Berks
Posts: 33
Joined: 7/18/2020 Status: offline
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Rounds 21-25 – Eastern Evacuation, Southern Success Round Report: An eventful turnset. We failed to stop protests in the twice-conquered Inlandfeat, losing 400 soldiers and 2,000 population. Some more FP were committed to give us a Light Industry in Keats, as we do not have the time to build Industry ourselves. Also added a Fat Merchant to get some private investment and build up QOL in anticipation of future unhappiness. Spies were used on some neutral zones, to try and discover more far off regimes. We also played the Ancient Archive and learned the secrets of Radiation Filters. Peace with Hirschburg Domain and Nagelloh Domain was achieved, although both remain unknown regimes. We made contact with the last Major, Tarus (Friendly, Republican), who were friendly to us, but with poor relations. We are hoping to open contact and begin trading with them as soon as possible, although they appear to have lots of free space to expand into, which could be a danger later on. Victor Deneb, our SHQ commander, was paid a bonus to try and increase performance, but to minimal effect (+2 relation) Our profile continued to shift from round to round, and our leaders seemed keen on statues, but we rejected the idea twice. After some soul searching by our leaders, and some tough decisions, we were now more firmly entrenched with the ethos of Democracy/Enforcement/Mind than before. Only Open Politics (Democracy) has been added to our list of Regime Feats. Our Truck Station was expanded in Keats, and the Truck Station in Inlandfact was also nationalised. We also started to expand our future fuel capacity through another Recycling II. We designed the Crusader Light Tank, which was a fearsome weapon, with a 60mm Howitzer gun, 50mm Steel Plating, and a Heavy Diesel engine, which, while not enough to fully power the machine, would at least get it to the front line where it could begin its deadly work. (The quality of the model was fairly average) Our first Crusaders rolled off the production line and entered the battle. Our forces are still heavily outnumbered, with a third enemy brigade entering the fray, along with additional enemy Militia units from the NE pressing against our line, which was originally extended to the edge of our 'green' hexes. Outnumbered approximately 3:1, and with the risk of encirclement from the north, we made the tough decision to give ground, surrendering control of the Military Liner. Our forces remained intact, and our supply lines held strong, as the enemy was reluctant to attack into our re-formed MG infantry line. The Southern front fared better, as our buggies and Walker proved almost indestructible. We were able to push the enemy away from Inlandfact and crushed several Militia formations, and defeated or destroyed most of the enemy's 1st Light Infantry Brigade. Perhaps foolishly, they had taken the posture of 'All Out Attack', which meant our offensive strikes inflicted high casualties, and our Militia units could be used on the many weakened and disorganised enemy units, to push the front back much faster. We only managed to cut off one unit, and this turned out to be a drawback, as we now need to divert two infantry units to keep it from cutting us off behind Inlandfact. We cannot divert the forces to wipe them out for good due to the appearance of the 3rd RPG Infantry Brigade to the SE. These forces appear newer and are equally matched with the quality of our own infantry. The enemy's 2nd MG infantry brigade, lined up against our own 1st MG infantry brigade, is using older equipment, but we are unable to break it yet, as they have adopted the 'No Retreat' posture, giving a 75% defensive bonus. With our first armour unit reaching the front line this turn, we will begin planning our victory push soon. Our own postures are disappointing, with only Field Testing and Blitzkreig available. Blitzkreig would give our 2 new tank battalions awesome firepower, but it would weaken our defensive line too much, with potential for severe losses at home. Our manpower is still low at this time, and our logistics are holding, but would not cope with the demands of shipping replacement units to the front. At home, we learned how to make High Speed Machineguns, and work is ¼ the way through Combat Armor. We discovered Sealed Roads, but started on Physical Storage instead, as we dont have the IP to build Sealed Roads currently. Still a minor mistake to choose this tech though. Another MG was designed using the brand new tech on the final turn, which is more than twice as powerful as the original design. BP's have improved slightly, to 231, and PP's have improved by 50%, to 27 per turn. Still no new councils have been added. Key Decisions: Retreat – I feel a lot of players would refuse to give ground, especially to an AI, but I felt extending my lines closer to Osnabruck would result in disaster. There was a risk of the 1st MG infantry brigade being cut off, but, even if this did not happen, the forces down south would face a halving of their supplies if I opened the supply route between Keats and Osnabruck too early. Losing the Military Liner is not a big concern, we have all of the key techs we need to win this war (although Combat Armour will be nice to have) Logistics – I managed to roughly double my total TP this round, which will be crucial to setting up an advance. I could have instead added more BP, Recycling or Industry, but those would give me more production – production which could not be turned into units mobilized on the front line. I cannot realistically field any more mechanized units, as my fuel is starting to deplete, but I need to look at adding rails so I can support the final push into Osnabruck. I still have to guard my supply lines from the hex with the automated turret as mentioned earlier also. Stratagems - I have been saving PP's and FP's for emergencies. I could have pushed harder with playing cards, but I have tried to only play necessary cards. The only area I have pushed hard is covert Ops and diplomacy with Minors, as I feel these will still have a good long term payoff. My leaders and population in Keats are very happy, although I could improve Inlandfact substantially. I should have paid more attention to this during the turnset, but I was too focused on moving my troops and keeping supply lines working. Further to this, I should have founded the Foreign Affairs council by now, to start generating better cards, and giving our Director some exp. Objectives from last turnset completed: Upgrade Truck Station in Keats; (Done) Nationalise Truck Station in Inlandfact; (Done) Finish Light Tank Model; (Done) Produce Light Tank battalions; (Done) Plan for next turnset: Found Foreign Affairs Council; (Delayed) Get 2 minor nations to Protectorate status; (Delayed) Fix happiness issues in Inlandfact, and build Bureaucrat Office; Monitor Food and Fuel levels, buy more off the market if necessary; Start Rail Station I in Keats, and begin reinforcing logistical lines to Inlandfact; Weigh up whether to raise a second infantry brigade, or add in additional battalions; Warplan: Hold the north-eastern line with half of the 1st MG Infantry Brigade and a Militia Unit; Use Light Tanks and the rest of the 1st MG Infantry Brigade to secure the road leading to Osnabruck, while setting up a defence against the auto-turret, and any units that may use that hex to attack from; Contain the remaining unit to the SW, and set up a line along the S-SW to defend against a possible invasion by Minors; Continue to push eastward with Buggies, Walker and Militia units to try and finish off the rest of the 1st and 3rd Brigades and set up a future two-prong assault against Osnabruck itself.
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