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Bromley

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Everything posted by Bromley

  1. Just to add to what Liam was saying (in case you take it literally), you do still need to divide your forces somewhat. So you don't invade with 100% heading for Leningrad, otherwise (a) the Russians will sweep up behind you to cut supply and/or ( they'll get a chance to dig in in the forward cities and slow you down when you do attack them. The key is to maintain focus. So say you divide 50%, 25%, 25% between the Army Groups (north to south). Keep it that way until Leningrad falls (increase it if you have to to get Leningrad to fall). Then it's 75% Centre, 25% South. Then 25% Centre, 75% South. That way you avoid transferring units from one front to another before they've attained your goal.
  2. Ah, sorry, I misunderstood . I played a similar thing back in 1995 with the Gulf War.
  3. You can't do anything in game. In fact, it's not directly modelled, so there's no problem (well, there's a "Russian Winter" event winter of 41/42? onwards, but it's no big deal). 1. The first thing to do is to start a Multiplayer Hotseat game of the scenario in question (Fall Barbarossa?). Make sure that the Fog of War option is off. That way you can see the initial deployment of the enemy. 2. The second is make sure that all your HQs are on Auto-Assist. Then make sure that your best units are attached (i.e. detach the corps in Warsaw and attach the 17th to Boch). Make sure you understand the basics of supply (i.e. HQs should always be within range of a city - don't forget to count the city square itself as well). 3. There are other possible starts, but KISS says just make sure you destroy the units nearest you. Use your air against his tanks before you attack them with your panzers (as his tanks are higher tech than yours, so you want to reduce their readiness). 4. As you're new to the game, I'd personally advise against attacking Leningrad. It can be a tough target - just take a corps up that way to keep an eye on it. Given the fortifications around Moscow, you might want to try to overrun those before he gets the Siberian transfer event (see below). 5. Siberians will trigger sometime after you pass the Smolensk-Kharkov line (or by 1942). If he operates them to the frontline attack and kill them whilst they've got low readiness. If not, just make sure you're not over-extended (i.e. don't be besieging Stalingrad with Voronezh still held by him, as he'll sweep down and cut you off. 6. I doubt the teacher will grade purely on who wins. Just play a good game where you set objectives and, assuming you lose, be able to explain why you didn't make them and you'll do fine. Wish I'd had lessons like yours . EDIT: I forgot, leave a corps in every city that you take. There are partisan scripts that you can guard against, but for a beginner it's best to ensure that you don't lose any cities by garrisoning them. [ March 08, 2007, 01:32 PM: Message edited by: Bromley ]
  4. Just copy and paste your SC2 folder. Then patch the old one and you can play both versions at the same time.
  5. After 1.06 is out, I believe. [Which it is, as I'd have seen if I'd bothered to look at the top of the board . In that thread Rambo says, "I'm out of town, can somebody run the tourney?" ] [ February 23, 2007, 03:07 PM: Message edited by: Bromley ]
  6. Good spot. That's a recent addittion I think. Not sure which cities are affected, but here's the event: ; Soviet Partisans (Allied AI) { #NAME= Soviet Partisans (Allied AI) #POPUP= Soviet Partisans Hinder Supply #FLAG= 1 #TYPE= 2 #AI= 2 #COUNTRY_ID= 4 #TRIGGER= 20 #PARTISAN_FLAG= 3 #ADD_UNIT= 1 #DISRUPTION_RANGE= 5 #MAP_POSITION= 129,21 #MAP_POSITION= 128,23 #MAP_POSITION= 134,24 #MAP_POSITION= 124,21 }
  7. There was a recent thread asking something similar. The answer, apart from the usual "great game" responses, was "no".
  8. More than 5 - you need for many of the cities not covered by those 5. I was thinking about using partisan units as target practice after something Terif posted. I doubt it'll be worth it though as they also interdict supply, slowing down your advance.
  9. Pretty sure you can do it with just 2 units. xwormwood. You need a unit in or next to each of those map positions. You can write them down and then look in game/editor to see where they are, but IIRC they're the city and all the mainland mountain squares other than the northmost 3 and the southmost 2.
  10. From partisans.txt: ; Greek Partisans { #NAME= Greek Partisans #POPUP= Greek Partisans Disrupt Supply #FLAG= 1 #TYPE= 2 #AI= 0 #COUNTRY_ID= 20 #TRIGGER= 10 #PARTISAN_FLAG= 2 #ADD_UNIT= 0 #DISRUPTION_RANGE= 6 #MAP_POSITION= 95,25 #MAP_POSITION= 96,25 #MAP_POSITION= 96,26 #MAP_POSITION= 96,27 #MAP_POSITION= 97,25 #MAP_POSITION= 97,26 #MAP_POSITION= 98,28 #MAP_POSITION= 97,27 #MAP_POSITION= 99,27 }
  11. Actually, I suspect that I had spotted the infantry in that particular case, as my "feel" of the surprise rules is that combat is not initiated if there is not a expectation of a greater-than-recieved damage result. I might be wrong though - I've got logs and saves, so if Konigs knows roughly when it was I can find it. In my DCR excample, I can't remember if it was upgraded or not [EDIT - Of course, if I'd bothered to read my OP, I'd have known that it was not ]. Either way though, it was strength 5 and I was strength 10, so an attack from a defensive position was a *big* risk . Perhaps in SC3 a stance option, similar to that currently with airfleets. "Aggressive" as it currently is, "Normal" as it currently is if not in a defensive location (difficult to define, perhaps cities/forts?) and "Passive" = never attacks. [ February 17, 2007, 03:57 PM: Message edited by: Bromley ]
  12. I have mixed feelings about neutrals which would probably be solved by a decent replay system. Basically, neutrals should be, umm, neutral - both sides can move through them without triggering a stop. Both sides should see this in their pausable and replayable replay. I quiet like the way subs are handled in SC2. I can see your points, but counter to those is that the RN can't split its units from the SC2 tile-sized units, so on balance maybe it works? Certainly there's a cost-benefit to early sub hunting as the Allies atm, in that I find my Allied fleet tied up in Norway, possibly the Baltic, at Brest and possibly Gibralter/Spain. All that leaves little time to hunt the U30, that can then do decent damage.
  13. xwormwood. Real fleets might be used to scout possible landings, but in reality I suspect it's more to keep people from using the Red Fleet (or US or whoever) before they're active for scouting, interdiction etc.. Given that, the3 original range of 1 was pointless - the 2 range can catch people out . Terif, thanks for the condition pointer - I really should have seen that one given the data . I don't understand the cut-off-from-supply point. This is in early 1940, so there's no land connection to a capital/supply centre to consider (as Germany owns everything east of the Paris line). Perhaps this is just a case of me getting supply rules mixed up, as I thought any unit with supply>=5 could reinforce to 8. i.e. I'm pretty sure that Malta can reinforce to 8, so I assumed the same would happen here.
  14. In a couple of current games (1.05a), I've bumped into a couple of situations that I just can't figure out even with 20:20 hindsight and the manual/editor. Any ideas? 1. Reinforcing when in low supply. My Allies managed an early liberation of Denmark. The city is at efficiency 5, so my corps has supply 5. But, for some reason, it can't reinforce from 6 (I expected it to be able to reinforce to 8). This has happened 2 turns in a row. I can upgrade it, but no reinforcement. The weather is clear (on land and sea), the port is full strength, no adjacent enemies (a French naval unit holds the Danish straits). None of which affect reinforcement AFAIK, but I mention them just in case. 2. My French fleet got itself trapped in the Baltic. No problem - I'll just kill everything I can. But then, when France falls, a CA turns Free French. So I retreated it up towards Leningrad, with the Red Fleet screening. The positions were: [91,9] Maxim Gorky [92,10] Kirov [93,9] Algerie Now, as far as I can see, those final end-of-turn positions were not close enough to trigger the Swedish "Foreign Minister protests" event. But trigger it did --> Sweden at 70% . ; Soviet naval units within range of Stockholm port resulting in a ; 40-55% increase in Swedish activation towards Axis { #NAME= Soviet Naval Aggression in the Baltic (Sweden->Axis) #POPUP= Swedish Foreign Minister Protests Local Soviet Naval Activity #FLAG= 1 #TYPE= 1 #AI= 0 #COUNTRY_ID= 39 #TRIGGER= 75 #DATE= 1939/09/03 ; 40-55% activation increase towards Axis #ACTIVATION= [40,55] [1] ; Set variable conditions: ; 1st Line - USSR politically aligned with Allies (not fully active) and not surrendered #VARIABLE_CONDITION= 4 [2] [0] [0] ; Soviets have 1 naval unit within 1 tile range of Stockholm port #CONDITION_POSITION= 88,9 [1,2] [1,1] [2] [4]
  15. In the case C98765432H9H though, the units further along that line will be drawing supply from the first HQ as gwg stated. Nice example at the end - that sums it all up nicely.
  16. Nope. IIRC (and you can check in the editor), it comes 1941 or later, only once. Again, AFAIK it only affects German-held Russian cities.
  17. Correct. Don't think you can buy an Italian HQ and fix your supply problems in Russia .
  18. 1. I'm pretty sure that it's not "10 action points from that supply source". That would mean that you get Supply 10 from a city 10 ten clear tiles away. In reality, AFAIK, you only get that 10 supply 9 tiles away. The way I work it out is start at supply 10 at city tile and then count down as you move away (based on terrain cost). So in this example an HQ 3 tiles away would have supply input of 7, therefore as 7>1 it has a supply output of 10. 2. Although the manual talks about the "increased supply" of HQs when linked to an in-supply HQ, as TaoJah says it's for that HQ's action point calculation only. Also as he says, an HQ will always have supply of 5 or more. 3. The range would be worked out the same way as in 1. So a 10 supply HQ can raise the action points of another HQ as long as it's within 4 tiles of the HQ. So I make that 13 tiles. If C is the 10 supply city and all the tiles are clear, H represents where the HQs would have to go. The first is supply input 1 from the city, so it's a 10. The second is out of supply, so it's a 5. However, as it can draw supply 6 from that first HQ, it has all its action points (usually only really needed to cross mountains). C98765432H987H
  19. Good point rambo. BRO,JD, the way the key works, if the guy who sells it to you has not correctly removed the game from his system, it'll still be logged on the eLicence server. That might mean that you have trouble installing and playing, even if the vendor is not trying to shaft you.
  20. If you can't afford it (and it is worth it - I've not bought another game since I bought it ), SC is a good game with almost as many players at Panzerliga.
  21. Fair enough. Although some of those tank transfers were pretty obsolete, that could be a reflection of a German lack of production. So if the Germans had had the production capabilities of the Allies (i.e. loads of MMP spare for upgrading), then they would have. In a What-If game they should be given that opportunity, if they so choose. Match point Exel .
  22. You might want to repost this in the Tech Support forum, as this sounds like something that should be patched.
  23. Disbanding the French air unit is a common strategy? Do you find you really need those 48 MMPs?
  24. Exel. When I looked at it last, I found an extract from a book: http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=34;t=001997
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