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Let's Roll Over the Untermenschen in Panzer General!COMPLETE

Which should be the next campaign I play?

  • Soviet Campaign in Allied General

    Votes: 0 0.0%
  • 1943 West Panzer General

    Votes: 0 0.0%

  • Total voters
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Joined
Jul 21, 2009
Messages
2,573
Location
Once and Future Wasteland
Serpent in the Staglands Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Heil, glorious Codex! Today we shall be beginning one of the TBS classics: Panzer General. In the name of the Reich we will (hopefully) conquer Poland, Norway, the Low Countries, France, England, the USSR, and finally invade America itself. If we fail to achieve a major victory in France, we may also have to take either the Balkans or go into North Africa and the Middle East.

For my first LP, I had wanted to do a solo wild mage BG2 runthrough, but then we had two excellent BG LPs so now I give you games of strategy instead of roleplaying.

Also if this LP is a success I may make one of some Allied General campaigns, too. At least the Russian one (as it is ridiculously difficult).

Anyways, let's fire this bro up:

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panzer_001.png

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Playing on hard cuz we ain't no bitch

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Doing the 39 campaign, gotta forge our own destiny

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Sounds easy, just need to run and gun some silly Polacks.

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And here we are, the game screen. For some reason I decided to move a guy before taking the first screenshot (our infantry guy in the north). Anyways, the basics of this game are pretty simple, move along hexes, each unit has a set movement and spotting. Running into an enemy that you havent spotted yet while moving will give them a big bonus to fighting you, so moving ahead carefully (but not slowly!) is important. So yeah with that first move I was just talking about we uncovered this cavalry guy to the north that you can barely see.

panzer_008.png


We move our other infantry guy up there and attack the sunvabitch.

Here I guess is a good place to explain the combat. Combat is based on a number of things, especially unit type. Attack scores are broken up into 4 different scores: soft attack, hard attack, air attack, and naval attack. Soft and hard attack are what concerns land battles. Every unit is either a “soft” target (e.g. infantry, most artillery, etc) or a “hard” target (tanks, recon, etc). Thus, when fighting a battle, your troops only use the attack they have for the enemy's unit type. Since this first attack is infantry against cavalry (which count as infantry in this game), both will be using their soft attack.

Hard and soft types are also important for city-based combat, where infantry get nice bonuses against hard units, meaning infantry are pretty necessary. Also, infantry are better in forests and rough terrain. The game really forces you into a combined arms strategy of infantry, tanks, planes, and artillery.

Units also have defense scores, ground defense and air defense are split up. This also goes into combat considerations.

Initiative is an incredibly important score, because it determines who will fire first in combat. Tanks especially have very high initiative scores.

Now about entrenchment. A unit gets entrenched for not moving, and his entrenchment will increase for every turn he stays in the same hex. Certain hexes, like fortifications, increase entrenchment. Getting attacked (by any source, land, sea, air, artillery) will lower entrenchment. The main advantage to entrenchment is that your unit fights better (especially important is increased initiative) and has a higher chance of getting “rugged defense”...which basically means the unit takes little damage and deals out a ton during the attack.

Finally to actual combat. In combat the first thing that will be decided is initiative (there are 3 possible outcomes: one of the two goes first, or they both go at the same time). When this happens, 2 things can happen: part of the unit can be killed, and the unit can be suppressed (or of course, nothing at all could happen). Suppression basically means no casualties are taken (the unit's strength doesn't decrease), but those guys are done for the current fight. If a unit's strength goes to 0, he dies, if his strength minus his suppression is 0 (or less...i don't think it can be less but I'll just cover my ass in case) he will retreat in the opposite direction he was attacked from. If there is nowhere to retreat, he will surrender (die).

Notice that on the bottom of the screen it tells us the expected outcome of the upcoming fight. Supposedly we should lose 3 and the enemy should lose 6. These predicted outcomes are not something you should have a lot of faith in. They do help you to notice if you will overpower or get overpowered by someone, but most of the time they are just general ideas of how the fight is going to go, and we will see me rage many a time throughout the course of this LP when the outcome is nowhere near what was expected. Anyhow let us press the attack!

panzer_009.png


So basically, we went first, killed 6 of his guys and suppressed 4, so the cavalry retreated. The natural reaction to seeing this is “fuck year, we wrecked them!” but this actually wasn't the most desirable outcome. Because the cavalry retreated, they will be able to take replacements on their turn, and be back to 10 combat strength for just a bit of prestige (basically money). Had he not retreated, he would not have been able to take full replacements, and would likely have spent his turn retreating or taking just a couple replacements.

Anyways, it was a good enough outcome that I'm certainly not complaining.

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Now we shall take on the other cavalry, this time using our glorious panzers. We start with a IID

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The expected outcome occurred! Now let's get'em with some infantry.

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Beat the shit out of them!

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Moving some guys up. Note we put the artillery in a truck, because otherwise it can only move 1 hex per turn, which is fucking balls. Because we moved in the truck, he ends the turn in the truck, which can be dangerous. If I hadn't played this map about 5 million times I probably wouldn't have put him up there, undefended, in the forest. But I have, so I know he'll be fine.

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Moving our guys to the south.

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OK, we can't move anyone else. Time to buy some shit.

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Note, along the right side, you can see all the stats I was talking about earlier. Note I forgot to talk about close defense, which is basically just how well a tank can defend in the forest and places like that. Also here you can see ammo and fuel, but we won't have to deal with that until the next scenario, because this one is fucking small.

Anyways we buy this delicious Panzer IIIE. He immediately becomes our best tank.

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We also buy another artillery for our southern attack group, and are now broke. Time to end that turn.

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OK, well we didn't get attacked at all so our turn begins again with all our troops just like they were at the end of last turn.

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NOTE: for a little while I forgot to take start of turn screenshots cuz I'm a dumbass. Anyways, here you can see his cavalry replaced to a 10.

Here we move our tank next to the one hex around the city we couldn't see, and lo we find an artillery! Note that if we attack his infantry in the city while the artillery is behind him, the artillery will get a free attack on our unit before we get to attack. Time to fuck him up.

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Here's our first in a long line of rugged defenses.

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Wasn't too bad, 1-1, but it sure would have been nice to actually fucking hurt that arty. Anyways let's see how this infantry does.

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ARE YOU FUCKING KIDDING ME

panzer_023.png


OK, well again that wasn't so terrible in actuality. We killed 3, he killed 4. But we're still kinda fucked if we want to attack that city this turn. Note that by expected outcomes that artillery should be a 2 =(

Anyways, since we aren't going to be attacking the city with infantry this turn, let's F this cavalry up for lolz.

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Pretty good outcome.

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Time to do some arty

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Got what was expected. Moving infantry up in front of our arty because there's a chance he kicks our infantry next to the city away from it, which would mean he could buy some new units there (no unit buying at cities that have enemy units next to them).

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Move all our guys down at the bottom up some. We actually did encounter an enemy. There's a cavalry to the south of that city that you can't really see at the northeast. Not a big deal though.

We end our turn.

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Cowardly Poles don't attack yet again.

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Again forgetting to take an intro screenie, but you can basically see how it went. He moved his cavalry away to that city in the northwest, and his artillery back. Let's see if his artillery can get any more rugged defenses.

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No, but we still did really shitty.

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Attack with our arty, moving him north in a truck.

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Kalisz is ours!

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Scouting ahead with our tanks we see the first of the 2 objective cities. Once we capture both of these cities we win the scenario. If we capture them super fast (by turn 8 I think), we get a major victory, which sometimes unlocks different next maps, and always earns you more prestige.

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Here's my first “as it looks at the start of the turn” for the southern part.

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We use our shitty Panzer IA on the cavalry

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Going kinda reckless for no good reasong against this cavalry.

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Probably not a great idea. We keep moving our other guys up.

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I forgot to take the screenshot of AXIS TURN WHATEVER. Anyways this is the start of the new turn.

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Fucked his shitty little tankette up with our IIIE

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So I made a huge fucking mistake here. For some reason I moved my artillery up there, thinking that my tank's zone of control would stop his cavalry from doing anything to the artillery, forgetting that their movement isn't really fucked up too much by swamp.

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The south.

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Trololo

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Actually not that bad.

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Godfuckingdamnit

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:rage:

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Not being able to kill that guy with our infantry means we have to divert our tank to finishing him off, leaving the cavalry up there to get replacements.

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So here I decide to give this unit replacements. It might have been a better idea to just move him next to those faggy cavalry, but hey.

Note you can give a unit replacements or “E(lite) replacements”. Basically, E-replacements cost more, but you don't lose experience for them. Since they cost so little for infantry anyways, even though this guy only has a little bit of XP, we're still giving him the E's.

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Allied turn. He is merciless on me for my mistake.

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Ouch. That's all he does though on the attacking front. Time to beat their kielbasas.

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Yes, we did attack his artillery with our tank. Did nothing.

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Move our tank and infantry up to protect our arty

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Jesus Christ

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Yep, we pushed him back with the rugged defense, then moved into the city with our 7 strength infantry, attacked, and did....0 damage?

ASLKDJFHSAFDEWQYRIUASDCASDC :x

At least we didn't do any suppression either, but still. Anyways, that's the end of our turn

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He attacked our infantry next to his city and kinda shit on him.

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OH HOW THE TABLES HAVE TURNED FUCKER

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Lol killed 7 of his guys. :thumbsup:

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WHAT THE FUCK HE KILLED 4 IIIE'S WITH HIS 75MM ARTILLERY

Anyways, this is how the maps looks on the next turn.

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Remember when I said our IIIE would be our best tank? Apparently I fucking lied, can't kill a single part of a fucking artillery.

Also where I retreated with the IIIE was a retarded place. We shall see why that bites us in the ass later.

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God...are you...fucking...bullshit

In retrospect it was dumb to take the chance that that could happen. But we still should have killed that fucking invincible artillery.

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I probably should have just said fuck him, since he's on a river let him take replacements. But I was pretty angry at this point and wanted to let him know who the fucking boss was.

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Note, had we moved our IIIE to a better place, we could have put our arty there, putting him in striking distance of the city.

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The southern front. Looks pretty silly.

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I forgot where his cavalry went, so I'll just kill his infantry.

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You've got to be fucking shitting me

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Nope

This is our position at the end of the turn

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His cavalry attacked us, did shitty, and then ran away like a bitch

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His tankette burns in the hellfire of the IIIE

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Really, we didn't kill him? Ah whatever we've knocked him out of the city, now we can win whenever we want.

At this point I quite simply had a complete brainfart, and just moved my guy into the city, instantly winning the campaign for us, when we actually had a whole turn left to go before I had to take it for a major victory. This means our troops don't get to spend that time killing Poles and gaining XP, and we don't get as much prestige as we would have had we taken more minor cities.

panzer_108.png


Oh boy!

So overall, our first scenario could have gone better. I made a few mistakes that I probably won't make as I play more, especially taking the last target city so soon. Still, we got a major victory and didn't lose any units, so this certainly wasn't a total failure. We should still have enough prestige to buy 3 fighters and 2 stukas in Warsaw, so all is good.

Next time, we go deeper into Polish territory, showing them that interesting and well-done combat mechanics beat retarded QTE combat.
 

Infantryman

Scholar
Joined
Feb 9, 2010
Messages
459
Location
War Saw, Potatoland
:salute:

Magnificent game! And PG2 was its worthy successor, pretty rare thing in game industry. You think you can win everything with major victory? Meh, and fighting Pollacks is more of a tutorial here.
 

chzr

Scholar
Joined
Jun 26, 2010
Messages
1,238
glad to see this being lp'd :thumbsup:




also, i'd like to volunteer as a fighter pilot :smug:
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
Re: Let's Roll Over the Untermenschen in Panzer General!

Dajaaj said:
Heil, glorious Codex! Today we shall be beginning one of the TBS classics: Panzer General. In the name of the Reich we will (hopefully) conquer Poland, Norway, the Low Countries, France, England, the USSR, and finally invade America itself.

clevemensch.jpg


Also thanks to this thread I finally managed to install properly a Spanish Civil War mod for Allied General.
 
Joined
Jul 21, 2009
Messages
2,573
Location
Once and Future Wasteland
Serpent in the Staglands Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
The Siege of Warsaw

Alright, so after steamrolling those Polish Jews in the first mission, we get to go to Warsaw and do it all over again.

Actually I consider this mission even easier than the first one. We have a lot more time to take the cities than we need, and this time we get to use the Luftwaffe.

panzer_000.png


OBJECTIVES: 3 cities, Warsaw, Siedice, and Modlin.
MAJOR VICTORY BEFORE: turn 14

panzer_001.png


So here we get to, for the first time, place our units before the battle. This is one of the most important aspects of the game, and later on (especially in Russia), we will be doing things like creating 3 balanced army groups each with its own artillery, group of tanks, light infantry, and heavy infantry. But for now we are just going to keep it simple.

panzer_005.png

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We place most of our tanks on our southern side, as that is where most of the open terrain is.

We also put our most experienced infantry without a truck on the airfield, because we are going to airlift him to the enemy's airfield and get a quick refueling place for our planes (which we'll buy at the end of the turn).

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Our panzer IA got ridiculously lucky here. There's almost no way he should get 6 killed, 4 suppressed on pretty much anything.

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We did pretty well so far (would have liked to not take so many casualties for that infantry guy, but it's not a big deal. Anyways, it's time to buy our planes.

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The Messerschidmt BF109Es are pretty much the best plane in the early game. Only the British Spitfire II can match them, and we won't face those in significant numbers until Operation Sealion.

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Stukas are likewise the best tactical bomber in the early game (and honestly pretty much throughout the entire time at actually bombing targets, though the British Mosquitoes are much more well-rounded).

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This is how the game looks at the end of turn 1.

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He attacks our IID with his actually good tank.

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As you can see, his tank kinda wrecked ours, and he flew his shitty Polish fighter over our tank (but didn't attack for some reason...he probably wouldn't have done anything, but there still wasn't a good reason to not attack).

panzer_029.png

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Our Messerschmidts absolutely demolish his fighter (note we surround him in this particular fashion so that if he lives through the attacks, the zones of control will make it so that he can't actually go anywhere.

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Stukas didn't actually do all that well, but whatever.

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We were fortunate this attack did no suppression, otherwise I would have been kicking myself.

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We start moving towards the north city.

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Poles do nothing during their turn.

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Southern flank looks pretty good.

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Oh look he bought a new shitty fighter. Good XP for our fighters (PROTIP: Fighters are the single most important unit in the game, and getting them as much XP as possible is almost always recommended).

panzer_048.png


Man he got pretty lucky there, that almost never happens. The main reason he was able to get first attack there is because, when you play on hard, the AI can buy new units that already have experience. Thus, even his shitty Polish fighter can be somewhat of a threat.

panzer_049.png


Still handled with ease and we take the airfield.

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But we aren't going to be able to take that target city with just one infantry unit, so we're going to bomb the shit out of this guy.

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Went on the river, meaning he is much easier to kill.

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We give our hurt infantry the E's

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He didn't attack at all.

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He bought some guys on the river. This is a dream come true for us, because ground units on the river are perfect targets for fighters, so we should get some extra XP.

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But first let's take this city.

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Great success, time to strafe some nigs

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That last attack was kind of a silly thing to do, because his AT gun was entrenched so much, but it's not a big deal.

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We now have enough prestige to buy our third fighter.

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Note how he's sneaking his cavalry up to try to attack our target city/airfield. I completely missed this while taking the turn.

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He didn't attack, again.

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Our hurt fighter is almost out of fuel. If he runs out, he will die, so we need to move him on to (or next to) our airport. Also here you can see probably the most important difference between the DOS and Windows versions of Panzer General. If I were playing the Windows version, I would get a lovely red shading on hexes that would make it impossible to return to an airport before my fuel runs out. Since I'm playing the DOS version, I have to be very careful, and always watch how much fuel I have before moving my planes.

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Hey! Our first time in Warsaw! I didn't take a screenshot of the aftermath of the rugged defense, but it wasn't very rugged. His cavalry killed 1 of our guys, and then we finished his unit off.

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Fortunately that attack worked out. Had it gone very much in the enemy's favor, we would have

had kind of a big issue on our hands on that side.

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Yet again, no attack

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Because this unit has over 100 experience, he can now become "overstrength." This means that if he is at 10 strength, we can give him elite replacements and his strength will then be an 11. For each 100 experience a unit get up to 500 it can get another point of strength, meaning the strongest units in the game have a 15 strength. Our first unit to reach that number will almost undoubtedly be a stuka, because they get experience ridiculously fast (and 15 strength stukas are completely devastating).

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Apparently there's something about being a cavalry in that hex that lends itself to rugged defense (yes, that is a fortification hex, which automatically increases entrenchment).

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We make a unit surrender for the first time, fuck year.

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We move in its place. In retrospect I probably should not have done this, and instead let him keep buying units around that city for tons of XP, as we really don't have an issue with time on this map. But it's not a big deal.

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Hey he's finally attacking us on his turn!

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I guess we can see why he hasn't been doing that.

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A pretty uneventful turn

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He really hasn't been getting those at the right times...

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We start buffing guys up to be overstrengthed

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Yeah I probably picked too many people to buff up. 11 strength infantry aren't all that much better, and it cost us some prestige that we could have used to upgrade guys in Norway.

panzer_155.png

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Here we have our first change of weather. Normally it has been fair, which doesn't affect the

gameplay at all. Since it is now overcast, our planes will be less effective against ground

units.

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He finally gets a rugged defense at a strength where his unit can do some damage.

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...but he doesn't

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Yes, we could easily win whenever we wanted to, but I want to overstrength our stukas

(airplanes have to be on an airfield to give them replacements).

panzer_167.png

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We finally overstrength our other stuka. Time to win the scenario.

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Alright, another success. Now we will go into Norway, kill their women, and rape their men.

Also: chzr I played this before you posted so I didn't name any of my fighters =P, you will be recognized in Norway. If anyone else wants to volunteer for the Reich, just tell me what unit you want to be in, and I will name that unit after you, and give it some sort of characterization in the LP I guess.
 

marooned

Liturgist
Joined
Dec 18, 2009
Messages
313
Hell yeah, Panzer General! I was curious if someone would LP this glorious game.

Also, I volunteer myself for death and glory. Any kind of specialized infantry, whatever you wish/need. I don't remember much about units in PG.
 

Infantryman

Scholar
Joined
Feb 9, 2010
Messages
459
Location
War Saw, Potatoland
Nah, Pz IVD isn't better than Pz IIIE. It has lower initiative, and its very short 75mm gun is poor against hard targets. I usually buy just one of these and use it for mopping up infantry and artillery.

pz4d-101d.jpg
 
Joined
Jul 21, 2009
Messages
2,573
Location
Once and Future Wasteland
Serpent in the Staglands Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Norwegen: of Iron Ore and Sub Pens Nordica Part I

Alright, back and with a super-long update (split in two).

So our last scenario left us with a defeated Poland, leading to this:

panzer_000.png


Going up North, can only be a good thing...

MAJOR VICTORY BEFORE: turn 21

And this is where we can place our units:

panzer_001.png

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So as you can see, we already have some units placed. This is the first new thing we learn about in Norway: auxiliaries. Previously we had only seen our core units, that is the units that go with us from each scenario to the next. Auxiliaries, on the other hand, exist only for the current scenario. This makes them the perfect cannon fodder :evil:

The second new thing is the naval units. All naval units are auxiliaries: you cannot buy them, so if you lose them and need them, you're fucked. All but submarines can attack land units, battleships and cruisers can do so at varying ranges.

Now, time to upgrade some of our core units before placing them.

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We upgrade one of our regular infantry to a pioneer infantry and give him a Hanomag halftrack. Pioneers, aside from having better attack and defense scores than regular infantry, are also immune to rugged defense, making them invaluable for attacking fortifications and cities. They do move one hex per turn slower, meaning that mechanizing them is vital.

The halftrack is far superior to the basic truck, in that it is a "hard" type of unit with better defense, making it much less susceptible to infantry. It's halftracked movement means it moves better in rough terrain than the wheeled truck, but does not move as fast on roads.

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We upgrade our shitty Panzer IA to a pro Panzer IVD. Yeah, it's one of the shitty versions of the Panzer IV with a pea-shooter as a cannon, but for right now its a pretty good tank, right now it's probably our best tank overall, though the IIIE is probably still better against tanks, but that's not a big deal in this scenario. In the next scenario the Panzer IV's will be our infantry tanks, while we will use the Panzer IIIG's in anti-tank combat.

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We upgrade both of our 75 MM artillery pieces to 15 CM guns, and give them halftracks as well. Although the 15CM guns have much better soft and hard attack scores than the 75 MM, the main reason we are doing this is to upgrade the range from 2 to 3, which is quite important.

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chzr takes command of our most experienced fighter unit.

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Time to shoot multi-headed dicks all over the sky :thumbsup:

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Sergiu64 gets another fighter like a cool guy

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Please oh please don't forget to refuel this unit

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Now how could I ever forget a thing like that?

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Infantryman takes over as the leader of the unit of Panzer IIIE's

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Soon those fools will learn the power of infantrymen...in tanks...

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Wow we killed 7 of that air defense gun with our battleship :incline:

Note: Air defense guns will in later maps be the primary reason for not simply rolling over everything. Since they have at least a range of 2 and shoot at any air unit that attacks a unit adjacent to them, they can be quite the little bitches to the glorious Luftwaffe.

And now chzr attacks this shitty Norwegian fighter

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STOMP 'EM IN THE NUTS

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Huh, apparently non-named fighters do jack shit. I need more readers for this LP apparently,

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The guys in these planes are paratroopers. They are the ones unit that can leave a transport plane at a place other than an airfield, though when they attempt to land the wind can randomly rush them into a square they weren't trying to parachute to. Paratroopers have slightly higher attack scores than normal infantry, but they have an initiative of 0, so I rarely buy them as a core unit, as you have to treat them with kiddie gloves until they get about 3 stars of XP.

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Some naval combat against a torpedo boat.

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Now we buy our first level bomber. Though their ground attack scores are much worse than tacgtical bombers, they have 2 specific advantages. First, when they attack a victory hex, the enemy will lose prestige. Second, whenever they bomb an enemy, the suppression they cause lasts for the remainder of the turn, making them very useful for pushing guys out of cities or fortfications. In Allied General they become even more useful for the British and Americans, because bombers like the Lancaster and the B-17 have ridiculously high ground defense scores, meaning they can bomb FlaK 88 guns with impunity, allowing them to actually be vulnerable to ground attacks. Unfortunately the German level bombers don't have such great defense scores, but the Junker 88 and the Heinkel He 111 both get the advantage of high naval attack, which is the real reason we are buying one. We choose the Junker 88 because it has more fuel, I think.

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Lulz

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Attacking a ship with a land unit when the ship is in the city automatically forces it to retreat.

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chzr leads his fighters against this Hurricane.

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wtf u doin in norway, brits?

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I AM BECOME DEATH, THE DESTROYER OF WORLDS

Sergiu64 gets mop-up duty

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Fucking gay

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Lol using a bomber to trap a fighter, how could this go wrong?

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Because I forgot to do this the first turn: Marooned takes over the Pionere squad

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For the master race!

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Well that attack sucked. BTW that thing we were attacking is a fort. They are hard targets with no movement score, but high defense scores. Some of them, like this one, have a range of 2, while the other ones, called strongpoints instead of forts, have no range. The best units to kill them are infantry, and since they have no movement score, suppressing them enough will force a surrender.

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I accidentally found this enemy cruiser by moving my sub as far forward as he could go. Though it does mean we get to shoot the shit out of him, it's actually not a very good thing for us because now he can see our sub, and might send a destroyer to fuck it up. (Subs work this way, they can only be seen if adjacent to an enemy ship, and can only be attacked by destroyers, T-Boats, and tactical bombers, though whenever they are attacked, they have a chance to evade the attack).

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We buy yet another fighter now that we've accumulated some more prestige taking various cities and shit.

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This is like that thing Dajaaj was talking about

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I definitely should not have put that artillery in view of that city with no fighter protection D=

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Poor screenshot taking on my part. The allied cruiser here is attacking our destroyer.

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Poorly done again

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Done correct this time!

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Fuck. It's raining. This is not a good thing, because it means we can't use our planes at all. I've never had rain this early in the scenario before. It it keeps up, we could be fucked in our attempt to get a major victory.

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Well, we're getting shit luck against the fort, god god damnit damnit

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Yeahhh....his destroyer really did a number against our sub.

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marooned decides to attack this city even though odds are he'll lose a lot of guys.

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I ain't give a fuck

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marooned gets rolled, though he'll live

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Wow, our artillery almost got obliterated by that bomber

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Our sub evades, wu tang. Note if you are playing Allied General, expect to see this message 95% of the time you attack subs, Jesus Christ Operation Jupiter is the saddest moment of my life.

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It's still raining :(

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Man, attacking destroyers with subs is not recommended

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Also, now that it has been raining for 2 turns, the ground has turned muddy. This is a fucking bitch, because it means our vehicles (or all units?) move slower. Also I believed ground attacks are less effective in the mud.

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Goddamn, this guy is fucking resilient as all fuck.

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Got enough prestige to buy another Stuka. We are cool

Of course, who knows if we'll ever be able to use it. Fucking rain

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Norwegians acting like Poles

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We give this guy replacements, as we have big plans for him. A lot of the time you don't want to replace auxiliary units because that costs prestige and using them is giving XP to them instead of your core units. Either way, you should almost never give them E replacements unless them having experience is key to you winning.

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marooned has XP coming out his eye

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Like a boss

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Shut the fuck up

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Oh shit, I had no idea that guy was there. Surprise contact happens when you move a naval unit onto a square that an enemy unit is already on, forcing an attack where the defender gets big bonuses

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But, he only had 2 strength, so he got fucked.

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Still...fucking....raining

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It looks like things are starting to get a little bottled up here. Would be nice if we could bomb some of these guys to shit.

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Hey Infantryman, move on that river

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Fuck that shit, ima stay right here and overstrength

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You traitorous bastard

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Oh would you look at that, it's still raining. This means that it has actually been raining for more than half the game now :rage:

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Our paratroopers with big plans leave for the north in their planemobiles

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Fucking mud, we can't even knock a badly hurt infantry off a fucking river

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marooned officially becomes our highest-strength unit of all time

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Suck on it, niggas.

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Although it's raining, we can keep trapping their airplanes here, so that when it stops raining we easily kill them. Or, if it doesn't stop raining they will run out of fuel lol
 
Joined
Jul 21, 2009
Messages
2,573
Location
Once and Future Wasteland
Serpent in the Staglands Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Norwegen: of Iron Ore and Sub Pens Nordica Part II

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IT'S OVERCAST!!!!!!!!!!! :bounce::bounce::bounce::bounce::bounce::bounce:

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Seriously, we've been bottled up at the cities of Lillehammer (the objective city) and Hamar (the shitty, worthless city near Oslo) for far too long. I think longer than in any game I've played yet. Getting rain early in tis scenario absolutely destroys momentum, and worse, the cities in the north will be even harder to take as the units will be super entrenched.

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Sergiu64 and chzr kindly show the enemy spitfire the doors to hell. (Note: this Spit II has so far been the only plane worthy of fighting our Messerschmidts. Unfortunately for it, it had no experience, and chzr and Sergiu64 were both well experienced from having strafed Poles on the river)

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Jesus Christ, the guy in Hamar doesn't take damage, and he's barely entrenched anymore.

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This is his navy up at Trondheim. As long as our battleship and cruiser have to continue traveling north, their navy is better, so we have to be very careful with ours.

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God fucking damnit

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This guy flat out refuses to die

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So I forgot to look at my prestige before doing this...

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Our paratroopers just keep flying north...

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Oh, our artillery was out of ammo, so he didn't protect our guy on the river. ffs

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Oh yeah, it's overcast again :thumbsup:

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Here I got a little overzealous with trying to take this city. If you level bomb a non-target city twice, you will make it useless until an infantry goes in there for a turn. For now we only level bomb it once, but it doesn't really help us at all, only doing 2 suppression.

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omg this is so exciting. Fair weather means we can bomb the sit out of everything beautifully, and the fact tat it has not been raining for two consecutive turns means that it is no longer muddy.

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Things die so quickly now.

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Stupidly bombing this city again. When I played this I forgot the unit taking te city had to be infantry to make it useable again, and we only have a Panzer II up there.

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We finally take that piece of shit Hamar

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So now that we can see his navy, you might think that we could bomb it with impunity with our own navy, since destroyers only spot 2 and cruisers only 1. But you would be making a fatal mistake, as he also as an aircraft carrier up there somewhere. It can't attack, but it has a spotting of 5. That means that if any of our ships were to get into firing range of his ships, he would be able to fire back on his turn. This is bad as he as A) more capital ships than us and B) more experience per ship.

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This is where we finally landed our paratroopers, up at Narvik. I could say I did this to get a little extra prestige and to give ourselves an airfield up north in case we had time to take more cities up here (which, sometimes, especially wit less rain at the beginning, there is time). But really I just take this city because of the history fag in me. HISTORY FAG RANT INCOMING: the main reason Germany invaded Norway in World War II was to protect their supply of iron from Sweden, which in the winter months always came through the port of Narvik. Thus, Narvik was one of, if not THE key objective in the invasion of Norway, yet in PG it is not a victory condition. Anyways, I take it just to feel superior (I also already took Bergen with the infantry guys who took Stavanger, Bergen is not a victory city in this scenario either, but it was an extremely important location for Germany, later being the location of the Bergen sub pens).

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There you see his carrier, immediately to the Northwest of his artillery piece there.

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Yep, we're going to dive bomb some air defense guns, what could go wrong?

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Apparently nothing. We wrecked him and didn't take any casualties

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Hrm, we got pretty damn lucky up here, but who cares? Narvik has been captured and the inner history fag satiated

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Time to shit all over his fucking carrier

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Success! We can see pretty much his whole navy, while he can't see us. Time to go for Trondheim (we have to be very careful with our attack here: as long as he has all those capital ships up there we simply can't send any soft units up there, meaning for now we have to rely solely on tanks.

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This was, as I noticed before even viewing the outcome, a horrendous idea. We still had an artillery who should have bombarded this infantry first, not to mention that he just isn't much of a priority target and risking our best tank like this is fucking stupid.

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Fuck

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Fuckfuckfuckfuckfuckfuckfuck

Well OK, looks like we lost our first unit in the entire campaign :tearofaneagle:

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His cruisers aim at all the soft targets up there (and one also attacked Infantryman, but they completely avoided the IVD)

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Huh...well...I guess I was wrong about losing that unit...alright

And marooned is filled with hubris at having 2 stars of experience

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...and gets ruled

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Time to beging the great naval battle of Trondheim in force

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Hrm...this isn't exactly the best situation to be in...we had to move our destroyers up to protect our subs from is destroyers, but this means that our destroyers are going to get, well, destroyed. Probably shouldn't have move the subs up so quickly, but what are you gonna do?

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Total losses: 3 destroyers, 1 sub, one sub gets damaged enough to basically put him out of the fight. Fortunately, as these are all auxiliaries, who gives a fuck?

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This submarine attack I'm making is quite simply a suicide run. The sub is too damaged to be useless, but T-Boats only have 2 ammo. Since he attacked last turn, this attack will basically take another ship away from the allies.

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We take the airfield with our hurt paratroopers. Yes, there's practically no way they will be able to hold it, but we can get one of his guys in the forest to attack him and take the airfield back, which works to our advantage. Besides, the paratrooper is just a bloody cannon fodder auxiliary anyways.

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This was retarded. We're close to being done with the mission, and this tank isn't going to help us take Trondheim anyways, so he doesn't need fucking replacements. Dajaaj of the past, you're a fucking moron and prestige waster.

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Huh, that paratrooper lasted a lot longer than I thought he would. A true patriot :salute:

Now it's time to finish off his navy once and for all.

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Again, me being a retard and replacing guys that don't fucking need it.


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It's now turn 18. This is the point when I realized, holy fuck I only have 3 turns to take Trondheim and, much more importantly, Namsos to get a major victory. Yeah...Namsos is that city over by our destroyers to the north surrounded by mengs, and our army is nowhere near there.

Also, it's raining again, fuck.

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Note those two transport boats. Those are our two infantry units back from Stavanger. You know, the guys who have been doing jack shit this whole game? Well they are now our only hope for taking Namsos. Basically we are going to have to bomb the shit out of the city with our navy, then take it with one of these guys.

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OK, overcast again, not too shabby. Thank god it's not rain, mud could seriously have fucked our shit.

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Goddamn, that is some guys. Planes aren't going to be of much use up here due to those air defense guns. Also our Panzer II is just going to quietly slip away cuz he ain't gon' do shit against all those infantry in the forest.

Also those two British tanks next to Namsos are Matilda I tanks. They barely have attack scores to speak of, but they are hardy as all hell, very tough to kill. If they were Matilda IIs we might be in trouble, as they share the hardiness but add the ability to kill thing. ANOTHER HISTORY FAG RANT: the model for the Matilda I and II tanks in this game is the same, even though the two tanks were not related at all, did not share components or design in any way...kinda silly

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Lol, accidental battle of the 1 strength ships...we win because he ran into us.

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This is it, our last chance for a major victory. And because it is raining we cannot count on air support.

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Ok we emptied the city. That means we can take our time with other units trying to find ways to get prestige/XP.

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Alright time to win.

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Whew that was close.

Now that we have completed Norway we go to the Low Countries, which is perhaps the easiest map in the game to get a major victory on, but is key as it gives us the time we need to overstrength our units for the attack on France. Also in the Low Countries I will be upgrading most of our tanks to Panzer IVD's (anti-infantry) or Panzer IIIG's (anti-tank) and some of our infantry to Bridge Engineers or Pioneres.
 

Codexlurker

Savant
Joined
Dec 15, 2010
Messages
366
Infantryman said:
Nah, Pz IVD isn't better than Pz IIIE. It has lower initiative, and its very short 75mm gun is poor against hard targets. I usually buy just one of these and use it for mopping up infantry and artillery.

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Compare the states. Lower Init and -1 ground armor for more hard and soft dmg. Both are good, Panzer IV for infantry and some armor, Panzer IIIG for that first strike factor. Also yea, that gun blew accuracy wise which explains the initiative lost trying to aim the thing.
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Can I be one of the named Panzer units?
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,347
Location
Danzig, Potato-Hitman Commonwealth
Bro since you need more sky-worthy Übermensch I volunteer for flying as one of your Luftwaffe fighter squad leaders.

Use this so that I won't get mistook with Marooned and vice versa:

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: DEATH TO THE OPPOSITION!

:salute: :salute: :salute:
 

Infantryman

Scholar
Joined
Feb 9, 2010
Messages
459
Location
War Saw, Potatoland
Well, you were severely handicapped because of the weather. Mud greatly reduces combat effectiveness, not to mention the rain and the fact how important aircraft in this game is. And despite all these setbacks, you've managed to achieve Major Victory! :salute:

Codexlurker said:
Compare the states. Lower Init and -1 ground armor for more hard and soft dmg. Both are good, Panzer IV for infantry and some armor, Panzer IIIG for that first strike factor. Also yea, that gun blew accuracy wise which explains the initiative lost trying to aim the thing.

Well, Pz IVD at that point doesn't seem that bad after all. But soon there will be much better versions of Pz III available, while for a decent Pz IV F2 you'll have to wait to the spring 1942.
 

chzr

Scholar
Joined
Jun 26, 2010
Messages
1,238
stop joining as fighters ffs :x


also, fucking rain. +1 for history fag rants.
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
Do you intend to ever use paratroopers? If yes, I'm up as leader of the Schatten... I mean, Fallschirmjägers
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,487
Location
Djibouti
Oberleutnant Roxorowski ready to take command of anything that kicks arse :salute:
 

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