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david12345

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Everything posted by david12345

  1. Thanx so much HC. One of the guys I play who feels as I do said you would never listen and I was wasting my time. He is on vacation and unable to post. Thanx for proving me right when I told him there was hope. This makes me look forward to the next SC and even the expansions. I'm going to put my games on hold in anticipation of 1.4! Thanx again.
  2. Thanx so much HC, I do want to love this game and improve it just as you do. Toggles for balance tweaks could help keep the game from going to far either way and keep those against different tweaks happy as they could turn them off. I do hope you consider toggles. Where else can a player have input with the game designer like here - nowhere. I do appreciate your ear.
  3. @Amadeus. With the exception of a few games when things go badly for England at sea, I follow just what you advise - almost to the word. I trust the British navy to win with NO builds or research, not even antisub. My research money goes into air and inf level 2 for England. As America, industry, production, air, and naval are the first priorities. I never give allied carriers naval upgrades. By late 43, my unit count as allies is high, tech I will have inf 2 and high air. I must admit, I don't spend money on bombers, they just seem to get eaten up by experienced german air. So all these units with high tech get wiped out. Not sure exact numbers off hand, but I have seen a 3 star level 4 or 5 german tank with experienced HQ eat American level 5 tanks for lunch. Same thing happens in the air game. I believe it all comes back to experience. When allies invade, the germans just send a couple high level tanks and an HQ to the invasion and waste it. By late 43, my germans will have 2 -3 HQ supported level 4 or so air in france area and will dominate any allied air because the allies have no experience. Throw in a few armies and an experienced Tank and France can be an allied nightmare. If the allies hit spain supply dooms them. Attacks from Med area will be slowed and destroyed due to favorable axis terrain and the ability to quickly shuffle units into any area that the allies hit. Meanwhile, the Russians are fighting in the Urals with high experienced Japanese pouring in on their flank from a defeated china.... Game over
  4. Some good ideas here - though I have tried #5 and no supply. I just don't see any of these saving Russia unless the Russian player is much better than the Germans. The Germans usually have level 4 or 5 air by mid 43 - the earliest that a bombing campaign could hope to be powerful. A few experienced fighters with HQ support would stop the air campaign. If the allies go light in pacific, really does not matter. The Japanese will go wild - pick your poison. I have seen india and Australia fall when I have tried this. Of course Japan emerges from victory in China (100% of time for me as axis) with a bunch of super experienced units, so Russia gets the back door kicked in. I do appreciate all the allied advice, but I have tried it all. Give me any but an elite opponent and I will slaughter china and Russia (thus winning the game) every time.
  5. Thanx for the replies. I think the key here is when 2 equal players play a mirror match, which side tends to win? After many many games with many opponents I can say Axis hands down. Thinking out of the box can help, and I have run into a few players that have pulled off slick moves as allies, but if I follow the "take out China and Russia" path, I have found that I am nearly unbeatable. And I'm not bragging, I'm only an average player. My allies lose just as bad as my axis wins. Mr. Cater, how about toggles that can improve play balance. That way, the game could adapt to different skill levels and swings in balance created when people discover "new strategies"? This could be adjusted at the beginning of the match, from the options menu. Some examples: Russian winter severity. Extra Siberians arrive (from the old SC days) Hitler trades "arms for butter" German research penalties USA less isolationism Rediness goes up faster These are just a few examples. If players find axis winning, toggle some. You could even make some that help axis. Perhaps you would be open to starting a survey - find out who is winning for MULTIPLAYER. I would venture to say that most players like me - who are not expert - will say they win considerable more as axis. Thanx again for listening!
  6. I agree with seamonkey. Axis can avoid dumb moves which cost them during the actual war. Several of xwormwoods helps could be toggled giving the ability to tweak the game for play balance. I think this would greatly improve the game. I really like taking a turn for training to give some experience since this appears to be the biggest contributor to the problem. Clause makes a good point about supply. Allied supply in Spain and India, for example, make offensive moves there tough. Probably accurate, but the axis supply should be worse, at least in india. The Russians most of all are victim to the juggernaut experience of germans who have been beating up on minors for 2 years. Perhaps reinforcements could enter with experience?
  7. Thanx much for the kind responses. I will address them in the order received Seamonkey: thanx. I do prefer the total war. As an aside, tried the scenario where Russia and Germans allied - Axis walked in a mirror game even more that the regular game. Bill: That is great. Just what I was hoping when I wrote this. Perhaps you could consider some way of tweaking multiplayer balance that can be adjusted? For example, the 2 players could agree to give the allies an advantage like they would get in single player games. That would keep the game from ever being unbalanced! Power/Abu: Thanx for input, but my problems are with multiplayer - no AI involved. All my games are mirror, and axis always wins in all the games. xwormwood: Thanx. If I understand what you say, you think I should attack and the second would be better? How could that happen? I respectfully believe that if I had attacked at 0 def 8 att, I would just get slaughtered. The defender is not entrenched, so the second attack would just get worse as I have just given him some more experience and seriously damaged (or lost if I hit again) my tank. Did you mean something else here? If you are saying that there is no way that I correctly described the situation, well honestly, I have no reason to not report what is going on honestly. I was careful to write down all the numbers before starting this thread. My goal here is to improve the game, not make excuses for my impending loss. My opponent (clause) could verify everything visible from the opponents side. Or perhaps I just don't understand your first sentence. That said, I really like some of your ideas! Another problem is a massive 3 and 4 star (experience flags) Japanese army that emerges from the defeat of China. thanx again dave
  8. Narrowmindendness? Not sure I deserve that. And I have not read where it is you have addressed this. Thanx for the response anyway. This sounds like it could help if it applies only to allies. I will look for where you addressed this. Ok, I see - you spoke of my thread there. Ok thanx p.s. Current game: I have huge very highly experienced Japanese army after the fall of China. Russians due to constant attack can build no experience, these guys will march through Russia.
  9. Although this concerns Global to a large degree, I really want to get one of the expansions (perhaps both). So I wanted to post this here as the development is ongoing with the expansions and complete with global: Hello. I have been playing since SC1, so although I'm not an expert, I do know my way around the game. I have 4 games of global going. In every one, and in the games that proceeded them, the allies have surrendered. Where is the play balance? Every game, the axis just walks over the allies. Once China, Spain, Turkey, etc all fall (and they all do) the axis experience is so much that the allies have no hope. I have tons of allied units with good tech, all useless against the experienced germans. Similar in the Pacific. The Japanese just hole up around the home islands with Units in the ports and HQ supported air in the Phillipeans, Dutch indies, etc. Game over - the Americans just can't bust it. In one game, I had the Japanese just in Japan and it took another whole year to kill them off, they just don't have good enough supply there to aid in the offensive. Right now I have a game, mid 43, my Russians are in the urals. All units HQ support and good tech, all dug in, many in forts. Every turn, the germans just kill everything they attack. I can see no way I can ever dig out of this. Example: My level 4 tank with morale and rediness in the high 70's, hq support (level 7), supply of 8 wanted to attack a german tank (level 5) his supply was 5, I assume HQ support, and his rediness and morale over 100. expected results? Att= 8 Def=0. If I can't expect to knock off a single point against a german tank in the urals with a level 4 tank, then how can I ever win? I think experience is the problem. NO matter the tech and number of units, the allies just bounce off the axis. The players I play are around my skill level and EVERY game results in allied loss. News flash, the allies won the real war! Sorry, I really want to love this game - it does so many things right, but what fun is it if the actual victors lose every game? I bet that although I'm only an average player - that I can get at least a draw against anyone as axis - and that should not be. So, I know it is too late for global, so I guess my question is has anything changed for the expansions? Like I said, I want to like this game, I want to buy and enjoy the expansions, and even SC3, but I don't want to play them and just watch the axis rule the world every game. So curious if the play testors or Mr. Cator can tell me if anything has changed that might make me want the expansions? Thanx, and sorry for the rant. I have bought many games that stunk and I just deleted them (recently commander Europe). But I complain at SC because it has so much potential and I so much want to have at least one turn based war game to enjoy. dave
  10. Hello. I have been playing since SC1, so although I'm not an expert, I do know my way around the game. I have 4 games of global going. In every one, and in the games that proceeded them, the allies have surrendered. Where is the play balance? Every game, the axis just walks over the allies. Once China, Spain, Turkey, etc all fall (and they all do) the axis experience is so much that the allies have no hope. I have tons of allied units with good tech, all useless against the experienced germans. Similar in the Pacific. The Japanese just hole up around the home islands with Units in the ports and HQ supported air in the Phillipeans, Dutch indies, etc. Game over - the Americans just can't bust it. In one game, I had the Japanese just in Japan and it took another whole year to kill them off, they just don't have good enough supply there to aid in the offensive. Right now I have a game, mid 43, my Russians are in the urals. All units HQ support and good tech, all dug in, many in forts. Every turn, the germans just kill everything they attack. I can see no way I can ever dig out of this. Example: My level 4 tank with morale and rediness in the high 70's, hq support (level 7), supply of 8 wanted to attack a german tank (level 5) his supply was 5, I assume HQ support, and his rediness and morale over 100. expected results? Att= 8 Def=0. If I can't expect to knock off a single point against a german tank in the urals with a level 4 tank, then how can I ever win? I think experience is the problem. NO matter the tech and number of units, the allies just bounce off the axis. The players I play are around my skill level and EVERY game results in allied loss. News flash, the allies won the real war! Sorry, I really want to love this game - it does so many things right, but what fun is it if the actual victors lose every game? I bet that although I'm only an average player - that I can get at least a draw against anyone as axis - and that should not be. So, I know it is too late for global, so I guess my question is has anything changed for the expansions? Like I said, I want to like this game, I want to buy and enjoy the expansions, and even SC3, but I don't want to play them and just watch the axis rule the world every game. So curious if the play testors or Mr. Cator can tell me if anything has changed that might make me want the expansions? Thanx, and sorry for the rant. I have bought many games that stunk and I just deleted them (recently commander Europe). But I complain at SC because it has so much potential and I so much want to have at least one turn based war game to enjoy. dave
  11. I would like to second this. licensing, although tech support has helped me, are a pain. ever considered marketing through steam?
  12. wow. been asking for this since SC2, really didn't have a hope. You just made a sale. thx
  13. sorry global 1.02. never went past that as always have games going that we don't want to stop to upgrade. hope you can help. dave
  14. Hello. Hoping I can get some help. Getting error message during replay "Failed animate list" followed by a crash to desktop. I sent the file to you, Herbert You have fixed these types of things in the past for me. Assuming your email has not changed in the last couple of years. thank any help. dave
  15. I would like to try this, it says p vs p only, If you want to send me the scenario and play, pm me.
  16. They will move to Novosibirsk. You can look at countries, the cities that say alternate capital under them - well, you guessed it. As far as pushing ahead, it depends on many things. How late are you in the game, are the Japanese also pushing into Russia, do you have the forces, how strong are the Russians, are the allies advancing in the west, etc...
  17. Hello Magic. I used to have the same problem you do. Here is the strategy that works well for me, and I have tested it against several good players with excellent results. It is quite different from what I see above, but as they say, there is more than one way to skin a cat: 1. Foochow: Hit it with all your air (set to naval attack), move a unit down to get control of the square to the north, then attack and land with your amphib. Now do other things. Funny thing in SC, HQ's have trouble assigning right away some times, so I work on other units. When I come back, the HQ will be allowed to support your amphib. Now attack. The next turn or 2 continue to attack with air and the adjacent unit supported by your level 8 HQ. You should move the other army (11th) down the roadto help. Also, move the HQ down 1 to get better supply. I generally don’t need the shore bombardment, as you said, it is expensive. Depending on luck, Foochow should not last longer than 2-3 turns. Also, although the cost in air is high, your other units are getting experiance and your enmey is spending money fixing Foochow. Now move in a corps to cover for partisans and head all units north. Be careful of Chinese counter attacks on the departing units. By the way, don't upgrade carrier planes yet. They will just be more expensive to repair after the battle and you don't need the upgrade now anyway. If you find this not working to your satisfaction, you can just leave Foochow, it really is not necessary for victory anyway. 2. During the first turns (ASAP), put 2 chits in inf. weapons and 2 chits in motorization. When they hit, sell one back. Getting inf weapons and motor quick is THE key to China operation. I can’t overstress this. 3. Repair and move units from Manchuria to the battle. 4. As money allows, I try to build one SF a turn and transport it to China. Sack the level 5 HQ for a 7. 5. Very important: check which units are supported each turn by HQ's. Set them to auto assist or manual. The game has a habit of supporting the wrong units. Best HQ's with best units. Your next objective is Chengchow. If the Chinese have left the unit to the southeast of Chengchow in place, get it first. Be very careful with the Japanese army that starts with experience (expedition army). This army is another key to the campaign. Don't let this unit lose steps and try to get the final kill with this unit as often as possible to build experience. This unit will become a monster as time goes on if played properly and kept over strength. Chengchow can be hit with carriers if the long range is upgraded (but don’t upgrade the air warfare yet, you don’t need it now), also you have the fighter. Speaking of attack, this is the order I use: 6. First artillery (not available here, I know) and fighters to lower entrenchment. Next tac air to damage and lower morale. Next SF units to further damage and lower morale. Finally, finish them with your armies. As I said before, try to let the most experienced unit get the final kill. Don't worry if your first couple of units, like the fighters, take damage as it will pay off. Once Chengchow is gone, you should have your inf weapon and motor research hitting about now. Upgrade all combat units with both. This is expensive and takes time, but well worth it. Fix damaged units before upgrading as it is cheaper that way. You will have to back away from enemy units to upgrade. Continue building SF units as much as possible. Also build garrisons to cover partisans. Keep Manchuria covered by weak units to stop partisans as well. 7. I don't go after Nanning. Here is why. My attack route will be the far north. I prefer not to divide my forces. Taking Nanning ups American entry date. Let the Americans continue to send them money; it’s not a big problem. 8. With the upgraded units and the order of attack I gave earlier, smash through the north corps. As soon as you get a hole, force march everything you can into said hole. Don’t let the Chinese cut them off, keep a unit in each square on the road. Force marching upgraded SF’s into north china is devastating for the Chinese. Now you make a beeline for Lanchow. If you can beat the retreating Chinese to Lanchow, the campaign is just about over. You don’t want them to get the bulk of their units to the alternate capitals as that lengthens the campaign considerably. Once Lanchow is taken, you can circle down and wear out the Chinese enroute Chungking. Once Chungking falls, put enough strength to hold it from counter attacks only – no need to take Nanning or Changchow. 9. Now just continue in the north until China falls. Use the attack order I gave, and keep the expeditionary unit at max strength. By the time China falls, you should have a bunch of highly experienced units ready to hit the back door on Russia. 10. Using this strategy, China is generally done by mid 42 at the latest, even against opponents who play better than I. PM me if you would like a multiplayer game, I could show you.
  18. Any chance that you will do an icon pack for those of use who dont use the 3d icons? I prefer the other ones. I remember in SC1 someone made icons for the ones I use that would let you know if a unit was upgraded (example a panzer III vs a Tiger). They were just sideways pictures, but much better.
  19. My .02: 3 units can and do attack. Hold shift THROUGHOUT the entire process. once to move it in, while attacking, and then to swap with another unit that has not attacked, as well as while the 3rd unit attacks. I have done this, it does work sometimes. Of course it will not work all the time, depending on ap and terrain and weather. I would respectfully disagree with Bill101. Sometimes I have swapped a unit in and it has been unable to attack, i guess it's movement points were expended differently than if it had moved without a swap, not sure. At any rate, I have done it enough to confirm that it does happen.
  20. June 1944. Allies surrender. You can see the Japanese expansion in the picture. The allies played toe to toe in Europe, but the overpowered Japanese spelled doom in the pacific and Russia. I think that once China falls early as they did in this game, the contest is for all practical purposes over between equal opponents. Thanxs for the game. I do hope this game leads to some more tweaks in the future. Biggest problem is probably too many available builds for the Japanese. A smaller force pool would be more realistic.
  21. May 44 The Japanese are out of control. This turn they pounce on the US fleet off of Japan. If memory serves, I got a couple carriers, couple BB's and a couple of cruisers. Japan has also conquered Turkey, Sudan, and Iraq. Russia also surrendered this turn. The allies are in trouble now, I think. Caverrt played me great in Europe, had spain and portugal and west africa in 43, but the Japanese are just too strong. They tipped the battle in Russia, saved the Germans in Africa, and are making over 600mpps a turn.
  22. Dec 43. Australia falls. Japanese close on Iran. Americans still in northern Japan, but no progress. My carrier gets a cruiser off Japan and runs. On allied turn, my level 1 sub does not dive with 5 attacks. I really think this needs to be looked at. Japanese making nearly 600mpps a turn now. In Europe, things not nearly as rosy. Allies take Vichy and continue moving east in africa. I may soon have to send some panzers to deal with them. Still trying to make a push to take out russia before things get critical in the west. I get lucky with clear weather, but only get an army and a corps. Going is slow, supply is low.
  23. October 43. There were troops behind the american fleet. They landed in the North Island of Japan. I have adequate forces for the moment to hold them off. I kill a USS BB, but the Japanese carrier that did it will surely die - bad idea. Japan continues to slowly advance in Australia, taking Canberra this turn. British have a strong force with tanks, but I think I can probably take out Australia soon. Japan invades Iran, but misjudges movement, and can't even move in the north. This will be a hard fight, as the Russians are sure to show up. Egypt still a standstill. The allies contiune to advance in Europe and Africa, taking out Tunisa and Bardeaux. I can't afford to ignore this much longer. I do get a Brit BB of the coast of Belguim that strayed too close. I take a chance and drop a paratrooper - maybe Madrid is unoccupied? No luck, scratch one paratrooper. Sometimes these things work, sometimes not Germans in Russia advance slowly towards the Urals...
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