Shadow AAR Challenge #1 - $25 to win (really!)

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mroyer
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Shadow AAR Challenge #1 - $25 to win (really!)

Post by mroyer »

Shadow AAR Challenge #1 - $25 to win (really!)

===========================
The Challenge
===========================

Play the first 10 rounds of the attached Raroniria II scenario and post your after action report (AAR) with an image of your final situation. Then, be the top vote-receiver in a post AAR poll.

Raroniria II.zip
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Oceania DLC - Latest beta v1.21d - Unclassified Planet - Orange K0 Star
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===========================
Rationale
===========================

In an effort to promote more AAR and deeper dialog related to tactics, strategy and decision-making in Shadow Empire, I have set up this challenge. The intent is to encourage multiple, independent play-throughs of the same situation by different players thereby allowing everyone to compare, contrast and discuss the various approaches.

If this format is popular and generates interesting discussion, I may do additional challenges in the future.
For this first go, I kept it straight forward; there is nothing contrived or particularly unusual about this scenario.

===========================
Rules
===========================

(1) Play the first 10 rounds of the attached Raroniria II scenario.

(2) Post an after action report (see note) on or before 10-Jun-2023.
Note: The AAR entry post must be submitted complete in a single post (including any images) in this thread and must have "=== AAR ENTRY ===" as the first line. If the entry post is edited after 10-Jun-2023, it will be disqualified.

(3) Include an image showing the final situation at the end of round 10. (Of course, additional images may be posted at the poster's option.)

(4) On or about 11-Jun-2023, an opinion poll will be posted for everyone to vote for the best AAR - poll criteria: opinion of best combination of victory result and informative AAR description of tactics, strategy and decisions made.

(5) The poll will remain open for three days until 13-Jun-2023.

(5) Winner (highest vote receiver) of the poll is announced 14-Jun-2023 and wins $25.

(6) In order to receive the prize, the winner must be able to take payment via Paypal or Venmo. (If I'm in a good mood ;) , I'll consider sending a check via old-fashioned mail.)

Small print caveat: If anything unforeseen happens during the challenge, I reserve the right to make an on-the-spot, unilateral, binding decision.


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mroyer
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Re: Shadow AAR Challenge #1 - $25 to win (really!)

Post by mroyer »

.reserved.
eddieballgame
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Re: Shadow AAR Challenge #1 - $25 to win (really!)

Post by eddieballgame »

=== AAR ENTRY ===
Ok Mark, thought I would give this a go. Would have been nice to be able to save, but I get why not.
Thank you for doing this & it could lead to some 'save replays' similar to the Civ community's Game of the Month (GOTM) format.

Round 1:
Initial Profile choices suggested I will favor economics, the people, & sound governing...is their such a thing? My Ascension Speech reflected how much I care about the people, hopefully they will buy it.
Inspecting my leaders revealed a decent but not great staff.
Though I could see my Director of Supreme Command Council & I would get along very nicely; despite her youth, average intelligence, & bland personality.

Some shuffling is in the future for some of these leaders, especially the Advisor as his high intelligence rating will be put to better use elsewhere.
For my first Organization I chose Interior Council, plenty of research/tech atm...so we will see how that turns out.
Seeing that there are 4 other Major AIs on this rock & one of them on my SW border the next few turns could be crucial to my progress.

At least, militarily, I am on equal footing with my neighbor according to the STATS info.
Time will tell how accurate that info is/will be.
My initial turn involved the usual 'spreading out' to see what is out there near my borders...careful not to surprise anyone/anything.
Decided to upgrade my Metal Mine & sell some Machines for extra cash...like having the extra funds & no telling if the price will be better in subsequent rounds.

Round 2:
Well, an interesting proposal has crossed my desk where the (supposed) emperor of Vozoniria has offered, for a fee of course, to assist in our invasion of his (?) farming community. Apparently he is on something, but what the hell...this is only a 10 round challenge. :)
Plus, my leaders are ok with this...so.
Decided to upgrade my oil field for obvious reasons.

Round 3:
Per the wishes of the masses, a statue was erected in honor of our militia & deservedly so.
Made peace with the bugs to our north residing in the Otherus Territory.

Round 4:
Preparing to invade the Vozoniria Empire, though I am feeling uneasy about that quack emperor. :)

Round 5:
Initial attack has been a success per those poor farmers, can't say I feel like bragging about it.
Built a Truck Station & extended the dirt road a bit.

Round 6:
Somewhat uneventful, yet productive. Appearance of some rebel aid to the south of Vozoniria's main city Montgomery should be most helpful.
Built another Truck Station & more dirt roads.

Round 7:
Montgomery has been captured.

Round 8:
Decided to assign someone to head the Model Design Council.
Changed the name of my main zone & increased public & worker salaries.
With Darkbond leading in the Victory total by 1 point, & only 3 rounds left, I decided to invade the farmers (who were under the vassalage of Darkbond).
Not sure what kind of 'poop storm' this was going to generate, but...Victory Points were the goal now.

Round 9:
Well, the Volara Empire (farmers & vassal of Darkbond), to my surprise, declared war on me. Making me feel less guilty but...concerned about Darkbond. :)
Capturing their poorly defended city was too easy, but what happens next? On to the last round.
We are now tied with Darkbond at 10.3.

Round 10:
We survived & finished ahead of our closet rival; 12.7 to 10 VPs.
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Re: Shadow AAR Challenge #1 - $25 to win (really!)

Post by mroyer »

=== AAR ENTRY ===
My entry is ineligible.

Initial Situation
I chose to run with commerce, mind and meritocracy for Sidelanesfort's profile. I figured I try to gain some benefit of meritocracy early, since it seems easier to build up democracy later than the other way around. We are in a time of learning - should see more research points coming in, but I'm not sure how much advantage that will be as this challenge is only 10 rounds.



Winter 443AA
For the ascension speech I push the mind profile an additional +11 (meritocracy wasn't an option). I set up the interior council planning to raise taxes early so I have more cash to deal with the maritime trade houses (MTH).

Alien cephaloid natives are entering Fivetop, the capital zone of Sidelanesfort. I explain things to the people of Fivetop pushing mind up +3 more. They don't buy it and the perception of danger rises +12 throughout the regime

I fan out national army of two brigades (1 Arm X, one Sg Inf X) to take as much territory as possible including a long stretch of the eastern seacoast. Meanwhile, we use the Fivetop zone militia as rear guard to cover tactical points and important assets near the capital. Recon air missions are run to both the northwest and southeast border areas. Finally, a new machinegun battalion is formed in the capital as additional rear-guard defense.
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Spring 443AA
We found 9 machines and enough GR grade equipment to equip 300 GR Inf. The Hera Sea MTH sends an envoy, now that we have a coast on their sea zone. We decide to open communications for Cr200 thinking maybe there's an outside chance I can run an invasion across the Hera Sea within the 10 turns of the challenge. On the other hand, I decide not to support the Zorro rebels in Vozoniria Empire to the southeast (Montgomery capital).

We create a second directorate, the model-design council. Maybe we can develop an improved infantry formation and/or an up gunned version of the Crusader light tank. I send spies off to Ohmsspire to the northeast.

Libra Allen is appointed to direct interior council; she's not a great choice with suitability only 1, but we have no alternatives and a warm body is better than a vacant seat.

To facilitate possible future activity in the Hera Sea, we construct a dirt road to Bernried on the eastern seacoast for 190 IP and then start construction of a port there.

I increase model design budget to 40% (reducing interior to 10%) and leaving the supreme council at 50%.

We resolve a border dispute with Vozoniria Empire to the southeast increacing our relationship by +20 to 52 "Peace". Good, I don't have to worry about the southeast frontier while I assault Ohmspire to the northeast.

War is declared on Ohmspire and their territory is immediately invaded. Ohmspire's infantry weaponry is significantly worse than Sidelanesfort's, but their armor slightly better. Uurgh(!)... in our opening assault, we captured pushed the defenders back along the road, but our 1st Armored Brigade commander is killed at the Ohmspire border. It is a costly invasion due to marshy terrain on the neck to the Ohmspire peninsula. That marshy terrain and narrow territorial borders in the neck conspire to make dynamic armored assaults difficult. Basically the tactic will be to bludgeon our way down the road to Ohmspire.
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Summer 443AA
The Syndic Union has offered up a candidate, Elizabeth Procyon, for hire. We need leaders we accept Procyon and appoint her to take over the armored brigade.

I push model design investment to 100% leaving research at 0% and set the model design to improve on the Grunts. We really need better infantry equipment as soon as possible or manpower losses will be too high. After that is done, we'll try to develop a Mk2 version of the Crusader light tank, then will revert back to more longer range research investment (trying not to play to a 10 round challenge here, but as if the game were going on past the challenge end).

We decide to hire a second leader this turn, a new junior candidate, and appoint them to as model council director even though they have a suitability rating of 3 (warm body thingy again). We have zero technician skill in the leadership corp!

Otherus (aliens) to the northwest want a treaty to settle the northwest border. We agree and relationship rises to 50 "Peace". Another border I don't have to worry about while we conduct the war with Ohmspire.

Flying at range limits, we conduct airstrikes on Ohmspire forces using with fighters based at the capital airbase in Fivetop. Rocket launchers are moved into place and cause further disruption along the Ohmspire defensive lines. Then, the tanks resume their assault along the road, this time devistating the confused defensive lines of Ohmspire. Over half their forces surrender plus there are many casualties. A follow-up second-wave assault further up the road shatters the remnants of the retreating forces leaving Sidelanesfort tanks on the outskirts of Ohmspire's capitol.

Unfortunately our forward elements have outrun air support from the capital airbase, so a final pot-shot at the capitol is ill-advised and we elect to properly prepare for the push next round.

In the meantime, we raise a third brigade in the capital of Fivetop, an under-strength infantry brigade. The brigade will be used for defense of the capital region, especially with the menacing major region of Darkbond just to the west (Relationship 29 "Friends") We also sell food and machines for cash Cr235Cr as the treasury was depleted own to Cr22Cr.
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Autumn 443AA
Otherus aliens are now coming across border, despite the border normalization treaty from last round. I again try to explain things to the Sidelanesfort population. You'd think they'd get it, but no - their perception of danger increases +12 (+2 Mind).

Combat armored Guards II model is complete. The model design council is now tasked with designing Mk2 of the Crusader light tank.

Another new leader, Thelma Fluosun, is hired to command the new 2nd light infantry brigade. Another poorly suited leader. Alas, finding quality people is always a difficult task.

Our private economy is getting rolling. They've started building dome farms being built. In the meantime, a construction of a new port on the Hera Sea at Bernried is complete. We also streamline logistics assets to support the northeast war with Ohmspire setting road signs along the way.

We will need to assault the Ohmspire capital without air support as it is out of range. However, ranged rocket attacks cause moderate infrastructure and troop damage and significant disruption within their ranks. This allows a three battalion tank assault with to take the capital with no casualties on our side, but heavy casualties to the defenders.

Ohmspire infrastructure is unfortunately heavily damaged (412 damage to assets).

Following the occupation of Ohmspire, we do a mass upgrade of 8200 Guards soldiers to combat armor (Guards II). We sell food and a machine for Cr56Cr. That's all the traders will buy no matter how much I try to convince them to purchase more.

I begin to realize folly of not having economic council early (perhaps first) during an Oceania DLC scenario. It is need to deal with the MTHs. Worse, I don't have enough political points (PP) to establish the council this round. This probably means I won't get to perform any cross-sea invasions in the challenge timeframe.
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Winter 444AA
The Fivetop zone militia holds a parade to celebrate the victory over Ohmspire. We support the effort with Cr200 of national funding. It's good for morale, but there's no time to rest on our laurels. York, the inland nation of the northern peninsula must be taken as quickly as possible before they can build up defenses. Meanwhile, Zhiva MTH visits immediately following the occupation of Ohmspire as we now have a port on their sea zone. However, we don't open communication because we can't afford it right now; perhaps later.

In my victory policy speech, I emphasize mind (+4) and will need to increase hexes with recon dramatically. Meanwhile, the model department, working long hours and double shifts, has completed the Mk II Crusader - a nice upgrade of the stalwart tank.

In preparation for the assault on York, we immediately begin construction of an airfield in Ohmspire.

We set up an economic council, alas probably too late to accomplish much in the 10 rounds of the challenge. We can't hire governor of Ohmspire as we have no strategems except for a mercenary which costs more PP than we have.

Protests, of course, breakout in Ohmspire. Ohmspire is VERY agrarian; 80% of its population works in the agricultural domes.

We declare war on York making a seamless transition northward following the occupation of Ohmspire. Tanks assault northward from along the road to York.
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Spring 444AA
Big profile boost this round gaining accomplished envoys, technology fascination, and free market. Additionally, our administration level jumped to 6 and we received an MTH recon stratagem, despite only just establishing an economic council last turn.

The airfield in Ohmshire only 70% complete but we transfer the ultralight recon squadron there anyhow. They can prepare for next turn.

New regiment of militia is formed in Fivetop.

I relieved Elizabeth Procyon from command of the armored brigade and appointed her as the economic council director. I also relieved Rimmy Whiteway as advisor with plans to place him in command of Arm Bgde next round. He is a V-capacity leader with a lot of operational command in his background, so I felt he'd be more useful at the front than advising, at least in the near term.

The approach to York is heavily wooded and York itself is in a valley between a mountain range, a river and heavy forests. Again, the terrain will make dynamic armored assaults difficult forcing us into another down-the-road tactic as we did in Ohmspire. However, the first assault from the armored brigade results in a standoff.

Ancient underground complex was found this round and we talked to the still active AI there. The AI outlined how to design and build Guided RPG (Mind +2), but it's not likely we'll get to capitalize on the information in the timeframe of the challenge.

Unfortunately, Ohmspire private truck hub damaged 312 pts and is currently out of commission. Nevertheless, we decide not to build a new public truck station in the region as enough logistics are coming from Fivetop until the private hub can be repaired.

Sell food and rare metals for Cr264.
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Summer 444AA
APC are discovered. Like Guided RPG, probably won't have an effect on the challenge.
The militia lost their influence through militia chief in cabinet (not sure what this means actually).

Timmy Whiteway takes command of the 1st armored brigade as planned and we contract Hera Sea MTH to recon the Hera Sea to our east. We need governor in Ohmspire and a new advisor in the capital, but alas we have no candidates (no stratagems).

The motorized rocket launchers are moved up the road to York and fire ranged attack across river to disrupt Yorkian defenses. The rocket assault is follow up by armored thrust of four battalions supported by a battalion of siege infantry. They successfully establish a bridgehead across the river putting Sidelanesfort forces on the outskirts of the York capital.

Armored losses in the assault are replace with new Mk2 Crusaders. In addition, we formed a brand-new battle group of 50 Crusader Mk2.
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Autumn 444AA
Medium tanks are discovered. The Syndic Union offers another candidate (Ada Hopper, II-capacity) whom we immediately accept despite her having almost no skills - we are desperate for leaders. Ada is quickly appointed governor of Ohmspire.

By an administration snafu the previous budget was reapproved with no changes: 20% econ, 32% Model, 8% interior, 40% supreme. (I'd meant to change things for less model focus, but by accident clicked the no change button.)

Rimmy Whiteway decides to erect a statue (+7 govt, +7 heart). I question why he's spending time on that in the middle of an assault on the Yorkian capital, but he says it's an important symbol of military solidarity. Okay, I guess so.

We've contracted the Hera Sea MTH for two rounds of recon at Cr177 (I turned on the fog-of-war overlay in the images so we can see the effect). Also, Hera is offering to purchase IP, but we decline as we'll need those.

Vofara, the center mountainous nation to the south, wants to regularize relations between our nations. However, we refuse since they are our next invasion target. The relationship with Vofara dropped to 13 "Unclear", so they'll probably attack us soon if we don't beat them to it.

Apparently, I let SHQ-1 oil reserves run to zero at the end of round 7, probably after I build the new battle group of Crusader Mk2's. So, very few units got fuel this turn. That shortened reconnaissance flights. Fortunately, the armored brigade is okay for now since their own organic reserves are still at about 75%.

We push forward with the assault on the Yorkian capital. Launchers rain rockets on the defenders in preparation for a direct armored assault by nearly the entire brigade supported by siege infantry. Despite the risky odds of the assault, the city is taken without friendly casualties in just six combat rounds. Looks like a bit of luck in combat will help to cover logistical error causing oil shortages.

The infrastructure in York took 414 damage probably mostly caused by the rocket artillery. We immediately start to pull the armored brigade out and strategically moving them southward in anticipation of a war on our southern border. However, only one full battalion of Mk1 Crusaders can get all the way to the southern border.

We readjust road signs along the route to direct logistics southward for coming war, but also need to take care not to strand elements of the armored brigade in the north with no strategic logistics capacity.

IN addition, we started construction of a new airfield on southern border and move ultralight recon air unit there in anticipation of go-live next turn. We transfer 100 metal and 100 IP to from the SHQ to Fivetop zone to cover AB construction costs and expedite completion in one round.

A spy is successfully sent into Highmount zone of Vofara to assess the military situation there.
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Winter 445AA
The Allrounder medium tank model is complete. But we won't get to build any in the context of this challenge. However, 400 Jetpack infantry and 300 GR grade infantry are formed with old galactic republic (GR) equipment found in the remote regions of York. In addition, Cr157 is found in old GR vaults. The civilization has progressed to level 3.

Fuel shortages mount - the 1st arm brigade is at about 50% fuel levels - regime production is a little short right now and we need to purchase oil on the open market. We only delivered 290 delivered of 719 requested. However the armored battalion on the southern border is at 90% fuel.

Vofara didn't declare war on us as I expected it might - So I will do so. The relationship is low, so no big deal domestically, except I'm not quite ready on southern front. Most of the 1st armored brigade is still on the way they still have predominantly the older style Mk1 Crusader.

Following the declaration of war on Vofara we run recon missions from the new airfield at the southern border. We target a hex one behind the front lines with the ultralights. We then assault the Vofara border troops, but make no progress.

Novice error(!): I didn't notice Vofara was a vassal of Darkbond, so we are now at war with Darkbond too.

Well, that means we need to move as much as possible to protect and delay Darkbondian forces on our western border. I have enough militia and local forces of the 2nd infantry brigade to put up a stalling force.

We also set up a transport contract with the Hera Sea MTH and sell food, rare metals and machinery for Cr873 to fund operations.

The Mk2 Crusader battlegroup has strategically moved to the southern border, but that exhausts the strategic capacity on the main north-south route.

We play a 50PP stratagem so that we can hire a new governor for York, Carl Nobiwaste. Another governor not suited to the task. (If this were a longer challenge, I would be spending a lot of rounds down the road shifting leader talent around.)

The Anima circle cult asks for help, and we find the funding as many of our leaders are in favor of supporting them. We also funded the formation of 16 new companies (models) of infantry and two companies of Crusaders Mk2 and attach them to the SHQ for distribution to units as needed. (I like to think of 'models' as companies once they're deployed - the term model should only be used to reference the template to is used to build companies, in my opinion.)
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Spring 445AA
Novice error #2: I needed to purchase oil at the end of round 9 and forgot. Because of that my south armored thrust is stalled. However impromptu milia strike westward on undefended Darkbond territory has great success and reaches the sea dividing Darkbond forces in two. While we probably can't hold the territory, retaking it will divert Darkbondian forces from any major assault towards our capital, hopefully, giving us time to build up there.

Similarly, a deep motorized militia strike along the Volfaran (now Darkbondian) eastern border severs their supply lines behind the front which should stunt northward from Volfara.

I try to leave myself in a reasonable position for the future (even though the challenge ends here). I sell food and rare metal for Cr151 and (finally) purchase as much oil as I can (159 oil for Cr465; uurgh, oil is already very expensive!). That sets our oil stocks at 577, still far short of the 2K+ oil we will need next round.

I also purchase 400 ammo and replace 500 more Mk1 Crusaders with the Mk2 version, all in the 3rd battalion heading south along the road.

Other elements are in good shape, e.g., 4FP and 75PP on hand but we're a little light on cash in the treasury at only Cr522.

So, I think the challenge went fairly well, save for a couple late-game rookie mistakes that I'm going to attribute to late-night play and that extra can of beer.
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Re: Shadow AAR Challenge #1 - $25 to win (really!)

Post by mroyer »

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Re: Shadow AAR Challenge #1 - $25 to win (really!)

Post by mroyer »

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eddieballgame
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Re: Shadow AAR Challenge #1 - $25 to win (really!)

Post by eddieballgame »

Very nice write up. Mark...you should do more of these.
Last edited by eddieballgame on Sat Jun 10, 2023 8:17 pm, edited 1 time in total.
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mroyer
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Re: Shadow AAR Challenge #1 - $25 to win (really!)

Post by mroyer »

You are right Eddie - not being able to save was a huge PITA. I set it that way to prevent so-called 'save-scumming'.
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Re: Shadow AAR Challenge #1 - $25 to win (really!)

Post by mroyer »

Alright, challenge concluded.

Since we only had one eligible entry, we won't a need a discussion or poll to select best approach and result.

eddieballgame wins.
Congrats Ed!

-Mark R.
eddieballgame
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Re: Shadow AAR Challenge #1 - $25 to win (really!)

Post by eddieballgame »

Yes, winning by default. :)
Actually, your AAR was more entertaining so thus you get my vote & keep the money. :)
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