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Diplomacy Phase - Turn 1

Okay, so most of you should know the drill by now, but in case anyone needs a reminder, everyone gets $50 to spend. However, you can choose to attack instead. If you do, no one gets any new units and the attacking player or players get priority in the turn order. Send me your new orders by PM.

PS: Once again, I have very strong opinions about what certain players should do.
 
Interesting deployment there, Marshall.

The White Reich shall reclaim all lands unduly taken from it after the last Great War! Naturally, our forces have been deployed to aggressively and proactively advance onto enemy soil. As our forces advance, East and West shall be one again and the Reich no longer divided!

Thus, to Les Bleus of Blutopia, we offer the following ultimatum. You have exactly 48 hours to withdraw your troops from those areas with a significant White minority (map provided) so that these people may once again live under our gracious rule. Should you decline, the Kriegsmacht will march onwards, for vengeance, to victory, to rid the world of your radicalism and anarchy!

- Reichsführer Fritz Richter

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The Gray Union is indeed also alarmed that our planet is not round and we shall do our best to counter threats to our faith in global stability, both political and geological ones.
 
Marshall almost certainly has a Blitzkrieg token and multiple Elite Armors.
 
I'm missing orders from one person here; once I get them we can move on the next turn.
 
I guess you could just have 10 airborne infantry. Or maybe even Elite Paratroopers.

I've been thinking about using Elite Paratroopers since the first game, actually, but sadly I don't really think they're a viable unit; they still don't beat elite garrisons, which if they could would be a massive upside which would perhaps be worth the 20 extra cost. But like this? Nah.
 
I've been thinking about using Elite Paratroopers since the first game, actually, but sadly I don't really think they're a viable unit; they still don't beat elite garrisons, which if they could would be a massive upside which would perhaps be worth the 20 extra cost. But like this? Nah.
Yeah, I feel like there needs to be a non-armor way to break elite garrisons, and I think that artillery (especially "shoot and scoot" version) in combination with E-Inf or E-Par might be able to do it. Elite Garrisons are more or less the de-facto Supply cache defense at this point I think. Cheap, cost-effective, a good spot for a garrison, and now they don't retreat, so even better for preventing quick knockouts. Add a layer or more of defense in front, and suddenly you have a pretty tough defense. I still think that a quick-moving, hard-hitting armor build is the most effective, but undoubtedly it's easier for White to adopt that strategy than any other player (the additional funds mean that White can always go for a quick knockout). That constant threat means that everybody else has to adopt at last some element of defense unless they plan to completely neutralize White on the first turn, just to guard against that constant threat. Honestly, I'm not sure why you've not placed units in the Southeast, Marshall.
 
Oh, and please, neighbors, if you want to talk, just send me a message.
 
Yeah, I feel like there needs to be a non-armor way to break elite garrisons, and I think that artillery (especially "shoot and scoot" version) in combination with E-Inf or E-Par might be able to do it. Elite Garrisons are more or less the de-facto Supply cache defense at this point I think. Cheap, cost-effective, a good spot for a garrison, and now they don't retreat, so even better for preventing quick knockouts. Add a layer or more of defense in front, and suddenly you have a pretty tough defense. I still think that a quick-moving, hard-hitting armor build is the most effective, but undoubtedly it's easier for White to adopt that strategy than any other player (the additional funds mean that White can always go for a quick knockout). That constant threat means that everybody else has to adopt at last some element of defense unless they plan to completely neutralize White on the first turn, just to guard against that constant threat. Honestly, I'm not sure why you've not placed units in the Southeast, Marshall.

Yeah, artillery+elites could do it, but it's not exactly an effective offensive option. Artillery takes literally the entire game to traverse the width of the map - let alone its height or, God forbid, a curve. However, due to the healing effect of a supply cache, I actually don't think E-GAR are overpowered as cache defence. Armour is the main threat to a cache and they can still beat those pesky garrisons.

As for not deploying units in the southeast - we'll see if it pays off.
 
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War Phase - Turn 1 // Gen. Marshall

Canadian_95_RTS, Haresus, and Gen. Marshall have all chosen to attack, thereby ending peace in our time and moving us into the war phase.

The play order is:
Gen. Marshall
Canadian_95_RTS
Haresus
barkardes
Rovsea

@Gen. Marshall - this means it's your turn. (The survivors will envy the dead? Go ahead, anyway.)
 
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War Phase - Turn 1 // Gen. Marshall

Highlights:

Gen. Marshall's airborne are cut down by barkardes' elite garrison and minefield at 13.05.

It's still Gen. Marshall's turn.

Also, for Gen. Marshall:

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(not all achievements are good)
 
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I'm sorry, but are minefields meant to be invisible through the fog of war? I always thought they were represented by a black 'x', like everything else.
 
Time to show the world why we're renowned for our fine White engineering!

Move 02.01 to 04.02 and build road
Move 03.02 to 05.02 through 04.03 and build road
Move 01.01 to 10.01 through 02.02, 03.01, 04.02, 05.02, 08.01 and 09.01
; then attack 11.01 with the unit.
 
Oh god, Elite armor! :eek:
 
I'm sorry, but are minefields meant to be invisible through the fog of war? I always thought they were represented by a black 'x', like everything else.

The minefield was destroyed, hence why it's no longer visible. Minefields are triggered by an attack.

Oh god, Elite armor! :eek:

I'd like to note that I'm setting a new movement record at 9 hexes, probably 10 before the end of this turn ;)
 
The minefield was destroyed, hence why it's no longer visible. Minefields are triggered by an attack.



I'd like to note that I'm setting a new movement record at 9 hexes, probably 10 before the end of this turn ;)
Nah, not really. Technically speaking, a Blitzkrieg token extends a turn, and so the record is probably like 15ish from one of my armors in the first game. Also, that minefield wasn't on any of the previous maps (check 13.04), so it wasn't there even before you ran into it.