By the way, I always envisioned the Shogunate armies as comprising mostly of infantry, with a few heavily customizd and painted vehicles sprinkled amongst them. Mainly their forces would be extremely disciplined, but would appear rather rag-tag, and their weapons wouldn't always be up to date.
Of course I always envisioned the Special Ops guys as ninjas because there is no other way of explaining how they managed to do what they did.
Technocratic Military Forces have typically been armour-dominated, with Stormtrooper Support- I picture them as being a flexible and adaptable force, although often lacking the raw infantry firepower and numbers of our contemporaries.
The world is almost completely divided between the forces of the Trans-Oceanic Alliance and the Eurasian Alliance. A massive Duckistani air armada patrols the seas off Japan, but the Oceanic fleet fails to show up for the expected naval showdown. The Command Organization of the British Revolutionary Armies comes to power in Britannia, overthrowing the Guardian Allied Industries. Africa is torn up by the Duckistani tanks; the Afrikaaners are unable to repeat their stubborn (and costly) resistance along the Nile, but they achieve a miracle defence of their capitol, and can only hope they have done enough to allow their allies to gain a foothold in Europe, where most of the fighting takes place... The Afrikaaners are among seven nations represented in the epic battle of Uslavia, the biggest and bloodiest battle seen so far. The Oceanic offensives meet with stiff resistance, but a surprise landing by the Iron Fascists in Anatolia has the most success, and the Khilāfat regime is once again destabilized. Yet, despite the best efforts of Shogunate infiltrators, the Imperial Duckistani tank factories show no signs of slowing down.
* USSB fails to make a new capitol in Reichland.
* Khilāfat Qurṭuba moves its capitol to Anatolia as it is handed over by Duckistani Empire.
The Second Battle of Abyssinia
Spoiler:
The Afrikaan attack on Great Kongo is pre-empted.
Duckistani forces launch a two-pronged attack (+1 Strength). Round #1:
Afrikaan tank is hit by Duckistani tank, armour fails.
Duckistani tank has nothing to do.
Abyssinia is captured by the Duckistani Empire.
The First Battle of Great Kongo
Spoiler:
Round #1:
Afrikaan infantry draws with Duckistani medium tank. Round #2:
Duckistani tank reinforcement arrives from Abyssinia. Duckistani forces are now attacking on two fronts (+1 strength).
Duckistani medium tank destroys Afrikaan infantry.
Great Kongo is held by the Duckistani Empire.
The First Battle of Suudrika
Spoiler:
Round #1:
Afrikaan infantry hits Duckistani medium tank, armour fails!
Suudrika is held by Afrikaan Forces Suud.
The Second Battle of Suudrika
Spoiler:
Victorious Duckistani medium tank begins new attack from Great Kongo. Round #1:
Afrikaan infantry draws with Duckistani medium tank. Round #2:
Duckistani medium tank suffers engine trouble and is hit by Afrikaan infantry, but the armour holds. Round #3:
Duckistani medium tank suffers weapons malfunction and is hit by Afrikaan infantry, but the armour holds.
Attackers withdraw, exhausted.
Against all odds, Suudrika is bravely held by Afrikaan Forces Suud.
The Sixth Battle of Gallicia
Spoiler:
Technocrat forces make an amphibious landing.
Technocrat battleship bombards in support of landing.
Oceanic allies launch a two-pronged attack (+1 strength). Round #1:
Gallician militia resists Technocrat battleship bombardment!
Technocrat stormtrooper destroys Gallician militia.
USSB infantry takes a tour of Paris.
Gallicia is captured by the Technocratic Republic of Columbia.
The Third Battle of Anatolia
Spoiler:
Iron Fascist forces make an amphibious landing.
Two Technocrat battleships and one Iron Fascist battleship will bombard in support of the landing. Round #1:
->First strikes:
Iron Fascist battleship destroys Duckistani infantry.
Iron Fascist battleship destroys Duckistani infantry.
Duckistani infantry resists Technocrat battleship bombardment.
->Standard battles:
Iron Fascist tank hits Duckistani medium tank, and the armour fails to protect it.
Iron Fascist infantry destroys Duckistani infantry.
Duckistani infantry destroys Iron Fascist infantry.
Iron Fascist infantry destroys Duckistani infantry.
->Flank attacks:
Iron Fascist infantry destroys Duckistani infantry.
Anatolia is captured by the Iron Fascists. Khilāfat Qurṭuba has lost is capitol yet again!
The APOCALYPTIC Fourth Battle of Uslavia
Spoiler:
Technocrats and Duckistani forces both roll +2 Strength from Doctrine: Intelligence. This cancels out any intel advantage for both sides!
USSB bomber and People's Republic fighter fly in from Reichland.
Afrikaan fighter flies in from Adriatalia.
Two Khilāfat fighters scramble to defend Uslavia, and gain +1 Strength from Doctrine: Airpower.
Round #1: Oceanic air and artillery support is underwhelming. The Oceanic ground troops are left to grind their way through Eurasian defence lines. But the great armoured Eurasian counter-attack is a spectacular failure.
->First strikes:
Khilāfat fighter has engine trouble, fails to evade and is shot down by Afrikaan fighter.
Khilāfat fighter draws with People's Republic fighter.
USSB Bomber is able to drop infantry paratroopers, who make a safe landing. USSB bomber returns to base.
USSB Paratroopers open another avenue of attack. Oceanic allies now have +1 Strength Bonus.
Technocrat mobile artillery has weapons malfunction.
Technocrat mobile artillery fails to hit Duckistani rocketeers.
Afrikaan artillery hits Khilāfat tank, armour fails!
->Standard battles:
USSB tank has engine trouble, while Duckistani rocketeers have weapons malfunction and self-destruct!
Duckistani rocketeers destroy USSB tank, bypassing armour.
Duckistani medium tank destroys USSB infantry.
Technocrat siege tank draws with Khilāfat infantry.
Afrikaan siege tank destroys Khilāfat infantry.
Khilāfat infantry hits Afrikaan tank, armour fails!
COBRA armoured car draws with Khilāfat infantry.
The paradropped USSB infantry is still getting organised.
->Flank attacks:
Khilāfat medium tank fails to hit Technocrat siege tank.
Khilāfat medium tank fails to hit Technocrat siege tank.
Khilāfat medium tank has weapons malfunction.
Khilāfat medium tank draws with Technocrat siege tank.
Duckistani medium tank draws with USSB tank.
Duckistani medium tank hits USSB tank, but the armour holds.
Duckistani infantry has communications failure.
Round #2: Oceanic fighters are winning control of the air, and artillery support is beginning to bite the Eurasian front line. But the scale of the enemy armoured reserves becomes clear, and the Oceanic assault begins to break up.
->First strikes:
People's Republic fighter hits Khilāfat fighter and forces it to evade away from battle.
Afrikaan fighter shoots up Khilāfat infantry, then returns to base.
Technocrat mobile artillery destroys Duckistani rocketeers.
Technocrat mobile artillery destroys Khilāfat infantry.
Afrikaan artillery destroys Khilāfat infantry.
->Standard battles:
In the process of being destroyed, Duckistani infantry scores critical hit on Afrikaan siege tank, and the armour fails!
Technocrat siege tank draws with Khilāfat medium tank.
USSB tank hits Khilāfat medium tank, but can't penetrate the armour.
USSB infantry is destroyed by Khilāfat medium tank.
USSB infantry is destroyed by Duckistani medium tank.
Khilāfat medium tank hits COBRA armoured car, forcing it to make evasive manoeuvres.
->Flank attacks:
Duckistani medium tank drives into a swamp.
Duckistani medium tank hits USSB tank, but the armour holds.
Round #3: Facing a surely insurmountable number of enemy medium tanks, the Oceanic commanders decide to disengage for now...
Uslavia is held for Khilāfat Qurṭuba.
->Statistics:
Total value of Oceanic units deployed: $77
Total value of Eurasian units deployed: $85
Total value of Oceanic units lost: $22
Total value of Eurasian units lost: $24
The Khilāfat re-occupation of Adriatalia
Spoiler:
Khilāfat medium tank follows retreating Afrikaan artillery.
Duckistani infantry sneaks in from Anatolia.
Unsupported Afrikaan artillery cannot hope to resist. It sabotages itself to avoid capture.
Afrikaan fighter makes emergency rebase to Reichland.
One new Afrikaan stormtrooper in training is disbanded for no refund.
One new Afrikaan stormtrooper in training is disbanded for a $2 refund.
The Eighth Battle of Karelia
Spoiler:
The Duckistani attack on Finnkola is pre-empted.
Oceanic alliance forces make a two-pronged attack (+1 Strength). Round #1:
->Standard battles:
COBRA medium tank and Duckistani medium tank score critical hits on each other. Duckistani armour holds, but the COBRA armour fails.
Duckistani medium tank hits USSB tank, armour fails.
->Flank attacks:
USSB tank hits Duckistani medium tank, but the armour holds.
USSB infantry fails to hit Duckistani medium tank.
USSB infantry fails to hit Duckistani medium tank.
USSB infantry gets lost in the woods. Round #2:
USSB general orders a retreat.
Karelia is held for Khilāfat Qurṭuba.
The Third Battle of Novograd
Spoiler:
Duckistani tank police attempt to eliminate pesky Shogunate snipers. Round #1:
Duckistani medium tank has engine trouble, but Shogunate sniper has weapons failure. Round #2:
Shogunate sniper inflicts critical hit on Duckistani medium tank, but the armour holds. Round #3:
Duckistani medium tank hits Shogunate sniper, which fails to hide and its destroyed. The Novograd tank factory is secured.
The following territories were overrun without any resistance:
Tanganyika (Afrikaan -> Duckistani), Sahara (Afrikaan -> Duckistani), Timbuktu (Afrikaan -> Duckistani).
Doctrines
Eurasian Alliance (Duckistani Empire, Khilāfat Qurṭuba) has the following:
SpoilerDoctrine: Requisition :
Effects:
Receive a one-time +$8 bonus when first implemented (but not if this doctrine is shared from an ally). This bonus can be spent immediately.
Receive +$2 bonus for every successful battle that involves land units on both sides, offensive or defensive. If multiple allies are involved, this bonus only goes to one faction.
SpoilerDoctrine: Intelligence :
Effects:
target any one territory per turn, can include sea zones and enemy capitols.
on a dice roll of 2 or more, you get a +1 strength bonus against all enemy forces there during the turn.
on a dice roll of 5 or 6, you get a +2 strength bonus against all enemy forces there during the turn.
allies will share this information. If multiple allies use this on the same territory, the bonus is not cumulative, however the highest bonus will be used for all.
if left unused, you will automatically roll to cancel out any enemy intelligence efforts in your territory or adjacent sea zones.
SpoilerDoctrine: Combined Arms :
(newly implemented by Duckistan. Now available to Khilāfat Qurṭuba)
Effects:
any battle involving your foot soldiers, tanks/vehicles and aircraft together (foot, mechanised and air ALL needed) will gain +1 strength for all units. Allied units have their own command structure and do not count towards this!
if triggered, and on a dice roll (at the start of combat) of 5 or 6, you gain a +2 strength bonus instead.
these bonuses will apply for every following combat round, regardless of losses or retreats.
SpoilerDoctrine: Airpower :
Effects:
all air units have +1 maximum range compared to normal, and +1 strength when fighting within their normal (original) range.
helicopters receive no bonus from this.
Trans-Oceanic Alliance (Technocrats, Iron Fascists, Union of Soviet Socialist Belki, COBRA, People's Republic, Afrikaan Forces Suud, Shogunate of Great Honshu, New Zealand) has the following:
SpoilerDoctrine: Requisition :
Effects:
Receive a one-time +$8 bonus when first implemented (but not if this doctrine is shared from an ally). This bonus can be spent immediately.
Receive +$2 bonus for every successful battle that involves land units on both sides, offensive or defensive. If multiple allies are involved, this bonus only goes to one faction.
SpoilerDoctrine: Intelligence :
Effects:
target any one territory per turn, can include sea zones and enemy capitols.
on a dice roll of 2 or more, you get a +1 strength bonus against all enemy forces there during the turn.
on a dice roll of 5 or 6, you get a +2 strength bonus against all enemy forces there during the turn.
allies will share this information. If multiple allies use this on the same territory, the bonus is not cumulative, however the highest bonus will be used for all.
if left unused, you will automatically roll to cancel out any enemy intelligence efforts in your territory or adjacent sea zones.
SpoilerDoctrine: Combined Arms :
Effects:
any battle involving your foot soldiers, tanks/vehicles and aircraft together (foot, mechanised and air ALL needed) will gain +1 strength for all units. Allied units have their own command structure and do not count towards this!
if triggered, and on a dice roll (at the start of combat) of 5 or 6, you gain a +2 strength bonus instead.
these bonuses will apply for every following combat round, regardless of losses or retreats.
SpoilerDoctrine: Guerrilla Warfare :
Effects:
you can build militia for $2.
infantry can morph into militia at will. They cannot morph back to infantry, however.
although militia have Strength 0, they gain a saving throw of Hide: 3. This means, on a saving roll of 1 to 3, they will not be destroyed, but will lurk in the territory till next turn, without contesting control of the territory.
militia gain the ability to 'infiltrate' instead of attacking normally. They can enter an enemy territory (if they aren't already in there) and roll for temporarily sabotaging an enemy city or factory. A roll of 6 is success. On a roll of 1, the militia is automatically destroyed. Each militia gets a separate roll. This takes place before normal combat.
if an enemy territory is attacked (by non-militia ground units) while infiltrated by allied militia, all enemy defenders suffer a -1 strength penalty.
when you lose a territory, you will gain random (one dice roll, divided by 2 if not your capitol, rounded up) militia infiltrators behind enemy lines, provided the territory has been held for two consecutive turns.
Technologies
Eurasian Alliance
Medium Tank
Rocketeer
Trans-Oceanic Alliance
Medium Tank
Mobile Artillery
Sniper
New Prototypes
Technocrat Suber Sub - works, but technology is still not perfected yet.
Technocrat Helicopter - successful, technology is perfected! Will be shared with allies by the end of next turn.
Iron Fascist King Tank - failure (sorry!), $8 partial refund.
Incomes
The Iron Fascist Union of the Greater South: $34 (includes $15 looted from the Khilāfat capitol)
The Technocratic Republic of Columbia: $26 (includes 1x$2 from Doctrine:Requisiton)
COBRA: $11
Khilāfat Qurṭuba: EDIT: $2 (includes $2 from Doctrine:Requisiton)
People's Republic: $0
Union of Soviet Socialist Belki: $5
Duckistani Empire: $56! (includes 4x$2 from Doctrine:Requisiton)
Shogunate of Great Honshu: $4
Afrikaan Forces Suud: $1
New Zealand: $1
Map
Bonuses
The Shogunate of Great Honshu has unified 'Greater Australia' (with help from New Zealand) and receives a choice of doctrines (PM incoming).
All bonuses are triggered now!
Notes
At this point, I'm assuming that allies will want to share stuff, and have (by the end of this turn) shared all technologies and doctrines. Please let me know if this is not the case. In any case there will still be a one turn delay for sharing new things.
ALLIES WILL NOW COUNT TOWARDS MULTI-PRONGED ATTACK BONUS.
Also please note the small changes to the Intelligence and Requisition doctrines, so its less confusing when multiple allies use them.
I will accept any suggestions for better names for the alliances!
There are confusing issues with units that move and fight twice in a turn. I'm thinking of revising all that and simplifying the front page in general.
I did not forge the results of the battles in Suudrika or anywhere else!
I think that Helicopters should be able to use either carriers or normal sea transports.
I really wish there were some King Tanks in the game. Damned dice rolls!
I've been playing with colours and graphics again, let me know of any dislikes and/or requests. I was really pleased with the new COBRA medium tank graphic, a shame that one got blown up while the other is hidden on a transport
@Lord_Iggy, the USSB transport received direct orders from Berlin to go to the Gold Coast, if you were wondering why it didn't follow your orders. Also, for the Gallicia invasion, the transport moved down to the sea of Azores first, because the battleship has to be in the same sea zone as an invasion is taking place from in order to bombard (I may have overlooked that before).
@Gelion, I took the liberty of moving your destroyer to defend your transport, I hope that is OK.
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