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VonBraun

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  1. All, Well my standard Russia strategy which has not failed yet is rather easy. (AI opponent has never conquered Russia against me) You have to invest in Industrial Tech. Purchase nothing but corps and rush them to the front. Make one line of units and keep adding to it with the reinforcing corps. You can squeeze out 2-4 Corp a turn depending on how much you have to replenish units, the Germans can't keep up with the reinforcements. Very quickly your line of defense will be 2-3 units deep. I never will defend Russia by putting pockets of units surrounding a city, this is just too easy for the attacker to single out a city and quickly reduce it and its defenders to dust. It is important for defenders to REMOVE the ability of maneuver and mobility. Not allowing the Germans to out flank and circle existing units or cities. Just my 2 cents worth. Keep in mind that this works extremely well vs. AI, but against a random thinking human, you never know. VonBraun
  2. OK now I can't wait to get home and take a good look at the cover .... Thanks hehe
  3. I have to agree with Brian on this one. This is Strategic Command, not Tactical Command. Plus the higher rate of fire does not directly mean it is a better weapon.. you have to take in consideration SUPPLY, as in you will be walking around with 4000 rounds per soldier. Accuracy is also drastically reduced with higher ROF. here is a great example. The Thompson SMG USA used during WW2 initially had an extreme rate of fire, the Army had the company reduce its ROF from over 1000 rounds per minute to I think around 650 .... VonBraun
  4. Well the Germans early accomplishments were mainly due to their use of combined power and had nothing to do with "experience". yes ofcourse they were rather well trained, but I think that would be better represented by starting the game with a much higher readiness factor opposed to their enemies. Experience is gained on the field of battle, applying your doctrine and training in a real life situation. just my 2 cents worth. p.s. Hubert --- SC simply rocks, I highly look forward to your other projects. If SC2 would involve the entire globe, I would be a happy camper 8)
  5. Well guys I have to disagree with some of your points. There should be NO cost involved in entrenching units, that is because these are basic defenses and NOT fortifications. If fortifications in the future could be built by a player, then ofcourse a cost should be applied to that level of defense, but not for digging some ditches. Cost to move a unit? Nope, I disagree strongly on this one. Yes ofcourse units used fuel and supplies to move, but if you are going down that road then you have to also say there is a maintenance cost for every unit each turn. When it comes down to it, I think your points would be rather valid for a future SC2, but as far as SC goes, it would radically change the game in a negative way. VonBraun
  6. WOW ... Wolrd In Flames, I completely forgot about that game. It did bring back an extremely funny event. My friend bought WIF, read the rule book, slapped down the HUGE map on an extended dinning room table, then it started..... it took us atleast 4 hours just to place the appropriate chits on the board. Each chit had to be placed on a specific numbered hex. needless to say, it didn't leave us enough time to even play the game... Moral of the Story --> keep SC simple, tweak the formulas or rules behind the scenese, and develop SC2 to encompass the entire globe. Hubert, GREAT game, I am enjoying every second of it.
  7. As other posters have stated a stalemate in Russia is a norm in most cases, but that doesn't mean you can't break that stalemate. When I am ready to attack Russia I typically have 6-8 Tank Groups packed into a tight group ready for a break through. Weaken the Russian line with air units, make a hole with Infanty and flood the area with tanks. This strategy is just as solid for any of the Russian lines they create to stop you. Don't immediately attack a city, destroy the surrounding units first to maximize the number of units you can throw against a city, surround the city, reduce its entrenchment, then move in with infantry. I think mobility is the key in most cases, encircle units, reduce their supply, readiness, and entrenchment and they stand NO chance against you.
  8. Well the turn after you have surrounded a unit the units supply and readiness will be effected. the question is why are you waiting? crush that unit and move on. The longer you allow France to hold on to the little land they own, the worse off you will be. VonBraun
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