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Gen. Marshall

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War Phase - Turn 2 // Rovsea

While other factions fought to the death, Yellow hoped to gain the upper hand through more peaceful means. Rather than spending every last dollar on armaments, they made sure to invest in infrastructure and keep a healthy surplus on their budget. The international community looks upon this favourably - but Grey command, still wary of Yellow incursions, sure doesn't seem to share their opinion...

@madchemist , your turn. For two industrial centers you gain $20.
 

madchemist

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I'll just keep biding my time, then.

14.09 to 15.08 to 16.09 to 16.10
13.09 to 14.10 to 15.09 to 15.10
11.07 to 13.10 and lay minefield
12.10 to 10.07
12.06 to 10.06 and lay minefield
Purchase [unit identified in PM] at 14.03 and move to 12.02
10.03 to 09.03 and back to 10.03
11.01 to 12.04

End turn.
 

Gen. Marshall

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War Phase - Turn 2 // madchemist

Highlights:
(none)

I've cut off the turn there as the order "11.07 to 13.10 and lay minefield" is invalid. Please remember that roads provide a movement bonus when moving off of them, not when moving onto them. Still your turn, madchemist.
 

Gen. Marshall

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War Phase - Turn 2 // madchemist

The Grey incursion into Blue territory faltered. It wasn't really a matter of heavy resistance - not a single shot had been fired - but rather one of priorities. Unwilling to overextend themselves to the South, with the perceived Yellow danger looming, the elite infantry corps was developed on the width of the front rather than making a breakthrough and engineers were tasked to lay minefields rather than build roads. Perhaps, as soldiers dig in and consolidate their borders, the Empire might continue as a nation divided but at peace?

Highlights:
(none)

@barkardes Go ahead. You have $10 to spend this turn.
 

Gen. Marshall

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War Phase - Turn 3 // barkardes

Now unbothered by the prospect of being flanked, Blue forces focused their attention on Green - or, what was left of Blue forces, anyway. It was now abundantly clear that, having lost one of their industrial centers and unable to retake it, they were incapable of producing enough weapons to equip a sizeable defensive army. Not all of their luck has run out, though. One Blue infantry division has been able to capture a significant amount of anti-tank weaponry, which given the fight ahead will surely do them good.

Highlights:
barkardes' infantry take down aedan's armour at 10.14, taking 2 damage in the process and promoting to tank hunters.

@aedan777 , you may commence your third turn. As you now control 3 industrial centers, you earn $30 to spend on reinforcements.
 

aedan777

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Assault Pioneers move 10.12, then move 11.12. Disable minefield in 12.13.
Armour 09.11 move 10.12, then move 11.12, then move 12.13. Attack 13.13. Then move 11.12, then move 10.12, then move 09.11.
Purchase new Armour reinforcements at Industrial Center 10.12. Move 11.12, then move 12.13. Attack 13.13. Iff that takes the industrial center and defeats Blue, move 11.13, then 11.14, then 12.15.
 

aedan777

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Gen. Marshall

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War Phase - Turn 3 // aedan777

Highlights:
aedan's armour takes 8 damage and deals 5, fighting barkardes' elite garrison at 13.13.
His other armoured unit defeats the elite garrison at the cost of 5 strength.

barkardes is defeated; well played.

aedan gains a Blitzkrieg token. It is still his turn.
 

aedan777

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Infantry 08.14 move 09.14, then 10.15
Engineers 06.15 move 07.14, then 07.13. Place minefield.
Artillery 07.11 move 07.12, then move to 08.13.
Garrison 02.15 move 02.14.
Armour 08.12 move 09.11, then 09.10, then 09.09, then 08.10.
End Turn.
 

aedan777

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Public Warning: If Green is attacked by another colour, it will commit all of its resources to opposing said attacker, while leaving no forces to oppose the forces of the nation that did not attack Green. So don't attack Green unless you want to hand the game to the other colour. That is all.
 

barkardes

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@aedan777
Well done.You did well to place supply caches all over your country since you knew I would attack.And I didn't have any hopes of survival anyways.
About the last warning you did,I don't think that only one of them would dare to attack you alone.Gray is concerned about the roads being built.And one thing is for sure,You can't be defeated in just one turn even if a blitz token use because you have a bunch of IC's and SC's.But, the threat you have given doesn't work under one condition.I wonder what would happen if both of them attacked you at once :D
 

Gen. Marshall

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War Phase - Turn 3 // aedan777

Green command was determined to finish off their nemesis immediately and with overwhelming force, so they did. After battered veterans softened up the iron ring of minefields and garrisons around Blue's final stronghold, a newly formed armoured division - partly composed of tanks captured from Blue's former industry - rolled into the city to secure the inevitable victory.

Rather than sending an order that all troops hold their ground, an order surely dismissed by those who'd receive it, General Barkardes laid down his weapon and surrendered to the commander of the opposing 5th Armoured Division. He had fought a valiant battle, hoping to lead the Blue faction and a united Empire to a swift victory and a great future with a minimum of casualties. Their strategy of a lightning war, one light on forces but strong in support, would have torn through many an enemy - but in their Green enemy's deceptively strong defence, it found its match.

In the wake of their victory, Green command sends out a message: They will focus all their efforts on whoever dares attack them. It remains to be seen how the remaining powers react to this warning.



Highlights:
(none)

@Rovsea , you may play your turn now. Once again, you gain $20, which brings your treasury to $50.
 

Rovsea

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4.06 to 5.05.
Engineer at 8.04 to 6.05 and build road.
Assault Pioneer at 7.03 to 4.06.
7.01 to 5.04 and 5.04 to 5.03.
4.04 to 3.05.
End Turn.
 

Gen. Marshall

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War Phase - Turn 3 // Rovsea

While Yellow command continued their strategy of investing in infrastructure, a minor incident occurred in the capital. Several highly inebriated British volunteers broke into a local store, causing significant damage and knocking a passer-by to the ground. While those responsible were punished accordingly, the matter was indicative of one thing: Highly militarised as the Empire was, keeping it at peace might be harder than anticipated.

Highlights:
(none)

@madchemist , you're good to go. Your treasury increases by $20 this turn, which brings your total to $30.
 

madchemist

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10.06 to 12.05 and build road.
12.04 to 13.13
Purchase armor at 11.04 and move to 12.13
15.10 to 12.12
16.10 to 16.11 to 15.11 to 14.12
13.09 clear minefield on 13.08, move to 12.09 and clear 11.08, then move to 11.09 and lay minefield
10.07 to 11.10
12.02 to 11.01

Public Warning: If Green is attacked by another colour, it will commit all of its resources to opposing said attacker, while leaving no forces to oppose the forces of the nation that did not attack Green. So don't attack Green unless you want to hand the game to the other colour. That is all.

Duly noted. You will observe that my troops have not attacked yours. I give you a similar message: attack any of my forces and you will suffer the consequences.
 

Gen. Marshall

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War Phase - Turn 3 // madchemist

Highlights:
madchemist's armour seizes the industrial center at 13.13.

I've cut off the orders there, since the order "13.09 clear minefield on 13.08, move to 12.09 and clear 11.08, then move to 11.09 and lay minefield" is invalid. Engineers can only perform one action per turn, whether it be attacking, laying a minefield, clearing one, or building a road. The only exception to this rule is when a Blitzkrieg token is used. It's still madchemist's turn.