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PowerGmbH

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Everything posted by PowerGmbH

  1. Well i can tell you that you will be positiveley surprised soon on 22.3.2010 with my MOD i have ready waiting, including: Heavy Cruiser, Auxiliary Cruiser (Commerce Raiders, in German: HSK , all the list form Orion to Atlantis ) As well quite some adds, from 11 Day Turns(!!) , Aditional Maping and Aditional AI for Axis and/or Allies, as well as controversial Decisions that where skipped due to general public, you will be impressed!
  2. For CHina it's really vital to check following rules: 1) Wait for NO-MUD Season 2) Have more than 4 Units around the assaulting city 3) Use first the Commandos as these reduce the readines 4) Use Armys later, and attention that there is space to retreat and forward other Armys ( look on the Roads: is there a road? to where does it go? is a unit behind? is there a space for retreating the front army? 5) if in the first turn it didnt work, WAIT one turn and rebuilt for assault! just let the Airfleet keep the entrenchment low. THis helps taking at least 3 Chinese cities until Janary 41...
  3. I think you do two Strategic Errors: 1) Your Corps and other Units have Still not Inf.Tech 1, this is not helpful, better wait for Inf Tech level 1, as i wrote before: the Blackshirts can't escape from you anyway. 2) You only Attack with one Useful Unit: the British Tank, Why not bring in a Commando from India? Generally Corps are best for Garrison purposes and less useful for Offensives. Aditionally you may first focus on the HQ, as the Blackshirts may be later easier without supply. Well known Historical Strategy: Allways crush the weakest guys first...
  4. As i start to run the Map, suddenly the Computer fan-Ventilator starts to run like a Boing 747 Turbine... my engine doesnt even manage to scroll this one smoothly in Accelerated mode, so i must pass.
  5. Well i admit that a Strength 8 seems a little stong, like Darth Vader's Death-Star, but i don't know if the general public would have been happy with the other Options: 1) Skip 2) Strength 1 Unit so you simply must belive that Graf Spee with the Altmark where a (small) "group"...
  6. This is a little bit tricky. Normally A Bomber has a Range of 5 tiles around his position. if there is no Long Range Tech improvement ( you normally dont know how much Range your ennemy Bombers have ) you can expect the bomber under Fog Of War somewhere on the EastCoast of UK ( you normally dont even see him ). best is to imagine yourself beeing the ennemy: Ask yourself: where would i place my Bomber? Then you go from there and count a quadratic 5 Tiles direction Norway. Normally this will cruize the Convoy line. So you need to place your Fighter where you expect the bomber to be and hope that they intercept. As the Convoy Line is nearer to your coast than to the British Coast. most probably you will cover this with your Fighter Range of 4.
  7. I would SUggest to use The Indian Commando together with the British Tank in Egypt. this with a Tacbomber and the Carrier should work. Attention: Better refrain from any Offensive Against Graziani, if the Front in El Alamein is under strong Assault. In fact: ask yourself: what can they do down there? in best case they can take Djibuti Port. so if the situation is not optimal for allies, just hold a Corps in Khartoum and Nairobi to prevent Axis Travel towards these and wait for better times.
  8. Convoy Protection: Yes, you can Protect this line with Airfleet, stationned i.e in Bergen. it just needs to be in Range of the Bomber Range Convoy Map Positions. The ore route shifting is explained in the Manual at the end on the list of Decision Events and Consequences. If shiftet, then Sweden "gets" the Mines, but sends more MPP. For the gold this is a personal preferences decision. not everybody thinks it's worth the effort, but i like the Carrier Cruiser and 450MPP...even if against a Human it's difficult to let these ones arrive safely in Europe...
  9. Well this is "my" fault as i urged Hubert to introduce this unit. Just to mention the historic background, and explain that there's no beaming necessary:D: This "German Motorized Company" was simply an amalgame of more or less volunteer Civils of german origin that lived before in this region ( flown from earlier Germ. East Africa and also living in Abyssinia ) as Farmers, Industrials, Capitalists, Spys or whatever, so no need of beaming. These poor settlers and individuals where given some "armaments" slightly better than highstracks, and where more or less forced to join Axis in Abyssinia ( yes, they only could choose to be interned in british commonwealth prisons in africa, or try to defend "their" "farm"land, well a lot preferd the prisons, but quite some thougt that there my be a "way home" somehow.... ). Aditionally an immense propaganda campaign was lauched to increase Allies fears of Axis dominance and interest in East Africa. Ridiculus but true is, that Allies inicially belived the propaganda and increased their efforts into this theatre, so finally this was the wanted effect: divert forces from other theatres. So the idea behind this is, that you as allies are "shocked" about German Axis presence in Abyssinia ( so you reacted correcty:rolleyes: ), and that you follow exactly the expected wish: to increase your efforts there, and not concentrate on taking i.e. Tobruk or march into Rome. Normally the engine doesn't let this unit reinforce more than Strength 4, so this is a sort of nobrainer for an Indian Commando . Aditionally you can turn this script off if the settlers ther are too much of a headache. it would maybe be an idea to leave this also for higher levels only. Aditional detail on this: Allies as well get such a "spicy" unit in form of the "Long Range Desert Group" a commando poping up in Siwa. similarly this unit never reached an important size as to be called Commando, and was poorly eauipped with some older Ford's Cars that would bareley make it through the desert, but caused quite some disgrace in Axis plannings. In this case also the "size" may be a little ahistoric, but after some debates we found if taking out both there are killed more and more "spicy - events" that make the show somehow stale. Hope this helps and is no funkiller for players, as it was one of my dear wishes for this Campaign to have this one...
  10. Sucessful Offensive depend a lot on the Season, so i would propose not to force too much in Muddy times like November or so.. better prepare for a Offensive in June or in May when it comes to be South China. For the Access: Jungle and Mountain Tiles are probably not the best locations for Offensives if there are no roads. i.e. Changsha is a hard nut if one attacks over the Rivers , while it can become easier if one first takes Nanning as from there you may get 2 Attacking tiles south of Changsha without river and one even with road. this may help together with a coordinated Strike: 1 Turn i.e. in May: Air Attacks 2-4 X + some Commando Attacks, and the Next Turn the Coordinated Army offensive may bring the sucsess
  11. i can only tell you about the difference between a Pentium4 1,8GHz with 512MB Ram and a QuadCore 2,4GHz 3 GB Ram: the Quad core calculated about 10 AI turns while the Pentium about 5-6 in the same time.
  12. 1) General advise: Countries with parentesis i.e. "Burma (Br.)" mean they "belong" to british influence sphere, in other words an attack on them is like offending Britain. Similar with "Phillipines (US.)". Like the inicial advise there are to be kept hands away until "ready". There are really little Coutnries that Japan can DoW on without getting the whool commonwealth upset. Normally the Player is informed down the road about options, but generally Japan can go slowly upbuilding without the haste that Germany has to get MPP. 2) Human players are quite helpful even if one looses, really. observing the moves ( maybe playing without Fog of War ) can greatly help "learning by doing".
  13. 1) Japan: Try to get first Foochow, as Japanese need quite good supply in order to archieve "anything". Maybe also replace HQ: "rightclick on HQ with Sack/Replace", as a higher Rank HQ could help. Btw, china is not an "overrun" territory like France or Russia, every tile there is a hard nut, and this is intentional. 2) Germany: Yes, like historically Italian Partners are quite annoying, if one doesn't like the option in Advanced at the beginning of the Game is i.e. to turn off this effect, or to "deal" with selfwilled partners... 3) Politically it may be wise to be a little carefull and not pressing too much as Axis before late 41. Generally DoW's are something like "the last option". Maybe helpful to try to send German Units via Italian-Albanian-Seaport to Greece while leaving the Neutrals unharrassed, or land Amphiously...
  14. It maybe usefull to have a book or a magazine nearby, specially if there are more than 350 Unit Skripts and so on, but for design without Skripts with a good Quadcore there is no problem in my eyes, as it can also be the Hardware speed, as i.e. with my old Laptop with 512 MB Ram this was a hopeless undertake.
  15. Well El Alamein stays a tough Nut like it allways was. Aditionally if one gets El Alamein this still means Light-Years distance from Alexandria.. For the US Activity: well their Longanimity depends also little if a beginners Axis is quite behind shedule..
  16. Beginners counsel: I would suggest to use your Airborn Axis Unit together with the Tac bomber. This way you don't need to send Amphibs into risky Norwegian Waters, and have a almost 95% chance of Sucess ( first the Tac Strike (this takes min. 2 Strength), then the Airborne should be able to do the rest ) if you want to be 200% shure it would be good to have a Corps in Amphib Mode available Important: WAIT for sunshine! No DoW before Rain and maybe Mud is gone.
  17. YES! I think i can help you out now. I almost finished the "Controversial-Global-Campaign", while when i started to copypaste the AI's i had no clue how and why and when they fire. Now the Game runs fine in AI vs. AI mode, so if you want, i can introduce these ones to your MOD as well. Maybe we interchange some email before you post it, so i'll have a look as well ? Allways good to double check skripts...
  18. Yes i agree, i found that allways when i read "boiler" or "Steam Generator" i thought these where Coal Fueled, but they where Oil/heavy Oil fueled, correct. Maybe someday then a sort of "conversion Tech" could be helpul, if Oil-MPP would be used for move: i.e. Mine MPP value 50% Actionpoints of Oil-MPPs, while this tech Increase makes later on a sort of 1/1 conversion. Then Gemrany becomes "Coal-To-Oil" Tech level 3 or 4 , while USA becomes Tech level 0. hypotetically possible solution to this proposal... but this is just loud thinking.
  19. Yes, sorry this one was "new". But While Coal fas not "hip" at this time for Warships there where still the most Axis CR and BB's using Coal. ( if i Remember well the whoole Hipper Class etc ) For the Importance of RailRoad with Coal Fueled SteamEngines: http://forum.axishistory.com/viewtopic.php?f=79&t=145161 the links inside are also very interisting, stating that i.e. German Railconversions from Normal to Wide Gauge where 80 Miles in 8 Hours (!). In total one can say that with exeption of Airfleets and Tank Battlefield Operations the barbone of the Transport was Coal-Stam-Locomotives, mentionning that Germany was almost easy Autosufficient in Coal. For Japanese Oil and Capacities, it is interisting to Mention that in Manchuko was extracted 1.000.000t Oil (!) in 41. http://en.wikipedia.org/wiki/Economy_of_Manchukuo Anyhow: The main Argument is that Each Civilization used "its" Logistic Energy provider: Allies mostly Oil, Axis mostly Coal. And this is a little complicated to emulate. For the Highways: The Network was quite unfinished i 39, and did not proceed much further due to other primary goals. see: http://upload.wikimedia.org/wikipedia/commons/a/ac/Autobahnnetz_1934.jpg as said this is an afterwar idealization.
  20. I would say the "Autobahn" is a sort of idealized after war AngloAmerican view. in fact the most part of almost EVERY movement was on the back of Horses (!) and Rail ( Reichsbahn ) fueled by Coal (!). These two arguments show that there are worlds between the way Axis Logistics worked versus Allied ( "swimming" in Oil ) As both approaches for the simple Logisitcs worked fine it is quite difficult to simulate this. i.e. Would one say: ok, to give the BB Tirpitz 9 Mouvement points Germany needs MPP extracted from "Mines" while for USA to move the CV Enterprise needs MPP extracted from "Oil"... not easy the approach, specially as this goes into Tactical and Micromanagement
  21. and Big AL, there will also come following mod aditionally: 1) For the German speaking Community i'll have probably the Global Campaign translated 90% in German, ready as MOD simoultaneously. 2) comming soon: The World in Flames MOD, focalizing on Allied AI and Axis Human, with several controversial Decisions, slightly changed Map layout, titeling like: "Axis struggle to crush British Imperialism. Do they have a chance?" New Modded Units naturally: Heavy Cruiser, Auxiliary Cruiser, Kamikaze and Deception Unit, and a Single A-Bomb...
  22. Well given the Terrain and supply situation, IMHO Japan needs more HQ than Germany. I think Germany is ok with 3 HQ in Russia 1 in Africa, and some Minors in France, while Japan maybee needs possibly more of them. I think i had one time 3 in China, 1 in Burma, 1 in DEI, 1 in Singpore and felt that i still lack of "more" ... It's quite simple: Japan probably has simulteanous presence in various Islands and Sites, mostly with quite ugly Supply, so if you want as Axis player some "results", i would rather opt for a HQ more than less instead of another Expensive Unit. But i will let you better find out by testing yourself soon. i'm not a good player..
  23. One thing IMO found is that Japan can live quite good without focalizing on Tank Tech. Like Historically this is probably not a priority for JAP, as also the terrain in Asia is different from the Wide plains in Russia. But this is one point of view, maybe somebody get better results with Focus on JAP Tank tech... You will have plenty of possibilities trying this out after release
  24. Well there is an interisting story about this friendship. The Trade between Germany and Russia beeing quite intensive, it is no Joke that the last Train from Russia with Some thousands of Tons of Grain deliveries ( International Trade ) arrived in Berlin just not even 1/2 hour before the German Army marched into Russia. quite astonishing facts in the afterview..
  25. Well JJRambo, Congo was not a "waste time" for Allied forces, read well this affirmation: "80% of the uranium later used in the Manhattan project came from the Shinkolobwe deposit in Belgian Congo." Interisting, no? http://www.fredsakademiet.dk/library/uran.pdf I think Allied needed quite a lot of Raw materials from the Colonies for their effort...
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