Video summary
The Opening Days of the War: Colonial Civil War & Siege of The Gallows
Main summary
Key takeaways
Storyline (War 137 opening days; Colonial Civil War & Siege of the Gallows)
- War 137 begins with major update impacts, including:
- AI anti-aircraft guns
- Quality-of-life changes
- New naval bases
- Broad balance changes
Early war results
- Casualties quickly surpass 500,000 within the first few days.
- Wardens take an early lead across much of the map.
- Day 1: seven neutral capital cities are contested
- Wardens secure 5
- Score: 21 (Wardens) to 18 (Colonials)
Despite the setback, Colonials rapidly advance in multiple regions, especially:
- Southeast: sweep through new regions and capture them exceptionally fast.
- Center: Dead Lands (previously a 26-day contest) is captured on day 1, pushing Wardens north into Callahan’s Passage.
- Northwest: Wardens are close to securing NW Territories, while Colonials hold last stands near Olivia’s wake.
Key open-question focus
- Fierce fighting continues around major capitals—such as Manacle, King’s Cage, Olter Falls, the Claustra Treasury, Saltbrook, and Endless Shore—with anticipation that weekend victory point control could swing.
Colonial civil conflict behind the lines (resource-field dispute)
A rare “civil war” occurs within the same faction early in the war:
- Two Colonial regiments begin building bases around a salvage field in Red River.
- After ~1 hour, another Colonial regiment arrives and starts harassing them instead of establishing their own claim.
Harassment tactic
- They place cheap maintenance tunnels to disrupt infrastructure and block construction.
- Maintenance tunnels cost ~50 basic materials, but removing/destroying them requires ~20 Mammon explosives, making early cleanup extremely costly.
Developer response
- Players who were spamming tunnels were temporarily banned up to 3 days.
- Even with bans, tunnel structures likely remain for 2–3 days, slowing production.
Gameplay Highlights: Strategies & key moments
Siege theme: siege warfare through suppression, Mammon rushes, and logistics disruption
The featured battle is the Colonial push in Westgate, targeting the Wardens’ Gallows city.
1) Establish an advantage via terrain (high ground)
- Colonials advance from Holdfast toward Westgate, supported by tools such as push guns.
- When a direct east-side push stalls, Colonials shift:
- Take mountain/high-ground positions on the west side.
- Shoot down onto Warden movement/advances.
- High ground enables:
- Strong angles to suppress defenders
- Better support for infantry and Mammon assault groups
2) Use coordinated suppression to enable Mammon demolitions
- A recurring tactic: keep Warden defenses suppressed so:
- Infantry can move
- Mammon rushers can reach defensive structures safely
- Operational emphasis: the narrator highlights a moment where not enough people are pushing with Mammon charges, prompting personal help to drive demolition and maintain momentum.
3) Break defenses in phases, then secure staging points
- West-side pressure dismantles multiple Warden defenses.
- As the assault progresses:
- Colonials advance down from the mountain
- They push toward northern objectives, aiming for the area where Warden lodgy supplies the city
- Turning point:
- Builders establish a bunker base at the crossroads
- This provides a reliable spawn point for constant reinforcement
4) Cut off lodgy routes to starve defenders
- Colonials succeed in severing the Warden lodgy route, trapping defenders inside the Gallows.
- With logistics cut, the siege becomes a time advantage:
- Defenders run low on supplies
- Every attempt with guns/charges accelerates the countdown to victory
5) Town hall assault using repeated Mammon waves
- Inside the city:
- Push guns creep forward to bring the Town Hall into range
- Wave after wave of Mammon rushes target the Town Hall
- Machine gun fire from windows repeatedly stops frontal charges
- “Signature” highlight:
- Even after failed attempts, the battle stays active because Mammon rushes are often spontaneous—players rally to the objective rather than following rigid regiment plans.
- Failed pushes still produce incremental progress, including slow repositioning of push guns.
6) Tactical flanking through the mountain pass (rear assault)
- When frontal entries are heavily covered, a counter-approach is used:
- Colonials take a mountain pass that loops behind the Gallows
- They sprint around to the city’s western beach and attack from the rear
- Outcome:
- Rear machine gunners are eliminated
- Defenders are surprised
- They can’t fully destroy the Town Hall from that angle, but firepower is reduced and other forces gain cover and pressure opportunities.
7) Contain the enemy from reinforcing
- The narrator shifts northward where Wardens attempt to assemble a breaking force.
- Goal: contain so trapped defenders can’t be reinforced.
- Example priorities:
- Target/deny positions like a watch tower
- Keep enemy squads pinned in fields/hills/rocks
8) Final push and capture
- With no lodgy to sustain them:
- Wardens inside run out of supplies
- Colonials launch a final coordinated attack:
- Town Hall captured
- Gallows secured
- Result:
- A “hard-fought, well-coordinated victory” for the Colonials in Westgate
- The wider regional fight continues until Wardens are pushed out
- Colonials then advance to Finet Coast and capture Victa as a new foothold
Key Tips / Strategies Mentioned
- Exploit terrain: take high ground or mountain positions to suppress defenders and force weaker angles.
- Suppress before rushing: coordinate fire so Mammon teams can reach targets safely.
- Don’t wait—commit: if momentum stalls, jump in and help (including personally assisting with Mammon demolition).
- Kill lodgy routes: establish staging (bunkers at crossroad spawn points) and aim to trap defenders so supplies run out.
- Use repeated assault waves: even if charges fail against machine-gun windows, incremental pressure and push-gun advances matter.
- Flank to break coverage: if frontal attacks are too lethal, use routes like a mountain pass + shoreline approach for rear attacks.
- Contain reinforcement attempts: pin enemy squads so they can’t reach the trapped city and organize.
Gamers / Sources Featured
- No specific external sources (websites/news channels) are cited.
- Regiments/players are described generally:
- Colonial regiments (two initially building, then a third that harasses)
- Colonial vs Warden players in Westgate/Gallows
- Robert is referenced during the battle (in-video audio/chat exchange).