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aedan777

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Armour 03.12 move 04.12.
Armour 08.13 move 09.12
Infantry 07.09 move 08.10. Move 09.10.
End Turn.
 

aedan777

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Also Garrison 00.16 should be at 01.15.
 

Gen. Marshall

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War Phase - Turn 1 // aedan777

Although Blue command had entertained the possibility of retaliation, the Green counterattack took their units completely by surprise. Several regiments broke under the weight of advancing armour, while two highly experienced tank brigades found themselves surrounded and deprived of adequate supplies. As it stands, the counterattack now threatens the industrial centers which Blue once so securely held...

---

Highlights:
(none)

@Rovsea , it is your turn. As you control two industrial centers, your treasury has been filled with $20.
 

Rovsea

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Move 4.04 to 3.02 and 3.02 to 4.02.

Deploy militia at 8.03, attack 10.03.
Deploy militia at 8.04, attack 10.04.
 

Rovsea

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Unfortunately, reinforcements can only be deployed at an industrial center you control from the start of your turn.
Drat. OK, in that case, skip the militia, build a scout at 6.04 and move him to 9.03.
 

Rovsea

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Move 4.04 to 3.02 and 3.02 to 4.02.
Move En at 7.06 to 7.04 and build a road.
 

ThunderHawk3

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I stand corrected. Apparently that rule has been added in BFD #3 and I completely missed it, my apologies.

EDIT: Does anyone recall why that rule was changed?

Sorry I didn't answer this earlier. I was out.

I changed that rule because I decided it didn't make sense that you should need an attack to capture an undefended supply cache. Also, someone (I think it was Rovsea, but it may been you, Gen. Marshall) pointed out a bunch of weird exploits involving supply caches. Initially these were focused on opposing players trading off captures of a supply cache to heal their units, but there were others. Particularly I thought it didn't make sense that airborne would be unable to drop on an undefended cache and capture it (which they can't do if they can't move through the hex without using an attack). There were also some really weird exploits focused on the idea that the supply cache is indestructible and can be used as a permanent obstacle, though these are highly theoretical.

I made two changes to the supply cache rules: #1) they now only heal a unit the first time they're captured and #2) you can capture an undefended cache or industrial center by moving over it.

Airborne can drop on industrial centers/supply caches and capture them, as I believe Rovsea did in Game 5.

EDIT: Of course, you can also take industrial centers/supply caches by attacking them.
 
Last edited:

Rovsea

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IKU80mx.png


War Phase - Turn 1 // Rovsea

Highlights:

03.02 and 04.04 switch places.

It is still Rovsea's turn.
No, 4.04 is meant to go to 4.02. Nothing should be at 3.02.
 

Rovsea

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Anyways, end my turn after that.
 

Gen. Marshall

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UTsW4va.png


War Phase - Turn 1 // Rovsea

While war raged on in the South, the North remained relatively quiet. Yellow command merely sent a reconnaissance unit into Grey territory - and while in the context of a tense civil war that move was interpreted as a diplomatic insult, it did little to really threaten anyone.

Highlights:

(none)

@madchemist - it is your turn. As you control your two starting industrial centers, you gain $20 for your treasury.
 

Gen. Marshall

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madchemist posted:

12.06 to 12.10
Deploy engineer at 11.04, move to 12.06, build road
11.03 to 11.01
11.04 to 11.03
Deploy unit at 11.04
12.08 to 11.06
13.05 to 11.07 (clear minefield with engineers).
13.06 to 13.09
14.06 to 14.09​

Ry4S2eM.png


War Phase - Turn 1 // Madchemist

Highlights:

madchemist's elite infantry massacre Rovsea's scouts at 09.03.
The minefield at 11.07 is cleared by a unit of engineers.

It is still madchemist's turn. His treasury is empty.
 

Gen. Marshall

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War Phase - Turn 1 // madchemist

The Northern front saw little more than a border conflict this Spring. As days steadily grew longer and Spring turned to Summer, Yellow and Grey were mostly unscathed - while on the other hand, Green and Blue were engaged in a fight for survival which took its toll on both of them. Amidst the brutal siege on Blue's industry one would almost forget that another looming danger presented itself; a corps of elite infantry has just crossed their northern borders.

Highlights:

(none)

@barkardes - it is once again your turn. Your treasury increases by $20 this turn, bringing its total to $30.