23 turns total in our first scenario. However, instead of waiting until the last turn (like I always do), I will see about trying to blast my way through in order to try and make sure I get a decisive victory, that way I should be taken to a campaign tree with more added variety.
Our current weather for today is clear, though tomorrow we have a strong possibility for cloud cover.
Current units shown are from the strategic map. They show our units currently in the field, and what we currently SEE from our opponent. Right now I’m still debating on what to purchase, I have 2123 prestige left, but only two unit slots for our core. I will decide soon on what to get, but I don’t want to make a mistake and realize I needed more air power too late.
I am tempted to focus more on artillery for my purchases, and thought I’d show this auxiliary unit which is already in the field ‘Karl-Gerat’. To be honest, I feel it’s way over priced, and too limited in movement/re-arming so I’m very unlikely to buy one of these, but if they gave me one as an aux for this map, then I’m not really complaining.
I consider this map to consist of a north group, and a southern in relation to my forces. Things have done decent my first turn, but not sure what is going to pounce on me before the next.
I’ve taken a screenshot of events for the south. I mauled up some artillery around these parts, and even in the north I eliminated at least one infantry unit.
I also noticed my starting aircraft in this scenario actually come with experience, though I will probably be too busy the next few turns, that I won’t be able to overstrength them for a while.
A couple of my infantry are not on a river which could end up painful. I added an artillery behind one for support, and at least one of our infantry is just an auxiliary unit, so who cares if he ends up missing
I am now very eager to try out my new two war-toys that arrived.
I did indeed lose a unit during the enemy turn. A light tank has been destroyed. I am not concerned though, considering there is no over-run capability here, I do not see them as useful units until Tigers, Panthers, and Kings start to come along (my opinion). Good news is it allows another core slot to open up so I can purchase another Wurf (haha!)
Good news and bad news in regards to enemy air. My fighters are out-numbered 5-to-3 so far. I decided to pounce on the weakest of the soviet air first, but then noticed an enemy bomber. So I re-changed my plan and knocked out the bomber first, and then took my last fighter to hit the weakest enemy fighter. Since my units have decent experience, the combat results show for themself.
I am hoping I won't have to purchase any fighters until Wolfs come along.
Well now, that fort certainly is putting up a tuff struggle. Turn 4, and she still hasn't given up.
Up above, a MiG seems to have survived through a triple-pounce. At least I severely crippled him. Once the allied air is destroyed, I'll be able to relentlessly free up my bombers. For the moment I'm keeping them well hidden and overstrengthening them.
After finishing turn #5, I upgraded to a newer beta. Seems our saves are still compatible so we push on. The problem is, I can't quite remember anymore what happened last turn-set. Oh well.
Some interesting news is that there were more unit changes, and additions. So I may get to test out some new stuff, on the other hand, I noticed that the Wurfs have been quite reduced in price. Now I feel SOOOOOOOOOOOOOOOO ripped off! Well, that's Murphy's Law for you...
I lost another unit, which is fine sine I practically did it on purpose
In its place, I have purchased a new infantry unit, complete with a luxorious Benz for those long-drive travels (wink). I feel these paratroopers are one of the best units in the game, within their unit-class.
Oh yes, and you can see the newly added indicators for low ammo. No more nasty surprises for me in finding out at the wrong moment of assault that I have no bullets left!
Nothing too exciting on turn 12. I did shoot down what I hope to be the last of the Russian fighters. The only new thing I've done this turn was to move one of my grenadiers from the rear up closer to the front through the railway system.
I feel this is my last turn to get a decisive victory, so I had to get a little creative here.
Now you see why I purchased the best kind of transport for my paratrooper earlier.
Didn't have enough movement range to take the last strategic hex by foot, but I was able to load and move and then take control of the city, and even THEN still be able to attack and kill a unit, all in the same turn. I feel like I just pulled off an over-run here :p
Though unfortunately I missed my target when shooting, and he ended up hitting me back!