infantry owned by the French-Colonies lost in Syria Iraq roll dice for 1 Artillery, 2 Infantrys and 1 Light-Tank in Syria, round 3 : 2/4 hits, 1.20 expected hits French-Colonies roll dice for 1 Artillery in Syria, round 3 : 1/1 hits, 0.30 expected hits 1 Infantry owned by the Iraq and 1 Artillery owned by the French-Colonies lost in Syria Iraq takes Syria from French-Colonies Iraq win with 1 Artillery, 1 Infantry and 1 Light-Tank remaining. Battle score for attacker is 2 Casualties for Iraq: 1 Anti-Air and 1 Infantry Casualties for French-Colonies: 1 Artillery and 1 Infantry Non Combat Move - Iraq 1 Fighter moved from Indian Coast Sea Zone to Iraq Purchase Units - Iraq Iraq buy 3 Infantrys; Remaining resources: 4 Fuel; 2 Iron; 0 PUs; Place Units - Iraq 3 Infantrys placed in Iraq Turn Complete - Iraq Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Iraq in Syria Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Iraq in Transjordan Trigger The SS is now recruiting from Syria: Germany has 1 SS-Potential placed in Syria Trigger The SS is now recruiting from Transjordan: Germany has 1 SS-Potential placed in Transjordan Iraq collect 15 PUs; end with 15 PUs Units generate 10 Fuel; Iraq end with 14 Fuel Units generate 1 Iron; Iraq end with 3 Iron
Combat Hit Differential Summary :
British-India : 0.10 AA fire in Indian Coast Sea Zone : : -0.10 Iraq : 0.40 French-Colonies : 1.10
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TripleA Turn Summary: Iran round 1
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 1 Combat Move - Iran 1 Light-Tank moved from Kerman to Iraq 1 Infantry moved from Khorasan to Eastern Turkistan Iran take Eastern Turkistan from USSR 1 Fighter moved from Iran to Indian Coast Sea Zone 2 Patrol-Boats moved from Arabian Sea Zone to Indian Coast Sea Zone 1 Anti-Air, 2 Infantrys, 1 Light-Tank and 1 Medium-Tank moved from Iran to Iraq 1 Artillery and 2 Infantrys moved from Kerman to Sind Combat - Iran Battle in Indian Coast Sea Zone Iran attack with 1 Fighter and 2 Patrol-Boats British-India defend with 1 Cruiser and 1 Destroyer AA fire in Indian Coast Sea Zone : 0/1 hits, 0.10 expected hits Iran roll dice for 1 Fighter and 2 Patrol-Boats in Indian Coast Sea Zone, round 2 : 1/3 hits, 1.10 expected hits British-India roll dice for 1 Cruiser and 1 Destroyer in Indian Coast Sea Zone, round 2 : 1/2 hits, 0.80 expected hits 1 Destroyer owned by the British-India and 1 Patrol-Boat owned by the Iran lost in Indian Coast Sea Zone AA fire in Indian Coast Sea Zone : 0/1 hits, 0.10 expected hits Iran roll dice for 1 Fighter and 1 Patrol-Boat in Indian Coast Sea Zone, round 3 : 1/2 hits, 0.80 expected hits British-India roll dice for 1 Cruiser in Indian Coast Sea Zone, round 3 : 0/1 hits, 0.50 expected hits 1 Cruiser owned by the British-India lost in Indian Coast Sea Zone Iran win with 1 Fighter and 1 Patrol-Boat remaining. Battle score for attacker is 23 Casualties for Iran: 1 Patrol-Boat Casualties for British-India: 1 Cruiser and 1 Destroyer Battle in Sind Iran attack with 1 Artillery and 2 Infantrys British-India defend with 1 Colonial-Infantry, 1 Colony and 1 Flag Iran roll dice for 1 Artillery and 2 Infantrys in Sind, round 2 : 0/3 hits, 0.70 expected hits British-India roll dice for 1 Colonial-Infantry in Sind, round 2 : 0/1 hits, 0.20 expected hits Iran roll dice for 1 Artillery and 2 Infantrys in Sind, round 3 : 1/3 hits, 0.70 expected hits British-India roll dice for 1 Colonial-Infantry in Sind, round 3 : 0/1 hits, 0.20 expected hits 1 Colonial-Infantry owned by the British-India lost in Sind Iran takes Sind from British-India Iran win with 1 Artillery and 2 Infantrys remaining. Battle score for attacker is 6 Casualties for British-India: 1 Colonial-Infantry Non Combat Move - Iran 1 Fighter moved from Indian Coast Sea Zone to Iraq Purchase Units - Iran Iran buy 1 Infantry and 2 Patrol-Boats; Remaining resources: 2 Fuel; 0 Iron; 4 PUs; Place Units - Iran 2 Patrol-Boats placed in Arabian Sea Zone 1 Infantry placed in Iran Turn Complete - Iran Iran collect 18 PUs; end with 22 PUs Units generate 14 Fuel; Iran end with 16 Fuel Units generate 1 Iron; Iran end with 1 Iron Units generate 1 CR; Iran end with 1 CR
Combat Hit Differential Summary :
Iran : -0.30 British-India : -0.70 AA fire in Indian Coast Sea Zone : : -0.20
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Couldn't see any great solutions to the Iran dilemma. Took a little bite out of India for show, but clearly Russia is bringing the pain, so seemed like any units dropped at the factory were dead on arrival.
On to the Pacific Allies...
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ps. my weaksauce opening with Germany/Italy aside. What do you think about the balance vs the British India fleet? I feel like its a little too easy for Iran/Iraq to peel off that transport. I think I'd rather they had more to work with on land as opposed to in the water. I mean its cool that these smaller Axis powers have a token naval force for some kind of defense in the gulf, but its hard to imagine a handful of gunboats storming the British fleet off the Indian coast as part of the opening script. Maybe British India should have a battleship instead of a cruiser or something?
On land I don't know what the best approach is, I still think merging Iran/Iraq would be more interesting, but short of that maybe a stronger Iraqi starting force, so they could stack Iran a litte heavier vs Russia?
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@Black_Elk Well, Italy had really strong rolls and made up for some of the poor luck that Germany had.
Yeah, I really think the Middle East needs some major changes. Less navy and more land troops. Should be combined together. And Russia should have less 2 move units that can quickly attack round 2/3. I think the India navy should be a bit stronger or just remove some of the Middle East ships.
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TripleA Turn Summary: British-India round 1
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 1 Combat Move - British-India 1 Colonial-Infantry and 1 Infantry moved from Malaya to Southern Thailand 1 Artillery and 1 Infantry moved from Lower Burma to Southern Thailand 1 Fighter moved from India to Southern Thailand 1 Anti-Air, 1 Colonial-Infantry and 1 Infantry moved from India to Sind 1 Colonial-Infantry moved from United Provinces to Sind 1 Colonial-Infantry moved from Punjab to Sind Combat - British-India Battle in Southern Thailand British-India attack with 1 Artillery, 1 Colonial-Infantry, 1 Fighter and 2 Infantrys Thailand defend with 1 Artillery, 1 Flag, 2 Infantrys and 1 Iron-Ore British-India roll dice for 1 Artillery, 1 Colonial-Infantry, 1 Fighter and 2 Infantrys in Southern Thailand, round 2 : 1/5 hits, 1.40 expected hits Thailand roll dice for 1 Artillery and 2 Infantrys in Southern Thailand, round 2 : 2/3 hits, 0.90 expected hits 1 Infantry owned by the British-India, 1 Infantry owned by the Thailand and 1 Colonial-Infantry owned by the British-India lost in Southern Thailand British-India roll dice for 1 Artillery, 1 Fighter and 1 Infantry in Southern Thailand, round 3 : 0/3 hits, 1.00 expected hits Thailand roll dice for 1 Artillery and 1 Infantry in Southern Thailand, round 3 : 1/2 hits, 0.60 expected hits 1 Infantry owned by the British-India lost in Southern Thailand British-India roll dice for 1 Artillery and 1 Fighter in Southern Thailand, round 4 : 0/2 hits, 0.70 expected hits Thailand roll dice for 1 Artillery and 1 Infantry in Southern Thailand, round 4 : 0/2 hits, 0.60 expected hits British-India roll dice for 1 Artillery and 1 Fighter in Southern Thailand, round 5 : 1/2 hits, 0.70 expected hits Thailand roll dice for 1 Artillery and 1 Infantry in Southern Thailand, round 5 : 1/2 hits, 0.60 expected hits 1 Artillery owned by the British-India and 1 Infantry owned by the Thailand lost in Southern Thailand retreated to Southern Thailand Thailand win with 1 Artillery remaining. Battle score for attacker is -17 Casualties for British-India: 1 Artillery, 1 Colonial-Infantry and 2 Infantrys Casualties for Thailand: 2 Infantrys Battle in Sind British-India attack with 1 Anti-Air, 3 Colonial-Infantrys and 1 Infantry Iran defend with 1 Artillery, 1 Colony, 1 Flag and 2 Infantrys British-India roll dice for 1 Anti-Air, 3 Colonial-Infantrys and 1 Infantry in Sind, round 2 : 1/5 hits, 0.90 expected hits Iran roll dice for 1 Artillery and 2 Infantrys in Sind, round 2 : 0/3 hits, 0.90 expected hits 1 Infantry owned by the Iran lost in Sind British-India roll dice for 1 Anti-Air, 3 Colonial-Infantrys and 1 Infantry in Sind, round 3 : 1/5 hits, 0.90 expected hits Iran roll dice for 1 Artillery and 1 Infantry in Sind, round 3 : 1/2 hits, 0.60 expected hits 1 Infantry owned by the Iran and 1 Anti-Air owned by the British-India lost in Sind British-India roll dice for 3 Colonial-Infantrys and 1 Infantry in Sind, round 4 : 2/4 hits, 0.80 expected hits Iran roll dice for 1 Artillery in Sind, round 4 : 0/1 hits, 0.30 expected hits 1 Artillery owned by the Iran lost in Sind British-India takes Sind from Iran British-India win . Battle score for attacker is 22 Casualties for Iran: 1 Artillery and 2 Infantrys Casualties for British-India: 1 Anti-Air Non Combat Move - British-India 1 Fighter moved from Southern Thailand to Malaya 1 Infantry moved from Burma to Hanoi 1 Infantry moved from Bengal to Lower Burma 1 Colonial-Infantry moved from Bengal to Burma 1 Colonial-Infantry moved from Orissa to Bengal Purchase Units - British-India British-India buy 1 Anti-Air, 1 Colonial-Infantry, 1 Fighter and 2 Infantrys; Remaining resources: 8 Fuel; 3 Iron; 0 PUs; 0 CR; Place Units - British-India 1 Anti-Air, 1 Colonial-Infantry, 1 Fighter and 2 Infantrys placed in India Turn Complete - British-India British-India collect 38 PUs; end with 38 PUs Units generate 3 SS; British-India end with 3 SS Units generate 6 Fuel; British-India end with 14 Fuel Units generate 6 CR; British-India end with 6 CR Units generate 1 Iron; British-India end with 4 Iron
Combat Hit Differential Summary :
Iran : -0.80 British-India : -0.40 Thailand : 1.30
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@redrum said in Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies):
And Russia should have less 2 move units that can quickly attack round 2/3. I think the India navy should be a bit stronger or just remove some of the Middle East ships.
I agree. I like that Russia has units in the backfield by Siberia, but I'm not sure how mobile they need to be. The way it is now, it only makes sense to send them to Aktobe to threaten the Middle East while still getting on Stalingrad. I suppose they might maybe move to Gorki to reinforce Moscow or Arch, but that seems rather less optimal. Anyhow, point being maybe it would be better if the Siberia forces were reworked. There are a lot of currently empty spaces in the Russian interior, where some of the infantry could be moved if they really need to get closer to the action right away, without it being like a mech tow situation. Although I like the idea of Russia having some choice about what to do with their forces in the interior (sending them west vs south vs east), right now the choice is probably a little too obvious.
If the game is designed for Russia to absorb a big press from 3 directions (rather than crushing it in the Middle East immediately), it may actually make sense to force the Allied player into a more long-term defensive posture out of Siberia, perhaps with more slow moving units there rather than fast moving stuff.
Or another option if you want to maintain some degree of mobility without it being too heavy on ground hitpoints would be to switch out the mech and mobile art units for a fighter or two, or a bomber or maybe both. That way there is still a strategic choice about which front to support with the air power, but fewer ground forces that can rush to sieze land in rounds 2/3.
Another point in favor of fighters or a bomber is that you could maintain a fuel cost consideration, while still allowing some room for Russia to either support itself vs Germany or Japan or send air support to one of the smaller Allies in the area.
Still a third option, if you want to keep a similar composition of forces, would be to just move the infantry out into a halo of territories around Siberia, while keeping the mech in Siberia itself, that way it takes another turn to start moving them in tandem.
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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 CR
Combat 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 Iron
Combat 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 Iron
Combat Hit Differential Summary :
Iran : -0.20 KNIL : 0.40 dive bombing fire in Indian Coast Sea Zone : : -0.10
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@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
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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 CR
Combat Hit Differential Summary :
USA : 1.50 Japan : -1.90 China : -1.20 ANZAC : -0.90 USSR : -0.30 French-Colonies : -0.80
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TripleA Turn Summary: Thailand round 1
TripleA Turn Summary for game: Iron War, version: 0.2.7
Game History
Round: 1 Combat Move - Thailand 1 Light-Tank moved from Thailand to Malaya 1 Artillery moved from Southern Thailand to Malaya 1 Fighter moved from Thailand to Malaya 1 Patrol-Boat moved from Gulf of Thailand Sea Zone to Celebes Sea Zone 1 Cruiser, 1 Destroyer and 1 Patrol-Boat moved from Gulf of Thailand Sea Zone to Java Sea Zone Combat - Thailand Battle in Celebes Sea Zone Thailand attack with 1 Patrol-Boat French-Colonies defend with 1 Patrol-Boat Thailand roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 2 : 0/1 hits, 0.30 expected hits French-Colonies roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 2 : 0/1 hits, 0.20 expected hits Thailand roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 3 : 1/1 hits, 0.30 expected hits French-Colonies roll dice for 1 Patrol-Boat in Celebes Sea Zone, round 3 : 0/1 hits, 0.20 expected hits 1 Patrol-Boat owned by the French-Colonies lost in Celebes Sea Zone Thailand win with 1 Patrol-Boat remaining. Battle score for attacker is 13 Casualties for French-Colonies: 1 Patrol-Boat Battle in Java Sea Zone Thailand attack with 1 Cruiser, 1 Destroyer and 1 Patrol-Boat KNIL defend with 1 Patrol-Boat; French-Colonies defend with 1 Cruiser Thailand roll dice for 1 Cruiser, 1 Destroyer and 1 Patrol-Boat in Java Sea Zone, round 2 : 2/3 hits, 1.10 expected hits French-Colonies roll dice for 1 Cruiser and 1 Patrol-Boat in Java Sea Zone, round 2 : 1/2 hits, 0.70 expected hits 1 Cruiser owned by the French-Colonies, 1 Patrol-Boat owned by the KNIL and 1 Patrol-Boat owned by the Thailand lost in Java Sea Zone Thailand win with 1 Cruiser and 1 Destroyer remaining. Battle score for attacker is 20 Casualties for Thailand: 1 Patrol-Boat Casualties for French-Colonies: 1 Cruiser Casualties for KNIL: 1 Patrol-Boat Battle in Malaya Thailand attack with 1 Artillery, 1 Fighter and 1 Light-Tank British-India defend with 1 Fighter, 1 Flag and 1 SS-Potential Thailand roll dice for 1 Artillery, 1 Fighter and 1 Light-Tank in Malaya, round 2 : 1/3 hits, 1.20 expected hits British-India roll dice for 1 Fighter in Malaya, round 2 : 1/1 hits, 0.60 expected hits 1 Fighter owned by the British-India and 1 Artillery owned by the Thailand lost in Malaya Thailand takes Malaya from British-India Thailand win with 1 Fighter and 1 Light-Tank remaining. Battle score for attacker is 9 Casualties for Thailand: 1 Artillery Casualties for British-India: 1 Fighter Non Combat Move - Thailand 1 Fighter moved from Malaya to Thailand Export to Imperial Japan - Thailand Thailand spend 1 Iron on User Action: Action Japan receives iron from Thailand Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand Trigger Japan receives iron from Thailand: Japan met a national objective for an additional 1 Iron; end with 5 Iron Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand-2 Purchase Units - Thailand Thailand buy 3 Infantrys; Remaining resources: 2 Fuel; 1 Iron; 0 PUs; Place Units - Thailand 3 Infantrys placed in Thailand Turn Complete - Thailand Trigger Axis gained control of a new territory: has removed 1 SS-Potential owned by Thailand in Malaya Trigger The SS is now recruiting from Malaya: Germany has 1 SS-Potential placed in Malaya Thailand collect 13 PUs; end with 13 PUs Units generate 1 Iron; Thailand end with 2 Iron Units generate 3 Fuel; Thailand end with 5 Fuel
Combat Hit Differential Summary :
British-India : 0.40 Thailand : 1.10 French-Colonies : -0.10