War Phase - Turn 5 // madchemist
Highlights:
madchemist's elite tank hunters attack Rovsea's elite garrison at 06.04, dealing 11 damage and taking 8.
It's still madchemist's turn.
An interesting idea brought forward by Rovsea was to allow for improving units with reinforcement funds. For example, upgrading an armoured unit to elite armour for $30. I'd suggest allowing this in some way or another in future games. He also brought up airplanes as an option - but neither of us came up with a way to make that work in an interesting way without making the game overly complicated. Should anyone have ideas with regards to airplanes, though, I'm eager to hear them.
[...] how do you feel about airplanes?
Considered them, but decided against it. Either airplanes are really abstract (i.e. pay $10 to halve a unit's strength), which IMO is no fun, or I introduce a system which requires three new types of units and airfields, which would make the game a lot more complicated. Seeing as we are in the unfortunate situation where the game is in need of new players, I don't feel making the game more complicated is the way to go.
If you see a more viable way to introduce airplanes, though, please say so.
Pretty much my thoughts as well, unfortunately.
The thing about the airplanes is that I actually had considered both the abstracted "pay money for bombing run" and adding three new units and an airbase, which was too complicated. Even his reasoning as to why not make it more complicated I agreed with. That's why my reply is so short; he basically already said exactly what I was thinking.Thunder did in fact manage to achieve victory as Grey, and it involved buying the same reinforcing unit as in my solution.
Personally, I prefer this game's reinforcements system, but I'll readily admit that I'm not the most impartial person to be judging those things. Without a doubt, though, either system works well.
On the matter of planes, here's the convo Rovsea and I had about it;
Also, Elite infantry and regular infantry are quite possibly useless, as are artillery. Garrisons (elite and otherwise) are scarily cost effective, Armor and Veteran infantry have a lot of offensive power (and some specialized defensive), Engineers are useful support units for constructing roads and zoning off land with mines, or clearing the same from the enemy. On the other hand, Artillery are hard to use cost effectively (without blitzkrieg tokens it takes 4 turns to earn back their cost in dead Infantry and militia), and infantry, Elite or Otherwise, lack flexibility. Elite Infantry look nice, but their reduced offensive capabilities, lack of mobility in comparison to armor, and capability to attack only once in a turn (without a blitzkrieg token) make them pretty hard to use. They can't take out 5 strength units in two attacks, like armor can, and even if they could it would take them two turns to do so. They only get halved movement on roads, so they can't pull off the insane cross-front offensive shifts that an armored spearhead can either. Regular infantry are more of the same, but their two movement makes them harder to use both defensively and offensively. To be honest, I consider militia a more useful offensive unit and garrisons are better defensive unit, and both are less expensive.
One of the major questions of this game was whether or not veteran infantry were correctly balanced. Veteran infantry were used this game, both as starting units and as promoted infantry. Although at time of writing these units haven't seen any combat yet, I feel they were adequately balanced; assault pioneers proved useful as starting units and both elite tank hunters and stormtroopers could prove critical for the final turn in a way which justifies their cost. It's without doubt that the "old" veteran infantry were too strong and it seems taking away some of their defensive capabilities was an adequate solution.
An interesting idea brought forward by Rovsea was to allow for improving units with reinforcement funds. For example, upgrading an armoured unit to elite armour for $30. I'd suggest allowing this in some way or another in future games.
aedan, understandably anxious about being attacked, then tried to prevent an incursion into his territory by claiming that he'd go all-in against the first to attack him. This would have been a valid strategy, were it not for two things; first, that madchemist had a significant presence in blue territory, second, that aedan left one of his newly conquered industrial centers completely undefended. These two oversights paved the way for madchemist's dodgy interpretation of an attack and ultimately led to aedan's doom, as in order to maintain his credibility he was forced to overcommit to the east.
I think that diplomacy would have solved this matter far better to begin with than an ultimatum. Had aedan offered madchemist the oppurtunity to seize a predetermined amount of Blue territory and one industrial center peacefully, then he would have taken away both of his opponents' incentives to attack him and fueled a war between Rovsea and madchemist; putting him in the very position now occupied by Rovsea in this game. Holding too much territory before the end of the game is a burden, one that aedan could easily have bestowed upon madchemist under the guise of benevolence.
madchemist's strategy was hybrid in that it was both defensively and offensively capable, and relied on supporting his armour with elite infantry. He may have slightly overvalued non-veteran elite infantry, but considering that manipulating engagements to gain veterancy is relatively easy, the strategy was definitely viable. He guarded his supply center with elite armour almost the entire game, and rightfully so - but defending his industry with non-elite garrisons was a tad underwhelming, seeing as a large part of his army was elite.
Instead, he remained in position until he could strike a deal with Rovsea that they would both attack aedan simultaneously. At that point, aedan had gained a lot of ground, so I fully understand why this plan was formed. What I do not really understand is that madchemist thought that aedan would not consider his sally a proper attack and respond. By moving his troops up into close contact with Green and taking one of their industrial centers, he forced aedan to either commit against Grey or fully place his trust in madchemist not attacking. With so many troops on such a small area, diplomacy seemed bound to falter.
I started writing this under the assumption that madchemist found one of the strategies to win. Unfortunately, it seems that despite playing well he missed a chance to win his first game of BFD. A fact quite indicative of this game, really, which was played exceptionally well by all players on a tactical level, but dominated by a few errors which caused the game to be more close than any before.
Still not seeing it. If my southern army could move, I agree it would have been possible. But I'd have needed to capture 10 more hexes from Rovsea, and I still needed to seize the industry because of its extra value, which took almost my entire army as it was. I don't see anything that can move as fast as what would be required, given that armor wasn't an option.
I'll point out that your elite armour only needed one more movement in order for you to win.
Presumably solvable by buying an engineer and building roads, but that's still not enough, by my count.
I see it, it's about getting the elite armour down to 05.11 using Rovsea's road network against him. Can't be bothered to put together the orders though.
Oh, right, industrial centers count as roads for movement purposes. Yeah, that would have altered my calculations significantly, then.
Meh.