Jump to content

Strategiclayabout

Members
  • Posts

    691
  • Joined

  • Last visited

Everything posted by Strategiclayabout

  1. Hi Cfant , - Just remembered there is another help to USA war entry for WWI, it's an event for UK: About your question a bit before on USA rising mobilization: DE 140 - UK: Support the Preparedness Movement in the USA? Event fires: When the UK is Entente and fully mobilized, Russia is no longer in the war, and the USA remains neutral. Cost of accepting: 50MPPs a turn for 3 turns. Yes: The USA will swing 4-7% towards the Entente, followed by a swing of 1-2% per turn thereafter. No: Nothing.
  2. Two things to help you make decisions : * USA entry: France +3,000 NM UK +3,000 NM Germany -2,000 NM * Egypt NM bonuses: UK -250 NM: Port Saïd, Suez & Ismaïlia UK -2500 NM: Alexandria & Cairo Egypt surrender (CP capture Cairo): OE +2,500 NM Germany +1,000 NM * About your question a bit before on USA late rising mobilization: DE 140 - UK: Support the Preparedness Movement in the USA? Event fires: When the UK is Entente and fully mobilized, Russia is no longer in the war, and the USA remains neutral. Cost of accepting: 50MPPs a turn for 3 turns. Yes: The USA will swing 4-7% towards the Entente, followed by a swing of 1-2% per turn thereafter. No: Nothing.
  3. USA entry: France +3,000 NM UK +3,000 NM Germany -2,000 NM * And to be fair as Ash got them too : Egypt NM bonuses: UK -250 NM: Port Saïd, Suez & Ismaïlia UK -2500 NM: Alexandria & Cairo Egypt surrender (CP capture Cairo): OE +2,500 NM Germany +1,000 NM
  4. - Norway will continue to trade with Entente if they join your side because Germany can't blockade it as Entente can blockade Holland . - So USA are coming... Will it be the last nail in the Kaiser coffin ?
  5. - The set up for your summer offensive looks good . Austrian pressure in Italy will achieve at least one result: shortening the front and that will probably free all german units there for offensive operations whitout having to hold the line. - French units are worn out in several areas of the frontline so if they attack recklessly a chance for decisive victory can present itself. USA mobilization rising is a problem then maybe you'll have to transfer german units from other fronts to speed up your western offensive... - The plan with Holland is interesting but you'll have to deal with Anvers fortress unless it is left unguarded ^^ . - NM locations in ME are mostly one-hit things as their base value is 0 so I don't know if you'll get anything valuable from pushing there except lowered UK NM which won't help much.
  6. Thanks for reading Bill , - I understand the extra income from US aid comes with the mines but it never materializes as usable MPPs for China. When Nanning falls it's -10MPPs (city lost) +30MPPs (US aid) = +20MPPs (after some times since the fall of Nanning reduces some chinese ressources for several turns). - However those 20MPPs are nowhere to be seen: * not in the MPPs end turn message * not in the MPPs stat screen * not in the available MPPs to use at the start of chinese turn - Well I'll try to start another hotseat game to get relevant numbers by turn maybe I'm missing something ^^ .
  7. - Thanks for the details Catacol , I agree we can/should put the matter aside and assume again a 100% gaming stance ! - I also agree what happened may create new ways of thinking game strategies. Actually even if Axis has the chit advantage early Allies still have a good chance in 1939 when Italy is out and France in. Given the randomness of diplomacy, a gamble on USSR or USA can bring big results in the long term even with only one hit.
  8. - Break the Ottomans ? I can only see Austrians and Germans . Thinking of landing at Gallipolli again huhu ^^ ? At least you diverted a lot of CP forces there. 1918 will be great for the AAR: the decisive year is here ! - Interesting plan with Sweden, any idea in mind to deal with Denmark ? I agree with lettowvorbeck that sharing the blood burden in the West is a good idea. USA: you're right but remember the NM effect of their entry alone will help a lot ! * Oh and about your question for naval elite steps: they are quite effective better than land ones because of one simple thing. There is no heavy artillery unit on seas and concentrated attacks are pretty difficult to organize. Upgraded elite subs are very hard to eliminate unless you have masses of destroyers and air support.
  9. You forgot: what CP will do . - But there arn't many possibilities left at this stage of the game and it usually ends with a mutual massacre in France until NM breaks on one side or the other. - I suppose the main variant in the West is what you will do with Italians. A turkish collapse can be decisive by creating an NM chain reaction to Austria and then Germany but who knows how long it will take ? - Russia fought well but I think you wasted too many forces early on against the austrian fortress. I usually find it better to save as much power as I can and to slowly withdraw eastwards leaving no opening and keeping Russia in the war at least into 1918. - Now another factor can be how many UK units you can deploy in France to support the final butchery...
  10. Hi , - Lately in AoD I always find myself desperate for MPPs with China and it's even worse than before. - Paying more attention to stats and events something seems wrong starting with the fall of Nanning when the event supposed to give +30MPPs of US aid using the Hanoi-Kunming railway should kick in (and just to be clear: Hanoi isn't in jap hands). * - I can see the cost of the event being deducted from US income but nothing is added to chinese income :eek: . Maybe Tchang is pocketing the money to bribe some communist warlords ? - So I'm afraid the event chain is broken. Didn't go far enough in my hotseat game to see if the following events (via Burma and the airlift thing later) work but I don't remember them starting in regular multiplayer games (or you need Burma fully mobilized ?). * - Anyway not seeing those 30MPPs makes defending China a complete nightmare if Japan attacks full force. It's nearly impossible to keep the first capital past 1940. - Once you lose Nanning and the nearby mine plus Chengchow early it's -40MPPs then Ichang and Changsha is -20MPPs and you're down to barely 70MPPs. With Chungqing and the nearby mine out it's -30MPPs and you fall under 50MPPs. - At this point getting industry tech doesn't help much as the % bonus apply on a ridiculously low amount. So even if you get several levels you'll never see 100MPPs again. And actually you will probably never have enough MPPs to buy industry tech chit anyway given chinese loss rate in 1939-1940.
  11. Update 2: - I played a bit with AoD diplomacy in hotseat and couldn't reproduce what happened above though I got some very random results the most significant being (no counter diplomacy used): 1) UK investing from start on USSR (September 39 to April 40) got 3 hits (14%, 9%, 12% USSR reaching 50%) the first on first turn with 2 chits 2) Germany + Japan investing all 10 chits on Turkey from start (Sept 39 - Apr 40) got 4 hits (10%, 9%, 11%, 36% total 66%) the first in January, the last being huge 3) Germany + Japan investing only 4 chits each on Spain (20%) and Turkey (20%) plus 1 chit each on DEI (10%) got 1 hit on Spain at 11% and 1 hit on Turley at 14% in October 39 got 1 hit on Turkey at 11% in November 39 got 1 hit on Turkey at 14% in December 39 got 1 hit on DEI at 14% in January 40 got 1 hit on DEI at 14% in March 40 Total April 40: Spain 65% (+25%) Turkey 25% (+25%) DEI 53% (+28%) So looks like what happened to me is possible but in the absolute extreme range of diplomatic randomness.
  12. A little update : - Spain went Axis so only Turkey remains. Axis reinvested chits from Spain on Turkey (not sure how many exactly) and Brits have now 8/8 chits fir 40% influence there (still no UK hit). Over the last three Axis turns there was only 1 hit for 10% putting Turkey at 65%. - The only way I see to counter that move is: 1) To stack enough UK MPPs early for 8 chits (75x8 = 600 MPPs) and invest them all on Spain or Turkey when Axis gets its first hit (so you know where some of the chits are invested). 2) Invest from the start on Spain or Turkey to force an Axis answer (diplomatic or military). 3) Invest from the start on USSR or USA and pray for luck . 4) Doing nothing with diplomacy and just prepare enough forces to answer the threat on the field.
  13. Hi Ash , - Quite a good review of your situation except one thing: each country also lose NM for EACH step lost. The bonus for destroying units in low supply is just that (a bonus) so it comes on top of the rest. So basically if you trade steps with France there is a chance they will reach 0 NM before you do as they don't have that much extra NM locations. - Another thing is there are some unknown NM bonuses: at start when Germany attack Belgium they get +15NM turn after invading even if there is no NM location in Belgium . There are probably other, bug or not so it's hard to have an accurate NM/turn picture. - Your questions: 1. Is the nm loss from blockading the western “points” and the north sea “points” all cumulative? Yes. I think it's 5 NM for the first north sea tile then 20 by tile and 10 by tile for western ones. 2. Why wont Romania surrender with the treaty of Bucharest? Their 20mpps and 50nm per turn would go some ways. Not sure but it's possible you have to wait a bit before they surrender after the fall of Russia since they're active and control their capital. 3. Is the 100nm from the Ukrainian grain per turn, or a one time deal? Yes. As grain deliveries will not be a one turn thing. 4. Is there any way to stop the grain nm loss from Holland if they join? With the grain coming in from the Ukraine, the loss of their trade shouldn’t be so bad one would think. No. If Holland joins CP it won't be neutral anymore and will be blockaded by Entente so no grain import. It's up to you to decide if the extra corps you'll get when they join are decisive or not to break France. 5. Does Germany or Austria now gain any nm per turn from their Russian conquests? No. As they are national territory but you still get the MPPs. 6. How does the per turn nm shift actually work, does it shift both at the end of my turn, and at the end of Wills? (essentially doubling all losses). Both. As situation can change between them.
  14. Hi , - Playing a ladder game as Allies against PGTomli he invested all of his axis chits on Spain and Turkey in summer 40. - The problem is he got hits on both Turkey and Spain for four consecutive turns (lower was 6%, higher 29%) putting Spain at 95% and Turkey at 55%. - Is that even possible with AoD diplomacy formulas :confused: ? Because it looks like insane luck. I could understand if all chits were on Spain OR Turkey but not both. (UK invested 7 chits so far for no hit) - Add to that Hungary and Romania both joined Axis in the early range (October 40) while China is reduced to 74 MPPs/turn and it already looks like it's game over before Barbarossa if Turkey joins.
  15. Hi back Cfant ^^ , 1. There is no engineers units in WWI Breakthrough so I don't remember what they do exactly but usually they have the ability to build (better/permanent) fortifications. Someone else should be able to answer that one with more details. * 2. It depends on what your opponent do but most of the time you don't have spare MPPs to invest in air units early. As it was the case in WWI they come later to help deentrench/attack HQs/supply/artillery. Recon bombers and air ships still have a lot of value to spot enemy units ahead (land or sea) or unprotected ports/towns/cities for amphibious assaults or surprise cavalry raids. * 3. Russian Revolution can happen earlier but it's nearly impossible in 1915 because it is linked with russian National Morale. Don't remember the exact point where the chain event starts but it's below 50% NM for sure. * 4. US war entry depends mostly on two things: Entente diplomacy (if they invest chits in USA) or unrestricted naval warfare by Germany hurting their trade. Germany can decide to avoid UNW leaving USA alone. USA give some more diplo chits, MPPs and units but the main help is the NM boost their entry provides for Entente so don't expect them to win the war alone . * 5. Usually it's better to manage HQs attachments manually because they tend to attach themselves worthless units (detachments, AA, fighters, depleted corps...) when you need them first for corps. It's more or less ok on auto early in the game because there are only corps but you'll quickly be short on HQs to attach all units. So it's better to check your attachments each turn. * And don't worry even experienced players can be surprised after many games because of some events or unexpected consequences of their choices, that's what make it a great game !
  16. Pacestick (axis) vs Strategiclayabout (allies) March 1941 PGtomli (axis) vs Strategiclayabout (allies) July 1940
  17. Welcome back too , Looks like situation is stabilizing on all fronts with some noticeable victories in the East despite relative failures in the West. French morale is still way too high but the shortened front and counterattack stance will help increase their casualties and morale losses. Damn Romanians stealing french and russian guns !
  18. Welcome back ^^ , Let's see how those tanks win the war and how long it will be before Turks turn into Turkeys !
  19. Hi fountainhead , 1) If you want everything for SCGCWWII yes it's the Gold bundle + the AoD/AoC bundle. You can run Gold without AoD/AoC but can't play AoD/AoC without Gold. * 2) About content there are some answers here: http://www.battlefront.com/index.php?option=com_virtuemart&page=shop.product_details&flypage=shop.flypage_bfc&Itemid=26&category_id=0&product_id=298 - Never ordered a mailed box so not sure what's inside safe the cased CD but it looks like no printed manual. - I think the box/mail is more for gifts or backup issues if you have internet trouble or even no internet at all but that's just my opinion. Better wait for an official answer to be sure.
  20. Thanks Amona , Yeah I know probably too much number and not enough arrows huhu. I think I'll change the way I do things for next chapters. And I apologize to all german speakers for that terrible language mistake .
  21. My pleasure , - And my bad: seeing your screen capture I see you're on SCWWII (probably 1.07 since your chinese units are blue instead of french ones huhu ^^) while I'm on SCWWIIGold 1.04 ! - Not sure when forcemarch and unit switching came in the game (maybe with Gold) between those two. Hubert or someone else from the developer team will know for sure but I'll take a look at the patch notes. EDIT: - Yep found it, those two features were added with the Gold expansion: http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=284&Itemid=483 "SC Global GOLD expansion - new features! Thursday, 27 October 2011 Unit Swapping - Adjacent units can now have their positions easily swapped with a new in game swapping mechanism. Forced March - Allows you to move a unit within friendly territory at 2X the available action points but at a cost of reduced unit morale."
  22. Hehe well once you take Oslo it should be good for Norway . 1. The forced march-button only appears once you've selected an unit. The menu bar on the right of the screen is replaced by one with only two buttons. The one you need is the white one at the top (see pic below). - select your unit - click the top button with white icon - click on the tile you want to send your unit to (the green circle below shows the jap corps has now a 4 tile range or double its base 2 one) * 2. The switch key is shift on your keyboard but you have to kepp holding it: - select one friendly unit - press shift and keep holding it - move the mouse over an adjacent friendly unit (the mouse pointer should change over that second unit and become a black arrow with two opposite heads) (sorry no pic since my screen capture can't show mouse pointers ) - click left on the second unit and they should switch (you can now release the shift key) * - the first unit you selected should still be able to attack whatever the cost of the terrain tile it moved on (unless unpassable) but moving after that attack will only be possible if the unit has movement points left - the second unit should also be able to attack and move after switching if it has movement points left *
  23. Glad to help you enjoy the game Cfant . See your panzers soon .
  24. - Last question about carriers: they're a bit more tricky since before attacking you have to decide which attack mode you want. - To do that click right on your carrier and you'll see a scrolling menu. You'll have 3 choices in the set mode submenu (see pic 1 below): 1)fighter (green circle on your carrier) (low land/naval attack but can escort other planes or intercept enemy ones TWICE in a turn) 2)naval/tactical (red circle on your carrier) (high land/naval attack TWICE on your turn but without escort or intercept ability) 3)mix (orange circle on your carrier) (medium land/naval attack can escort other planes or intercept enemy ones TWICE in a turn) * - Usually you want naval/tactical (red) to attack land units or ships so select that (left click on the submenu). - Then you have to select/move your carrier (left click) within two tiles of your intended target. A green circle will appear over tiles where you can move your carrier as well as its path (see pic 2 below). - You can change this path by setting pathpoints by pressing your keyboard "control" key when that green circle is over the tiles you want your ship to go through (see pic 3 below). - You can clear your pathpoints (yellow circles) if something is wrong by clicking right on the map (but if you click left your ship will move along the already set pathpoints so be careful : D). * - You can attack (TWICE per turn) before or after moving by clicking left on your target if you're within two tiles of it. A red circle will appear over enemy controlled tiles (see pic 4 below). (that range can increase to four tiles with long range technology) - Then it will work as for other surface ships except carriers won't attack ressources only units on top of them. They have a deentrenchment value of 1 per attack so they can help a lot against fortified units. However they will be more efficient if they can target unentrenched units on clear terrain tiles. - You can see in the pic SA instead of RA and CD instead of ND in the bottom of the combat box. SA is the Soft Attack value (mostly infantry units) of your carrier CD is the Carrier Defense value of the targeted unit * - You can also perform recon mission over enemy tiles clouded by the Fog of War instead of attacking. The red circle will appear again (see pic 5 below). - If there is an (hidden) enemy unit on the tile you target your carrier will reveal and attack it. If there is no unit on the tile nothing will happen but you'll also reveal adjacent tiles. - No carrier missions can be done if the sea tile where your carrier is a rough seas one (you can see that at the default highest zoom level on the map the tiles arn't a clean blue they have white waves on them). - No carrier missions can be done over a targeted tile if it is under rain/fog. - And lastly remember carrier missions can always be intercepted (TWICE per turn) by enemy fighters or carriers in fighter (green) or mix (orange) mode. Hope ot will help you have fun with the game : ) ! *
×
×
  • Create New...