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    Iron War - Official Thread

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    • B Online
      beelee @Black_Elk
      last edited by

      @Black_Elk said in Iron War - Official Thread:

      Big play from HardAI USA!

      You get a thumbs up just for that 👍 :beaming_face_with_smiling_eyes:

      1 Reply Last reply Reply Quote 1
      • Black_ElkB Offline
        Black_Elk
        last edited by Black_Elk

        Hehe just helped my dad move, arms feel like Jello, so I thought I'd fire up another, switching sides this time vs HardAI Axis at 150% income.

        2020-10-5-Iron-War 3.0 Hard AI axis +150 bonus USSR1.tsvg

        One thing I think that can be done to increase the challenge vs hardAI, is to reload the combat phase if the AI nation makes a particularly lackluster combat move. So here on G1, the HardAI initially wanted to just attack Denmark, Belo, and France light. After reloading they also moved against Benelux, Switzerland and France heavy in this instance, and bombed moscow. So that's a way to at least get a stronger opening going vs the machine I think. This one they did pretty well for the distribution, Belo attack is fairly high risk, but has a nice payoff in that makes the cracking of Balkans harder to pull off.

        I'd imagine at 150% priority would be to knock off one of the little guys to get stuff rolling and prevent Axis from crushing too quickly. With Balkans shot kinda iffy I still think cleanest kill is on Iran. But whether Soviets can break both Iran and Iraq without folding everywhere else I guess is what we'll find out heheh.

        I think there may be an exploit vs Japan which I haven't yet tried in Iron War.

        Anyhow, catch ya in a few hours

        OK this was the plan to screw Japan heheh...

        2020-10-5-Iron-War 3.0 Hard AI axis +150 bonus KNIL1 placement.tsvg

        KNIL unfortunately failed in the final the coup to steal Palau before J1, but otherwise everything went off without a hitch. The idea was basically to box in the Imperial Japanese Navy by throwing up pickets everywhere we could.

        Soviets placed a Destroyer in Sea of Japan. French Colonies blocked the approach to French Indo and Philippines, KNIL throws everything forward to block the Truk line. I'm pretty sure the computer will brain freeze, but I think that's probably what I'd do in PvP, so just curious what the machine will think on it lol.

        We'll find out soon enough

        Meantime HardAI Italy took the Regia Marina after the British Colonies fleet and failed miserably. I gave 'em reload and they had a better luck the second time. But they also flew the fighters away from the sea zone battle to El Alamein in the process. I think the AI probably calculates how to use aircraft for an attack from whatever position they're in, even if there's already assigned to a battle? Probably why G bombs SBR when given the reload. But anyway, for the first round I think it probably helps, since they will typically run an additional attack or two. Stronger opening press from Axis generally, which I think is what they need to be doing.

        Trying to figure out what I want to do with the Brit Block now. I set the French pocket fleet up to guard Ireland Celtic Sea zone so I'll prob buy a carrier and see if we can hold vs Kriegsmarine. Our Soviets kicked ass in all their naval escapades and even snapped up Norway with a balls amphib action, so hopefully Mecha G is just too distracted to even deal with the Royal Navy for now lol

        2020-10-5-Iron-War 3.0 Hard AI axis +150 bonus Britain1.tsvg

        Japan went after the pickets, They swept pretty hard, but the Dutch transport survived hehe. Might not be as brutal as I'd hoped, since J still has strong transport position, but least we had em spreading around. Will have to mull over the American opener for a bit I think. I think at 150% to Ai Axis, USA probably has to go big time to have an impact in time haha.

        2020-10-5-Iron-War 3.0 Hard AI axis +150 bonus USA1.tsvg

        I decided to spread the love around with USA, just sent everyone the max cash and bought a transport, since clearly Japan was preoccupied. China banged out a win in both Shanghai and Canton, so they're sitting pretty. Brazil went boom into Argentina.

        I gotta say, the USSR music is really enjoyable hehe. Our decision to stack Eastern Finland was probably ill advised, since I didn't catch the dudes up in Lapland. They had us dead to rights, but as it happened their attack failed spectacularly! I'd give em another go at it, but neah, the music says hymn to red october! The sub and transport both survived! We must fight for fortress Norway hehe
        But that'll have to wait for tomorrow since I'm all zorsted out.

        2020-10-5-Iron-War 3.0 Hard AI axis +150 bonus USSR2.tsvg

        see ya next round

        Bah who needs sleep? Total Victory out of the second round!

        Allies snitched 22 VCs before USA2. Basically I just sacked French Colonies to kill Thailand. The plan was a quadruple hit, but French Colonies and the Dutch got the job done before British India or ANZAC were even up hehe. So they just stacked it. South Africa killed Somalia with a transport purchase in round 1. Russia smoked Iran R2 no contest. So I guess Norway and Finland by the skin of my teeth was just a bonus lol. Fun stuff! Hard AI was no match for the quick kill attack plan this time. Will play again tomorrow if I got a few hours

        2020-10-5-Iron-War 3.0 Hard AI axis +150 bonus USA2 Victory.tsvg


        Rematch haha

        I tried a similar opener for the Russians, though this time with the focus on Balkans. I think its too good to pass up Germany doesn't reinforce it, or kill Belo or Ukraine on their first turn to push that attack out of range.

        I'm still not sure there's really anything Axis can do to prevent Iran from dying in the second round. Its possible for Russia to get a lot of hitpoints on it if they want to, and the payoff is pretty solid if they can take at advantage. So I think a max commitment (basically German and Italy reinforcing) is the only way to prevent it, trying to make the fight too expensive for Russia to be worthwhile. But whether to attack or not is still the Soviet prerogative, so they can just position/purchase to threaten the kill shot without actually taking it. That's what I did here...

        2020-10-5-Iron-War 3.0 Hard AI axis +150 bonus rematch Britain1.tsvg

        Alternatively Soviets could try to just kill Iran outright. If they bring everything in range 6 inf and 1 aagun, they have a better than 60% chance of knocking off Iran before Axis can even get a build out of it.

        Only the German bomber is in a position to reach Iran on G1, and to do so requires flying over space with AAfire.

        Even if Germany flies the bomber over, this still only takes the attack down to basically a coin flip, 50/50. But with such huge payoff, that I think it might even make the attack more attractive rather than serving as a deterrent. Then it'd be potentially over 100 PUs in enemy TUV destroyed (if including the factory kill), which is pretty juicy, and Soviets only risking like 70 TUV to make it happen. The downside isn't too shabby either, even if the attack fails, since you can still position for USSR2 take, with the mech and sp artillery from Siberia, or with transports and air... likely facing fewer enemy units the second time around provided the first attack shaves off a few hitpoint or two.

        If USSR takes Iran outright, Iraq can likely reclaim it on the first turn, but that still weakens Axis overall position defending against British-Colonies from the West, or British-India from the East. So I can't see a downside really to gunning for Iran early as Allies/Soviet Union. It feels kinda scripted in the same way as like Paris falling for the other team. Its going to happen, question is just how much gets committed to the take down and possibly drawn away from another front as a result. Anyhow, I went for round 2 timing here again, but I think in PvP a first round hit on Iran would be a pretty good gambit for Allies under the current set up 3.0

        Norway is also pretty decent attacks if Germany doesn't block at barrents sea zone. That one is at like 65% odds to the Soviet attacker. It pulls off a few hitpoints from the Finland/German front, and transport seems like it should die as a result but for the VC and the 5 spot, its not too shabby. Lapland seems the most conservative if just trying to grab some steel, but Narvik also has similar odds, if trying for a spot that UK/USA don't want quite so desperately lol. I like the new options provided by the changes. Not sure on balance who has the edge yet, but I enjoy that it adds to the strategic depth of the opener.

        In this one I didn't screw Japan as hard as I did last time by placing a naval unit at Vladivostok. I think a PT boat there or Destroyer can cause a lot of headaches for team skynet. Seems like a dust in the eyes Bloodsport type move that I'd reserve only for when I want to fight dirty, or maybe risk a nut punch. Cause its still kinda of pricy to sack all those subs, or buy even more naval stuff just for it to die in a distraction. And anyhow, French Colonies and KNIL can do some pretty mean street fighting on their own, just with those mini fleets going all agro and throwing down a couple clutch naval blocking plays haha.

        This time I didn't do any resource exchange for Britain either, cause I wanted a carrier and a transport hehe, but it could be pretty potent I think, just shifting some money around on the first turn to one of their satellite factions.

        2020-10-5-Iron-War 3.0 Hard AI axis +150 bonus rematch USA1.tsvg

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        • FrostionF Offline
          Frostion Admin
          last edited by

          @Black_Elk, do you think that the 4 Infantry in Caucasus should get nerfed down to 3? That setup would reduce an USSR round 1 attack on Iran to 54% win chance, not 73% win chance. (Maybe giving India 1 more infantry as compensation, or place this 1 Allied infantry elsewhere on the map, where needed most.)

          Should Iran and Iraq change turn order? Iraq/Iran could benefit from this, as an Iraqi liberation/capture of a fallen Iran would benefit Iraq instantly in terms of PU income.

          Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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          • Black_ElkB Offline
            Black_Elk
            last edited by Black_Elk

            Yeah that might be a cool solution. Better at roughly 50/50 I'd think, because then if USSR tries and fails the Axis would get two shots to shut down the Western Turkistan blitz route. I think the options for a second round hit vs Iran kinda hinge on whether the mech/sp artillery can be brought into the fight. So that way Iran could try to shut it down first, and if they don't succeed, Iraq would still have the tank and fighter in range to try and make a save. Whereas going the reverse order its anyones guess how the Iran fight go hehe. I think the Iraq tank is more valuable used in the west, but I'd first take stock of how Iran held up. Other option might be like a naval escape of some sort. I was trying to think if there might be a good way to trade Iran itself for Riyadh, maybe using Italy fleet or something like that. But obv better to try and hold the line for a couple rounds if possible hehe

            The fighter move I like (since the introduction of Soviet Caspian PT boat makes caspian attack less attractive), is still to try and kill the British-India transport by using the Iraqi PT boats and fighter there. But if Iran went first I think that would be more elective, since priority would prob be western Turkistan to hold the line. Iran then Iraq would allow for a somewhat stronger can opener, if they want to do a tank type thing instead of fighters. I think fighters are strongest, but first gotta get up to 20 on income to make it consistent. I still haven't decided which way I like best to try and divide up the middle east between the various Axis powers in range. Its a cool zone because pretty much every faction can reach it after a few rounds.

            ps. This one has been pretty fun. First time I've had to manage a German press on the north, (I expected them to push Stalingrad, but they doubled back with huge numbers) Soviets had to withdraw. First time to see the Kuybyshev factory making a difference maybe. Trying to reform the line cause I can't see a way to keep the combined Axis juggernaut from sacking Moscow and Arch this round heheh. Meanwhile though they've been kicking ass and taking names in the Soviet Far East. I went with a KJF attack plan, bought a bomber at Irkutsk. Entertaining so far!

            2020-10-5-Iron-War 3.0 Hard AI axis +150 bonus rematch USA4.tsvg

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            • F Offline
              ff03k64
              last edited by

              @Frostion I read the change logs recently, and I was wondering how you got a fuel transfer system that was compatible with the AI. I think it changed around version 0.1.9, either when you went to it, or away from it.

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              • FrostionF Offline
                Frostion Admin
                last edited by

                @ff03k64 said: “I read the change logs recently, and I was wondering how you got a fuel transfer system that was compatible with the AI”
                I don’t think that the Fuel, PU and Iron nation-to-nation transfer system is AI compatible, if it is it is news to me. As far as I know the AI does not press any of these buttons / do anything during Actions and Operations.
                I know that an AI cannot read and understand what happens during “Actions and Operations”, as it is perhaps too complicated a system for AI. But I would wish that a mapmaker could have some influence on what AI did during this phase, maybe combining it with how AI handles Political phase. It would be nice if a mapmaker could somehow set a 50% chance that the AI player would press this or that button every round. Like for example if player Iran had a preset 30% chance every turn to press “Send 10 Fuel to Germany” action, at the same time a 20% chance of trying to press “Send 10 Fuel to Italy” etc.
                Maybe such a system could also be used by AI in politic, presetting like the AI player “Germany” would have a 25% likelihood of pressing “Declare war on USSR” every round, etc. This could be sweet IMHO 🙂

                @ff03k64 and @Black_Elk
                Here is a little pre-release XML that you can test out if you like. I think this will make the AI act a lot differently, so we might see a some impactful changes:

                v0.3.0 to v0.3.1 Alpha changes
                • Iran now has turn before Iraq
                • Added “tuv” property to Resources and Units like Rally-Points, Iron, Fuel etc.
                • Minor unit start setup changes.

                v0.3.1-Alpha.zip
                Install by simply overwriting the old XML, or rename or backup if you wish.

                Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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                • Black_ElkB Offline
                  Black_Elk
                  last edited by Black_Elk

                  Just played a round, felt pretty good. I like the Iran/Iraq order better. Maybe just the orientation jump back helps I think, and alphabetical that way too.

                  Here I went with an Italian reinforcement in the first round to try and hold the line. Then flew in the pair of German starting fighters for added defense. Iran had a money sweep with the PT boats vs the British-India fleet, but then Iraq whiffed at Syria hehe. Anyhow, here we are on Italy2, feels good from Axis perspective. I'll switch sides to Allies later after I play a bit to see how it feels from Soviet perspective, but so far seems cool.

                  2020-10-6-Iron-War 3.1 Hard AI Allies Italy2.tsvg

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                  • F Offline
                    ff03k64 @Frostion
                    last edited by

                    @Frostion said in Iron War - Official Thread:

                    • Removed USAs, Iraq’s and Iran’s “Fuel unit” purchase and support system.

                    I went back and found it again. I am referring to this change.

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                    • Black_ElkB Offline
                      Black_Elk
                      last edited by Black_Elk

                      @ff03k64 In the earlier iterations fuel was first a purchasing requirement similar to steel. So some units would cost X fuel to build. Then in the next version after that, fuel was an upkeep thing. So "fuel" units there would consume not during purchase but every turn based on how many of such units were on the board. It was basically a cap on the total number of fuel units that could be in play at any one time (unless those units were also being destroyed through attrition ,eventually the player would run dry simply by having a bunch of tanks, ships and whathaveyou. already on the board.) Then I think it may have gone back to the purchasing requirement thing for a little but, before the more substantial change was made with 1.9 where fuel become attached to movement. I think that's the change being referenced in the quote above.

                      The last two big changes regarding fuel were the resource exchange phase, and the introduction of the synth barrel as a unit that can be purchased which produces fuel, but which is destroyed rather than captured when the territory is taken over.

                      Anyhow its gone through a number of tweaks before arriving at the current. Each iteration had unique sort of spin or strategic aspect that was a little different. I think the current is the most novel, since I haven't really seen a resource=movement type thing used on another WW2 themed map before. This one is innovative in that regard, but also maybe less familiar. Steel has analogs in a lot of other maps, where you maybe need Wood or Metal or whatever. But needing a resource to move stuff around is pretty wild. I think it creates certain play drivers that I haven't seen in operation before this one, so its fun to tease that stuff out.

                      I like the concept a lot, but do worry a little that it may be a bit onerous to track. Unlike steel or PUs, its much harder to get a sense of how much fuel one actually needs, or how disruptive the loss of say a single barrel might be, not just for yourself but also for the opponent. The general sense I have is that the easiest way to screw the enemy in this game is to steel their oil hehe, because after the second round everyone who hasn't invested in green barrels is probably running dry. I think its kinda cool cause it encourages the purchase of the green barrels, though admittedly when I do so I'm usually just guessing at what amounts would be needed, cause its hard to parse. For a shorthand I try to think that I need basically 2 fuel for every steel unit I have on the board, to move unhindered. But for the larger nations the exact numbers there are harder to see at a glance than it is for the smaller nations. I tend to pick up a fuel barrel whenever I have a 5 PUs remainder that I can't spend otherwise, usually from lack of steel to buy a light tank. But I tend to do it more as an impulse buy, rather than from having a real clear sense of like "oh damn I need 3 more movement next turn, so I better make sure I buy 3 synth barrels and not 2!" hehe its never that exact for me. But maybe I'm shitty at counting on the fly, or taking the time to truly map out every movement contingency. Usually its just like 'well, we know we don't have enough, so better buy it whenever we can, unless the enemy is banging down the doors" lol

                      I think the best fuel exploit I've come up with is carrier camping. Basically sending 1 friendly fighters to hang out on a teammates deck, because then the fighter will taxi along with the carrier, but without consuming fuel. I think its helpful to leave 2 spots open on deck for your own fighters or so that a bomber can land if it has to, just to enable attacks. Sometimes camping fighters can get mixed up though, if there are multiple carriers in the same zone. Or two carriers from different nations on the same team. Really helpful to be able to move a heavy hitting defensive unit without needing as much fuel. Cause the worst is getting stuck in a situation where you want to move a carrier deck, but can't because your own fighters would require too much fuel to move.

                      A stacked carrier with 3 of your own fighters, requires like 8 fuel to move a full two spaces max distance. Whereas stacked with 3 friendly fighters on deck it only costs 2 fuel to move the same distance, but still gives the defense. Still I think you can run into problems with fully stacked decks. Sometimes its better to just roll with 1 or 2 fighters on board, so you can do gamey stuff moving a teammates air around or enable attacks that wouldn't otherwise have a landing spot. But it can be really potent once the little guys start contributing a fighter here and there to up the carrier game,

                      There are some other camping type moves that can also be done. Like trying to position subs, tanks or aircraft at placement into places where they can stay put for a round if need be. Trying to find ways to only move 1 tile rather than 2 whenever possible to conserve, or just skipping a round entirely to allow a major fleet movement later. Frequently I will just leave the subs or air-transports that spawn regularly in the position where they were placed initially, just so I can move more critical units like naval transports or carriers. I think the only thing that keeps the bomber unit from being really OP is the fuel cost, since most nations can't bank enough fuel to have more than 1 or 2 flying around without everything else grinding to a halt as a result haha


                      ps. Axis just murdered in the 3rd round. HardAI soviets seem to have trouble managing the G3 hit. They attempt to stack Leningrad, but at hopeless odds. With the transported units the attack was 100% in Germany's favor. So I'd think they'd withdraw, but the gravitational pull of that choke point at the Leningrad pocket is just too much for them I guess lol.

                      2020-10-6-Iron-War 3.1 Hard AI Allies J3.tsvg

                      Started a game as Allies, will have to finish tomorrow. Sleep calls
                      2020-10-6-Iron-War 3.1 Hard AI Axis USSR2.tsvg

                      pps. Oh one other thing I meant to mention but keep forgetting hehe, I would suggest setting a faster fade put on the Chinese national anthem. Their turn is usually pretty quick, so what happens to me a lot is that the China music starts bleeding into the Brazilian anthem at the end of the game round and sounds kind of jarringly dissonant quite often.

                      The game from yesterday was going pretty well, it took about 4 rounds to handled the mideast factions and a pretty thorough commitment from British India. Axis were holding steady but for some reason G decided to suicide vs the Leningrad stack last round. I think they had odds on the attack, but after a bad first round of the combat phase they pressed the attack even though the return fire was certain to see all their aircraft destroyed. I've caught it happen a few times where they AI keeps fighting when it would probably be better to retreat and cut the losses. With the smaller battles they do it more reliably, but for the big battles they tend to go all in and just fight to the death sometimes.

                      Anyhow USSR4
                      2020-10-6-Iron-War 3.1 Hard AI Axis USSR4.tsvg

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                      • F Offline
                        ff03k64
                        last edited by

                        Initial thought on 0.3.1 - Rally points are not the easiest to see at first. And it seems like there are an awfully lot of them in the pacific. If you get lucky as the US say, you can easily build 3 units in the Philippines sea zone. That seems very strong. With Wake, Midway, and Hawaii, you have 3 more relatively safe production off the mainland too. It obviously has the potential to be strong for Japan as well, So i am not sure if it should be changed. Feels like Africa could use one or two in the middle somewhere, and maybe the soviet far east as well, in a place that isn't so susceptible to being taken by Japan.

                        I think that is probably the main change since 0.2.9, I will say more when i actually play the game some more!

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                        • F Offline
                          ff03k64
                          last edited by

                          After playing it through, the rally points might not be the best thing for the AI. Japan has built a ton of infantry on islands, so they now have a bunch of tuv that is useless.

                          Germany seems like they can't expand into USSR enough. Once they get like 4 territories in, they stopped sending new units that way. Probably general AI issue, but thought useful to let you know. I don't think it was the fuel limiting them either.

                          Italy has built like 20 AA guns. That seems excessive. Doesn't look like anyone else did that though.

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                          • F Offline
                            ff03k64
                            last edited by

                            It seems to me that territories like Shanghai, Peking, Jehol, Ryojun, and Canton should be original owner China. I am not sure on the exact geography, but probably also Hsinking, Tsitsihar, and Hailar?

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                            • SchulzS Offline
                              Schulz
                              last edited by Schulz

                              Is there any way preventing national sounds overlapping?

                              F 1 Reply Last reply Reply Quote 0
                              • F Offline
                                ff03k64 @Schulz
                                last edited by

                                @Schulz I always forget that some maps have sounds. First thing i do is turn them all off!

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                                • SchulzS Offline
                                  Schulz
                                  last edited by

                                  Because of they are bad sounds or just distract from game?

                                  F 1 Reply Last reply Reply Quote 0
                                  • F Offline
                                    ff03k64 @Schulz
                                    last edited by

                                    @Schulz Just cause i usually don't want others to have to listen to them. I find it is a good game to play while doing something else, and no sound is nice for that.

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                                    • jkprinceJ Offline
                                      jkprince
                                      last edited by

                                      Light-Tank.png
                                      I've been trying to make new unit images for this game but they never look quite right... How does one do it?

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                                      • Black_ElkB Offline
                                        Black_Elk
                                        last edited by

                                        Been playing this one again for the past couple nights.

                                        I tried it with Economic Victory instead of the VC win a few times, which felt a bit more satisfying for solo play since you can get in some more rounds that way before the hammer falls. I did notice though that its tied to PUs at the end of the round rather than Production totals. I think I hit 650 in Cash before actually conquering that much land. Probably from saving a purchase or something? In any case, game still plays pretty enjoyably as Axis. Playing as Allies is somewhat simpler since the German AI doesn't go as big as they might. I think mass transports buys for team Axis is the most solid. Basically spending everything on transports in the first round for max pressure and flexibility during round 2. Something sort of like this for a set up...
                                        2021-4-3-Iron-War Axis Transports G2.tsvg

                                        But of course the machine would never go that heavy amphib early on if the sides were switched. Allies do buy some transports, but not quite enough to get the job done, so I notice they stack islands as well.

                                        Not sure on the audio stuff, I also saw the anthems playing simultaneously, as it kind of fades from on turn to the other. Probably would be cleaner if the national music cut at the end of the turn, especially for the blocks that have small nations that make their turns pretty quickly.

                                        Anyhow, still a fun map. Hope you all have been well during the plague times
                                        best Elk

                                        Black_ElkB 1 Reply Last reply Reply Quote 2
                                        • Black_ElkB Offline
                                          Black_Elk @Black_Elk
                                          last edited by Black_Elk

                                          Just doing another run, this time as Germany solo with everyone else controlled by the hard AI.

                                          I think the strongest play from Germany is to slam into Russia, either pressing the Leningrad pocket via amphib or darting to Stalingrad with mech, then redirect West after the Russians are handled. The runner up would be doing it in the reverse order, with Sea Lion first to control the western approach by sea, then redirect East to focus entirely on Russia before they gain the upper hand. But just for kicks, and since it was a solo, we opted for a third way: launch an expeditionary force to mess with the minors! haha

                                          Takes probably 4 or 5 transports to have much impact against any of the other Allies, and a fair amount of fuel just to move the transports, but its pretty entertaining. Fuel management I think is the most important thing to pulling it off, without just handing the game to the Soviets on a silver platter lol. I tried to build up the synth stockpile early on with a dozen or so additional green barrels to keep from burning out, since the first few rounds will tap all the reserves for sure.

                                          After the North Sea Zone I think the Freetown Sea Zone is maybe the strongest for Axis to occupy with a transport fleet.

                                          Takes a few turns to set up, but from that position Axis can threaten 6 Allied Factories and a couple Rally Points from a single sea zone. Hard for the Machine to defend all of them, so whichever ends up the weakest, Germany can just sweep them and then use production to set up a little colony to mess with Team Allies heheh.

                                          In this one we sent 5 transports and the Battleship out to the South Atlantic and used the rest to shuck units towards the Soviets since we knew they'd be fierce. G had just enough juice to crash the party in Stalingrad, but then had to strafe back home to safety in East Prussia. Our AI Axis buddies are bit unreliable, so we've been planning to go it alone for the most part. Finland is probably toast without some reinforcements at the last possible minute. We'll probably have to save them, or maybe not lol. But anyhow you can see the lanes down there off the coast of West Africa in the save below... Basically gives G the choice to disrupt South America or Africa, whichever is the more weakly defended. Here I think South America looks like the juicier prize, so probably will go that way to stomp! But its fun for a change of pace on this map.

                                          I noticed that AI Japan did purchase a new factory in Shanghai, so that's good to see. Probably most AI nations have more production than cash on hand so they don't really buy new factories, but I like how the rally points open up more possibilities and make some regions of the map and minor powers viable even if their main factory gets smoked hehe

                                          2021-4-8-Iron-War Germany Solo Transports G5.tsvg

                                          Black_ElkB 1 Reply Last reply Reply Quote 0
                                          • Black_ElkB Offline
                                            Black_Elk @Black_Elk
                                            last edited by Black_Elk

                                            Picked it up tonight where I left off, on the eve of invasion South America hehe.

                                            Hard AI Allies have put up pretty good fight so far. Didn't want to overcommit, so we sacked a few transports to get the ball rolling, but held the main fleet back on Freetown Sea Zone. We but the shock on the Dutch and Brazil. But French Colonies have since been reinforced with mass air from the US/UK. We kept the focus on that South American front with a pair of factories to build up on the ground. Had to dip back to the North Atlantic for a few rounds to manage as US press vs Normandy, but then wheeled back down. Disrupting West Africa seemed to give Il Duce a leg up, and AI Italy started to make an impact. We saved the Finns, but couldn't hold the line in the Middle East. Just to far afield for Solo G, what with all the antics in Suriname and such lol.

                                            Saw Japan purchase a second factory in Chunking. So far I think the only power that has entered the factory race is Japan. Though the AI Soviets and Brit India have been making pretty good use of the Mid East rally points once they swept in. Japan is finally putting the heat on in the Far East though. Russia has been predictably beast mode the whole time, but I think we got a shot here to finally clean their clock at Kuybyshev on the Blitz and clinch it heheh

                                            2021-4-8-Iron-War Germany Solo Transports G10.tsvg

                                            Pretty entertaining

                                            2021-4-8-Iron-War Germany Solo Transports G10 non com.tsvg

                                            Boom! lol

                                            Kept on after Economic Victory to see how long it would take to set up Invasion USA. We got a toehold on the US mainland in the 15th round, but they're still pretty deep with the tanks and fighters and such. Everywhere else AI Allies are now in full collapse mode, as we went round robin with G's pocket fleet from Gabon to South Africa. Axis cut Russia in half with some help from AI Italy and Japan stepping up to close our gaps. Japan made one more factory purchases at some point adding another in Yakut. They seemed to be the only nation much interested in expanding production, but it did seem to help their charge across China to take Siberia. I think the rally points do help keep the AI Allies afloat despite hardAI limitations for production type purchases. From the players perspective I felt like the Rally points encouraged my purchasing of more Tanks since they can only produce a single unit. So that's kind of cool. A couple medium tanks out of Morocco and West Africa early on were helpful to shore up our transport capacity while on the move.

                                            I thought for sure HardAI USA was going to drive us back from South America when they started started purchasing transports, but they sent them towards West Africa as fleet fodder instead of doing the shuck shuck with ground to crush our foothold in Dutch Guiana. After we regrouped they then let us smoke their main Atlantic fleet off the Gulf Coast, which cleared the way to an easy Aixs shuck into Florida... certain doom hehe.

                                            2021-4-8-Iron-War Germany Solo Transports G16.tsvg

                                            Might take a crack at an Allied solo again if the mood strikes, but had fun doing a Germany run

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