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buy armor at 11.02 move to 15.01 attack twice 16.02 (no move)
buy armor at 11.02 move to 16.02 attack twice 17.01 and move to 17.01

update

Small technical point - when you attack 16.02 the first time, the stormtrooper at 16.02 will retreat to 17.02, so you can't attack it a second time from that hex.
 
buy armor at 11.02 move to 15.01 attack 16.02 and attack 17.00
buy armor at 11.02 move to 16.02 attack twice 17.01 and move to 17.01

update

That still doesn't quite make sense, so I'll just execute what I think you're trying to do.

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War Phase - Turn 5 // Dexander

(Longform skipped)

It's still @Dexander's turn
 
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War Phase - Turn 5 // Duke Dan "the Man"

jeray2000 has been defeated. Dexander gains a blitzkrieg token (which he will never use, since he ended his turn.)

@Duke Dan "the Man" - it's your turn. Bring us home, please.
 
End Turn
 
Congrats Dexander....

*Grumble Grumble* "couldn't knock you out like I planned" *Grumble Grumble*
 
The game is ended. So, let us start with the matter of the scores:

Dexander: 235-48=187
Duke Dan "the Man": 61-49=12
JermanTK: 20-49=-29
jeray2000: 60-145=-85
Canadian_95_RTS: 57-144=-87

As you can see, this (unsurprisingly) makes this a victory for Dexander and also his first BFD win. Congratulations to him.

After-action report and achievements will follow (in that order).

Also, Gen. Marshall, when do you sleep...?
 
After-Action Report:

Before I make my remarks for each player, I'd like to make one general statement. Since we had three players defeated, including two first time players, I'd like to remind everyone - the shame isn't in getting knocked down, the shame is in not getting back up. Everyone who plays has been eliminated from a game of BFD at least once.

And with that in mind, I'll move on to my specific remarks, which I'll keep short (lies, lies).

Dexander

Dexander won the game so I'm not entitled to criticize him too much. I will say that he played less than perfectly a lot of the time and made more than a few mechanical mistakes, which frustrated me, since I can't execute illegal orders.

On this point - all of the players in this game seemed to have a less-than-perfect understanding of the rules, regulars included. BFD went from a (relatively... maybe...) simple game in game 1 to a much more complicated game as we tacked on more and more rules, like weather and reinforcements, so maybe it's too much to expect for everyone to understand the rules perfectly on their first game. I would recommend spectating or going over some of the old veteran's games, though. That will give everyone a much better understanding of tactics.

He didn't know it, but Dexander had a chance to defeat all four of his opponents and win the game by an elimination victory in Turn 4. I'll probably put that up as an addition to BFD Challenge 2 shortly.

Duke Dan "the Man"

He might be feeling a little demoralized right now (it's hard to tell via the internet), but Duke Dan ends the game in second place and with a positive score, being Dexander's sole remaining opponent who wasn't eliminated.

Duke Dan started with an extremely strong deployment but I'll criticize him on a few points: 1) he placed a lot of unnecessary garrisons that didn't defend anything, for some reason [maybe as decoys] and 2) JermanTK was positioned such that he could have taken Duke Dan's starting IC at any time he chose, despite the garrisons. Duke Dan could plainly see this - since Jerman's strike force was visible - but Dan chose not to do anything about it. As it happened Jerman never took that IC because they had a peace treaty, but if Jerman had stabbed Dan in the back, as often happens in BFD, he would have been in trouble.

Pairing elite infantry and artillery can create a strong offensive front, but Dan made a mistake in failing to protect his artillery, which were picked off over the course of the game. He also used weak units to guard his ICs, much to his detriment in Turn 4. These two factors combined probably cost him the game.

JermanTK

JermanTK, I feel, had the weakest deployment of any player to start with and he was the first player to be eliminated. (Full disclosure - I asked Gen. Marshall to give Jerman some deployment advice when I saw his initial deployment. Gen. Marshall did this, and the result was that Jerman made his offensive spearheads a little more cost efficient and his defense a little less transparent, but it didn't help in the end.)

The big problem with his deployment was he put a line of fixed defenses in the form of garrisons along the border. Veteran BFD players probably freaked out when they saw this (like I did), because this is weakest and at the same time most expensive defense you can possibly build. An enemy only needs to breach the entire line in one hex, which can easily be done by one armored division, or even weaker units - $20 or even $15 worth of units could have cracked the whole line. On top of that, the whole defensive line was on the border, so everyone could see how weak it was. Further compounding the problem, Jerman's offensive spearheads on his flanks were too small and completely visible, so everyone could see exactly what they were and exactly how to counter them.

A big part of BFD is surprising your enemies. If you know exactly what your enemy's defenses are, you're bound to be able to break them. Similarly, if you know exactly what your opponent's offensive forces are, you can probably do a pretty good job defending against them.

For all that, though, Jerman's enemies failed to defend their ICs very well and he probably could have taken them if he were a little tactically cleaner and more direct - like jeray2000 he focused on mopping up frontline enemy units rather than going straight for the kill. Dexander, who knew a little better, turned the tables on him. Jerman failed to commit the two tanks and various other units he had in reserve in different parts of his territories, and Dexander defeated him in the fourth turn.

Part of that is my fault, since I told him garrisons couldn't move two hexes in that turn when it was Fighting Weather and they could in fact move two hexes. For this, I apologize. However, I have determined that my mistake did not alter the outcome of the game. If Jerman had placed his garrisons where he intended to, and Dexander made exactly the same moves as he did, he still would have defeated Jerman.

jeray2000

jeray2000 got to go first this game - that was luck this time. Next time there won't be luck in the turn order, because I'm developing a system to make it non-random. Getting the initiative helped him in one big way: it stopped Canadian from killing him in the first turn. If Canadian had gone first, Canadian would have beaten him. But Canadian didn't go first, so here we are.

jeray2000's big problem was that he didn't seem to understand supply rules. He went out of his way to destroy Canadian's tanks outright when he didn't need to. He could have just cut them off. In fact, he started the game with four paratroopers and could have used them to cut off all four of Canadian's armored units. This would have been a quick, clean, and easy way to defeat Canadian. Instead, he used them to seize one of Canadian's ICs, leaving Canadian free to launch a blistering counterattack in the first turn. Failure to understand supply cost jeray more than once, on both the offensive and the defensive.

He also didn't defend a bunch of ICs, which I've got to say, really isn't a great strategy. His strategic depth spared him until the fifth turn, when he was defeated by Dexander.

Canadian_95_RTS

And so we come to Canadian. Though he finished the game in last place, we might be talking about his brilliant blitzkrieg if he'd only gone first in the play order. This is a moot point for future games since we're changing the rules about how we choose who goes first to make it non-random.

Other than the whole play order thing, I feel he made a few major mistakes. First, there was no need to put his tanks on the front lines. Placing them at the absolute front, in the salients, was an unnecessarily risky move. He could have stationed them further back - even at his ICs - and instead built roads to the front. My initial calculations suggest this could have been more cost-efficient than the strategy he used.

After his initial deployment, he was basically trying to make the best of a bad situation, since he wasn't chosen to go first. I feel he did make some tactical mistakes, most notably the baffling decision to use one of his three remaining armored divisions to attack jeray2000's southern ICs. This was a pointless act, since Dexander was obviously disposed to attack jeray2000 in these locations, and so taking the ICs didn't accomplish anything except throwing away a tank unit. If Canadian had instead turned his armor north, he could have used it during his blitzkrieg turn and effectively crippled jeray2000. This would have improved his long-term prospects, though I have no idea what would have happened from there.
 
Part of that is my fault, since I told him garrisons couldn't move two hexes in that turn when it was Fighting Weather and they could in fact move two hexes. For this, I apologize. However, I have determined that my mistake did not alter the outcome of the game. If Jerman had placed his garrisons where he intended to, and Dexander made exactly the same moves as he did, he still would have defeated Jerman.

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So you gave me false infomation, wonderful.
 
I think I'll be able to do a lot better next game. I did look over some past games, but it was just skimming, since reading "02.01 to 04.03, attack 04.04" is incredibly dull when you aren't playing. Some things like a mass garrison defence not working aren't clear until you actually play, at least in my case. I was probably going to do a strategy like that actually but Jerman already took blue, I didn't want to have a pure defensive strategy against a player with four starting ICs, and it was pretty clear that there was absolutely no way that could work for white or grey. I do want to play next game, this was fun.
 
I think I'll be able to do a lot better next game. I did look over some past games, but it was just skimming, since reading "02.01 to 04.03, attack 04.04" is incredibly dull when you aren't playing. Some things like a mass garrison defence not working aren't clear until you actually play, at least in my case. I was probably going to do a strategy like that actually but Jerman already took blue, I didn't want to have a pure defensive strategy against a player with four starting ICs, and it was pretty clear that there was absolutely no way that could work for white or grey. I do want to play next game, this was fun.
I actually thought that either yellow or green would win this game based just off of deployments. I figured grey and white would destroy each other as soon as I saw that border build up, and yellow and green were the only players whose deployments looked conservative enough to launch a real offensive. I will explain a bit more why a large border of garrisons simply doesn't work: 1, it tells your enemy what you're doing. I took one look at Jerman's setup, and I was almost immediately sure he would come in last, and at least wouldn't win. With $160 of his initial deployment visible on the map, it's pretty clear that he can't have that powerful of a reserve with $90 spread amongst the remaining 12 (at least) units in his possession. In contrast, had he moved those border units back by 1, he would have been in a much better position. He has less ground he has to cover, he can use those neutral minefields to cover him a bit, and his offensive is much more difficult to predict. If you look at the first game, you will see static border defenses proved quite weak against a pure armored offensive. Granted, the strategies in general that game were much worse, but it serves as a good example. you can go around or through almost any defense you know the plans to. Look at the Blitzkrieg Challenge that's just been put up. In total, the defenders have a combined spending far and away over $275, and yet a way to overcome that defense in a single turn using less than that "par" amount is eminently feasible. That's why the single most important factor in determining your initial deployment has to be ensuring that your enemy doesn't know what you're doing. If the other guy thinks you have a really strong defense and never attacks a position that ended up having nothing but decoys as defense, then those units are effectively better than that strong defense because you spent so much less on them.

EDIT: I'm not trying to be mean to Jerman, just a bit critical; it's all part of learning the game. For instance, my paratrooper offensives in game 3 (I believe) where I was handily creamed by my neighbors.
 
Yeah I noticed those mistakes I made after I send my orders and I don't change them afterwards. (I think it's againts the rule also).

Most of the time I was playing via phone, but I made my mistakes. Need to think order bit more.

TH3 thanks for GMing.
 
I actually thought that either yellow or green would win this game based just off of deployments. I figured grey and white would destroy each other as soon as I saw that border build up, and yellow and green were the only players whose deployments looked conservative enough to launch a real offensive. I will explain a bit more why a large border of garrisons simply doesn't work: 1, it tells your enemy what you're doing. I took one look at Jerman's setup, and I was almost immediately sure he would come in last, and at least wouldn't win. With $160 of his initial deployment visible on the map, it's pretty clear that he can't have that powerful of a reserve with $90 spread amongst the remaining 12 (at least) units in his possession. In contrast, had he moved those border units back by 1, he would have been in a much better position. He has less ground he has to cover, he can use those neutral minefields to cover him a bit, and his offensive is much more difficult to predict. If you look at the first game, you will see static border defenses proved quite weak against a pure armored offensive. Granted, the strategies in general that game were much worse, but it serves as a good example. you can go around or through almost any defense you know the plans to. Look at the Blitzkrieg Challenge that's just been put up. In total, the defenders have a combined spending far and away over $275, and yet a way to overcome that defense in a single turn using less than that "par" amount is eminently feasible. That's why the single most important factor in determining your initial deployment has to be ensuring that your enemy doesn't know what you're doing. If the other guy thinks you have a really strong defense and never attacks a position that ended up having nothing but decoys as defense, then those units are effectively better than that strong defense because you spent so much less on them.

EDIT: I'm not trying to be mean to Jerman, just a bit critical; it's all part of learning the game. For instance, my paratrooper offensives in game 3 (I believe) where I was handily creamed by my neighbors.

Well, seeing how logically my defense was good and I had a good strategy.