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Sample Game - Extreme Slugfest - 7/31/2020 4:17:42 PM   
Berks

 

Posts: 33
Joined: 7/18/2020
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Hi everyone,

I wanted to post another game on extreme, this time with a much tougher start.

As a small teaser, below is the known world before I take any actions for round 2........ and yes, that hex with 3 enemy units next to it in the middle, is my city!

The game is a long way from finished, so I'm hoping by posting as I play, I can generate some discussion and have others point out some of the mistakes I am bound to make



(If this belongs in the AAR forum, please move it there)
Post #: 1
RE: Sample Game - Extreme Slugfest - 7/31/2020 4:51:38 PM   
demiare

 

Posts: 470
Joined: 6/20/2020
Status: offline
Seems a lot like my current game... But there is only one AI major near and you seems lacking Rogue AI under capital .

Well, I'd a GR Romulus from single available village (in rogue AI lands xD) so I'm currently a winning side. But war with a major was only option as aside from rogue AI I could expand only into nomand lands (that will be a worthless move).

P.S. I'm a mere user here but this look definitely like a AAR then content for War Room.

(in reply to Berks)
Post #: 2
RE: Sample Game - Extreme Slugfest - 7/31/2020 5:00:05 PM   
ramnblam

 

Posts: 199
Joined: 6/9/2020
From: Australia
Status: offline
You need to pump out a couple of brigades asap with independent buggy support units and make a ring around your city that you incrementally push forward and encircle enemy units. Otherwise your capital in a few turns will be completely useless due to the happiness malus (from danger) and subsequent loyalty penalty will make recruiting impossible.

Get that model council out asap so you can get your basic infantry using carbines.

Edit: In the interim get those milita units back ASAP, or could you lose capital lol

< Message edited by ramnblam -- 7/31/2020 5:01:05 PM >

(in reply to demiare)
Post #: 3
RE: Sample Game - Extreme Slugfest - 8/1/2020 4:00:46 AM   
Berks

 

Posts: 33
Joined: 7/18/2020
Status: offline
@ Demiare

Only one AI major, yes. But they are the nemesis on this map. If I had got a Romulus in this save, I would have deleted it - point is to show what can be done with an 'average' start. I spent 3 hours trying to generate a start with hostile neighbors, bad unit models and bad leaders, but this was the 'worst' one I could manage. Lets see how hard it is.

@ ramnblam

Agree with your assessment! As you will see below, I had zero knowledge of the invasion on round 1, which is why my Militia is so far out. Did I get model council, brigades, and buggies? Find out below

Slaver Slugfest - Round 1


Settings:

Unclassified Planet
Severe Violence (In testing, this made minors a lot stronger)
Nemesis
Drop me in a game now!
Extreme difficulty
No Story Modules
All other options default

Start:

Here is the start after first scouts.



We have a few neighbours:

West – Hochstaat, Hostile, ??? (Nemesis)
NW – Richterson Empire, ???
N – Rodez Republic, ???
E – Emanan Territory, ???
S – Newshire, ???

Leaders are pretty good.



Tank is our best, and he has lots of war skills to boot. OHQ commander for sure.

Models are good. No huge flaws.



Profile is Auto/Gov/Fist.

Factions are Democratic Party (DP, Purple) – Demo +++ and Steel School (SS, Green) – Heart ++, Enforcement ++, Auto +

Fate cards are Ancient Archive, Radiation Leak, Labour Day and Propaganda Assistant.

Privates are building Light Industry I first.

Zeitgeist is Private Industry, which is great!

Actions:


Speech for 11 Fist, now 59.

Call Governor, turn on emergency food, remove signup bonus, 10 public budget for +1 happy a turn.

See Planet has rainfall, so sell 200 Water for 22 CR. Sell 469 Food for 81 CR. Nationalise Scavenging I.

Why did I do this? Because it will pay for our early game with Rare Metals.

Set up....... Model Council Ramnblam was on the money

97 CR left.

Play Labour Day for 17 worker happy. Now at 79.

(in reply to ramnblam)
Post #: 4
RE: Sample Game - Extreme Slugfest - 8/1/2020 4:06:10 AM   
Berks

 

Posts: 33
Joined: 7/18/2020
Status: offline
Round 2:

13 Machinery from villages.

The map in the first post is what I saw once the turn was ended. I learned that Newshire to the S are Raiders.

Danger up 21 points, now at 24.

Actions:


Retreat Militia. Emanan have buggies and motorcycles, so they are slavers.

Raise 1st Light Infantry Brigade. Have 3,500 troops now.

Militia parade. No money, so no.

Uprising in Newshire. Say no, boosts our Fist and Govt profiles, plus slight happy boost for 2 leaders.

Budget – 40% to Model Design. Start working on Privates II. Budget was 69 BP, so should have been able to make it with 33% (23 BP * 1.5 for relation bonus) but I put to 40% in case relationship drops for some reason.

Raiders ask for Military Advisors. This event on round 2 makes game a lot easier, but I will need all help here. Take the offer. 480 CR, +6 Auto.

So now I have 552 CR, but not much else. 8 PP left.

Call up Governor, raise recruits to 1,500 a turn. No bonus. Won't get them all soon, but get as many as I can for the war.

Call up Secretary. Increase salaries – Directors, SHQ, OHQ, Governor at 5 a turn, Secretary at 2 a turn, decrease Advisor to 1 a turn, and Soldiers now paid 0.002. Here is the outcome on relations:



Tank's relation is still at 72.

Take a deep breath, then hit End Turn. Below is the map after making moves:


(in reply to Berks)
Post #: 5
RE: Sample Game - Extreme Slugfest - 8/1/2020 7:20:16 AM   
demiare

 

Posts: 470
Joined: 6/20/2020
Status: offline

quote:

ORIGINAL: Berks
Only one AI major, yes. But they are the nemesis on this map. If I had got a Romulus in this save, I would have deleted it - point is to show what can be done with an 'average' start.


Yean? Deleted it? And how you would deal with enemy light tanks on turn 5? If not that Romulus I would be doomed on that planet as I have no way to expand aside from conqueror major capitals. You're possibly have two minor cities (on north and south), so situation is much, much better then my.

(in reply to Berks)
Post #: 6
RE: Sample Game - Extreme Slugfest - 8/1/2020 11:27:37 PM   
Berks

 

Posts: 33
Joined: 7/18/2020
Status: offline
Hi demiare,

Thanks for the comments.

Regular Light Tanks, on turn 5? Would like to see an image of that. By Round 5 you would have Infantry II, with at least 35 hard defence and could have raised 2 half strength battalions. This plus your Militia is around 15 units. Block the tanks from advancing with a few regulars, then move to surround them and starve them out. It wouldn't be pretty, but you would survive.

If a human is controlling them, then yeah, you're probably dead.

The Militia Light Tanks are a joke.

With some luck, you can conquer enemy capitals with just Infantry III and Motorbikes:



Here's one with at least 80 AI sentinels on round 3 (50 in the stack, plus 3 ? stacks with at least 10 each)



A bit later, AI pushed back. Now fighting Raiders from S, Mutants from W and free folk from NW:



A few rounds later, surround and destroy last nearby Sentinels, and set up to take Raider's city. Mutants are almost gone too. All with just Infantry and Motorbikes.



I'd love to see some examples of more difficult starts and your strategy for dealing with them, maybe it's a lot better than mine!





(in reply to demiare)
Post #: 7
RE: Sample Game - Extreme Slugfest - 8/2/2020 4:48:01 AM   
demiare

 

Posts: 470
Joined: 6/20/2020
Status: offline
quote:

ORIGINAL: Berks
Regular Light Tanks, on turn 5? Would like to see an image of that. By Round 5 you would have Infantry II, with at least 35 hard defence and could have raised 2 half strength battalions. This plus your Militia is around 15 units. Block the tanks from advancing with a few regulars, then move to surround them and starve them out. It wouldn't be pretty, but you would survive.


Yes, major AI Light Tanks were deployed at turn 5 in his capital (it was 5 hex away from my capital so war was inevitable, lol). Because of distance between our capital it will be a really huge problem to me even with AI controlling that tanks, but I really, really lucky in that game. In same round I received my third "Docile AI" stratagem, so I had more then enough firepower to counter those damned tanks.

But I must warn that as this planet is have huge sands area - then I'm too using free Dirt Roads as major AI. 40/120 IP per hex is a bit too much strategic advantage in early game. Same on planets with tons of mountains, sure it's okay and unnecessary when you're in middle of existing road network, but for example in this game at turn 1 I had only one road : between my capital and #1 major AI capital, nothing more in that area.

In same time I'm replenish 50% manpower used for buggies and trucks. Because they actually should have only 33% and 20% cost in manpower (look for pop divider in their design log) but Vic unable to finish it in time so it's still not working.

I'm cheater, I know it. But hell, I tried to play on planet with 35% mountains. It's AI who's playing unfair, so I'm more like rioter & justice-fighter then cheater for myself

As you could see - I'm not mess with rogue AI and it's completely peaceful. In a few turns I will recall my forces and make my own tanks for a war with #2 major as there is no other option here.

quote:

ORIGINAL: Berks
By Round 5 you would have Infantry II, with at least 35 hard defence


You're lucky one in that case :) My current Infantry II have 109 structural, 90 base & 90 weapon (started with 83 & 81). Only 34 hard defense. And I saw much worse starting infantry, so you're definitely lucky if never saw Infantry II with less then 35 hard defense.

P.S. And I prefer buggies over motorbikes. Bikes are dead end & useless for me - they will not be upgraded past padded envirosuits, they cost you precious early BP to develop, they're loosing to much readiness if used as recon compared with buggies.




Attachment (1)

(in reply to Berks)
Post #: 8
RE: Sample Game - Extreme Slugfest - 8/2/2020 4:14:43 PM   
ramnblam

 

Posts: 199
Joined: 6/9/2020
From: Australia
Status: offline


quote:

ORIGINAL: Berks
Regular Light Tanks, on turn 5? Would like to see an image of that. By Round 5 you would have Infantry II, with at least 35 hard defence and could have raised 2 half strength battalions. This plus your Militia is around 15 units. Block the tanks from advancing with a few regulars, then move to surround them and starve them out. It wouldn't be pretty, but you would survive.


Yes, major AI Light Tanks were deployed at turn 5 in his capital (it was 5 hex away from my capital so war was inevitable, lol). Because of distance between our capital it will be a really huge problem to me even with AI controlling that tanks, but I really, really lucky in that game. In same round I received my third "Docile AI" stratagem, so I had more then enough firepower to counter those damned tanks.

But I must warn that as this planet is have huge sands area - then I'm too using free Dirt Roads as major AI. 40/120 IP per hex is a bit too much strategic advantage in early game. Same on planets with tons of mountains, sure it's okay and unnecessary when you're in middle of existing road network, but for example in this game at turn 1 I had only one road : between my capital and #1 major AI capital, nothing more in that area.

In same time I'm replenish 50% manpower used for buggies and trucks. Because they actually should have only 33% and 20% cost in manpower (look for pop divider in their design log) but Vic unable to finish it in time so it's still not working.

I'm cheater, I know it. But hell, I tried to play on planet with 35% mountains. It's AI who's playing unfair, so I'm more like rioter & justice-fighter then cheater for myself

As you could see - I'm not mess with rogue AI and it's completely peaceful. In a few turns I will recall my forces and make my own tanks for a war with #2 major as there is no other option here.

quote:

ORIGINAL: Berks
By Round 5 you would have Infantry II, with at least 35 hard defence


You're lucky one in that case :) My current Infantry II have 109 structural, 90 base & 90 weapon (started with 83 & 81). Only 34 hard defense. And I saw much worse starting infantry, so you're definitely lucky if never saw Infantry II with less then 35 hard defense.

P.S. And I prefer buggies over motorbikes. Bikes are dead end & useless for me - they will not be upgraded past padded envirosuits, they cost you precious early BP to develop, they're loosing to much readiness if used as recon compared with buggies.



Ok demi since you're fine with cheating, maybe get some of those QOL buildings in you hate so much. Hmm Maybe a dome farm or two aswell :P :P :P

< Message edited by ramnblam -- 8/2/2020 4:16:07 PM >

(in reply to demiare)
Post #: 9
RE: Sample Game - Extreme Slugfest - 8/2/2020 5:27:26 PM   
demiare

 

Posts: 470
Joined: 6/20/2020
Status: offline
quote:

ORIGINAL: ramnblam
Ok demi since you're fine with cheating, maybe get some of those QOL buildings in you hate so much. Hmm Maybe a dome farm or two aswell :P :P :P


And ruin all fun? Sorry, but I'm playing for fun, nobody is paying me for it.

And will definitely NOT ruin this game as I never was so lucky ever:
1) 4 Sentinels & 1 Romulus after 12 turns.
2) METAL near my capital! And it's level9! Never ever had a metal accessible from capital.
3) 32 Machinery and ~1k credits from clearing nomand area. Thank you good sirs ^_^
4) ~250k free folks population around my capital & conquered 1st major capital. So once I will roll one-two "Attract Free Folk" stratagems I will swim in population in my capital.
5) And finally - faction that started with a single ethic adopted two more (O_O so rarely seen, usually they adopt max 1). And all their ethics are my government ethics So once I will kill everyone in other factions those guys will be permanently happy.

But yean, I feeling myself being somewhat like eldar Farseer by naming this map "Bloody Hell". It's indeed a bloody hell - once I finished with one of my enemies another one declaring war on me. Battles every turn, lol.

< Message edited by demiare -- 8/2/2020 5:28:33 PM >

(in reply to ramnblam)
Post #: 10
RE: Sample Game - Extreme Slugfest - 8/3/2020 10:08:40 AM   
Berks

 

Posts: 33
Joined: 7/18/2020
Status: offline
Hi Demi,

Seems I mis-spoke in last post. I found a save where my Infantry II only had 28 hard defence. I still maintain they would hold against Light Tanks enough for you to survive. I did not know about the AI not attacking until tech level 4, but they seemed to attack weaker units I put next to them.

Yeah, Motorbikes require investment into model design council. I like them since they use the same tech as infantry, and move oil and production cost is much less. They serve the same function, encircle enemy and cut off supply lines. I would only use them if I unlock them in between the gap between Infantry II and Infantry III (waiting for auto rifles and padded enviro) and if the land was flat.
Buggies will work too but they also need a re-design to be any good - the 5mm plating ones die all the time.

PS - I won the game above on about round 80 after killing 2 minors, then the major, then getting bored and annexing the last 2 minors. And the Light Tanks I used had a 46 attack roll


Ok, back to the game.

Round 3:


No battles, though the world grows darker.

2 very important cards – Propose Peace, and Defence.
Privates II developed.



35/70 vs 10/20, and 105 hp vs 60 when compared to Militia.
Danger 21, Pop happy 67, Worker happy 77.

Actions:

Move 3 regular battalions SE of city, then declare war on Emanan for the +3 fist. Move milita together SW of the city and reinforce with 1 battalion.
900 recruits – raise 900 Privates II.
Declare war again on Emanan via event, lose 3,000 pop, gain 2 fist and 5 Government.
Leader from DP – Maggie Farnlove. Cap I, 9 Str, poor skills. No thanks.
Fire Tank with no job offer, and install as leader of 1 OHQ. Lose 8 rep overall, now at 64. Here is our new commander:



So it is now a Tank and some Privates, against the world.

10 PP left. Spend 7 for peace with Newshire, they did take a village but it only had 1,100 Free Folk.
Succeed - 80 (60 roll + 20 skill) vs 31

Updated map:




Round 4:


Lost 100 infantry and killed 200 Bikers after an attack to the SE of the city.
Danger 42, 63 pop happy, 75 worker happy.

Actions:


Richterson Empire demands oath of peace. They are Raiders. No deal! Fist +4, -20 relation. See you fellows soon :)

Advisor – appoint Maggie to get rid of her. Attach to SHQ commander – her Emotion score is 75, his is 58. Wanted to attach to Tank but his Emotion score is only 39. If I understand correctly, this causes friction.

800 Recruits. 800 more Privates II. Missing 400 only now.
Decide to play Defence Stratagem. Not planning to attack soon.
Try 1 spy vs Emanan. Failure – 36 (25 + 11) vs 60. 5 PP left. Will keep these.

Can't afford Bureaucrat Offices yet. Will wait a round.
Decide to bombard the tile S of city. End up killing 100 Bikers and scoring 4 more hits!
Regulars get 5:1 against Bikers, but they have a tank. Will still wait one round due to Defence stratagem.

Round 5:

Slavers gather forces for assault against SE hex. They lose 200 Infantry, 100 Bikers and 10 Buggies vs no losses on our side. Uh oh..........

Gained Strength of the Will. Appropriate.
Discovered Motorbike Infantry. These are brilliant against Free Folk, but not Slavers. A shame really.
Danger 42, 63 pop happy, 73 worker happy. 413 CR in bank.

Actions:


Policy Speech.



Like there was a choice. Option C. +4 Fist.
800 recruits. Raise another 800 Privates II.
Now have 269 Metal, 115 IP and 400 spare soldiers, assuming no losses. Time to build Bureaucrat Offices I.
Model council – No Orders.

Ranged attack vs forces to NW. Kill 100 Bikers and 10 Buggies. Can attack with 2 battalions at 4:1 odds, or attack south with all battalions at 9:1. Will wait another single round to top off my forces first.

Map:


(in reply to demiare)
Post #: 11
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