Yes, I’m withdrawing for now, so I won’t be posting operation results anymore. (I’ll still be observing whatever happens though.)
I have a couple of reasons for this:
- My examinations are coming up, so I won’t have much time to spend here.
- Managing this on my own has not been especially easy, and it’s consumed a lot of my energy and time. Besides, I have an aircraft that I want to finish.
Thus, in my absence, @Aarav and @Yourlocalhuman will take over the posting.
Yourlocalhuman will be helping to draw the daily War Map, but since I own this post, he’ll just send it to me and I’ll put it up on the main post. Same thing for any new rules.
But anyway, when you guys, especially @Hiimakeplanes, launches an attack, tag those 2 people I mentioned, NOT me. If anyone wants to help with the posting, tag me and I’ll redirect you to my briefing.
Hope you guys understand, and bye for now.
Berralind (@Hiimakeplanes) sent 7 ACSSN to airstrike C1. Battle 1: 7 ACSSN VS City
Odds are 5: 7, result is FAILURE.
.
BL then sent 10 Cardinal Mk.3 to C1.
Odds are 4: 7, result is SUCCESS.
In some miracle, Berralind’s 10 tanks managed to retake the entirety of the city.
Conclusion: C1 belongs to Berralind again. Half the UFSR forces have been destroyed, while the other half remain trapped in the city. The UFSR needs to own a square next to C1 in order to rescue these forces.
@Yourlocalhuman and @Igorsilvag will take note, but the day is over.
Oh yeah @Hiimakeplanes and @Yourlocalhuman, if you’re transferring ground units from 1 square to another square, you MUST state which square you’re deploying the units from (e.g. send 10 Obj.970 from C1 to D2).
Otherwise, I will assume you are using Cargo Planes, which cost extra money.
(gave up on formatting lol)
Berralind (@Hiimakeplanes) fired artillery at D2. Battle 1: artillery VS 2 Glester SVS AA units
1 Glester SVS destroyed, along with half the tanks on D2, but 5 SPGs were destroyed by the AAs.
.
BL then sent 10 Cardinal Mk.3 and 3 Cardinal Mk.1B to D2. Battle 2: 10 Cardinal 3 VS 2 Obj.970
Odds 4:1, results SUCCESS.
Conclusion: D2 belongs to Berralind.
@Yourlocalhuman or @Igorsilvag’s turn, 17 turns left.
Even though the UFSR has taken Berralind’s capital city, Berralind resistance remains high. Thus, the UFSR can only win if:
- it occupies BOTH the city and Avalanche Airport (occupying the base means Berralind can’t send any more vehicles)
- over 50% of Berralind’s territory has been occupied,
- and ALL of Berralind’s forces have been wiped out.
For Berralind, it now needs to:
- destroy ALL UFSR forces,
- take ALL UFSR squares back,
- and destroy the UFSR’s base 3 times, which will be enough to make the UFSR surrender. Note however that the UFSR needs to fork out 1000SP each time to repair its base.
To continue the war, 10000SP will be given to both sides. Don’t spend it all in 1 day!
UFSR (@Yourlocalhuman) Sent: 15 Ye-30, 15 Obj. 970, 20 Obj. 870, 7 AF-6 and 4 SO-MSPO-125 to C1
As this is an invasion of the Capital City, rules are a little bit different. The city is classified as 5 Strong Ground Vehicles with 5 Failure Points, and each and every vehicle type will go against the City instead of the usual 1v1.
.
Battle 1: 7 AF-6 VS City
Odds: 4: 6
Results: Failure
Battle 2: 15 Obj.970 VS City
Odds: 4: 5
Results: Failure
Battle 2: 20 Obj. 870 VS City
Odds: 4: 6
Results: SUCCESS
Umm... so does that mean we... won...?
@Yourlocalhuman @Aarav
I'll carry out the preordered moves first, no one is to make any additional moves until I'm done.
@Aarav and @Yourlocalhuman, if you see that I haven't typed an operation result out yet, please do it for me. Thanks!
Ok so uh I calculated finances, and the results are astonishing.
In just 2 days…
- the UFSR managed to spend over 50% of its finances,
- while Berralind managed to burn a WHOPPING 97% of its money because of the SPGs.
Berralind has only 1200SP left, and is now in danger of losing. It has 2 options:
1. use Aarav’s emergency package,
2. or sell some vehicles on the battlefield to a 3rd party (which is also Aarav) for the same cost it took to deploy them. It means that the vehicles sold can’t be used by anyone any more.
The UFSR better take note of this too, because it only has 27800SP left.
From now on, I’ll also reduce the cost by 100SP for each and every factor on the cost list.
@Yourlocalhuman and btw if you’re invading C1, remember that the city contributes 5 failure points, so take note of it when you’re calculating the odds.
I’ll be updating the War Map in a moment…
@Yourlocalhuman uh I’ll carry the moves to the next day (because night is for cooldown)
Also you’re allowed to write the results for your own orders, just make sure it follows the format and the rules
A total of 2 moves were made (because hosts were inactive).
Berralind has set up its Base Camp on D4.
@Yourlocalhuman or @Igorsilvag need to decide where to set up their camp(s).
And I forgot to calculate finances, so I’ll proceed to destroy my brain punching some numbers now.
(yes it’s last-minute, sorry)
- Base Camps now only carry supplies, and these supplies will be delivered to the vehicles on the battlefield using Cargo Trucks.
- The maximum range of these cargo trucks is 2 squares in any direction (non-negotiable). Therefore, any vehicles out of range cannot be used, including artillery (because shells need to be replenished too).
- To solve this, each side can now place multiple Base Camps (up to 3 Camps per side), so that supplies reach everyone.
- For UFSR, due to their territory’s small size, the Base Camp is in range of all squares it owns, so there’s no problem there.
- For Berralind, only the SPGs on C3, C4, D3 and D4 (12 total) can receive supplies; the rest are out of commission. It shouldn’t be a problem though, since these SPGs remain in range of hitting UFSR vehicles.
- Oh, and speaking of Artillery…
- The range of artillery (like the Cardinal SPGs) is 2 squares in any direction.
- Artillery shells fired have 100% success rate, until the artillery units are destroyed.
- Artillery will destroy 50% of the vehicles on 1 square.
- The artillery units themselves have ONLY 2 opponents: AA missile launchers, or other artillery units.
wait... wha-
1 more upvote and this will end up on the front page
+5Everyone when no simpleplanes update:
+1Oh and @Yourlocalhuman, if you do make a new post, please link it here
@XAircraftManufacturer true
@Yourlocalhuman ok, sure…
TLDR: I’m leaving the challenge…
Yes, I’m withdrawing for now, so I won’t be posting operation results anymore. (I’ll still be observing whatever happens though.)
I have a couple of reasons for this:
- My examinations are coming up, so I won’t have much time to spend here.
- Managing this on my own has not been especially easy, and it’s consumed a lot of my energy and time. Besides, I have an aircraft that I want to finish.
Thus, in my absence, @Aarav and @Yourlocalhuman will take over the posting.
Yourlocalhuman will be helping to draw the daily War Map, but since I own this post, he’ll just send it to me and I’ll put it up on the main post. Same thing for any new rules.
But anyway, when you guys, especially @Hiimakeplanes, launches an attack, tag those 2 people I mentioned, NOT me.
If anyone wants to help with the posting, tag me and I’ll redirect you to my briefing.
Hope you guys understand, and bye for now.
One of the songs of all time
signapor
Rice cooker; every other option is unacceptable
+3@Hiimakeplanes @Hiimakeplanes decide where to set up your camp(s).
Berralind (@Hiimakeplanes) sent 7 ACSSN to airstrike C1.
Battle 1: 7 ACSSN VS City
Odds are 5: 7, result is FAILURE.
.
BL then sent 10 Cardinal Mk.3 to C1.
Odds are 4: 7, result is SUCCESS.
In some miracle, Berralind’s 10 tanks managed to retake the entirety of the city.
Conclusion:
C1
belongs to Berralind again. Half the UFSR forces have been destroyed, while the other half remain trapped in the city. The UFSR needs to own a square next to C1 in order to rescue these forces.@Yourlocalhuman and @Igorsilvag will take note, but the day is over.
Oh yeah @Hiimakeplanes and @Yourlocalhuman, if you’re transferring ground units from 1 square to another square, you MUST state which square you’re deploying the units from (e.g. send 10 Obj.970 from C1 to D2).
Otherwise, I will assume you are using Cargo Planes, which cost extra money.
UFSR (@Yourlocalhuman) sent 15 Ye-30, 30 Obj.970 and 30 L-76 MBT to C1.
City defences increased greatly, its Failure Points have now increased to 7.
@Hiimakeplanes or @TASTEinc’s turn, 16 turns left.
(gave up on formatting lol)
Berralind (@Hiimakeplanes) fired artillery at D2.
Battle 1: artillery VS 2 Glester SVS AA units
1 Glester SVS destroyed, along with half the tanks on D2, but 5 SPGs were destroyed by the AAs.
.
BL then sent 10 Cardinal Mk.3 and 3 Cardinal Mk.1B to D2.
Battle 2: 10 Cardinal 3 VS 2 Obj.970
Odds 4:1, results SUCCESS.
Conclusion:
D2
belongs to Berralind.@Yourlocalhuman or @Igorsilvag’s turn, 17 turns left.
@Aarav lol
Also I may be withdrawing after today’s operations are done; I’ll release an official statement
@Hiimakeplanes oh yeah and 1 invasion counts as 1 move, so the other side CAN counteract
@Aarav ok sure
Ok so I’ll make this a bit harder:
Updated Criteria for Winning
Even though the UFSR has taken Berralind’s capital city, Berralind resistance remains high. Thus, the UFSR can only win if:
- it occupies BOTH the city and Avalanche Airport (occupying the base means Berralind can’t send any more vehicles)
- over 50% of Berralind’s territory has been occupied,
- and ALL of Berralind’s forces have been wiped out.
For Berralind, it now needs to:
- destroy ALL UFSR forces,
- take ALL UFSR squares back,
- and destroy the UFSR’s base 3 times, which will be enough to make the UFSR surrender. Note however that the UFSR needs to fork out
1000SP
each time to repair its base.To continue the war,
10000SP
will be given to both sides. Don’t spend it all in 1 day!@Hiimakeplanes by a “sweep”, you mean re-invade all squares right?
Looks a lot like an Electra
+1UFSR (@Yourlocalhuman) Sent: 15 Ye-30, 15 Obj. 970, 20 Obj. 870, 7 AF-6 and 4 SO-MSPO-125 to
C1
As this is an invasion of the Capital City, rules are a little bit different. The city is classified as 5 Strong Ground Vehicles with 5 Failure Points, and each and every vehicle type will go against the City instead of the usual 1v1.
.
Battle 1: 7 AF-6 VS City
Odds: 4: 6
Results: Failure
Battle 2: 15 Obj.970 VS City
Odds: 4: 5
Results: Failure
Battle 2: 20 Obj. 870 VS City
Odds: 4: 6
Results: SUCCESS
Umm... so does that mean we... won...?
@Yourlocalhuman @Aarav
And
Day 3 has begun.
I'll carry out the preordered moves first, no one is to make any additional moves until I'm done.
@Aarav and @Yourlocalhuman, if you see that I haven't typed an operation result out yet, please do it for me. Thanks!
Map Updated
@PinnicaleAirlines3701 ok so are there any limitations, rules, anything? Does it need to be a successor?
Reality: you’re right, there’s no point in these islands existing, they just do
+4@LunarEclipseSP I’m guessing air crashes
+1@Hiimakeplanes tag. the. others.
Also I’m gonna release the map in a couple hours
@Planemaker1012 maywar isn't available on mobile, so it isn't included
Ok so uh I calculated finances, and the results are astonishing.
In just 2 days…
- the UFSR managed to spend over 50% of its finances,
- while Berralind managed to burn a WHOPPING 97% of its money because of the SPGs.
Berralind has only
1200SP
left, and is now in danger of losing. It has 2 options:1. use Aarav’s emergency package,
2. or sell some vehicles on the battlefield to a 3rd party (which is also Aarav) for the same cost it took to deploy them. It means that the vehicles sold can’t be used by anyone any more.
The UFSR better take note of this too, because it only has
27800SP
left.From now on, I’ll also reduce the cost by
100SP
for each and every factor on the cost list.@Yourlocalhuman @Aarav @Hiimakeplanes
@Hannyboy uh we don't have A3, our territory is blue
And do you want to set up AAs at the Base Camp?
@Yourlocalhuman and btw if you’re invading C1, remember that the city contributes 5 failure points, so take note of it when you’re calculating the odds.
I’ll be updating the War Map in a moment…
@Yourlocalhuman uh I’ll carry the moves to the next day (because night is for cooldown)
Also you’re allowed to write the results for your own orders, just make sure it follows the format and the rules
@Hiimakeplanes tag all 3 hosts next time
Day 2 is over, Night has fallen.
A total of 2 moves were made (because hosts were inactive).
Berralind has set up its Base Camp on
D4
.@Yourlocalhuman or @Igorsilvag need to decide where to set up their camp(s).
And I forgot to calculate finances, so I’ll proceed to destroy my brain punching some numbers now.
BERRALIND (@Hiimakeplanes) Sent:
- 12 Cardinal SPGs to fire at
D2, E3, E4 and E5
,- 8 C-160s, 16 Cardinal SPGs and 8 Cardinal Mk.1B to
C3-6, D3-5 and E6
- and 8 C-160s, 16 Cardinal Mk3 and 8 Cardinal Mk. 1B to
C3-6
SPGs hit UFSR vehicles on
D2, E3, E4 and E5
, 50% of UFSR vehicles destroyed.Remaining Berralind deployments have no opponents.
@Yourlocalhuman’s or @Igorsilvag’s Turn.
Turns Remaining: 17
Oh and @Yourlocalhuman I’ll assume the objects 970 and 870 came from E3, which means that the UFSR has no vehicles currently stationed there
UFSR (@Yourlocalhuman) Sent: 8 Obj. 970, 8 Obj. 870, 3 Ye-30 and 5 Glester SVS to
D2
No opponents.
@Hiimakeplanes or @TASTEinc’s Turn.
Turns Remaining: 17
@Hiimakeplanes we don’t, but we do have a couple of rocket trucks
@Hiimakeplanes tag the other 2 people too in the same comment (because I’m tired right now)
But it hasn't even been a day-
@LM0418 thanks! But considering how you were only bronze when I first met you, I'm sure that you'll rise to great heights too!
Me who’s working on my 10k special be like
And both @Aarav and I are sick, so we may not be very active
Updated Rules
(yes it’s last-minute, sorry)
- Base Camps now only carry supplies, and these supplies will be delivered to the vehicles on the battlefield using Cargo Trucks.
- The maximum range of these cargo trucks is 2 squares in any direction (non-negotiable). Therefore, any vehicles out of range cannot be used, including artillery (because shells need to be replenished too).
- To solve this, each side can now place multiple Base Camps (up to 3 Camps per side), so that supplies reach everyone.
- For UFSR, due to their territory’s small size, the Base Camp is in range of all squares it owns, so there’s no problem there.
- For Berralind, only the SPGs on
C3, C4, D3 and D4
(12 total) can receive supplies; the rest are out of commission. It shouldn’t be a problem though, since these SPGs remain in range of hitting UFSR vehicles.- Oh, and speaking of Artillery…
- The range of artillery (like the Cardinal SPGs) is 2 squares in any direction.
- Artillery shells fired have 100% success rate, until the artillery units are destroyed.
- Artillery will destroy 50% of the vehicles on 1 square.
- The artillery units themselves have ONLY 2 opponents: AA missile launchers, or other artillery units.
And yes, Day 2 has begun.
BERRALIND (@Hiimakeplanes) Sent: 3 Cardinal SPGs to fire on UFSR Base Camp
Camp has no AAs, attack Successful.
1 day’s worth of supplies deducted from UFSR.
Supplies Remaining
UFSR: 18
BERRALIND: 19
But yeah I am starting to realise how OP artillery can be, because it has 100% win rate if used from a distance
@Hiimakeplanes uhh if the artillery is 1 or 2 squares away a tank shell might be able to hit it
If you pinned every single comment what would be the point of pinning the comments in the first place
@Hiimakeplanes failure means that the SPGs are outright destroyed