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Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Tue Jan 27, 2026 2:43 pm
by RangerJoe
Sergey45 wrote: Tue Jan 27, 2026 9:55 am
RangerJoe wrote: Tue Jan 27, 2026 6:13 am
Earlier in this AAR, I turned an infantry battalion into a "mountain" battalion by removing the vehicles. I did not change the infantry squads, I just made it move completely on foot. The areas in pink show the difference in movement costs. The same movement costs occur even if there is a railroad line in the hex and the unit is moving in the same direction as the railroad line.
With wagons.
Unit with wagons moving through mountains.png
After I dumped the wagons. They can be replaced later.
Do we compare that movement cost to something else ?
I am assuming the higher the movement cost, the more time it will take for them to get to their location ?
On that note, do we know how much a unit can move maximum in this turn? Of course I understand by train, terrain type etc... can all affect the movement hexes per turn.
There are only so many movement points per unit, the higher the cost then the longer it takes to get there. The movement picture that I have attached shows the movement rate per hour, there are 24 hours in a day but I don't know if only so many are used since people should sleep. I usually figure one hex per day walking but a lot more when they move by vehicle on a road while even faster by train. The mode also changes the speed, from combat mode with scouts and flankers out then to movement where the units just drive in a convoy which isn't at the fastest speed possible. I didn't get into the details of just how far it can travel other than experience while playing games with this system.
I start play testing years ago before everything was added so there really wasn't that much of a manual to read. I actually didn't read the manual first, I just started playing the game. I read the manual later and I gave some suggestions. But I never had the chance, or rather I never took the time, to go over the manual and check everything. I had the hard job of playing the game, reporting the crashes with all of the pertinent details, and then testing the fixes.

I did things that the developers probably didn't plan on, but it was fun.

Now why did that train retreat to where there were no railroad lines?

- WIS unit Travel cost.png (86.86 KiB) Viewed 852 times
Edited for this by a developer as to how far units will travel:
That's very hard to answer. There are more than 1500 different move speeds across all terrain, roads, weather effects and device types.
In general when moving in combat mode:
Foot 1 or 2 hexes per day.
Horseback 1 to 3 per day
Tracked 2 on flat terrain, 6 on roads
Wheeled 1 or 2 per day in terrain, 8 to 9 on roads.
Move mode around 2 times that speed.
But you'll often find different speeds. Roads thru rough or mountain may wind along hills, making the path longer than a road on flat ground.
Things like that. The movement model is very rich in data.
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Tue Jan 27, 2026 3:54 pm
by RangerJoe
Okay, more questions on Discord about logistics and here are the answers. If it is from me, I am not the expert on logistics just on playing the game using this system . . .
Here is a picture of a supply path for the unit.

- Units supply path information.png (32.29 KiB) Viewed 845 times
In that window, the path is given as "Time" longer path means less moved per day.
If you have 1 point of logistics power and the path is 6 hours, then they can do the trip 4 times a day, on average. Moving 4 tons per day.
As you move away into the wilderness, the path will grow longer or more time intense.
The supply base may change, as the system tries to go to a base that provides the shortest path to that unit.
If you move forward, so your supply base may does change and thus you relocate the logistics units from the old base to the new. Or split the logistics if you are using both bases at a time.
Truck/carts and foot can work together. With trucks moving on roads and foot moving on wilderness.
Thus you can combine the strength of each devices to be faster than any of these would be if the moved all the hexes themselves.
Example: 3 road and 3 swamp hexes. Trucks will keep moving on the road, with foot devices keep moving in the swamp hexes.
Truck alone would fail in a swamp, and foot would be slow even on roads.
The game can combine both for dual use on paths that have a mix of road and off road.
Then these questions and responses, edited for spelling:
I've got a few more questions about (Arty related) logistics and such.
1) Am I correct that ammunition/supply handling refers to the amount of ammo/sup units can draw using organic logistics during the logistics phase and not the amount of ammo (arty) units can handle on their own during a barrage?
2) When firing from a friendly base will artillery use base supply to augment what little is carried by the unit?
3) Will all other units share ammo with Arty units or only support units?
4) Do other units need to be set to artillery barrage / some sort of attack to provide their ammo to arty units?
5) Does this in hex sharing of ammo is limited by logistic capacity of senders, receivers, both or nobody?
6) Is ammo usage in CD role similarly also vastly higher than the Arty units organic supply? If so should CD units be paired up with logistic units for maximum efficiency?
My response although I am not the expert:
I am more of an expert on playing the game itself and not how the logistics work.
1) As far as I know, yes.
2) The artillery unit can use supplies from the base like all other units if there are supplies at the base.
3) Not unless you tell them to share supplies or ammo.
4) No, the artillery barrage can be an order to all units but if they have nothing to shoot during the barrage then they don't fire.
5) The unit will supply its own, other units with excess logistical capacity in the hex can help supply the unit, logistical units in bases can also send supplies to the unit. If there is not enough logistical capacity, then there may be a shortage depending upon the munitions already carried by the unit. Hence, giving artillery units captured logistical devices such as trucks, wagons, and/or carts can help increase this internal ammo supply.
6) Not that I know of.
The developer's response, the original questioner asking a question again and the response:
CD guns consume lots of ammo due to sheer weight of the shells.
Artillery also consumes a lot.
For both cannon types the Effect rating and Rate of Fire are used for the ammo consumption.
CD guns are usually either at a base, or have specialized devices with a huge capacity for ammo stockpiling.
Artillery relies often on logistics units, as those carry more ammo than they need during combat and share the excess. All units can do that. So an infantry unit with extra trucks can also serve as ammo source for artillery in hex, provided the infantry unit carries more then the maximum they can be expected to spend during combat.
Artillery can draw ammo from a base when located in a base.
—
Do those other units need to be set to barrage/any attack to share ammo with Arty units doing a barrage?
—
They always share ammo. But having all unit set to barrage makes their support aiding in the attack. This can add a bit of lethality. Or in other words, it does not help to "only" set artillery capable units to barrage, nor does it hurt to set HQ units to barrage if another unit in hex can attack with artillery.
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Tue Jan 27, 2026 6:38 pm
by Sergey45
RangerJoe wrote: Tue Jan 27, 2026 2:43 pm
Sergey45 wrote: Tue Jan 27, 2026 9:55 am
RangerJoe wrote: Tue Jan 27, 2026 6:13 am
Earlier in this AAR, I turned an infantry battalion into a "mountain" battalion by removing the vehicles. I did not change the infantry squads, I just made it move completely on foot. The areas in pink show the difference in movement costs. The same movement costs occur even if there is a railroad line in the hex and the unit is moving in the same direction as the railroad line.
With wagons.
Unit with wagons moving through mountains.png
After I dumped the wagons. They can be replaced later.
Do we compare that movement cost to something else ?
I am assuming the higher the movement cost, the more time it will take for them to get to their location ?
On that note, do we know how much a unit can move maximum in this turn? Of course I understand by train, terrain type etc... can all affect the movement hexes per turn.
There are only so many movement points per unit, the higher the cost then the longer it takes to get there. The movement picture that I have attached shows the movement rate per hour, there are 24 hours in a day but I don't know if only so many are used since people should sleep. I usually figure one hex per day walking but a lot more when they move by vehicle on a road while even faster by train. The mode also changes the speed, from combat mode with scouts and flankers out then to movement where the units just drive in a convoy which isn't at the fastest speed possible. I didn't get into the details of just how far it can travel other than experience while playing games with this system.
I start play testing years ago before everything was added so there really wasn't that much of a manual to read. I actually didn't read the manual first, I just started playing the game. I read the manual later and I gave some suggestions. But I never had the chance, or rather I never took the time, to go over the manual and check everything. I had the hard job of playing the game, reporting the crashes with all of the pertinent details, and then testing the fixes.

I did things that the developers probably didn't plan on, but it was fun.

Now why did that train retreat to where there were no railroad lines?
Alright... so in leman terms, all I see is a lot of numbers , I have a unit that is all foot, moving on plain, what am I looking at to determine how many hexes they will be able to move ? Because I think that's really important in understanding since my strategy might change if I realize it might take me 3 days to reach a destination versus 20 days.
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Tue Jan 27, 2026 6:58 pm
by RangerJoe
Sergey45 wrote: Tue Jan 27, 2026 6:38 pm
RangerJoe wrote: Tue Jan 27, 2026 2:43 pm
Sergey45 wrote: Tue Jan 27, 2026 9:55 am
Do we compare that movement cost to something else ?
I am assuming the higher the movement cost, the more time it will take for them to get to their location ?
On that note, do we know how much a unit can move maximum in this turn? Of course I understand by train, terrain type etc... can all affect the movement hexes per turn.
There are only so many movement points per unit, the higher the cost then the longer it takes to get there. The movement picture that I have attached shows the movement rate per hour, there are 24 hours in a day but I don't know if only so many are used since people should sleep. I usually figure one hex per day walking but a lot more when they move by vehicle on a road while even faster by train. The mode also changes the speed, from combat mode with scouts and flankers out then to movement where the units just drive in a convoy which isn't at the fastest speed possible. I didn't get into the details of just how far it can travel other than experience while playing games with this system.
I start play testing years ago before everything was added so there really wasn't that much of a manual to read. I actually didn't read the manual first, I just started playing the game. I read the manual later and I gave some suggestions. But I never had the chance, or rather I never took the time, to go over the manual and check everything. I had the hard job of playing the game, reporting the crashes with all of the pertinent details, and then testing the fixes.

I did things that the developers probably didn't plan on, but it was fun.

Now why did that train retreat to where there were no railroad lines?
Alright... so in leman terms, all I see is a lot of numbers , I have a unit that is all foot, moving on plain, what am I looking at to determine how many hexes they will be able to move ? Because I think that's really important in understanding since my strategy might change if I realize it might take me 3 days to reach a destination versus 20 days.
Look at the movement of the unit, the cost of the terrain, and how far the unit moved in the previous turn which will give your a rough idea of how far and fast that the unit will move. But since moving will increase the fatigue and disruption which will then slow down the unit, you need to take that into consideration. That is why I don't calculate more than 1 hex per day on foot unless there is a road involved.
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Tue Jan 27, 2026 7:33 pm
by Sergey45
RangerJoe wrote: Tue Jan 27, 2026 6:58 pm
Sergey45 wrote: Tue Jan 27, 2026 6:38 pm
RangerJoe wrote: Tue Jan 27, 2026 2:43 pm
There are only so many movement points per unit, the higher the cost then the longer it takes to get there. The movement picture that I have attached shows the movement rate per hour, there are 24 hours in a day but I don't know if only so many are used since people should sleep. I usually figure one hex per day walking but a lot more when they move by vehicle on a road while even faster by train. The mode also changes the speed, from combat mode with scouts and flankers out then to movement where the units just drive in a convoy which isn't at the fastest speed possible. I didn't get into the details of just how far it can travel other than experience while playing games with this system.
I start play testing years ago before everything was added so there really wasn't that much of a manual to read. I actually didn't read the manual first, I just started playing the game. I read the manual later and I gave some suggestions. But I never had the chance, or rather I never took the time, to go over the manual and check everything. I had the hard job of playing the game, reporting the crashes with all of the pertinent details, and then testing the fixes.

I did things that the developers probably didn't plan on, but it was fun.

Now why did that train retreat to where there were no railroad lines?
Alright... so in leman terms, all I see is a lot of numbers , I have a unit that is all foot, moving on plain, what am I looking at to determine how many hexes they will be able to move ? Because I think that's really important in understanding since my strategy might change if I realize it might take me 3 days to reach a destination versus 20 days.
Look at the movement of the unit, the cost of the terrain, and how far the unit moved in the previous turn which will give your a rough idea of how far and fast that the unit will move. But since moving will increase the fatigue and disruption which will then slow down the unit, you need to take that into consideration. That is why I don't calculate more than 1 hex per day on foot unless there is a road involved.
I have seen worst, I once wanted to go into the woods and it took 2 turns for them to reach out.
I guess hoping we get a future update which can simply change the color of the arrow telling you until where the unit can move.
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Tue Jan 27, 2026 11:27 pm
by RangerJoe
26 July 1936
Again, the best kind of land combat to have. Even better, these were Afrikan troops!
Surface Combat at 89, 153 near Boukidan - 13:00
Weather in hex: Clear wind 0
Nationalist Fleet:
AP Mallorca: Shell Hits: 179, and is sunk
xAK Cabo Cervera: Shell Hits: 194, Heavy fires, Heavy damage
xAKL Alhambra: Shell Hits: 4, Heavy fires, Heavy damage
xAKL Guadaira: Shell Hits: 1, On fire
xAKL Guanchinerfe: Shell Hits: 2, On fire, Heavy damage
Losses on ships: 1573 Casualties
Squads lost: 15 disabled, 155 destroyed
Vehicles lost: 13 disabled, 92 destroyed
Guns lost: 4 disabled, 69 destroyed
Here a bunch of religious fanatics were captured.
Weather in hex: Clear wind 0
Republican deliberate attack at 93, 118 - Linares (Heavy Urban terrain)
Attacker artillery value: 0
Defender artillery value: 0
Attacker adjusted AV: 2
Defender adjusted AV: 0
Engineer Combat Power 0
Attack odds: 9/1 (Highest fort level 0)
Attacker now controls 5 of 5 NM in hex
Defender losses: 1128 Casualties
Squads lost: 0 disabled, 97 destroyed
Vehicles lost: 0 disabled, 10 destroyed
Guns lost: 0 disabled, 0 destroyed
Units Destroyed: 1
Even more religious fanatics captured.
Weather in hex: Clear wind 3
Republican deliberate attack at 93, 60 in Forest terrain
Attacker artillery value: 0
Defender artillery value: 0
Attacker adjusted AV: 12
Defender adjusted AV: 0
Engineer Combat Power 0
Attack odds: 1000/1 (Highest fort level 1)
Attacker now controls 5 of 5 NM in hex
Defender losses: 2359 Casualties are no AFrica
Squads lost: 0 disabled, 272 destroyed
Vehicles lost: 0 disabled, 0 destroyed
Guns lost: 0 disabled, 0 destroyed
Units Destroyed: 2
The question is being debated as to what to do with those religious fanatics. There are no African colonies to send them to so that can work, we could ask them if they want to emulate Jesus, or should we offer them the chance to become
celibate 
monks.

Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Wed Jan 28, 2026 12:06 am
by bradfordkay
So the combat report doesn't differentiate between destroyed and captured squads?
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Wed Jan 28, 2026 1:43 am
by RangerJoe
bradfordkay wrote: Wed Jan 28, 2026 12:06 am
So the combat report doesn't differentiate between destroyed and captured squads?
That is true nor does the Butcher Bill differentiate them since they are effectively lost to their respective sides.
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Wed Jan 28, 2026 3:00 am
by bradfordkay
RangerJoe wrote: Wed Jan 28, 2026 1:43 am
bradfordkay wrote: Wed Jan 28, 2026 12:06 am
So the combat report doesn't differentiate between destroyed and captured squads?
That is true nor does the Butcher Bill differentiate them since they are effectively lost to their respective sides.
Does the captor have to devote guards and supplies to control the captives?
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Wed Jan 28, 2026 3:21 am
by RangerJoe
bradfordkay wrote: Wed Jan 28, 2026 3:00 am
RangerJoe wrote: Wed Jan 28, 2026 1:43 am
bradfordkay wrote: Wed Jan 28, 2026 12:06 am
So the combat report doesn't differentiate between destroyed and captured squads?
That is true nor does the Butcher Bill differentiate them since they are effectively lost to their respective sides.
Does the captor have to devote guards and supplies to control the captives?
Only when they are laborers. POW camps as such are not in the game.
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Fri Jan 30, 2026 11:21 am
by RangerJoe
Starting on page 233
8.1.6 Artillery, Infantry Guns, and Anti-Tank Guns
.
.
.
The size of these guns (load cost) can hinder their use in difficult
terrain. The following is a list of the maximum load cost for the heavier
terrain types in War in Spain 1936-39:
§ Mountain 25
§ Tropical Mountain 6
§ Rough Jungle 8
§ Jungle 10
When planning combat in such terrain, make sure you deploy devices
that can operate there. Heavy artillery won’t do much when used in
Jungle hexes. All other terrain types have no limit for gun sizes
In the blue area, it shows the types of guns that this unit has. The ones in white can fire long range barrages or regular barrages, the ones in red can
not fire long range barrages nor barrages but I
believe that they will fire defensively. Built up bases
may allow these guns to fire normally.
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Sun Feb 01, 2026 1:27 am
by RangerJoe
27 July 1936
Good riddance to escort vessels.
Surface Combat at 77, 140 near San Roque-La Linea - 04:00
Weather in hex: Clear wind 0
Nationalist Fleet:
TB T-2: Shell Hits: 1, and is sunk
TB T-7: Shell Hits: 1, On fire
AM Alcazar: Shell Hits: 1, and is sunk
xAKL Bizkaya: Shell Hits: 1
Republican Fleet:
CL Mendez Nunez: Shell Hits: 3
Gijon cleared now, rest, and then on to Oviedo!
Weather in hex: Clear wind 0
Republican deliberate attack at 78, 52 - Gijon (Heavy Urban terrain)
Attacker artillery value: 0
Defender artillery value: 1
Attacker adjusted AV: 37
Defender adjusted AV: 3
Engineer Combat Power 77
Attack odds: 10/1 (Highest fort level 0)
Attacker now controls 5 of 5 NM in hex
Defender losses: 3263 Casualties
Squads lost: 0 disabled, 661 destroyed
Vehicles lost: 0 disabled, 69 destroyed
Guns lost: 0 disabled, 46 destroyed
Units Destroyed: 6
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Sun Feb 01, 2026 1:35 am
by RangerJoe
28 July 1936
I did fall behind on my updating here. It is a problem when a couple of therapists want to cuddle and/or lay on my arms. But I deal with it . . .
Feeding the fishes . . .
Sub attack at 67, 152 near Larache - 05:00
Weather in hex: Clear wind 1
Nationalist Fleet:
AKL Santa Urbana: Shell Hits: 1, On fire
xAKL Bizkaya: Shell Hits: 45, and is sunk
xAKL Gipuzkoa: Shell Hits: 23, On fire
xAKL Lazaro: Shell Hits: 3, Heavy fires
Losses on ships: 404 Casualties
Squads lost: 6 disabled, 105 destroyed
Vehicles lost: 7 disabled, 12 destroyed
Guns lost: 3 disabled, 0 destroyed
It is best to reduce those Afrikan Army units as much as is possible before they make it to Spain.
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Sun Feb 01, 2026 1:46 am
by RangerJoe
29 July 1936
More escorts giving the fish a new home.
Surface Combat at 76, 145 near Ceuta - 10:00
Weather in hex: Clear wind 2
Nationalist Fleet:
TB T-19: Shell Hits: 1, Heavy fires, Heavy damage
PB Contramaes. Castello: Shell Hits: 2, On fire
YMS Zalvide: Shell Hits: 2, and is sunk
xAK Cabo Creux: Shell Hits: 66
Republican Fleet:
DD Sanchez Barcaiztegui: Shell Hits: 2
-------------------------------------
Surface Combat at 74, 143 near Gibraltar - 11:00
Weather in hex: Clear wind 0
Nationalist Fleet:
TB T-19: Shell Hits: 2, and is sunk
Republican Fleet:
DD Lepanto: Shell Hits: 1
The Butcher's Bill . . .
The important parts are the bases that changed hands, the destroyed squads, devices, and aircraft, and the ships. The disabled items will be repaired
eventually but there is a limit to the production of a lot of these devices. The bases have Light Industry and Resources which provide the supplies. The total casualties do affect the morale (I don't know about their morals, at least I can't put any observations here on a
family friendly forum!) which can affect the combat effectiveness of the units.
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Sun Feb 01, 2026 1:56 am
by RangerJoe
30 July 1936
No troops on the ships but this does help in the long run. There were 6 torpedoes used. This is important because torpedo production is slow. Submarine attacks against unescorted ships are usually on the surface with their deck guns.
Sub attack at 66, 144 near Jbila - 07:00
Weather in hex: Clear wind 0
Nationalist Fleet:
xAK Zalla: Torpedo Hits: 1, and is sunk
xAKL Mar Rojo: Torpedo Hits: 1, and is sunk
xAKL Monchu: Torpedo Hits: 1, and is sunk
Four torpedoes fired!
The Butcher's Bill . . .
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Sun Feb 01, 2026 2:11 am
by RangerJoe
31 July 1937
Invasions on Mallorca!
It is relatively early and I have going to have to take it slow but . . .
TF 6 unloading over beach at 156, 98 Alcudia - 00:00
Republican amphibious landing at Alcudia 156, 98 (Light Urban terrain)
Weather in hex: Clear wind 2
Attacker artillery value: 0
Defender artillery value: 0
Attacker adjusted AV: 9
Defender adjusted AV: 0
Engineer Combat Power 0
Attack odds: 18/1 (Highest fort level 1)
Attack reduces base fortifications to level 0
Attacker now controls 4 of 5 NM in hex
Attackers managed to secure a bridgehead over beach
Attacker losses: 12 Casualties
Squads lost: 5 disabled, 1 destroyed
Vehicles lost: 0 disabled, 0 destroyed
Guns lost: 0 disabled, 0 destroyed
Defender losses: 417 Casualties
Squads lost: 64 disabled, 0 destroyed
Vehicles lost: 0 disabled, 0 destroyed
Guns lost: 0 disabled, 0 destroyed
Misc. lost: 0 disabled, 4 destroyed
Units Destroyed: 0
TF 14 unloading over beach at 152, 98 Puerto de Soller - 11:00
Republican amphibious landing at Puerto de Soller 152, 98 (Light Urban terrain)
Weather in hex: Light Cloud wind 3
Republican take undefended base at Puerto de Soller 152, 98

- Invasions on Mallorca.png (388.03 KiB) Viewed 633 times
Making more fish houses . . .
Surface Combat at 77, 144 near Ceuta - 12:00
Weather in hex: Clear wind 0
Nationalist Fleet:
TB T-16: Shell Hits: 2, and is sunk
YMS Argos: Shell Hits: 2, and is sunk
YMS Remolcador No.2: Shell Hits: 1, and is sunk
YMS Matagorda: Shell Hits: 1, and is sunk
APc Ciudad de Ceuta: Shell Hits: 3
xAK Cabo Creux: Shell Hits: 171, and is sunk
xAKL Vasco: Shell Hits: 16, Heavy fires, Heavy damage
Republican Fleet:
DD Lepanto: Shell Hits: 6, On fire
The Butcher's Bill . . .
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Sun Feb 01, 2026 2:32 am
by RangerJoe
1 August 1936
This is always good to see for the Republicans. But 8 torpedoes were fired!
Sub attack at 57, 136 near Olhao - 06:00
Weather in hex: Light Cloud wind 0
Nationalist Fleet:
xAKL Consuelo Huidobro: Torpedo Hits: 1, and is sunk
xAKL San Cristobal M.: Torpedo Hits: 1, and is sunk
Losses on ships: 104 Casualties
Squads lost: 4 disabled, 11 destroyed
Vehicles lost: 0 disabled, 0 destroyed
Guns lost: 1 disabled, 1 destroyed
Three more torpedoes . . .
Sub attack at 54, 136 near Faro - 08:00
Weather in hex: Clear wind 0
Nationalist Fleet:
xAKL San Antonio: Torpedo Hits: 1, and is sunk
Losses on ships: 8 Casualties
Squads lost: 1 disabled, 0 destroyed
Vehicles lost: 0 disabled, 0 destroyed
Guns lost: 0 disabled, 0 destroyed
Lots of trucks and wagons were captured.
Weather in hex: Clear wind 0
Republican deliberate attack at 91, 59 - Corconte (Light Urban terrain)
Attacker losses: 2 Casualties
Squads lost: 0 disabled, 0 destroyed
Vehicles lost: 0 disabled, 0 destroyed
Guns lost: 1 disabled, 1 destroyed
Defender losses: 472 Casualties
Squads lost: 0 disabled, 138 destroyed
Vehicles lost: 0 disabled, 481 destroyed
Guns lost: 0 disabled, 2 destroyed
Misc. lost: 0 disabled, 5 destroyed
Units Destroyed: 3
The Butcher's bill . . .
Lots of torpedoes were expended today. Only 33 submarine torpedoes are produced in one month.
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Sun Feb 01, 2026 2:48 am
by RangerJoe
2 August 1936
The submarines and air units are still taking a toll on the enemy shipping although only 4 were sunk today. Here is something here in the pick area in this picture to note, the ship's name is in
yellow which means that it is not actually sunk. It may be beached in a sinking condition so it may not be moved until it is repaired.

- when the ships name is in yellow it is not actually sunk.png (125.01 KiB) Viewed 628 times
Finally, those engineer units which retreated from the Madrid area are destroyed.
Weather in hex: Clear wind 0
Republican deliberate attack at 82, 94 in Plains terrain
Attacker adjusted AV: 2
Defender adjusted AV: 0
Engineer Combat Power 8
Attack odds: 1000/1 (Highest fort level 1)
Attacker now controls 5 of 5 NM in hex
Defender losses: 6202 Casualties
Squads lost: 0 disabled, 487 destroyed
Vehicles lost: 0 disabled, 301 destroyed
Guns lost: 0 disabled, 12 destroyed
Units Destroyed: 8
The Butcher's bill . . .
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Sun Feb 01, 2026 3:03 am
by RangerJoe
3 August 1936
Elgiobar is finally cleared out.
Weather in hex: Clear wind 0
Republican deliberate attack at 106, 57 - Elgoibar (Light Urban terrain)
Engineer Combat Power 19
Attack odds: 15/1 (Highest fort level 0)
Attacker now controls 5 of 5 NM in hex
Attacker losses: 10 Casualties
Squads lost: 1 disabled, 0 destroyed
Vehicles lost: 0 disabled, 0 destroyed
Guns lost: 0 disabled, 0 destroyed
Defender losses: 1296 Casualties
Squads lost: 0 disabled, 71 destroyed
Vehicles lost: 0 disabled, 0 destroyed
Guns lost: 0 disabled, 0 destroyed
Units Destroyed: 3
Mallorca update.
Bringing in more units including an higher HQ unit, and supplies.

- Mallorca 3 August 1936.png (389.78 KiB) Viewed 626 times
The Butcher's bill . . .
Re: Fighting off the raving Fascists, Monarchists, and Religious fanatics!
Posted: Sun Feb 01, 2026 3:34 am
by RangerJoe
4 August 1936
Air operations continue.
Republican air raid at 93, 80 (Plains terrain)
Time: 0800. Weather in hex: Clear wind 0
Republican aircraft:
3x Hispano Ni.52
2x CASA Bre.XIX B.2
3x Hispano E-30
2x Hispano Ni.52
No Nationalist Aircraft losses:
No Republican Aircraft losses:
Defender losses: 33 Casualties
Squads lost: 15 disabled, 2 destroyed
Vehicles lost: 0 disabled, 3 destroyed
Guns lost: 0 disabled, 0 destroyed
Units Destroyed: 0
Some submarine live action target practice, so presumably there were no escorts.
Sub attack at 63, 155 near Mudeachao - 15:00
Weather in hex: Light Cloud wind 2
Nationalist Fleet:
AKL Denis: Shell Hits: 3, On fire
xAKL Felicidad y Dolores: Shell Hits: 1, Heavy fires, Heavy damage reported sunk!
xAKL Villajuan: Shell Hits: 1, Heavy fires
xAKL Ambos: Shell Hits: 1, On fire
xAKL C.Candeira: Shell Hits: 1, On fire, Heavy damage
SS C 4 disengaging. Targets moved out of range. Also out of main gun ammo.
The situation on Mallorca.

- Mallorca 4 August 1936.png (345.1 KiB) Viewed 623 times
The Butcher's bill . . .