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Bill101

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Everything posted by Bill101

  1. Considering that the scenario starts in June 1942 and covers the period when the Axis were approaching their high tide (hence the scenario's name) I'm not really sure what we can do about that, because the Axis defeats in Europe didn't happen until the autumn, i.e. a significant time after the demo has finished. I don't see any historicity issue here at all, at least not in the demo.
  2. Going from memory, I think that your attack on Spain means that you will have to invest a chit or two in Romania. As to Finland, it should either join you when you go to war with the USSR, or if not, when you advance close to Leningrad.
  3. SC Pacific Theater covers the Pacific in more detail and at a different scale to the Global game. Plus it has quite a few Pacific only scenarios, e.g. Burma, Kokoda, the Philippines, Guadalcanal, Peleliu etc. The Global game being newer obviously has some enhanced features over SC Pacific, but the scope being Global it does give a different game. The best thing I can suggest is to take a look at the demos of both, and see which takes your fancy the most.
  4. It would be good to hear other opinions on this. Anyone?
  5. If the Germans haven't made much progress then they won't be sent west quite so soon. Could that be the case here?
  6. It certainly is, just sail your carrier force up to Hawaii before the US has reached 100% mobilization, declare war on the USA, and strike with your carriers at Pearl Harbor! You should easily be able to destroy the US naval assets deployed there. If the Japanese can take Chungking that early in the war then you've got nothing to worry about!
  7. Not in version 1.00, but keep your fingers crossed and you may see it soon...
  8. Thanks for the kind words Kuni! Incidentally, I don't know if you're aware but one thing Hubert did do with the Global engine is to make it so that when someone declares war on a major, unit scripts will now fire straight away where applicable for that major, rather than at the end of the turn. This should resolve that issue you had with your Battle for Russia scenario, where you wanted to have the USSR starting with more tank units than it could rebuild. You would just need to have the USSR start the game at less than 100% mobilization, and then set the excess units to arrive by script on the USSR reaching 100% mobilization. They will then deploy in turn 1 when Germany declares war. Of course, the scripts would need to be set to deploy at towns and cities, so hopefully their deployment positions can be made to match.
  9. Hi Geofighter Once you've actually started a game you can't turn any scripts on or off, so the situation you're in cannot be changed in this game. I imagine that the AI got a little impatient waiting for you to invade the DEI! If the next time you play you didn't want this situation to happen, you will have to go into the AI scripts in the editor and start looking at all those scripts, editing where necessary. I would be a little careful though because doing it wrong could have wider ramifications, so any changes you make should only really be used in a game where you want to recreate a similar scenario to the one in your current game, i.e. if in your next game you want to play Japan more aggressively, I wouldn't change a thing. I must admit that I'm rather intrigued by your passive approach with Japan.
  10. The repository is down at the moment, hopefully back up again soon!
  11. Bomb the hell out of Malta with your strategic bombers, and over subsequent turns also pound it with tactical bombers. The lack of supply and the constant poundings should ultimately render it undefendable, and you'll then be able to land and take it.
  12. Sure, Condition Positions are used for this (at the bottom of each Decision script).
  13. Hi 1. It isn't currently possible for the AI to control one power while you control another. As the demo is the 1942 scenario when everyone is already at war, that campaign is a lot busier right from the start than the 1939 scenario, which starts with far fewer units. Obviously things build up from there, but the demo is fairly near the peak number of units, and given the global scope of the game it would be pretty hard to reduce this number too much. 2. The official campaigns that come with the game all use the same Global map as in the demo, but the modding community already have some scenarios available, with more to come, which may be more in line with what you're thinking of. Keep an eye on the forum here because the modders will post here. Alternatively, if you prefer smaller campaigns that aren't necessarily Global then previous games in the SC series may be more up your street?
  14. The CAP mode is the Fighter mode, it's just a different word used for the same thing.
  15. Mixed mode is pretty much half, so it's neither very good nor very bad against the target. If you use Naval/Tactical mode and its strike is intercepted by enemy fighters or carriers then, all other things being equal, expect to lose quite a few points of air strength. It's a gamble really, because if you have found a good target and your strike isn't intercepted then Naval/Tactical is the best mode, the one most likely to sink an enemy ship.
  16. Hi Isnogud As Axis, you will need to declare war on the USSR with either Germany, Japan or both. The thing is that the USSR can reach full mobilization without necessarily being at war with the Axis, and this gives both sides an opportunity, should they desire it, to go to war when they feel it is the best time to do so. With the Axis, usually as soon as possible once the USSR is near to full mobilization (around 90%) and for the Allies, well it all depends on the overall situation and what the Soviets plan to do. For instance, if the Germans don't invade quickly then it will give the USSR a chance to strike at Japan, and this could have disastrous consequences to the Axis. So, by not making them automatically at war it opens up a few more possibilities.
  17. Hi Amadeus A quick solution is to add a Belligerence script so that when Italy joins the Axis it will automatically be at war with France. It saves the DOW and will avoid this issue too.
  18. The nice unit icons actually come with the game! There is an option in Options to turn on or off the 3D unit icons. Turning it off brings up these graphics. Give it a try!
  19. I'm not sure that I'd have wanted to serve on HMS Iceberg!!
  20. Hi Geofighter! The reason is that their armed forces were virtually all Filipinos, and if we were to make them US then the units destroyed in the Japanese invasion could probably be reformed in the USA at reduced cost, which would be unrealistic, especially given the horrible reality of what did happen to the prisoners after surrender. This way we prevent some unrealistic events, while we also have it set up that an Axis attack on either the Philippines or the USA will automatically bring the other into the war, so they are effectively one when it comes to war policy.
  21. Hi David Regarding the surrender, could it be that France had units outside of metropolitan France, in Algeria and Syria for instance? Japan's fighting on might seem a little far fetched, but not all Japanese accepted the surrender in 1945 and there was limited trouble in some sections of the armed forces. Allowing a chance of resistance continuing from Korea could also give the Axis player an extra chance of holding out until the end with Germany too, thus spicing up the end game slightly for the Axis player by giving them that extra little bit of hope, plus it shouldn't take too long to capture Seoul. While I do understand your frustration, I think that in most games this feature adds something, and without it there is a danger of too much predictability. It may be that you were very unlucky on the % chances, because nearly always France surrenders on the capture of Paris, or at most within a turn or two.
  22. The Iron Cross denotes that its leaning is towards the Axis, even though it remains neutral. This is really a guide to choosing where to invest, because a country with the right leaning and a high percentage has a good chance of joining your cause with just one or two diplomatic successes.
  23. Hi Flu I think you're correct on both points, and with a blitz attack, everything is calculated from the unit's strength, supply etc at the start of the turn, so it will be in the starting hex.
  24. I think it depends on what strategy they use, and my opponents haven't tended to invest quite so heavily in bombers that early on. It's true that they can have two bombers after the fall of France (one British and one Canadian), but upgrading them to make them useful, and escorting them with decent fighters costs them MPPs. If they have invested too much in this, then they will have neglected something else which it may be possible to take advantage of, such as their garrisons in Egypt. The thing is also that by upgrading Brest, units can be deployed in the area around it too, and they can use Bordeaux as their supply point (because that should be out of range of any early war bombers, one would hope!). In my own games as Axis I haven't yet found the Allied bomber power to be too powerful too early, but it really depends on the strategies used and if one strategy does start coming up trumps and making the Decision Event to upgrade Brest unworthwhile then we may have to change a few things. So, give it a shot in a few games and I hope your U-Boats have better luck!
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