Berks
Posts: 33
Joined: 7/18/2020 Status: offline
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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:
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