The Oceanic Alliance plans the final defeat of Eurasian forces in Europe, but once again fails to appreciate the aggressive intentions of the Duckistani tank army. The fate of Europe, it seems, is to be decided in Reichland. Meanwhile, Oceanic forces drive deep into the steppes. A huge combined-arms operation in Astrakhan meets no opposition, but the quiet is deceptive... Just a little further east, the Duckistani Empire is assembling a huge new mechanised army of re-conquest.
Africa is turbulent as ever, while a new guerrilla uprising threatens the home soil of the Oceanic Alliance. And finally, after years of manoeuvring, a huge fleet battle erupts in the Pacific...
There are no certainties regarding Final Victory.
* The USSB delays attempting a new capitol this turn, since it wants to relocate from Reichland.
* Repair work continues in Karelia.
* Duckistani bomber successfully bombs the factory in Uslavia, reducing it to $1/turn output (also note that it cannot spawn multiple new vehicles while damaged).
The Sixth Battle of Reichland
Spoiler:
Oceanic attacks from Reichland to Gallicia and Adriatalia are both pre-empted. Reichland faces a two pronged attack from these directions (+1 strength to Eurasian attack).
USSB bomber is away on a mission, as are three COBRA fighters. Only the Afrikaan fighter is available for defence (fights at +1 strength due to Doctrine:Airpower).
Round #1: The Reichland garrison was not expecting to fight the whole Duckistani tank army, especially not without much air support. Oceanic forces can only hope that their new King Tanks will be able to overcome the enemy's great advantage in tank numbers...
->First strikes:
Duckistani medium tank has engine trouble and is hit by Afrikaan fighter, armour fails. Fighter returns to base.
->Standard battles:
Duckistani medium tank hits Technocrat medium tank, but fails to breech the armour.
Duckistani medium tank hits Technocrat medium tank, but the armour holds.
Technocrat king tank hits and destroys Duckistani medium tank.
Duckistani medium tank hits USSB infantry, forcing them to scatter and flee.
USSB infantry is overrun and crushed by Duckistani medium tank.
Duckistani tank scatters more USSB infantry.
->Flank attacks:
USSB stormtrooper fails to hit Duckistani tank.
Round #2: After their initial success, the King Tanks seem to wear themselves out. The battle is frustrating for both sides. It is up to the heroic USSB stormtroopers to take the edge off the Duckistani attack.
->Standard battles:
Duckistani medium tank hits Technocrat medium tank, armour fails.
Duckistani medium tank draws with Technocrat medium tank.
Duckistani medium tank has engine trouble, while Technocrat king tank fires in wrong direction.
Duckistani tank drives into a ditch and is hit by USSB stormtrooper, armour fails.
->Flank attacks:
Duckistani medium tank hits Technocrat king tank, but the armour holds.
Round #3: It seems that fortune has deserted the Duckistani forces once again. The Oceanic formations are proving too resilient, and the attack is grinding to a halt...
->Standard battles:
USSB stormtrooper hits Duckistani medium tank, but the armour holds.
Technocrat medium tank hits Duckistani medium tank, but the armour holds.
Duckistani medium tank hits Technocrat king tank, but the armour holds.
->Flank attacks:
Duckistani medium tank fails to hit Technocrat medium tank.
Attackers withdraw, exhausted. Reichland is held for the USSB.
Oceanic forces: 1 infantry, 1 medium tank lost
Eurasian forces: 2 medium tanks, 1 basic tank lost.
The Sixth Battle of Adriatalia
Spoiler:
Duckistani Hero Guards Medium Tank Division attempts to hold Adriatalia after retreating from Reichland.
Oceanic forces are making an amphibious landing for a combined three-pronged attack (+2 strength).
Oceanic Alliance rolls an additional +2 strength, Eurasian counter-intel fails.
COBRA-PR fighter is overhead, with an additional +1 strength due to Doctrine:Airpower.
Iron Fascist battleship is available for fire-support.
Round #1:
COBRA-PR fighter hits Duckistani medium tank, armour fails.
Adriatalia is captured by the Iron Fascist Union of the Greater South (the USSB claim is rejected by Iron Fascists, since the USSB is currently unable to govern multiple territories properly).
The Eight Battle of Gallicia
Spoiler:
The remnants of Duckistani Tank Army West Europe attempt to hold Gallicia after retreating from Reichland.
Iron Fascist forces are making two separate amphibious landings for +1 strength.
USSB bomber is overhead, with an additional +1 strength due to Doctrine:Airpower.
Round #1:
->First strikes:
USSB bomber hits Duckistani medium tank, armour holds but the target is shaken.
->Standard battles:
Iron Fascist medium tank hits shaken Duckistani medium tank, but the armour still holds.
Iron Fascist medium tank has turret jam and is hit by Duckistani medium tank, but the armour holds.
Iron Fascist infantry hits Duckistani medium tank, but the armour holds.
->Flank attacks:
Technocrat militia fails to hit Duckistani medium tank.
Round #2:
->First strikes:
USSB bomber kills dozens of innocent Gallician sheep.
->Standard battles:
Iron Fascist medium tank has turret jam and is hit by Duckistani medium tank, but the armour holds.
Iron Fascist medium tank has turret jam and is hit by Duckistani medium tank, but the armour holds.
Duckistani medium tank hits and destroys Iron Fascist infantry.
->Flank attacks:
Technocrat militia gets lost in the woods.
Round #3: After another frustrating tank battle, the Duckistanis can at least take pride in having delayed the plans of the Oceanic Alliance.
->First strikes:
USSB bomber hits Duckistani medium tank, armour fails. Bomber returns to base.
->Standard battles:
Iron Fascist medium tank hits Duckistani medium tank, but the armour still holds.
Iron Fascist medium tank hits Duckistani medium tank, this time the armour fails.
->Flank attacks:
Technocrat militia fails to hit Duckistani medium tank.
Attackers withdraw, exhausted. Gallicia is held for Duckistani Empire.
One of the Iron Fascist medium tanks retreats into a nearby transport, another heads for Adriatalia. Having survived combat, the Technocrat militia have now infiltrated Gallicia and will give a +1 bonus to any outside attack.
The Second Battle of Tanganyika
Spoiler:
Duckistani Imperial Tank Police attempt counter-insurgency operation on their way to Abyssinia. Round #1:
Duckistani medium tank destroys Afrikaan militia.
Area secure.
The Fifth Battle of Libya-Egypt
Spoiler:
Iron Fascist infantry launch an amphibious raid without support. Unfortunately, Duckistani tanks are arriving in the area. Round #1:
Duckistani tank destroys Iron Fascist infantry.
Area secure.
The Third Battle of Caucasus
Spoiler:
The Duckistani attack from Caucasus to Anatolia is pre-empted.
Iron Fascist infantry launch an amphibious raid from the Black Sea, gaining +1 strength bonus for the Oceanic attackers. Round #1:
Technocrat medium tank gets lost in the mountains, while Duckistani stormtroopers have weapons malfunction.
->Flank attack:
Duckistani stormtroopers are still having a weapons malfunction, and are overrun by Iron Fascist infantry.
Caucasus is captured for the Technocratic Republic of Columbia.
The Great Battle of the Yellow Sea
Spoiler:
The advance of the Duckistani Fleet gains the initiative and catches the Oceanic Alliance by surprise.
Five Duckistani fighters are flying in from Chang and Kanchurea.
One Shogunate and one Iron Fascist fighter scramble from the Iron Fascist carrier to defend their fleet.
All aircraft have +1 strength due to Doctrine:Airpower.
Round #1: The Duckistanis have an advantage in the air. What they don't know is that the Oceanic submarines have split from the fleet, which by chance means the two opposing fleets are mirrors of each other: 3 battleships and 2 destroyers each. The Duckistani destroyer screen is soon scattered, but luck turns their way once the big guns are let loose.
->First strikes:
Duckistani fighter has engine trouble and is hit by Iron Fascist fighter, forcing it to break off attack.
Duckistani fighter draws with Shogunate fighter.
Iron Fascist destroyers fail to screen battleships from incoming fighter attack...
Duckistani fighter has weapons malfunction and fails to hit Technocrat battleship.
Technocrat battleship has engine trouble and is hit by Duckistani fighter, but armour soaks up the impact.
Duckistani fighter hits Technocrat battleship, but armour soaks up the impact. In the process, battleship AAA hits Duckistani fighter, forcing it to evade and break off attack.
->Standard battles:
Duckistani destroyer is hit by Iron Fascist destroyer and forced to break off attack.
The other Duckistani destroyer is hit by the other Iron Fascist destroyer, and is also forced to break off attack...
Duckistani battleship scores a damaging hit on Technocrat battleship.
Another Duckistani battleship scores a damaging hit on the other Technocrat battleship.
Iron Fascist battleship has engine trouble and takes a damaging hit from the third Duckistani battleship...
Round #2: With his battle line trailing smoke and flames, the Oceanic admiral orders a withdrawal to safe distance. But the Duckistani fighters have time to launch a final wave of attacks...
->First strikes:
Duckistani fighter has engine trouble and is shot down by Iron Fascist fighter, which has now run out of ammo.
Duckistani fighter fights off Shogunate fighter, forcing it to evade.
Iron Fascist destroyers fail to screen battleships from incoming fighter attack...
Damaged Technocrat battleship has weapons failure and is hit by Duckistani fighter. The hit is critical, and the battleship soon begins to sink!
Oceanic Fleet breaks off the engagement and heads for the Izu Sea.
Eurasian forces: 1 fighter lost.
Oceanic forces: 1 battleship lost, 2 battleships damaged. Damaged battleships (they have two 'hits' and do not die instantly) will auto-repair if they spend a whole turn adjacent to a friendly factory (or capitol) and do not engage in any combat.
*Afrikaan capitol is recaptured and restored in Suudrika.
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
Helicopter (NEW: retro-engineered from captured Technocrat items)
Trans-Oceanic Alliance
King Tank
Medium Tank
Mobile Artillery
Sniper
Helicopter
Full Accounting (as requested by Thlayli)
The Iron Fascist Union of the Greater South: $25 ($20 start, -$20 spending, +$23 income, +$2 Requisition: Adriatalia)
The Technocratic Republic of Columbia: $19 ($35 start, -$35 spending, +$17 income, +$2 Requisition: Caucasus)
COBRA: $13 ($14 start, -$14 spending, +$13 income)
Union of Soviet Socialist Belki: $8 ($7 start, -$6 spending, +$5 income, +$2 Requisition: Reichland)
Duckistani Empire: $40 ($55 start, -$54 spending, +$34 income, +$3 from scrapped helicopter,+ $2 from Requisition: Libya-Egypt)
Shogunate of Great Honshu: $11 ($22 start, -$20 spending, +$9 income)
Afrikaan Forces Suud: $9 ($2 start, +$7 income)
New Zealand: $6 ($5 start, +$1 income)
Madagascar: $3 ($2 start, +$1 income)
Martyr's Empire: $1 ($2 start, -$2 spending, +$1 income)
United Americans: $? (no data)
The following places are too isolated due to enemy activity and do not send income (or any Requisition bonus):
Gallicia (Duckistani)
Map
Diplomacy
From: United Americans
To: TechnoFascists The time has come to take back America. Death to tyrants.
Notes
Problems? Let me know!
Yes, there is a go-USA rebellion! Deal with it! PS there are Technocrat loyalists in Colorado too.
Yay sea battles!
I haven't got around to new unit options yet, and now I don't think it would be worth messing with stuff anymore... Unless someone really wants nukes in a hurry, I can make rules for them - they will be very expensive tho!
I don't want to continue modding this indefinately, but am willing to support a few more turns
Nice update... I see some WTFBBQ moments for both Eurasian and Oceanic alliances...
But LOOK AT NOVOGOROD! Bil, let me be your advisor... YOU NEED SOME AIR POWER! (and learn the OP Defence of 1 Inf and 1 Rock, which can hold from side-invasions such as Astrikan)
Great update, Daft. Really surprised with how that fleet battle went! Much, much better than the land battle in Europe Let's see what I can do with this mess...!
FROM: Duckistani Empire
TO: Martyr's Empire
We have no intention to disrupt your dreams of independence. Let us just hope that the Techno-Fascists and their lap dogs share our sentiment.
FROM: Duckistani Empire
TO: United Americans
Our best wishes go out to your freedom-fighters. While we can offer little help at this stage, and things might seem grim due to the massive Techno-Fascist war machine they have turned your homeland into, know that Duckistan is behind your every action! Death to the Cybernetic Tyrants!
Techno = Clean Dieselpunk. large, shiny machines of Naval Value. The Core of the Asian, and Cadest of the European Assaults
Facist= Less advanced, and rougher but tougher machines. Main Stay of the European Assault
COBRA = Small groups of well trained units, focus on Elite units. Famous with Stormtroopers
Shoganate= Revivitalist Samari style, with Katana-weilding officers, Tanks are mass produced with personal changes. Best with Snipers
Duckistan = Love of Tanks of Duckistan and Union of All Asians united! Large calibre tanks and heavy hitting infantry, with legendary officers escapting their tanks and captaining new crew. They are kings of Armoured warfare. Novograd is renowed to be able to produce and crew a tank every minute with recruits. And built giant warehouses for unpopulated tanks.
Go Chinese, whoever they fight for! Go USA, get some Rocketeers!
Alright I forgot. Honestly, I just rolled the tech roll for the rocketeer, and it failed (result=2) with a net loss of $3 to you... Your choice if you want me to implement that or not!
Transport moved back as far as it could towards New Zealand.
Our best wishes go out to your freedom-fighters. While we can offer little help at this stage, and things might seem grim due to the massive Techno-Fascist war machine they have turned your homeland into, know that Duckistan is behind your every action! Death to the Cybernetic Tyrants!
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