The Let's Play Archive

Shattered Union

by pesty13480

Part 10




Well, following your advice I went after the Dakotas, with some unexpected results...

First, here's the first turn rundown including attack direction, force deployment, the landmark of the area which I apparently can't see in the city, and the end of my first turn deployment.







You might be asking where my AA buggered off to. That's a good question. I forgot to bring any, which is such a pain in the ass and bites me in the ass three fold.

Here all of our special powers, by the way. We lost that nifty satellite range one that helped us so many times - in return, we get the ability to use off-map artillery to pound an area with chemical weaponry.

Fair trade, I think.






Not willing to risk my B2 on unknown combat, I resort to leveling Fargo and Fergus Falls over the next two turns.









Here's the bulk of my main force, moving up slowly and burning bridges and cities and resting up the units that started wounded.







Without ground-based AA, however, expect to see a lot more of this. I had to draft those unfortunate engineers into fodder due to the fact we ran out of commandos and didn't have the money to train new ones.



Day Six begins with the enemy helicopter and a partisan unit in sight; they're probing me, perhaps not knowing what to expect.



Wanting to deal with this helicopter, I corrode it and then hit it with my superhornet before doing the nasty to St Cloud a few times.











I then use the last of my existing MERLs to kill the partisan from afar, hoping the Great Plains Federation doesn't catch on to the fact I have one.



After doing that, I gather up my units and distribute advanced depleted uranium weaponry to them, which significantly increases their attack bonus for three whole turns. It's a lifesaver, that. Watch, for instance, as one of my Stuarts blasts an A10 into non-existence.

I then move up a little bit, deploy my CAP to protect against other bombing runs, and end my turn, only to be attacked by a striker. These guys really hate my infantry.











At the beginning of my turn, you can see how the Great Plains Federation deployed most of its assets in my general direction.



This is how I dealt with it, trying to maximize killing while taking little damage in return.



But before we get into that, you should see what I do with my Apache. Namely, I fly it up to Minneapolis and... call down the chemical weaponry, which unfortunately didn't seem to turn out in this picture.







There goes the first really horrible war crime of the year.

Equally, I discover their latest apache, hit it with a hornet, and finish it off with one of my DU-enhanced Stuarts.





Since my Apache is DUed too, I use it against the enemy chaparral, which weaponed by being in the chemical weapon strike, falls before it.



Then I pelt the Abrams, which was also in the strike, with my MERL and swept up with my Stuarts...





I was expecting more fighting, but the Great Plains Federation had apparently had enough and pulled out after taking down my MERL.



The Dakotas are ours, albeit at the cost of our last great artillery piece and virtually all of our infantry.



I had really overextended myself at that point and wanted to spend the next turn doing nothing at all so I could rebuild... but while the enemy was taking its turns after me...



Which prompted me to use all those other units you never see, the half-assed ones that make up Team Suicidal Defense, and use them to the best of my abilities. I did leave an apache with them and a JSF, and they also inherited all my chaparrals that I forgot last mission, so it's not like they were going to be creamed.



Here's our region, one that has been with us from the start. Portland Oregon and slow gin fizz, if that ain't love then tell me what is.