Peoples Republic Orders
All units of the Peoples Republic hereby merge with COBRA. May they continue to fight for the greater cause and its ultimate success.
The war continues on three continents. In Europe, both sides throw everything at each other's weak points and chaos ensues. There is some hope for the Afrikaaner resistance and Duckistani defences are put to the test in the Far East. As the dust settles it seems the war may be taking a new direction.
* Khilāfat Qurṭuba announces it is formally uniting with the Duckistani Empire!
* A sudden rebellion occurs in Al-Atlas (see very end of Notes). The Martyr's Empire declares itself neutral for now.
* Factory in Karelia is still being repaired.
* USSB is still unable to set up an official capitol in Reichland.
* USSB bomber attempts strategic bombing of Novograd: not enough damage is caused, but the bomber escapes flak defences.
Technofascist-USSB attacks from Adriatalia to Uslavia are pre-empted.
Duckistani forces launch a two-pronged attack for +1 strength.
Duckistani Intelligence rolls +1 strength, for a total of +2 strength.
Khilāfat fighter attacks from Uslavia.
Round #1: Both luck and circumstances are in favour of the Eurasians. The Duckistani tank crews seem to be fighting with renewed vigour.
->First strikes:
Khilāfat fighter destroys Iron Fascist infantry, and returns to base.
->Standard battles:
Technocrat helicopter has malfunction and crashes in combat with Duckistani medium tank!
Duckistani medium tank hits Technocrat medium tank but the armour holds.
Duckistani medium tank hits Technocrat medium tank but the armour holds.
Duckistani medium tank destroys Iron Fascist infantry.
Duckistani medium tank hits USSB infantry, which retreats to Reichland.
Duckistani medium tank destroys Technocrat infantry.
Duckistani medium tank destroys Technocrat infantry.
Duckistani tank destroys Technocrat stormtrooper.
Round #2: Outnumbered more than 3:1 in tanks, and at a serious tactical disadvantage, the Technofascist general decides to cut losses and retreat.
Adriatalia is captured by the Duckistani Empire.
A large amount of Technocrat hardware had been assembling in this territory and is in danger of being overrun. However it seems the difficulties of the Italian terrain allow enough time to recover most of it:
* one new King Tank is able to escape to Reichland.
* one new Medium Tank is also able to escape to Reichland.
* one new Mobile Artillery is scrapped for a full refund ($8). * one new Helicopter is captured by Duckistani forces. It may be dismantled/scrapped in order to learn the secrets of Helicopter design.
The Seventh Battle of Gallicia
Spoiler:
The Duckistani armoured juggernaut is rolling all the way to the Atlantic. It is a head-on attack and no bonuses apply.
One Technocrat medium tank has retreated here from Adriatalia and valiantly tries to defend the territory.
The Technocrat fighter based here is away on a mission. Round #1:
->Standard battles:
Duckistani medium tank hits Technocrat medium tank but the armour holds.
->Flank attacks:
Duckistani medium tank has engine trouble.
Duckistani medium tank fails to hit Technocrat medium tank.
Duckistani medium tank hits Technocrat medium tank, armour fails.
Duckistani medium tank has nothing to do.
Duckistani tank has nothing to do.
Gallicia is captured by the Duckistani Empire.
* Technocrat fighter based here is destroyed in combat over Uslavia.
* One Technocrat militia rises up to oppose Duckistani oppression!
Field Marshall Mattuk celebrates reaching the Atlantic without any noticeable losses to his forces.
The Reoccupation of Anatolia
Spoiler:
Technocrat tank makes amphibious landing.
Iron Fascist battleship is available for fire support, but there are no ground defenders.
Duckistani bomber is attempting to rebase here, but is taken by surprise and is unable to fight. It is however able to make an emergency rebase to Great Arabia.
Technocrats thus capture Anatolia without opposition.
* One new Duckistani fighter is disbanded for a full refund ($5).
* One new Duckistani stormtrooper escapes to Caucasus.
Regardless of events in the south, the Reichland component of the great Oceanic offensive gets underway.
Technocrat intelligence gains a +2 bonus for Oceanic forces.
Afrikaan, COBRA and People's Republic fighters attack at short range for an additional +1 strength.
Technocrat fighter attacks at long range from Gallicia using drop-tanks.
Khilāfat fighter is away on a mission.
Round #1:
->First strikes:
People's Republic fighter hits Khilāfat medium tank but the armour holds.
Afrikaan fighter hits Khilāfat medium tank but the armour holds.
COBRA fighter hits Duckistani medium tank, armour fails.
Technocrat fighter is shot down by Khilāfat medium tank!
Technocrat mobile artillery hits and destroys Khilāfat medium tank.
->Standard battles:
Khilāfat medium tank has weapons malfunction and is annihilated by Technocrat siege tank.
COBRA armoured car has nothing to do.
USSB stormtrooper has nothing to do.
USSB infantry has nothing to do.
Uslavia is captured by the Technocratic Republic of Columbia.
* Khilāfat fighters make emergency rebase to Astrakhan on returning from Adriatalia.
The Ninth Battle of Karelia - Ambush at Demyansk
Spoiler:
The territory is being heavily reinforced by fresh Duckistani tank divisions, but they may be heading into a trap...
COBRA forces make two separate amphibious landings from the Baltic and the Artic waters, combined with an attack from Finnkola, for +2 strength bonus.
COBRA gains +1 strength from Combined Arms bonus.
COBRA gains +1 strength from Intelligence.
Total base bonus is +4 strength to COBRA.
COBRA fighter attacks at short range for additional +1 strength.
Round #1: The COBRA offensive gets off to a good start, despite the loss of some expensive siege tanks.
->First strikes:
COBRA fighter hits Duckistani medium tank and its armour fails. Fighter returns to base.
->Standard battles:
COBRA siege tank destroys Duckistani medium tank.
COBRA siege tank destroys Duckistani medium tank, but not before the target hits back - siege tank armour fails!
COBRA medium tank hits Duckistani medium tank, armour is violated.
COBRA infantry and Duckistani medium tank both manage to hit each other: COBRA infantry is able to retreat, but medium tank armour fails.
COBRA infantry has weapons failure and is hit by Duckistani medium tank, however the infantry is able to bravely run away.
->Flank attacks:
COBRA stormtrooper hits Duckistani medium tank, but the armour holds.
COBRA stormtrooper gets stuck in a swamp.
Round #2: Stunned by the losses of men and equipment, the Duckistanti generals decide to pull out what is left of the Imperial Northern Tank Guards Army.
Karelia is captured by COBRA.
The factory is still bombed out and produces only $1 a turn.
Iron Fascist troops invade from the Gold Coast.
Afrikaan militia are attacking from the south (but do not give multi-pronged bonus, see Notes).
Duckistani tank reinforcements have moved in at the same time.
Technofascist fleet stands by with three battleships for fire support.
Round #1:
->First strikes:
Technocrat battleship hits Duckistani tank. Armour holds, but the target is shaken.
Iron Fascist battleship hits Duckistani medium tank, armour fails.
->Standard battles:
Iron Fascist stormtrooper hits Duckistani tank, but the armour holds.
->Flank attacks:
Iron Fascist infantry hits Duckistani tank, but the armour holds.
Iron Fascist infantry hits Duckistani tank, armour fails.
Iron Fascist infantry and four Afrikaan militia have nothing to do.
Great Kongo is liberated for Afrikaan Forces Suud.
The First Battle of Tanganyika
Spoiler:
Duckistani tank police attempt counter-insurgency operation. Round #1:
Duckistani tank destroys Afrikaan militia.
->Flank attack: Afrikaan militia fails to hit Duckistani tank. Round #2:
Duckistani tank destroys Afrikaan militia. Area secure.
The Fourth Battle of Suudrika
Spoiler:
Duckistani tank police attempt counter-insurgency operation. Round #1:
Duckistani medium tank hits Afrikaan militia, which goes into hiding.
->Flank attack: Afrikaan militia fails to hit Duckistani medium tank. Round #2:
Duckistani medium tank destroys Afrikaan militia. Area secure.
Air attack at the Philippine Sea
Spoiler:
Oceanic fleet is briefly caught by Duckistani air attack.
Two Duckistani fighters fly from Great Honshu, using extended range given by Doctrine: Airpower.
Shogunate fighter is in process of rebasing to Iron Fascist carrier, but is able to join the fight.
Iron Fascist fighter has +1 strength from fighting at short range. Round #1:
Iron Fascist fighter hits Duckistani fighter, forcing it back to base.
Duckistani fighter draws with Shogunate fighter. Round #2:
Oceanic fleet moves on, Duckistani aircraft break off contact. Battle over.
Another air attack at the Philippine Sea
Spoiler:
Afrikaan destroyer now enters patrol zone of Duckistani fighter from Great Honshu. Round #1:
Afrikaan destroyer hits back at Duckistani fighter, forcing it back to base.
Afrikaan destroyer moves on. Battle over.
The Third Battle of Great Honshu
Spoiler:
Having apparently wrong-footed the Duckisati Grand Fleet and the massive Far East Air Force, the Oceanic Alliance launches a sudden invasion of Great Honshu from the Izu Sea.
Technofascists have three battleships giving fire support.
All five Duckistani fighters are away on missions.
Round #1: It becomes clear that the Oceanic Alliance attempting a real invasion, and perhaps the Eastern Defence Front is a little too over-confident.
->First strikes:
Technocrat battleship hits Duckistani siege tank, armour fails!
Duckistani infantry endures Technocrat battleship bombardment with no ill effect.
Duckistani stormtrooper is bombarded and destroyed by Iron Fascist battleship.
->Standard battles:
Duckistani stormtrooper is hit by Iron Fascist siege tank, but is too tough to die.
Duckistani infantry hits Iron Fascist tank, armour fails.
Duckistani stormtrooper defeats Technocrat stormtrooper, which retreats and is pinned down on the landing beaches.
->Flank attacks:
Technocrat stormtrooper fails to hit Duckistani stormtrooper.
Round #2: The loss of the siege tanks is a big blow to the defence. A pause in the battleship bombardment gives hope to the Duckistani garrison.
Technocrat battleship hits Duckistani stormtrooper, target survives due its toughness but is badly shaken.
Technocrat battleship has fire control failure and is unable to fire.
Iron Fascist battleship strikes a sea mine and is unable to fire.
->Standard battles:
Iron Fascist siege tank destroys Duckistani stormtrooper.
Technocrat stormtrooper destroys Duckistani infantry.
Round #3: There is no retreat and the Duckistani stormtroopers fight to the last.
->First strikes:
Technocrat battleship bombards and destroys Duckistani stormtrooper.
Great Honshu is liberated for the Shogunate of Great Honshu.
All airfields are overrun:
* Two Duckistani fighters are able to rebase to Kanchuria.
* One Duckistani fighter rebases to Chang.
* One Duckistani fighter is sabotaged to avoid capture.
* One Duckistani fighter is captured by Technocrat forces.
Khilāfat Qurṭuba, reduced to a single fighter unit and no territory, is formally annexed into the Duckistani Empire. Their existing $7 stockpile makes it out of Eurasian hands.
These places were overrun without incident:
Al-Atlas (Duckistani -> Martyr's Empire), Hyderabad (Shogunate -> Duckistani).
Doctrines
Eurasian Alliance (Duckistani Empire, ?) has the following:
Spoiler:
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:
Spoiler:
SpoilerDoctrine: Requisition :
(newly implemented by Duckistan. Now available to Khilāfat Qurṭuba)
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: 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.
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 inflitrate/lurk in the territory till next turn, without contesting control of the territory.
instead of attacking normally, militia can optionally sabotage an enemy city/factory. A roll of 6 is success (or 5+ if the militia begins the turn already in the target territory), but a roll of 1 is being automatically caught and destroyed. Each militia gets a separate roll for this and it takes place before normal combat.
if an enemy territory is attacked (by non-militia ground units) while already infiltrated by allied militia at the start of the turn, 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
King Tank
Medium Tank
Mobile Artillery
Sniper
Helicopter
New Prototypes
None this turn.
Incomes
The Iron Fascist Union of the Greater South: $18
The Technocratic Republic of Columbia: $27 (includes $2 from Doctrine: Requisition)
COBRA: $14 (includes $2 from Doctrine: Requisition)
Union of Soviet Socialist Belki: $7 (includes $2 from Doctrine: Requisition)
Duckistani Empire: $49 (includes $7 from the Khilāfat, and $4 from Doctrine: Requisition)
Shogunate of Great Honshu: $9
Afrikaan Forces Suud: $2 from Doctrine: Requisition
New Zealand: $1
Madagascar: $1
The following places are too isolated due to enemy activity and do not send income:
Gallicia and Adriatalia (Duckistani)
Map
Lots of Notes
I haven't got around to new unit options yet. I'm afraid that will have to wait until next turn.
I remind Gelion that he now has $18 to spend.
Clarifying (?) new rules on movement (now repeated on first page):
Spoiler:
EDIT: Battles and movement, on land and sea, will now happen simultaneously. I will now do my best to explain this: Some units have two points of 'move', and this means each turn consists of two different 'phases'. Units with only one 'move' can move during either phase, but not both. Units with two 'move' can move during both phases, if they want. Regardless of 'move', any surface units can end up fighting twice during the turn as they encounter enemies. Note that units may have to hang around for one 'phase' in order to launch a combined attack with mobile units moving up from behind... In order to launch a blitzkrieg-style invasion with mobile units, all attacks should start the turn on the front lines, so they can use both 'move' points to invade enemy territory.
Note that transports have a move of 'two'. If they move two sea zones before unloading (IE, they unload during the second 'phase' of the turn), then the first phase has already passed. In this case units can still unload as normal, but any unloaded tanks etc cannot do a blitz-style move afterwards.
Aircraft fit into this ambiguously. They can potentially fight during both phases, but are limited in the amount of kills they can inflict, and only get one mission/target zone per turn (anywhere within their range of operation). If there is a chance for ground/ship support, they will tend to loiter and wait for it to arrive before pressing an attack.
Fortification:
Any ground unit (except Militia) that stays in place for a whole turn will automatically become fortified. It will gain +1 strength in combat and a saving-throw option of Toughness: 1 alongside any existing saves (currently this can only be negated by Stormtroopers). Fortification is lost when the unit moves out of the territory, it cannot be passed to other units.
Fortification didn't affect this turn as no units were fortified, but the rule is in effect now, as you may see on the map.
'Shock Weapon' revision: this was too powerful. Any non-lethal artillery/battleship/bomber hits will give a -2 strength penalty to victim for one combat round. But the victim will still have a chance to fire back at enemies.
Battleships can only provide fire-support if they are in the exact same sea zone that the amphibious landing is being launched from (else imagine possible scenarios with areas like Mexico, etc). That is why the Technofascist battleships are still in the Gold Coast zone.
Battleships will no longer negate armour in shore bombardment, it was too easy for them to wipe out enemy tanks without any risk to themselves.
I anticipate further complaints on the above points. I argue that Battleships are not meant to be amazing land assault weapons
I decided that Militia alone will not count towards any bonus for multiple angles of attack (the situation in Kongo). But militia will give a +1 strength bonus to outside attack if they begin the turn already hiding in the target territory.
Victories against militia alone will not give any Requisition bonus.
A white star icon thing represents new units that have been captured on the assembly line, and have changed ownership.
Just for the fun of it a Gold Pointy Star now represents random Elite units that have survived at least two intense battles. Multiple stars represent Uber-Elite™ units. I will not post formal rules for this (there's already too many rules, and I haven't quite decided yet) but it will give some kind of slight bonus. This didn't count for this turn, it only comes into play from next turn onwards. If you think you should have more elite units let me know. I've been going through the old maps trying to find any hardened survivors.
Equally I haven't got formal rules for rebellions. But its more likely to happen with: battle losses suffered by occupying power, lack of garrisons, and general upset on the local continent. Only the original core areas of each nation/player are totally immune from rebellion (the original capitol and adjacent territories, plus the new capitol territory if it has changed).
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