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1981.6 Iraqi thrust on Iranian oilfieldsEdit

  • State of Economy: +4 (Flourishing), +3 (Good), +2 (Mild), +1 (Poor), 0 (Non-existent or collapsing).  Iran 1, Iraq 3
  • Many or major defenses and fortified places: Defender + 10 NA
  • Technology: 0-7; with 0 being medieval technology, 1 being Napoleonic technology, 2 being WW1 tech, 3 being WW2 technology, 4 being 1960's tech, 5 being 1980's tech, 6 being 2010 technology and 67 being latest cutting edge technology. Iran and Iraq both 4
  • Knowledge of landscape: +15 for in one's homeland, + 10 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar)-11. Iran +20, Iraq +10
  • Each nation fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. Iraq 3, Iran 2
  • Side with greater population: +3 Iran +3
  • Side with greater industry: +3 Iraq +3
  • Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghai, Bombay and Berlin, Attacker-2, Defender+2 N/A
  • War Weariness: If you have been fighting for more than 3 turns in a row -5 each turn due to battle fatigue until you make peace for at least 2 turns. N/A
  • Morale: -10 In face of larger army, -20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy. If defeated last turn, then the looser from that battle is -5 to his opponent in this battle. Iraq -10, Iran +5
  • Storming on to a coastline from the sea or on to an island, in to desert or high mountains, polar zones or jungle- the attacker - 4 and defender + gains 5. N/A
  • Regional tactical Advantage: +4 defender/-3 attacker (for example crossing the Kalahari desert) N/A
  • Nuclear war gives the atomic user +10 and defender -10 for strategic class arms, or +5 and -5 for tactical class arms, or +2 and -2 for SDD/SDM sub-Hiroshima and 'suitcase' mini-bombs. Also add +1 to the attacker and -1 to the defender if the capital is hit. Also add +1 to the attacker and -1 to the defender x the number of nukes used in the attack as a grand total. N/A
  • Chemical weapons give the attacker +2 and the defender -1. N/A
  • Every nation militarily helping with their side= +2 N/A
  • Every nation offering supplies to their side= +1 N/A
  • Every vassal nation or guerrilla force in any way helping with their side= +1 MEK, Iraq +1
  • Act of terrorism by a guerrilla force or terrorists= -1 to the victim and +1 to the attacker N/A
  • Religious motives= +5 to the attacker and - 0.5 to the defender. Iraq+5, Iran- -0.5
  • Ethnic and cultural war motives = + 4 to the attacker. 
  • Moral motives (setting right a historic injustice)= + 3 to the attacker.
  • Political motives (anti-communism and alike)= + 2 to the attacker.
  • Economic war motives = + 1 to the attacker.
  • Armed expatiation in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6 N/A
  • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, +5 if facing losing over 10% of it's territory. Iran +5
  • Strength: 1 point for every 50,000 troops in the combatants total military. Iran- 650,000+ 13 and Iraq- 550,000+ 11.
  • Add the totals up and find the biggest total. The biggest wins.
  • Do this for every turn your warring in.
  • Result Iraq 30, Iran 41.5. Iran holds it's land and badly damages that part Iraq's military in the battle.

1982 Libyan conquest of TunisianEdit

  • State of Economy: +4 (Flourishing), +3 (Good), +2 (Mild), +1 (Poor), 0 (Non-existent or collapsing).  Tunisia amd Libya both +3.
  • Many or major defenses and fortified places: Defender + 10 N/A
  • Technology: 0-7; with 0 being medieval technology, 1 being Napoleonic technology, 2 being WW1 tech, 3 being WW2 technology, 4 being 1960's tech, 5 being 1980's tech, 6 being 2010 technology and 67 being latest cutting edge technology. Iran and Libya + 4
  • Knowledge of landscape: +15 for in one's homeland, + 10 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar)-11. Tunisia +20, Libya+10
  • Each nation fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. Libya +3 Tunisia +1
  • Side with greater population: +3 Tunisia +3
  • Side with greater industry: +3 Libya +3
  • Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghai, Bombay and Berlin, Attacker-2, Defender+2 N/A
  • War Weariness: If you have been fighting for more than 3 turns in a row -5 each turn due to battle fatigue until you make peace for at least 2 turns. N/A
  • Morale: -10 In face of larger army, -20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy. If defeated last turn, then the looser from that battle is -5 to his opponent in this battle. Tunisa-10, Libya +5
  • Storming on to a coastline from the sea or on to an island, in to desert or high mountains, polar zones or jungle- the attacker - 4 and defender + gains 5. N/A
  • Regional tactical Advantage: +4 defender/-3 attacker (for example crossing the Kalahari desert) N/A
  • Nuclear war gives the atomic user +10 and defender -10 for strategic class arms, or +5 and -5 for tactical class arms, or +2 and -2 for SDD/SDM sub-Hiroshima and 'suitcase' mini-bombs. Also add +1 to the attacker and -1 to the defender if the capital is hit. Also add +1 to the attacker and -1 to the defender x the number of nukes used in the attack as a grand total. N/A
  • Chemical weapons give the attacker +2 and the defender -1. N/A
  • Every nation militarily helping with their side= +2  N/A
  • Every nation offering supplies to their side= +1 USSR to Libya. Libya +1.
  • Every vassal nation or guerrilla force in any way helping with their side= +1 N/A
  • Act of terrorism by a guerrilla force or terrorists= -1 to the victim and +1 to the attacker N/A
  • Religious motives= +5 to the attacker and - 0.5 to the defender. 
  • Ethnic and cultural war motives = + 4 to the attacker. 
  • Moral motives (setting right a historic injustice)= + 3 to the attacker.
  • Political motives (anti-communism and alike)= + 2 to the attacker. Libya +2
  • Economic war motives = + 1 to the attacker.
  • Armed expatiation in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6 N/A
  • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, +5 if facing losing over 10% of it's territory. Tunisia +10
  • Strength: 1 point for every 50,000 troops in the combatants total military. Libya 25,000 and Tunisia 12,000, both =0.
  • Add the totals up and find the biggest total. The biggest wins.
  • Do this for every turn your warring in.
  • Algo result- Tunisia= 26. Libya= 31. Tunisia is defeated, but it was a tough fight.

1983 Iranian thrust on BasraEdit

  • State of Economy: +4 (Flourishing), +3 (Good), +2 (Mild), +1 (Poor), 0 (Non-existent or collapsing). Iran 1, Iraq 3
  • Many or major defenses and fortified places: Defender + 10 NA
  • Technology: 0-7; with 0 being medieval technology, 1 being Napoleonic technology, 2 being WW1 tech, 3 being WW2 technology, 4 being 1960's tech, 5 being 1980's tech, 6 being 2010 technology and 67 being latest cutting edge technology. Iran and Iraq both 4
  • Knowledge of landscape: +15 for in one's homeland, + 10 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar)-11. Iran +10, Iraq +20
  • Each nation fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. Iraq 3, Iran 2
  • Side with greater population: +3 Iran +3
  • Side with greater industry: +3 Iraq +3
  • Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghai, Bombay and Berlin, Attacker-2, Defender+2 N/A
  • War Weariness: If you have been fighting for more than 3 turns in a row -5 each turn due to battle fatigue until you make peace for at least 2 turns. N/A
  • Morale: -10 In face of larger army, -20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy. If defeated last turn, then the looser from that battle is -5 to his opponent in this battle. Iraq -10, Iran +5
  • Storming on to a coastline from the sea or on to an island, in to desert or high mountains, polar zones or jungle- the attacker - 4 and defender + gains 5. N/A
  • Regional tactical Advantage: +4 defender/-3 attacker (for example crossing the Kalahari desert) N/A
  • Nuclear war gives the atomic user +10 and defender -10 for strategic class arms, or +5 and -5 for tactical class arms, or +2 and -2 for SDD/SDM sub-Hiroshima and 'suitcase' mini-bombs. Also add +1 to the attacker and -1 to the defender if the capital is hit. Also add +1 to the attacker and -1 to the defender x the number of nukes used in the attack as a grand total. N/A
  • Chemical weapons give the attacker +2 and the defender -1. N/A
  • Every nation militarily helping with their side= +2 N/A
  • Every nation offering supplies to their side= +1 USSR, Iraq +1
  • Every vassal nation or guerrilla force in any way helping with their side= +1 MEK and 3 Kurdish other groups, Iraq +4
  • Act of terrorism by a guerrilla force or terrorists= -1 to the victim and +1 to the attacker N/A
  • Religious motives= +5 to the attacker and - 0.5 to the defender. Iraq-0.5, Iran- +5
  • Ethnic and cultural war motives = + 4 to the attacker. 
  • Moral motives (setting right a historic injustice)= + 3 to the attacker.
  • Political motives (anti-communism and alike)= + 2 to the attacker.
  • Economic war motives = + 1 to the attacker.
  • Armed expatiation in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6 N/A
  • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, +5 if facing losing over 10% of it's territory. Iraq +5
  • Strength: 1 point for every 50,000 troops in the combatants total military. Iran- 650,000+ 13 and Iraq- 550,000+ 11.
  • Add the totals up and find the biggest total. The biggest wins.
  • Do this for every turn your warring in.
  • Result- Iraq 33.5, Iran 37. Iran has a tough fight, but manages to cross the Shatt al Arab Waterway and take some villages but is defeated at the city gates. Basra is badly damaged, but still in Iraqi hands.

1983 Iraqi counter strike on IranEdit

  • State of Economy: +4 (Flourishing), +3 (Good), +2 (Mild), +1 (Poor), 0 (Non-existent or collapsing). Iran 1, Iraq 3
  • Many or major defenses and fortified places: Defender + 10 NA
  • Technology: 0-7; with 0 being medieval technology, 1 being Napoleonic technology, 2 being WW1 tech, 3 being WW2 technology, 4 being 1960's tech, 5 being 1980's tech, 6 being 2010 technology and 67 being latest cutting edge technology. Iran and Iraq both 4
  • Knowledge of landscape: +15 for in one's homeland, + 10 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar)-11. Iran +20, Iraq +10
  • Each nation fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. Iraq 3, Iran 2
  • Side with greater population: +3 Iran +3
  • Side with greater industry: +3 Iraq +3
  • Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghai, Bombay and Berlin, Attacker-2, Defender+2 N/A
  • War Weariness: If you have been fighting for more than 3 turns in a row -5 each turn due to battle fatigue until you make peace for at least 2 turns. N/A
  • Morale: -10 In face of larger army, -20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy. If defeated last turn, then the looser from that battle is -5 to his opponent in this battle. Iraq -10, Iran +5
  • Storming on to a coastline from the sea or on to an island, in to desert or high mountains, polar zones or jungle- the attacker - 4 and defender + gains 5. Iraq -5.
  • Regional tactical Advantage: +4 defender/-3 attacker (for example crossing the Kalahari desert) N/A
  • Nuclear war gives the atomic user +10 and defender -10 for strategic class arms, or +5 and -5 for tactical class arms, or +2 and -2 for SDD/SDM sub-Hiroshima and 'suitcase' mini-bombs. Also add +1 to the attacker and -1 to the defender if the capital is hit. Also add +1 to the attacker and -1 to the defender x the number of nukes used in the attack as a grand total. N/A
  • Chemical weapons give the attacker +2 and the defender -1. Iraq +2, Iran -1
  • Every nation militarily helping with their side= +2 USSR for Iraq, Iraq+2
  • Every nation offering supplies to their side= +1 MEK and 3 other Kurdish groups for Iraq. Iraq+4
  • Every vassal nation or guerrilla force in any way helping with their side= +1 MEK, Iraq +1
  • Act of terrorism by a guerrilla force or terrorists= -1 to the victim and +1 to the attacker N/A
  • Religious motives= +5 to the attacker and - 0.5 to the defender. Iraq+5, Iran- -0.5
  • Ethnic and cultural war motives = + 4 to the attacker. 
  • Moral motives (setting right a historic injustice)= + 3 to the attacker.
  • Political motives (anti-communism and alike)= + 2 to the attacker.
  • Economic war motives = + 1 to the attacker.
  • Armed expatiation in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6 N/A
  • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, +5 if facing losing over 10% of it's territory. Iran +5
  • Strength: 1 point for every 50,000 troops in the combatants total military. Iran- 650,000+ 13/2=6.5 and Iraq- 550,000+ 11/2=5.5.
  • Add the totals up and find the biggest total. The biggest wins.
  • Do this for every turn your warring in.
  • Result- Iraq 28, Iran 34. Iran holds it's captured land, but with noticeably more Iranian losses than before.

1983 Iraqi northern trust on IranEdit

  • State of Economy: +4 (Flourishing), +3 (Good), +2 (Mild), +1 (Poor), 0 (Non-existent or collapsing). Iran 1, Iraq 3
  • Many or major defenses and fortified places: Defender + 10 NA
  • Technology: 0-7; with 0 being medieval technology, 1 being Napoleonic technology, 2 being WW1 tech, 3 being WW2 technology, 4 being 1960's tech, 5 being 1980's tech, 6 being 2010 technology and 67 being latest cutting edge technology. Iran and Iraq both 4
  • Knowledge of landscape: +15 for in one's homeland, + 10 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar)-11. Iran +20, Iraq +10
  • Each nation fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. Iraq 3, Iran 2
  • Side with greater population: +3 Iran +3
  • Side with greater industry: +3 Iraq +3
  • Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghai, Bombay and Berlin, Attacker-2, Defender+2 N/A
  • War Weariness: If you have been fighting for more than 3 turns in a row -5 each turn due to battle fatigue until you make peace for at least 2 turns. N/A
  • Morale: -10 In face of larger army, -20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy. If defeated last turn, then the looser from that battle is -5 to his opponent in this battle. Iraq -10, Iran +5
  • Storming on to a coastline from the sea or on to an island, in to desert or high mountains, polar zones or jungle- the attacker - 4 and defender + gains 5. Iraq -5.
  • Regional tactical Advantage: +4 defender/-3 attacker (for example crossing the Kalahari desert) N/A
  • Nuclear war gives the atomic user +10 and defender -10 for strategic class arms, or +5 and -5 for tactical class arms, or +2 and -2 for SDD/SDM sub-Hiroshima and 'suitcase' mini-bombs. Also add +1 to the attacker and -1 to the defender if the capital is hit. Also add +1 to the attacker and -1 to the defender x the number of nukes used in the attack as a grand total. N/A
  • Chemical weapons give the attacker +2 and the defender -1. Iraq +2, Iran -1
  • Every nation militarily helping with their side= +2 USSR for Iraq, Iraq+2
  • Every nation offering supplies to their side= +1 MEK and 3 other Kurdish groups for Iraq. Iraq+4
  • Every vassal nation or guerrilla force in any way helping with their side= +1 MEK, Iraq +1
  • Act of terrorism by a guerrilla force or terrorists= -1 to the victim and +1 to the attacker N/A
  • Religious motives= +5 to the attacker and - 0.5 to the defender. Iraq+5, Iran- -0.5
  • Ethnic and cultural war motives = + 4 to the attacker. 
  • Moral motives (setting right a historic injustice)= + 3 to the attacker.
  • Political motives (anti-communism and alike)= + 2 to the attacker.
  • Economic war motives = + 1 to the attacker.
  • Armed expatiation in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6 N/A
  • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, +5 if facing losing over 10% of it's territory. Iran +5
  • Strength: 1 point for every 50,000 troops in the combatants total military. Iran- 650,000+ 13/2=6.5 and Iraq- 550,000+ 11/2=5.5.
  • Add the totals up and find the biggest total. The biggest wins.
  • Do this for every turn your warring in.
  • Result- Iraq 28, Iran 34. Iran holds the border and encroaches a few miles in to Iraq, but with heavy losses.

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