Battlefield 1:
Allion & Hura's attempt to charge through the lines are complicated by the mass of the enemy troops. Simply put, an opportunity to charge through is something you will have to make rather than something you will discover by chance. The main line of infantry is marching in column formation behind the remaining vanguard. The troops still go off into the horizon with no gaps large enough to push a whole unit through without being noticed. There are certainly places you could avoid the vanguard and charge the enemy formation directly, however doing so without first softening the position with infantry and artillery is likely to result in significant casualties to the Cuirassier pairs with little gain in return. Thus the umbrella protecting the enemy's main force remains in place.
With no complex orders Veikka Puomi's forces return to the previous tactics of shooting then running when the enemy approached. With no light infantry in formation they usually relied on setting up a line in an open field and engaging the enemy vanguard with the Dragoons acting as a vanguard force to prevent the enemy light infantry from harassing the line. Unity's air forces provided intel and the occasional acid attack while their ground forces helped you sweep up the remaining light infantry. With both greater firepower and mobility, they are able to clean up the enemy with few casualties but dare not face the daunting horde behind them.
Grimtusk's undead are thrown into a ditch where they awaited their final rest. Some suggestion was made to bury them so they may attack the enemy's flank, but in the end they where simply left behind after one of Tensali's line's retreats. The main line marches on their position and they valiantly return fire. Massed vollies tear apart all exposed portions of the brave undead's bodies. Many of their heads are pummeled not by one, not two, but an average of three to five shots. The enemy's weaponry's exceptional rate of fire excels in massive formations like this. When the smoke clears the undead remain forever still with some of the first casualties against the Invader's main line.
Casualties: 1 Unit Undead Light Infantry. Enemy is once again slowed to the pace at which they can move their anti-air artillery.
Battlefield 2:
Once unthought of, the history books will now tell of how the Goblins defended an Elvin forest. The assault force consisted mainly of Line Infantry, Light Infantry, and Winged Hussars with little artillery backing. They descended upon the forest in a chaotic mess, many landing in the tall trees the elves call home. With the help of foresight provided by the wizards and local advice, Gobbleshire's forces begin their hit and run strikes against the Invaders as soon as the sky darkens. Even with support this proves difficult, the Invaders are still able to glide among the trees even after they have "landed" giving them much greater mobility than seen in previous confrontations.
Still the wolf riders manage to keep pace with them. Once the Invader Infantry touches the ground they are no swifter than any other infantry force and their lack of ability to fire in the air means that fleeing from them remains viable for cavalry forces. The massive tree branches block out the sky preventing the Fly Riders form engaging or scouting effectively. Given what you know about their communication they're likely being used as relays for the light infantry scouts between each other and the supporting line infantry.
There are many places to hide in this forest, giving your men plenty of places to choose from even with the confusion of a 3D battlefield. They're able to hit targets following the Dragoons when they land giving them high ground positions that the enemy can not easily return fire to, leading to several very successful ambushes mainly among the enemy light infantry.
Meanwhile the enemy line infantry focused on taking territory. Tensali's Field Artillery was, quite sadly, outmaneuvered by the enemy forces. They took up defensive positions in the reinforced hollowed trees theoretically allowing them to fire at targets below, but many of the targets instead came from above or glided down too close to the tree for the guns to be depressed and began bursting through their defenses. With no infantry assigned to defend them they could do little to defend themselves once the Invaders had breached their way into their makeshift forts. Currently they are presumed dead or captured.
With the tree houses being taken, the Invaders go on the defensive setting up on the high ground in the city. Soon all of Fairview - or at least the perimeter - is overun by the Invaders. They stop perusing the hit and run attacks by the Goblins who now face Line Infantry firing at them from the hastily constructed cover meant to protect the elvin land. Before long the Goblins are repelled, the Invaders have claimed victory and the city.
Casualties: 1 Field Artillery. Goblin Dragoons and Light Infantry successfully scatter into the surrounding forest and regroup in Grand Army territory with minimal losses while protecting the supporting units and barely conscious Wizards.
Battlefield 3:
Admiral Everett takes the helm defending Adria. Adria's canals filled with boats and, soon after, blood. Most of the Invaders at this location are Line Infantry, supported by Light Infantry, Fly Riders, Siege, Field, and Anti Aircraft artillery.
As has become all too common the enemy floods down from the skies to key positions. As before they are now landing outside the city, limiting how many freebies the Grand Army gets shooting down their forces with anti-aircraft artillery. A few units are close enough to face bombardment from either the Ship of the Lines' broadside or their anti-aircraft weaponry, but the majority attempt to land on the far side of the city. Here they regroup around the artillery as before.
Fly Riders begin combating Wyvern riders in the air, attempting to screen them as the main force moves slowly to combat the fortress. Anti Aircraft rockets fired from floating positions soon fill the sky like fireworks. The Invaders take heavy casualties and are pushed back to the defense of their own anti-aircraft weaponry. Your forces launch ambushes and attacks along the enemy flanks with their now superior mobility, keeping them confused and preventing them from advancing. The Invaders attempt to close canals by firing their artillery at nearby buildings, filling the smaller side canals with debris. This does slow down your men to some extent, but it also gives them an opportunity to strike at the artillery's flank. It was certainly not undefended - the enemy line infantry hugged the anti aircraft infantry in particular for mutual protection. A brave unit of Light Infantry engages the light flank anyway, acting like Line Infantry. They break through the thin line and disable the anti aircraft artillery at great cost.
With that out of the way, you rule the skies. Swift moving anti aircraft artillery with Winged Hussar recon finishes off the remaining fly riders allowing your air units to engage the enemy from the sky. Thanks to your logistics the Wyvern Riders don't lack explosives and are able to perform multiple bombing runs on the enemy artillery, disabling the remaining big guns. The Infantry units take cover from falling grenades in nearby buildings, where they are forced to hole up. With no further threat to the fortress they are contained here until the field artillery can be shipped into position, which crumbles the buildings from out of their effective firing range finishing off the remaining assailants.
Casualties: 1 Unit Light Infantry.
Battlefield 4:
Here we find our usual roles reversed. A potent Grand Army force engages an Invader force that would rather hit and run than engage directly. Fortunately our equipment is better suited for this type of combat. The first contact was the Goblin Wizards shooting the remaining Fly Riders out of the skies and the remaining forces running for their lives as they are chased by our swarm of infantry, artillery, and Dragons. Ted's Cuirassiers where able to take advantage of the retreat and deal heavy casualties to the running bugs. The Lancers took advantage of that to escape alone, attempting to take their loot with them. But with Veikka Puomi's superior knowledge of his homeland, they where easily encircled in terrain unsuited for their strange beasts and killed to a man. Thus the shattered forces where thoroughly crushed.
Loot is recovered mostly in the form of villagers, farm animals, wild animals, and slime molded food. Unfortunately mercenaries can't be paid in wild rabbits.
Casualties: -1 I guess since Grimtusk revived a unit of Undead Line Infantry. Absolute Victory for the Grand Army!
War Council
A grim mood fills your tent. You've now had your first major loss. Still the tent seems more crowded than usual - new faces have risen through the ranks telling you that this war is far from lost.
Event 1
With the increased size of the Grand Army's armies, additional leadership is necessary for effective operation. Each nation may select a Lieutenant. Lieutenant are NPC "Generals" who serve under your main General. As with your General, they give their bonus to all Units they are deployed with.
Name:
General Bonus:
Mount:
Backstory: Optional!
If you do not want to create your own Lieutenant a random one will be provided to you.
Event 2
Not to be outdone by the upstarts, the Generals have now gained valuable field experience at the cost of blood, sweat, and tears. You may select a second General Bonus for your General. You may instead increase the bonus of your existing General bonus if you prefer.
Event 3
While Fairview and High Rus have fallen, thanks to your efforts citizens form both nations remain. Volunteers eager to liberate their home nation have been marching across the continent to sign up for the Grand Army. They are noted for training exceptionally hard to get to the field as quickly as possible, and are exceptionally brave when it comes to freeing their homeland. Several veterans from past wars are ready to serve as soon as they get a gun in their hands.
Every General will choose 1 non-Heavy Winged Hussar Unit of any kind OR 2 Units of Light Infantry/Line Infantry. Instead of your normal Nation Bonus, they will instead have your choice of:
Fairview: Elves are known for their long lifespans. Veterans from Fairview might have experience in war that other nations would measure in lifetimes. On the other hand they are few in number compared to other races, a Fairview Unit will be smaller but more experienced that a comparable unit of another Nation.
High Rus: FOR THE MOTHERLAND! High Rus units are fanatical about pushing the Invaders back to wherever they came from. They will only retreat in the most dire of circumstances, holding fast even against shock attacks to the last man. This zealotry can be problematic when they're ordered to retreat, as their hesitation to give the invaders any ground can result in them dragging their feet.
Event 4:
The political arm of the Grand Army would like to send reporters to the frontline for propaganda purposes. One General may have reporters attached to them for the next Battle Phase. If they are successfully protected that General will receive a reward based on the battle they witnessed. If the reporters die the General is likely to face consequences for allowing civilians under their protection to perish. This request may be refused outright, but it is the War Council's decision on who they will be assigned to.
Event 5:
Once again the Researchers have equipped themselves to investigate at your order. What will you look into this time?