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Norse

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  1. A big part of this game is to explore "what-if's". That certain what-if's wouldn't have worked historically is IMHO not a good reason to say "you're not allowed to even try".
  2. A ship, isn't a ship, it's a fleet. Consider the different "ship" types to be fleets of different total tonnage. I don't think ports should be able to stack, definately not unlimited stacking.
  3. It wasn't a coup. It was actually aliens in UFO's! Yeeeeeah let's make the ultimate Nazi Space Rangers vs Allied Superheroes game and add this coup.
  4. Awwww, raven is trying to pretend that he is a historical wizz How cute. Maybe we should buy him his first historical book? After all, he is interested in history Maybe then his arguments would carry more weight. Tap on the shoulder and thumbsup Raven
  5. Nah. The minor nations troops aren't strong enough to stand up to Germany. Their mission, to defend their capital, to keep the MPP's away from Germany for as long as possible, gives MPP to Britain in the meantime. To move the troops away from defence of the capital on expeditions will clearly make the capital fall sooner, thus reducing the MPP Britain gets, not simulating it.
  6. Free troops for all nations is a good idea, but not perfect imo. Because, troops that were used in the defence of the homeland, if they managed to get to Britain when their homeland were conquered, were not all that the conquered nations carried over to boost the British war machine with. I am saying, when a nation was conquered, their government went to London in exile, and brought with them military resources that they injected into the British war machine. These resources may or may not have been used in the defence of the homeland, yet still became sizeable parts of the British war machine. Example : The norwegian government in exile in London, brought with them the huge norwegian merchant fleet. The norwegian merchant fleet has peaked as the worlds largest merchant fleet during the 20th century, though I can't remember if it was the biggest during ww2 - which would be easy to find out, it was definately among the top 3 iduring ww2. The norwegian government in exile came to London, and injected this into the British war machine and became a big part of the convoys to transport things for the British war machine. Definately a MPP boost beyond mere Free Troops. Look at any government in exile, and you'll find similiar examples of how they boosted the British war machine with MPP's (military resources), that they brought over and still had control over. Fact : When Germany conquered a nation and sent their government to London, then Britain got MPP injections as a consequence of Germany conquering a nation. There are so many other examples. So I think Free Troops for all nations is a good idea, but it doesn't represent all the MPP that the government in exile injected into the British war machine. When Germany conquers a nation, I think about 10% of the MPP sack should go to Britain, and 90% to Germany. The figures can be discussed, but something should go to Britain, that would be realistic and true to the real war.
  7. The world looks like the world in flames map. Pure evidence right there...
  8. You're right, that's what he did, my bad. I don't think it's a gamebreaker not to include Lappland, but by doing so doesn't make the game complete. Including the artic circle, includes strategical alternatives to all of the major nations, which they also considered / tried to put to life. What IMO would do it, would be to include two more rows of hexes to the north. The northernmost finnish hex to link with Norway, and the other one to link from Finland <-> Sweden <-> Norway. That way you force the same kind of restriction to troop movement as you have in North-Africa, yet opens up the strategic possibillities that excisted. If Hubert have plans to make Africa bigger, then I've missed it, I haven't read alot on these pages lately, so I'm just talking out of experiences with SC.
  9. When the Soviets crossed the border on November 30th 1939, they came with one million troops, against which the Finns mobilized about 200.000 troops. Lars is pointing out that 1 million troops = 1 corps. Realistically, that is. [ May 16, 2004, 06:38 AM: Message edited by: Norse ]
  10. Then for the Lodz army: Krakow corps: Final battle, Warzaw:
  11. Hey Feldtrompeter Yes, I agree, taking Warzaw at all cost without knowing why, can be a bad thing. Example, I would rush in with the corps from Konigsberg to take Warzaw, only to find that the Poles send a corp to capture Kongisberg from me :mad: lol Well, that's not good So why capture Warzaw? Here's my take on it: As we all know, to defeat Poland, you must accomplish two things : smash enough of their units AND capture Warzaw. If you *don't* capture Warzaw on turn 1, the Poles will most likely scramble their remaining forces to setup a defensive ring around Warzaw. I do that when I'm the allies. I send everything I have to do that, the airfleet too. Doesn't matter if the remaining forces have strenght values of 1 or 10. There are two points to this: 1. The Polish forces get a higher supply rate = higher readiness = punish the germans more 2. Becomes speedbumps that buys time, they force the germans to attack them, instead of getting to Warzaw with all their units directly, giving the French and the British some more time to prepare Example (I just grabbed this against the AI to illustrate) Also notice how I in this example move the one polish corps that is stuck in the south there, that way, it cuts those foreward german units out of supply It won't stop the germans, but it'll hopefully cost them another strenght point that they haveto spend MPP's on to get back up. I have taken some screenshots, to show how defeating Poland on turn 1 can be done (remember that u need lucky dice rolls on every roll to pull this off) First: Send the fighter plane first, to draw the Polish fighter plane out into combat, otherwise you'll just get "suprise contact with enemy" combat when you move towards Warzaw.
  12. Well, I've been gone for a long time This last year or so, I've just kept half an eye on Battlefront.com to see if there are any news with SC and SC2, sometimes making a comment or so to you fruitcakes Anyway, now that SC2 is about to come out, it's time to reveal how to beat Poland on turn 1 (I'm still just in lurking modus btw:) ) If this has been said before then my appologies, as I said, I haven't been active here for a long time. Alright, here we go: If you are LUCKY, then you can destroy a unit with three units. To defeat Poland, you must destroy 4 units AND take Warzaw, That's 12 dicerolls you haveto be lucky with, fail one, and Poland doesn't surrender. So that gives you about 1% chance to defeat Poland on your first move. I first state which polish units you need to destroy : and then which german units you use to destroy that polish unit with Pomorze army: 4th army, luftflotte II, II corps Lodz army: 8th army, XVI Panzer, Luftflotte IV Krakow corps: 14th army, 10th army, VIII Corps Warzaw corps: XIX Panzer, 3rd army, luftflotte I, then invade warzaw with VII corps from Konigsberg. That's it! If you get lucky rolls and accomplish this then Poland surrenders after you click done, hihaw :cool:
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