ZPNESV: Flowers on the Razor Wire (World Conquest)

Iggy, Thlayli, I still haven't received an answer to my PM. I hope you guys read it.

Orders coming.
 
1954
War Without End

It is the turn of the Duckistani forces to advance unchecked across northwest Asia. There is only sporadic fighting in the middle east and western Europe. It seems that vast armies are building up for the final showdown.

Technofascists crush all resistance in North America with a well-planned combined arms operation. But new resistance movements spring up elsewhere...

There is another epic battle in the Pacific, with great cost to both sides. The Duckistani admirals take the opportunity to attack before the Oceanic fleet can fully assemble in the Pacific.

Despite some good news this year, it seems the net is closing in on the Duckistani Empire...

* Repair work completed in Karelia.
* Repair work ongoing in Uslavia.
* Duckistani bomber fails to cause enough damage to Afrikaan factories in Great Kongo.
* USSB bomber fails to reach Duckistani factories in Novograd (see Air Battle at Sibir).
* Technocrat bomber fails to cause enough damage to Duckistani factories in Huang after an epic flight from Alaska.

The Second Battle of Colorado
Spoiler :
Iron Fascist fighter attacks at extended range from Seaboard.
Colorado is infiltrated by Technocrat militia: Technofascist forces make a four-pronged attack for +3 Strength.
Round #1:
->First strikes:
United American militia resists Iron Fascist fighter attack.
United American militia resists Technocrat mobile artillery bombardment.
->Standard battles:
Technocrat militia has weapons failure and is destroyed by United American militia.
United American militia runs out of ammo and is destroyed by Technocrat medium tank.

Liberty: destroyed.
Colorado is restored to Technocrat control.


The Third Battle of Midwest
Spoiler :
Iron Fascist fighter engages with +1 strength from Seaboard.
Round #1:
Iron Fascist fighter destroys United American militia.
Iron Fascist infantry has nothing to do.
Iron Fascist stormtrooper has nothing to do.

Freedom: crushed.
Midwest is held for the Technocratic Republic of Columbia.
The United Americans have no units or territory and are destroyed.


The Seventh Battle of Adriatalia
Spoiler :
The USSB attack from Adriatalia to Gallicia is pre-empted.
Technocrat medium tank is present, en route to Uslavia.
Round #1:
Duckistani medium tank hits Technocrat medium tank, but the armour holds
->Flank attack: USSB stormtrooper fails to hit Duckistani medium tank.
Round #2:
Duckistani medium tank has engine failure, Technocrat medium tank has weapons malfunction.
->Flank attack: USSB stormtrooper fails to hit Duckistani medium tank.
Round #3:
Technocrat medium tank drives into a ditch and is hit by Duckistani medium tank, but the armour holds
->Flank attack: USSB stormtrooper fails to hit Duckistani medium tank.

Attackers withdraw, exhausted.
Tank assembly facility is defended.
Adriatalia is held for the Iron Fascist Union of the Greater South.


The Ninth Battle of Gallicia
Spoiler :
Duckistani medium tank is retreating from Adriatalia and attempts to defend Gallicia.
USSB stormtrooper and USSB medium tank press the attack from Reichland.
Gallicia is infiltrated by Technocrat militia: Oceanic forces gain +1 strength.
Round #1:
USSB medium tank drives into a ditch and is hit by Duckistani medium tank, but the armour holds.
->Flank attacks:
USSB stormtrooper hits Duckistani medium tank, but the armour holds.
Technocrat militia fails to hit Duckistani medium tank.
Round #2:
USSB medium tank hits Duckistani medium tank, armour fails.

Gallicia is captured by the USSB.


The Sixth Battle of Libya-Egypt
Spoiler :
Duckistani medium tank is engaged en route to Anatolia.
Iron Fascist amphibious landings from Mediterranean join land attack from Great Kongo: Iron Fascist forces gain +1 strength.
Iron Fascist battleship provides fire support.
Round #1:
->First strikes:
Duckistani medium tank is hit by Iron Fascist battleship bombardment, armour holds but the target is shaken.
->Standard battles:
Iron Fascist infantry gets pinned down on the beaches and is destroyed by Duckistani medium tank.
->Flank attacks:
Iron Fascist medium tank hits Duckistani medium tank, but the armour holds.
Iron Fascist infantry hits Duckistani medium tank, but the armour holds.
Iron Fascist infantry hits Duckistani medium tank, but the armour holds.
Round #2:
->First strikes:
Iron Fascist battleship has turret jam.
->Standard battles:
Iron Fascist medium tank hits Duckistani medium tank, armour fails.

Libya-Egypt is liberated for Afrikaan Forces Suud.


The Fourth Battle of Anatolia
Spoiler :
The Duckistani attack from Anatolia to Adriatalia is pre-empted.
Technofascist forces make a two-pronged attack for +1 strength.
Duckistani tank is engaged en route to Caucasus.
Round #1:
Duckistani medium tank has engine trouble and is hit by Iron Fascist medium tank, but the armour holds.
Duckistani tank draws with Technocrat medium tank.
Round #2:
Iron Fascist medium tank hits Duckistani medium tank, armour fails.
Technocrat medium tank hits Duckistani tank, but the armour holds.
Round #3:
Technocrat medium tank has engine trouble and is hit by Duckistani tank, armour fails.
-> Flank attack: Iron Fascist medium tank hits Duckistani tank, but the armour holds.

Attackers withdraw, exhausted. Anatolia is held for the Duckistani Empire.


The Fourth Battle of Caucasus
Spoiler :
Duckistani forces launch a two-pronged assault for +1 strength.
Round #1:
Iron Fascist infantry is destroyed by Duckistani tank.
Two Duckistani medium tanks have nothing to do.
Caucasus is retaken by the Duckistani Empire.


Air Battle at Sibir
Spoiler :
->Duckistani fighter intercepts USSB bomber en route to bomb Novograd:
Duckistani fighter gains +1 strength from operating at short range.
Duckistani fighter hits USSB bomber, which is forced to evade and abort its bombing mission.


The Great Battle of the Izu Sea
Spoiler :
Two Shogunate fighters and one Technocrat fighter fly from bases in Great Honshu.
One Shogunate and one Iron Fascist fighter scramble from the Iron Fascist carrier.
Oceanic intelligence rolls +1 strength.
All Oceanic aircraft fight at short range for additional +1 strength.
Four Duckistani fighters fly at extended range from bases in Kanchurea and Chang.

Round #1:
While massive air battles rages overhead, the Duckistani fleet brings its superior firepower to bear.

->First strikes:
Iron Fascist fighter and Duckistani fighter hit each other: both fighters evade and disengage.
Shogunate fighter shoots down Duckistani fighter.
Duckistani fighter has engine trouble and is shot down by Shogunate fighter.
Shogunate fighter hits Duckistani fighter, which manages to evade and escape.
Air supremacy: Oceanic Alliance
Technocrat fighter attacks Duckistani battleship, which hits back with AAA and forces Technocrat fighter to disengage.
->Standard battles:
Technocrat destroyer has weapons malfunction and is hit by Duckistani destroyer, forcing it to evade.
Duckistani destroyer draws with Shogunate destroyer.
Iron fascist destroyer has engine failure, while Duckistani battleship has turret jam.
Iron fascist destroyer hits Duckistani battleship with torpedo run, armour fails and damaging hit is scored.
Duckistani battleship hits damaged Technocrat battleship, doing fatal damage. Technocrat battleship explodes and sinks!
->Flank attacks:
Damaged Iron Fascist battleship scores a damaging hit on one of the undamaged Duckistani battleships.

Round #2:
Oceanic fighters are unable to score a decisive blow. The Duckistani fleet continues to wear down the enemy battle line as the Oceanic destroyers suffer misforunte.

->First strikes:
Shogunate fighter has navigation error.
Shogunate fighter hits damaged Duckistani battleship, but the armour holds.
Shogunate fighter fails to hit damaged Duckistani battleship.
->Standard battles:
Damaged Iron Fascist battleship hits damaged Duckistani battleship, doing fatal damage. Duckistani battleship explodes and sinks!
Duckistani destroyer has weapons malfunction and is forced to evade by Iron Fascist destroyer.
Duckistani destroyer hits and destroys Iron Fascist destroyer.
Duckistani battleship hits Shogunate destroyer, forcing it to evade.
->Flank attacks:
Damaged Duckistani battleship hits damaged Iron Fascist battleship, doing fatal damage. Iron Fascist battleship explodes and sinks!

Round #3:
With his battleships lost, the Oceanic admiral sees no choice but to yield the coast of Great Honshu and save his carrier from destruction. The escape manoeuvre is carried out under cover of a final air attack.

->First strikes:
Shogunate fighter has navigation error.
Shogunate fighter hits damaged Duckistani battleship, but the armour holds.
Shogunate fighter has weapons malfunction and is hit by Duckistani battleship AAA, forcing it to disengage.

Oceanic fleet disengages.

Duckistani losses: 2 fighters lost, 1 battleship sunk, 1 battleship damaged.
Oceanic losses: 1 destroyer sunk, 2 battleships sunk.


* Great Arabia: Duckistani Bomber fails to escape and is captured on the ground as COBRA armoured cars overrun the territory.

* COBRA cedes Karelia in return for Gallicia.
* USSB establishes a new capitol in Karelia.

These places were overrun without incident:
Abyssinia (Duckistani -> Afrikaan), Astrakhan (Technocrat -> Duckistani), Sibir (COBRA -> Duckistani).

Uprisings

Gran Colombians (Venezuela) - seek independence for Gran Colombian core territories (Venezuela-Amazonia-Peruvia)

Free Australians (Geraldton) - seek to evict the Shogunate from all of mainland Australia.

True Duckistanis (Rajputana, Hyderabad) - seek independence for the old core Duckistani territory (Rajputana, Hyderabad, Mandalay)

Khilāfat Liberation Army (Gallicia) - seek independence for Gallicia only, will not side with the Duckistanis.

These rebels are preparing to attack next turn.

Doctrines

Eurasian Alliance (Duckistani Empire, ?) has the following:

Spoiler :
Spoiler Doctrine: 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.

Spoiler Doctrine: 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.

Spoiler Doctrine: 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.

Spoiler Doctrine: 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 :
Spoiler Doctrine: 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.

Spoiler Doctrine: 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.

Spoiler Doctrine: 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.

Spoiler Doctrine: 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.

Spoiler Doctrine: 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.

Prototypes:

Duckistani Empire: King Tank perfected!
COBRA and New Zealand: Rocketeer partly successful. Units ready for duty, but prototype costs still apply.

Technologies

Eurasian Alliance
  • Medium Tank
  • Rocketeer
  • Helicopter
  • King Tank (NEW)

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 ($25 start, -$24 spending, +$24 income, +$2 Requisition: Libya-Egypt)

The Technocratic Republic of Columbia: $24 ($19 start, -$14 spending, +$19 income)

COBRA: $17 ($13 start, -$13 spending, +$17 income)

Union of Soviet Socialist Belki: $19 ($8 start, -$2 spending, +$11 income, +$2 Requisition: Gallicia)

Duckistani Empire: $37 ($40 start, -$40 spending, +$33 income, +$4 Requisition: Caucasus+Anatolia)

Shogunate of Great Honshu: $10 ($11 start, -$10 spending, +$9 income)

Afrikaan Forces Suud: $9 ($9 start, -$9 spending, +$9 income)

New Zealand: $2 ($6 start, -$5 spending, +$1 income)

Madagascar: $4 ($3 start, +$1 income)

Martyr's Empire: $2 ($1 start, +$1 income)

Map



Diplomacy

From: Khilāfat Liberation Army
To: COBRA

'Please hand over Gallicia to us and leave us in peace, brother.'

From: Gran Colombians
To: Technofacists

'We ask you to release the independent republic of Venezuela-Amazonia-Peruvia. If you do this, we will remain your loyal allies.'

Notes

Duckistani base income is $33
Combined Oceanic base income is $90 according to my calculations.

Perhaps its time to end this, maybe have a massively abstracted final turn where things you buy can be used straight away, etc?

Turn #20 is a nice number to end on, just like the NEB1 game :)
 
Lurker Speaking: Massive Battles Ahead! Winner Takes All!:)

I agree that 20 turn is a great number to end on, mostly cause the game will be decided next turn unless those armies keep on stalling.
 
I want to see the destruction of Duckistan and the division of Eurasia. Correction...I MUST see it!

Also...why does it seem like Duckistan always steals my tank designs? :mad:
 
To the General of Duckistan
From your loyal advisor

I suggest that you or send in infantry to your 'Homeland.' to fend off the rebelion.

I also advise to persue a slighty more mixed arms strategy. I find that a good ratio is of 3 heavy tanks to every 10 light, Kings can be subed for heavies, and mediums for light.

Military Suggestions: Persia needs reinforcements, the Asian Coast need more fighters and a slightly stronger navy, but safe for now if raids are carried upon Japan.

Outflank kar with tanks and fighters, and reinforce Siber and AS with Novogradian recuits!

Finally, these territories currently can be easily overrun: Great Arabia, Adriatia, others need decive battle.

BTW, learn to recuit infantry in the cities, full of recuits, and the tanks in the Factories behind the lines. This lets us to use combined arms formations.
 
Update was fantastic. 2-3 more turns and we should have this thing fully wrapped up. I think we'd all like to finish using conventional means. I'm assuming I have 17$ as per the map as opposed to 13$ as per the accounting tally.

Also...overeager allies much? :p
 
From: Commanding Officer, Britannic Revolutionary Armies
To: The Oceanic Alliance


Victory is at hand. But we cannot let our victory degenerate into a new era of border wars and petty squabbles. We cannot risk the rise of a new Duckistan, and yet another epoch of grueling war that sweeps across our planet with ever more terrifying weapons. In order to secure peace, we must establish a global doctrine of overwhelming strength. But we must allow the free expression of regional interests under our broad global banner. A federation, of sorts, to link us all as members of the human race.

There is only one solution to end war for all time: World Government. We propose the immediate combination of all Oceanic Alliance command structures, units, into a combined global army.

We must abandon our petty regional interests, or be forced to repeat the mistakes of the past. Let us establish a Global Technowealth of Nations, to unite humanity under the iron fist of absolute freedom. A cooperative government of civilian and military leaders, headquartered at a capital chosen by global referendum, shall bring peace to our planet for all time.
 
The Grand Technofascist Union of the Americas applauds this forward thought. Upon the defeat of Duckistan, the last enemy of the Trans-Oceanic peoples of the world, we shall merge our command structures into a single, unprecedented union.
 
From: Commanding Officer, Britannic Revolutionary Armies
To: The Oceanic Alliance


Victory is at hand. But we cannot let our victory degenerate into a new era of border wars and petty squabbles. We cannot risk the rise of a new Duckistan, and yet another epoch of grueling war that sweeps across our planet with ever more terrifying weapons. In order to secure peace, we must establish a global doctrine of overwhelming strength. But we must allow the free expression of regional interests under our broad global banner. A federation, of sorts, to link us all as members of the human race.

There is only one solution to end war for all time: World Government. We propose the immediate combination of all Oceanic Alliance command structures, units, into a combined global army.

We must abandon our petty regional interests, or be forced to repeat the mistakes of the past. Let us establish a Global Technowealth of Nations, to unite humanity under the iron fist of absolute freedom. A cooperative government of civilian and military leaders, headquartered at a capital chosen by global referendum, shall bring peace to our planet for all time.

From: Comrade Squylanov, Leader of the Soyuz Sovetskikh Sotsialisticheskikh Belki
To: The Oceanic Alliance


We agree with this wholeheartedly. The rise of another evil menace like the Duckistanis would be a travesty for this planet and all it's inhabitants and we must prevent that from happening. However, we suggest that each nation which is to form the Global Technowealth of Nations first establish order in their lands and divided territories. Once this is done, we can merge into one beautiful, hegemonic entity.
 
I'm completely fine with ending this next turn, Daft. There's no point in drawing it out much longer than it already has been.

When do you want next orders by?
 
Bil, give us unconditional surrender and we can end this right now.

Decloak: Dammit, quit editing your posts before I can quote them horribly out of context!
 
Back
Top Bottom