Against Entente AI

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Metalist
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Against Entente AI

Post by Metalist »

Hi all!

I think WW1 Gold is a masterpiece, and unfortunately not really many (or any) people play it. I want to start an AAR to show some of the basic mechanics of the game both to introduce the game and help any new players. I will be controlling Central Powers in the Grand Campaign. AI difficulty and aggressiveness levels are both 4. I'm using Ageod member Random's Naval mod, I'd like to thank him again for it.

Immediately I'm faced with a decision, rather an easy one. The game has many such events, and some of them allows players to make choices. Here I send some gold to Turkey to increase the rolls in my diplomatic missions with them.
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Initially I need to pick warplans. I go with what is historical for Germany. I need to advance as much as possible in France before trenches set in, hence not preferring the Russia first (Moltke) strategy. There are also some options I can adopt, I'm allowed to pick two. Diplomatic poker is an interesting one. Instead of acting immediately, Germany waits for Russia to declare war, hence forcing Italians to honor their defensive treaty with Central Powers - historically they claimed that Germany is being the attacker thus they are not bound by the treaty -. Yet I do not pick this option, because it will still not be certain that they will join, it will just increase the odds. And in the meantime Russia will have more time to mobilize. As Russians will already be a problem, I do not want to let them be stronger.
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For Austria-Hungary, I pick an alternative to historical one. Kaiser Plan means ignoring Serbia for the time being, and instead focusing on Russia to relieve the pressure on Germans.
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The next is the events phase. Turns are divided to numerous phases, I will talk about them as we move on. In the events phase, well, events happen. Players also draw some events cards to play later on. You can see the ones I picked.
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The events phase will be followed by diplomacy.
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Randomizer
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Re: Against Entente AI

Post by Randomizer »

The Diplomatic Poker option is a must for the Central Powers in any 1914 Grand Campaign.

By way of shameless plug, have you tried my fixes and edits to WW1G?

http://www.ageod-forum.com/viewtopic.php?f=241&t=51491

-C
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Metalist
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Re: Against Entente AI

Post by Metalist »

Randomizer wrote: Fri Oct 03, 2025 7:54 pm
Metalist wrote: Fri Oct 03, 2025 5:34 pm I'm using Ageod member Random's Naval mod, I'd like to thank him again for it.
I really appreciate your work! In my previous game Russians were really a trouble so did not want to boost them but maybe you are right about diplomatic poker, perhaps especially in a pbem setting.

I'm glad to see that you are still around as I want to ask your something. In my previous game, Entente AI was just obsessed with Sweden, never really went for Italy or USA, and at some point it stopped performing diplomatic actions all together. I won the game around 1917. It was in an easier difficulty, though. Have you ever experienced such poor diplomatic play by AI? This is CE, by the way.

Also, would you consider a PBEM at some point? Admittedly some of the interesting tactical aspects of the game will be gone but it might still be fun, especially if it is 4 players I think.
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Randomizer
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Re: Against Entente AI

Post by Randomizer »

Thanks for the invite. My previous experience at PBEM (not with WW1G) did not go well and having been once burned, am reluctant to try again. Besides, I am not sure that the game even with Patch 1.07Q is stable enough to actually handle PBEM for any length of time. But thanks anyway. Apologies for not noticing your shout-out for my mods, which to be honest are more in the line of fixes. For example, restoring the missing five German corps in the 1914 Grand Campaign was just a matter of minor editing to the appropriate Detachments.csv (?) file in the stock game. The formations' were always there but an error in the file text prevented them from deploying onto the map.

Glad to see that WW1G is not completely dead and would say that it's a diamond in the rough and by far the best computer strategy game of the Great War.

-C
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Metalist
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Re: Against Entente AI

Post by Metalist »

I really like the game's diplomacy system, it puts some flavor. In each diplomacy phase, alliances can perform one mission on a country. This will be done by ambassadors (AMBs). Depending on the rolls, the country in question might get closer to performing alliance. The numbers under portraits are the skills of AMBs, which combine with rolls to give result. 0 means that AMBs is just a decoy. One can send AMBs to every neutral country. Here, I send some to UK to slow down her drift towards Entente. If the latter decides to perform their mission on UK, my AMBs will make it harder to them. In the meantime, I'm performing a mission with my best AMB on Turkey. I also send one to Italy. It will not have an affect at the moment, but I might use it in the future.
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Here is Turkey's diplomatic position. As you can see she is closer to Central Powers, partly because British refused to honor their trade agreement and kept battleships for herself.
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Some countries are limited in their diplomatic options, but they can be still valuable targets. For instance, Spain will never join the war for either side, but if they get close to CP enough they can still cause some annoyance to French.
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Metalist
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Re: Against Entente AI

Post by Metalist »

Thanks to the bonus modifiers, I am able to influence Turkey enough to make them join Central Powers.
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Entente, on the other hand, fails to impress British, maybe my AMBs had an effect.
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The first turn has two diplomatic phases as an exception. And now the UK,due to some rolls, joins to Entente by herself as Germans declare war on Belgium in accordance with their warplan. I decided perform my mission on Bulgaria, while Entente is after Romania. We are both successful in considerably influencing them, war might get bigger much quicker. Oh and a side note, the game represents some geopolitical factors in diplomacy as well. For instance, when Turkey joined CP, Bulgaria, Romania, Greece and Italy drifted slightly towards Entente, since they don't like each other.
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Following the declaration of war on Belgium, the USA now begins to support Entente. We will have more issues later on as my U-boats start to hit.
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Randomizer
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Re: Against Entente AI

Post by Randomizer »

Getting the Ottoman Empire on side helps, well done! With the Diplomatic Poker option it might have been better to prioritize getting Italy to adhere to her treaty obligations and declare war on France. The British are coming in with France and Russia regardless of any diplomacy you can try, which is probably accurate to the actual history.

-C
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Metalist
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Re: Against Entente AI

Post by Metalist »

Historically, German Mediterranean fleet took refuge in Istanbul when British chased them. But there is a chance that they go to Austrians instead. And this is what happened now. There is variability in the events.
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After the diplomacy phase is completed, we arrive to the military phase. In the Western front, 1st Army led by von Kluck is move into north of Brussels, benefiting from one-turn-only passage rights from the Netherlands. 2nd Army, led by von Bülow, will attempt to capture Liege, while a corps under its command will aim for Namur. 3rd Army, led by von Haussen, will advance towards Dinant. Due to the war plan I chose, all my other armies in this front are currently locked.
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In East Prussia, 8th Army is waiting for the Russian onslaught. The Russians may aim for Danzig to isolate the area from the rest of the Reich. In that case, 8th Army will hold in Königsberg until reinforcements arrive. Red flags on the counter mean that the force has to attack due to war plan chosen.
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Austria-Hungary will advance in force to help Germans by distracting Russians. Note that the red flags turned green as I ordered them to move into enemy territory. Otherwise I would not be able to end this phase.
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Last edited by Metalist on Tue Oct 07, 2025 6:48 pm, edited 1 time in total.
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Metalist
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Re: Against Entente AI

Post by Metalist »

The Serbian front, currently locked due to requirements of Kaiser Plan.
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And finally, in Caucasus, Ottoman 3rd Army led by Enver Pasha, will attempt to capture Kars before inevitably taking defensive positions. They won't be able to arrive in one turn, though.
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One thing I forgot to mention is that I bookmarked 8th Army to intercept any Russian unit entering into its ZOC. Intercepting unit is still considered as defending, and enjoys terrain and weather bonuses. However, interception is depended on a roll which is concluded immediately when I press the button, so I'm certain that 8th army will intercept. When trench warfare kicks in, it will no longer be possible to intercept until the later period of war.
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Randomizer wrote: Sun Oct 05, 2025 10:50 pm Getting the Ottoman Empire on side helps, well done! With the Diplomatic Poker option it might have been better to prioritize getting Italy to adhere to her treaty obligations and declare war on France. The British are coming in with France and Russia regardless of any diplomacy you can try, which is probably accurate to the actual history.

-C
Indeed it helps. They can put pressure on the Russians in Caucasus and the British in the Middle East. Ottoman army is not that bad either, despite the lack of artillery. I hoped to delay the British a little bit but failed. I think I read somewhere that some people manage to keep British out of the war, though I believe it requires to respect Belgian neutrality.
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Re: Against Entente AI

Post by jcrohio »

Enjoying this. Have not played for a while but always one of my favorite games.
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Re: Against Entente AI

Post by Randomizer »

I think I read somewhere that some people manage to keep British out of the war, though I believe it requires to respect Belgian neutrality.
I have never experienced this but I suppose that it is theoretically possible. One of the great aspects about WW1G is that it follows the history really well but is, for the most part, non-deterministic. By this I mean, for example, that there are no Russian Revolution events and although a revolution in Russia has a greater chance of occurring than in say Germany, the latter can certainly collapse into revolution and chaos. As the Central Powers, Britain took itself out of the War with a communist revolt in the November-December 1917 turn. Casualties and a failed Grand Offensive had drained National Morale and then major success by my U-Boats broke the country completely and the British Empire collapsed and made a separate peace. Very cool!

-C
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Metalist
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Re: Against Entente AI

Post by Metalist »

Before resolving the battles, here are some info on technology and production.
Technology is straightforward. Each side can research up to five projects at a time, with no more than two per individual country. Sides may also spend money to accelerate their research; countries do not have to contribute equally. In my case, Germany—the powerhouse—spends 30 Economic Points (EPs), while Austria-Hungary spends 10. Turkey can't spend any. When a research project is completed, the nation that researched it benefits first. It is then shared with allies, and finally becomes public, allowing even enemies to research it immediately.
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Production is done by spending EPs and Recruitment Points (RPs) for units that require manpower. First, I improve the firepower capacity (the number inside the red circle) of my reserve units. When the cost is paid, the firepower of all units of that type is increased, so all the reserve units you see will be improved.
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Germany can build U-boats to damage the UK’s economy and national will. U-boats are abstracted: when built, they are immediately placed in the submarine-warfare box to face convoys and their escorts. There are also submarines in the game that every nation can build and that are visible on the map, but they are used only for reconnaissance and, in rare cases, to trap enemy ships.
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Two battleship squadrons are also ordered to be built. The ships are constructed in four stages, so it will take some time before they are ready.
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Finally, artillery units spend 1 munition (MUN) for every battle round they participate in, so nations need to produce MUNs as well. During grand offensives, MUN requirements will increase significantly.

Only 20 EPs are allowed to be kept in national treasure, so I spent the rest of my initial stockpile on purchasing corps and artillery units for all the countries I control. EPs are received during the interphase, which occurs three times a year—in May, August, and November–December.
jcrohio wrote: Tue Oct 07, 2025 1:29 pm Enjoying this. Have not played for a while but always one of my favorite games.
Glad to hear that!
Randomizer wrote: Tue Oct 07, 2025 5:21 pm
I think I read somewhere that some people manage to keep British out of the war, though I believe it requires to respect Belgian neutrality.
I have never experienced this but I suppose that it is theoretically possible. One of the great aspects about WW1G is that it follows the history really well but is, for the most part, non-deterministic. By this I mean, for example, that there are no Russian Revolution events and although a revolution in Russia has a greater chance of occurring than in say Germany, the latter can certainly collapse into revolution and chaos. As the Central Powers, Britain took itself out of the War with a communist revolt in the November-December 1917 turn. Casualties and a failed Grand Offensive had drained National Morale and then major success by my U-Boats broke the country completely and the British Empire collapsed and made a separate peace. Very cool!

-C
Historical variations always amaze me in this game. In my previous game the French experienced a revolution, but it was not a communist one. This is more preferable, since if a communist revolution occurs it lowers the amount of victory points the winning side gets at the end of the game.
Last edited by Metalist on Tue Oct 07, 2025 8:41 pm, edited 1 time in total.
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Metalist
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Early August 1914 Battles

Post by Metalist »

Now it is time to resolve the battles. The game is WEGO (there is also a IGOUGO option but never played that one). Yet there is also initiative mechanic in the game. The armies of the side with initiative moves first, immediately followed by the other side.

In the West, 1st Army moves unopposed, while 2nd Army overcomes a small Belgian detachment in Liege and lays the city to siege. 3rd Army beats a French corps in Neufchatel. Thanks to high number of artillery, 2nd Army manages to make both Liege and Namur forts surrender through bombardment. 3rd Army itself falls short of Dinant, but its advance units end up slightly closer. Things are going well for the time being.
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In East Prussia, 8th Army intercepts advancing Russian units in Gumbinnen and earns a clear victory. However, in Tannanberg a lone cavalry unit fails to hold untill I can move in reserves to the battle.
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An excerpt from the manual to make sense of the above:
Shaken: the corps cannot be engaged in the next combat round (later rounds are still possible)
Disorganized: the corps cannot be engaged anymore during this battle (it will be operational again after the battle is over).
Out of Combat: the corps is removed till the end of the turn and will reappear as a reinforcement in the following turn (unless it was unsupplied and/or isolated at the time of the battle, in which case it is eliminated.
Destroyed units: the corps is destroyed.
Panic: the corps is destroyed and the battle is lost! Two other corps in the same area must make a Morale check immediately.

Following their victory, the Russians break through and manage to cut East Prussia from the rest of the Reich. This, however, was expected. Now I will either move 8th Army to Königsberg and let them come to me, or strike them around Tannenberg to reestablish the connection. Hindenburg's taking of command will help in either case. Of course, in game terms, 8th Army is not truly isolated as the port in Königsberg still operates as a supply relay.
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Meanwhile, the UK starts to assert its dominance at sea.
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Metalist
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Early August 1914 Battles

Post by Metalist »

The only clash between Austria-Hungary and Russia occurs in Dubno, where the former suffers a heavy defeat with significant casualties. Wounded units require 1 Replacement Point to return to full strength.
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The 1st Army’s advance is rather limited due to difficult terrain, but as the other armies are unlocked, Austria-Hungary’s offensive will grow in August.
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Ottoman 4th Army is on its way to face Commonwealth's 5th Army near Egypt.
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In Mesopotamia, Ottoman 5th Army is on the march as well.
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Metalist
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August 1914

Post by Metalist »

This turn does not have any events or diplomacy phase, presumably because the previous turn had two of each, so we go straight to military. I decide to use Mata Hari card to have a look at enemy lines.
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Northern France looks open, no sign of BEF either. So 1th Army will advance towards Mons, while 2nd Army is charged with capturing Brussels. 3rd Army will attempt to capture Sedan. 4th Army will attack Longwy from Luxemburg.
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Mata Hari also told me that French is gonna hit hard at Alsace-Lorraine (note the red flags above the French counters, they mean it is mandatory for that unit to attack).
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In the East, Hindenburg will try to replicate his victory at Tannenberg.
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Metalist
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August 1914

Post by Metalist »

In Galicia, the 2n Army will support the 3rd as the latter is obviously inadequate to capture Dubno alone. Meanwhile the 1st Army will keep moving deeper into Poland, and the 4th Army will advance towards Podolia.
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The Serbian Front is unlocked, so the 5th Army will lay Belgrade to siege before Serbs arrive in force. The 6th Army will begin marching towards Cetinje.
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Randomizer
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Re: Against Entente AI

Post by Randomizer »

Not a bad start to operations, at least insofar as the Germans are doing well.

-C
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Metalist
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August 1914 Battles

Post by Metalist »

So we begin with the expected French assault on Alsace-Lorraine. In the screenshot you can see the detailed combat logs. Combat rolls are modified by the dominant doctrine of the time, which is movement doctrine at the moment. I copy the effects of this doctrine from the manual:

Advantages
● In Defense, when the player retreats at the end of a combat round, he may reduce the result by 1 loss (to his engaged unit). To do this, he must retreat 1 extra region.
Exception: “E” result (eliminated) cannot be reduced, and must be applied
without compromise.
● During the opponent’s turn, the player may intercept his moving units .
● In Defense, the player may reinforce with adjacent units following an attack.
● The Defender, if he comes out of a battle victorious in defense, may launch a counter-attack in the region from where the ex-Attacker came from.
● Retreat before combat possibility for the cavalry.
● France only, in Plains*: firepower of French corps is increased by +1 in value. In attack as in defense.
*a City/Town is not a full terrain. It is necessary to consider the surrounding terrain in the same region.
NB: This takes into consideration the very efficient direct fire of the French 75mm cannon at the beginning of the war, especially in Plain.

Disadvantages
● It is forbidden to entrench oneself as long as this doctrine is in effect.
● Heavy Artillery is worth 2 in support (instead of standard value of 3).
Exception: artillery is not diminished in a siege firing against a besieged fortress.
● France only, in Forest, Marsh, Mountain: French corps firepower is decreased by -1 in value, except if this firepower value is worth +1 This, in attack as well as in defense.
*a City/Town is not a full terrain. It is necessary to consider the surrounding terrain in the same region.
NB: this shows the difficulty of indirect fire by the French 75mm cannon at the beginning of the war while in difficult terrain.
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The Battle of Colmar was costly for both sides, but Germans prevail.
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The French also attacks to Metz. There is a fortress located in the area and despite the fact that it is not directly being attacked, it can provide support to the defending German corps.
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The Germans are again victorious.
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Metalist
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August 1914 Battles

Post by Metalist »

The Austrian 3rd Army intercepts the Russians on their way to Dubno and soundly defeats them. Note that I am able to see all Russian units. The manual explains this as follows: "On the Eastern Front, the Russians did not encrypt their radio messages in August 1914 (only). If a battle occurs, the Russian engaged and committed units are always visible." Impressive detail, if you ask me.
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The Russians attempt to capture Rawa Ruska, but ultimately fail. Due to the size of the opposing forces, two sub-battles emerge. If one sub-battle is lost, the victor receives a flanking bonus in the other.
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Metalist
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August 1914 Battles

Post by Metalist »

I arrange a breakthrough direction for the Austro-Hungarian 1st Army deep in Poland. If they manage to defeat the enemy in the current battle, my reserve units will dash toward the interior. Infantry can march only one region, while cavalry can advance two, hence my ability to pick two regions. (The red area marks the location of the current battle.) The 1st Army emerged victorious and carried out the breakthrough. It’s possible that my units could have encountered additional enemy forces during the advance, but that wasn’t the case.
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Meanwhile, the siege of Belgrade begins with bombardments. I’ll wait for the fort level to decrease a bit before assaulting. You can also see the graphical indication of the fort by comparing Belgrade to Versecz. Oh, and an important note: forts block movement.
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At the end of the turn, the satisfaction of approaching Warsaw turns out to be short-lived, as the Russian 4th Army appears out of nowhere and threatens the rear of the 1st Army.
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The 4th Army faces a similar danger:
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