Ruined Megapolis Multiplayer AAR - [Concluded]

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Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 47

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Turn 47. Not the Federation tries increasingly desperate attacks but the line holds and we punch back hard making two separate breaches in his front lines and pushing right next to his southern border city. It will hopefully fall next turn.

Now that we have the advantage I am tempted to seek a diplomatic solution so I can swing my army about to focus on the Bloodfort issue. On the other hand if we can break through NtF we can advance directly on Bloodfort without having to shuffle our entire army to the other side of the planet. Let me know your thoughts!

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Stats! (link to Imgur album with lots)

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Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 48

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Turn 48. Not the Federation seems to be able to reinforce his troops at a greater rate than I expected and we suffer some heavy casualties while attacking despite generally taking ground.

Elsewhere the Bolton/Bloodfort front is still quiet despite larger and larger numbers of troops piling up.

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Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 49

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Turn 49. A unfortunate reversal between turns as Not the Federation counter-attacks and inflicts some heavy casualties on our tank force. Elsewhere my advance stalls as we spend thousands of industry to bring our infantry up to the laser rifle/heavy combat armor standard. Hopefully it will be enough!

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elmo3
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RE: Ruined Megapolis Multiplayer AAR

Post by elmo3 »

I just bought the game last week and started watching your AAR. Thanks for doing it.
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

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Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 50

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Turn 50. We produce a large amount of artillery after seeing their effectiveness demonstrated in the field and our attack presses forward in the open terrain in the center of the front. Elsewhere Bloodfort and Bolton continue to stare at each other over their ultra-fortified border and I do some diplomacy behind the scenes.

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Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 51

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Turn 51. Emmisaries arrive from Bloodfort announcing they are cancelling our treaties at the same time troops start to build up on our border. This smells of trouble and we are forced to react.

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Saros
Posts: 454
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RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Eve of war asessment of the major combatants.

Troop Models

Key
My Troops : Bloodfort [Orangdevil] : Bolton (Clux)

(A bunch of our models seem to be named the same, we probably rolled the same namelist at game startup.) His have brown jackets mine have purple, Clux's have red-ish.

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Not much difference between our latest riflemen and bloodfort's except he has got better hard attack, presumably from armor piercing optimisation tech.

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Our AT Infantry are significantly better, my design rolls are the literal theoretical max for weapons which i've never seen before.

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My Machine guns are slightly better but there isn't much in it.

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His Artillery are better, especially at defense (mine have a terrible armor roll that will hopefully be fixed next iteration). His have 1 extra attack at the cost of more metal/industry/ammo usage. I think when I update mine to 300mm next iteration I will have somewhat better guns overall.

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His tanks are better than mine, the laser has higher calliber (100mm equivalent) so the attack values against anything with more than 60mm of armorwill be much better than the stats show.

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Clux has a bunch of Tank destroyers as well.

However what the current models don't show is that he is 1-2 turns of research from being able to equip walkers with beam guns and they are going to be horrific to deal with. Me and Clux (Bolton) are pinning our hopes on getting micro-nuke RPG troops.



Technology


Bloodfort (Orange Devil)

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Orange is beelining hard for beam/laser walkers and is about to get there before I even have laser guns. Shit. At least my RPG troops will be able to hopefully put some hurt on his walkers.

Bolton Wanderers (Clux)

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Unfortunately Clux hasnt got Laser guns yet either but he like me has the crucial industrial robotisation tech while Orange does not (yet).

Me:

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Critical techs I need are the micro-nuke and Laser guns.


Military Size

Bloodfort
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Three infantry Corps and four Infantry Brigades (A Corps is slightly more than 3x the size of a Bde). Totalling 76,000 men under arms as well as 250 tanks and 400 artillery tubes. Lesas than I had tnought before I set out to total them but they are pretty much all the latest greatest models.

Bolton

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Three Corps and three Brigades plus a smattering of independent units. Totalling around 80,000 men under arms accompanied by 410 tanks and 820 artillery tubes.

Me

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As of the end of this turn I have a tad over 100,000 men under arms, across fourteen infantry brigades and an infantry corps. They are supported by approximately 700 tanks and 600 guns. Unfortunately except for four brigades (~20,000 men, no AFV/tubes) they are all deployed against Not the Federation.

Not the Federation (Habituallyred)

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NtF has a mere seven infantry brigades totaling only 23,000 men (they are understrength, a Bde should clock in around 5000 troops and this is before the casualties I inflicted this turn). He does however have a staggering 780 Tanks/Quad mech MG/armored cars and 460 Artillery tubes. Considering I have killed about 600 of his AFV's im astonished at how many he still has left.
Saros
Posts: 454
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RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 52

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Bloodfort continues to build up troops on our border and we follow suit. On the western front we complete upgrading of all our infantry to the latest models and in the north we finally break through in a major way and cut one of Not the Federation's roads to the front. Hopefully this is the turning point of the war we have been working towards.

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Bloodfort seems to be filling out the regiments of his siege infantry, building 400 brand new incredibly nasty Howitzer III models last turn. Oh dearie me.

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Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 53

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Well the worst has come to pass. Bloodforty has declared war and come sweeping over the borders, at least ta couple of turns before I thought he would be ready. So far it's not disastrous but I am not going to be able to keep up with the insane amounts of production he can put out (700 artillery pieces plus three infantry brigades) in the last two turns alone.

C'est la vie.


My Arty vs His

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Saros
Posts: 454
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RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 54

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Bloodfort begins his march against us with his bottomless supply of troops and our small counter-attack in the south goes very very poorly. On the western front news is better as the two prongs of our breakthroughs meet, cutting off a large number of NtF troops and we take the city of Limespring in the north with a daring deep strike from our tank regiment. Hopefully next turn we can complete the heavy siege grenadier formation and update all our formations facing Bloodfort to that, it has enough artillery to take the edge off bombardments and the MG/RPG to hold ground.

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Oh and we reached our short term casualty limit, from now on we start taking happniess hits the more troops we lose.

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Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 55

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This turn the alliances for the final war shake out largely in my favor and we manage to hold our encirclements against NtF. Unfortunately Bloodfort continues to push forward and there is not much we can do about it.

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In better news we suffer fewer casualties so our short term total lowers away from the limit.

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Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 56

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The slow retreat in the face of Bloodfort's hordes continues while we rush to finish off Not the Federation. Bloodfort has started to amass very large amounts of troops on his border with NtF including some outrageously good medium tanks we have no real counter for. Strategic war against Bloodfort also begins as our missiles start to rain down hell.

Finally at the end of the turn I realise Bloodfort has almost completed Battledress - the powered armor tech - so we can expect to see that on his infantry soon.The slow retreat in the face of Bloodfort's hordes continues while we rush to finish off Not the Federation. Bloodfort has started to amass very large amounts of troops on his border with NtF including some outrageously good medium tanks we have no real counter for. Strategic war against Bloodfort also begins as our missiles start to rain down hell.

Finally at the end of the turn I realise Bloodfort has almost completed Battledress - the powered armor tech - so we can expect to see that on his infantry soon.

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Bloodfort's tech report:

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Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 57

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Well it's official, the wheels are coming off my empire... hard. With our economy overstressed by the demands of non-stop war and the enormous size of the Bloodfort front we are starting to suffer shortages of food, energy and soon oil. Measures are put in place to mitigate this but it may be too little too late.

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Not the Federation retreats to his last redoubt of two cities as we begin to missile his capital and Bloodfort continues to summon endless fresh troops including very dangerous Walkers and Assault guns.

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Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 58

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A bloody turn for us as Bloodfort pushes forward. Our troops are without a SHQ commander and are starting to face Battledress armored troops so they are struggling to give a good account of themselves. Bloodfort also declares on Not the Federation to swoop through his territory and engage my troops. Two of the eastern fronts near collapse as we desperately try to recruit more troops and stabilise the lines.

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Ugh.

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Whoops! No food. However something seems to have happened to shake loose the traders and they have money again so I can finally buy some to supplement my income.

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finrodfelagund
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RE: Ruined Megapolis Multiplayer AAR

Post by finrodfelagund »

So close yet so far. It seems NtF and inactivity from Bolton Wanderers effectively gave the game to Bloodfort.
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deMangler
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RE: Ruined Megapolis Multiplayer AAR

Post by deMangler »

Wow,
That is some AAR!
It is going to take me some time to digest it.
Thanks for posting it.
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