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TaoJah

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Posts posted by TaoJah

  1. Originally posted by Bromley:

    [1,1] means "take a range of between 1 and 1" (i.e. always 1

    If that's true, then the condition would not be triggered with a unit in range 0, would it ? IT's odd...

    Originally posted by Bromley:

    triggering the Siberians (unit variable [3,5]), you will always trigger them with 5 or more units

    Darn ! when I saw this post, I checked the scripts and for USSR readiness it said [6,8] around Warshaw. I hoped I could get away with placing *9* units there, hehe.
  2. It's okay to play the Fall Weiss scenario from the start to learn the game better : the map may look big, but you'll never play on the whole map at once.

    The first 3-4 turns you only play in Poland and Denmark, the next 10-12 only in the Low countries and France, the next 30 probably only in Russia...

    No need to get scared by the size of the map !

    Of course, once you are more experienced, you'll learn to play in different fronts, but to learn it's a good way to learn how not to loose units, how to keep everything in supply, how and when to reinforce...

  3. Thanks for th eanswers.

    The whole "leave your German fleet in the Baltic and do nothing with it" seems a bit contre-intuïtive, but I guess that's the way to go to keep a D-Day from Norway out. Blah.

    IMHO it's silly that you don't gain any MPP from taking Norway and Sweden, but I guess that's the way it is decided. Again : blah.

    Perhaps I should take a new look at the Russian map... If you can't take Russia out, you might as well plan on stopping half-way and dig in somewhere for when the tide turns. Perhaps even buy an engineer or two early on and make them dig a front somewhere. And use your units to take all minors (Spain and Turkey come to mind).

    Egypt seems indeed a difficult decision. And to take Egypt, I think that you MUST take Malta out : no need to make Rommel's mistake and try to take Egypt out without decent supply.

    Final question for this thread : how the heck do you take Malta out ?

    Even with a bought bomber (which will set back your other purchases), you'll have to be lucky to destroy the corps there with all your airplanes, no ?

    And what do you do against the the Royal Navy when it attacks any planes there every turn from sea ? Do you sacrifice the Italian fleet or do you take the losses ?

    Perhaps attack Egypt from the east, hehe.

  4. 1. If I leave Scandinavia to the Allies, wouldn't that give the a DREAM place to start D-Day ? They can transport all US-troops to Norway, and then amphiby from the two ports withing close range of northern Germany.

    2. Taking Egypt seems to have only one advantage : the rest of the Middle East. But if you want US readiness as low as possible, you don't DOW them, do you ?

    3. Is it possibly to take out Russia before D-Day ?

    4. Once Russia surrenders, do partisans keep appearing ? In ALL the places ? Because then I will need like 30 units to prevent this !!!

  5. Originally posted by ev:

    Thanks John,

    So, if I want to have Daily Alternate Turns without altering production levels, I would need 14 day long daily alternate turns, which would add up to 13 turns per year... right?

    This in turn would reduce by half the number of summer months... Which in turn would greatly favor the defender... right?

    So if you want to have daily turns, maybe you should have seven day turns, and reduce production by half for every country... right?

    Right.

    Right.

    Wrong. IMHO you will favor the attacker ALOT when you would double the amount of turns, it would unbalance the game totally. Then there is no way you can defend Russia even with half the MPPs for the attacker.

  6. Originally posted by ev:

    Attacking Norway takes away at leaast two units from France and England. Is it worth the risk?

    There is no risk involved AT ALL... It's a garanteed win. The only question is : do you win Norway or do you win Norway plus the German fleet :)

    And you can safely move both units back to the UK on turn 5 and 6, plenty of time for them to use as defence against a Sealion.

    Against the AI, however, you could use different tactic even at the highest difficulty level.

    Instead of taking Norway, move EACH AND EVER UK unit to France and defend France. If you use all UK MPPs and all your UK troops (including the ones in Malta, Gibraltar and Egypt) you can keep France until Russia joins.

    When the Russian troops start pooring into Germany while he is still fighting in France, it's game over VERY fast !

  7. You need an army (you get the BEF at turn one) and a corpse (you got one at the start) to take Oslo. Put them both in Amfiby and move the French fleet ahead of them to Oslo. First land the corpse next to Oslo, then land the army, attack the 3-corps with your army, move in with your corps.

    Now, Germany can not defend with it's fleet, because your French fleet will attack it. You'll loose the French fleet, but that's okay, you'll lose it anyway when France falls, so...

    Move your UK fleet towards Norway just in case, if the Germans decide to be foolish and defend Norway, you can attack them with the French and finish them off with the UK fleet.

    It's true that Norway is in striking distance of his airfleet, but only if you move too slow. If you do it on turn one and two you'll get a free pass : he won't move his planes to Denmark THAT fast.

  8. Ah, Waterloo... That brings out some fine memories from sleepless nights, where I should have been studying but was playing the Battleground game instead.

    I am really surprised that no one brings out a game that redoes Waterloo.

    An official Waterloo scenario in SCII with a working AI will surely sell extra copies of the game. And in theory the AI should be easier to do then WWII, with no navy, airplanes or minor countries.

  9. Intel only works on the chances of other techs. If your enemy has a higher tech level in something that you're researching, then you gain 1% per INT tech level that you have more then him.

    Also the other way around, of course : if you have a higher tech level in somethin and your INT is lower then his, he gets a bonus.

    It does not however lower his chances in general nor does it give you a higher chance of researching something if your enemy doesn't have a higher tech level.

    Call it "spionage" and you'll understand it better : you can only steal tech from someone that has a better tech then yours and you can only prevent others from stealing it from you if you got a tech that's better.

  10. Originally posted by Edwin P.:

    What amazed me about Russian partisans in WWII was that as time went on they became more and more effective, and contrary to expectations they ware also very effective outside of the Marsh areas; in large part due to the anger stirred up at German policies towards the local population.

    Partisans have always been effective, throughout the ages in any war.

    Local people know more then the invaders, they are more motivated (seeing your family killed or your house destructed does that to you), they can plan things for months...

    They don't have the technology nor the command-chain to coordianate large attacks, but for smaller attacks they do very well. And they can do ALOT of smaller attacks.

    Just listen to the news about Iraq if you want to learn more about them.

  11. I don't know if they shouldn't bother.

    It's true that you shouldn't bother against the AI, because you go for a quick win in 1942 anyway.

    But if you are playing a long game till 1945 HvH, you should get a few points in it, I think.

    It costs 125 MPP to research and gets you 11 MPP per turn. That means you got your research money back 11 turns after you got the tech and make a profit every turn after that, that's not too bad.

    Of course, level 5 would be too high, because that will cost alot, but I'd get it to level 2 or 3 against a human.

  12. Originally posted by Liam:

    AI games are easy I can beat the AI on crack cocaine, crank, Acid and with half an eyeball.

    Of course you can beat it. The fun is to find more efficient reasons to beat it :)

    BTW is Africa really indefendable HvH ? If you move a UK corps, army and airplane there, perhaps you can hold it until the second airplane shows up ? Perhaps even transfer both carriers there fast.

    I donno, just asking.

  13. Defending France with the UK in HvH isn't an option, I think.

    You need all the UK and French troops from the med to do it, so Italy wakes up early and gives you a second front to defend. Against the AI, you can defend the French-Italian border with only three weak units in the mountains, but against ahuman, you can't.

    And even if you forget the Italian border, I don't think you can defend the Belgium-French border against a human : with rotating units attacking the border troops and the three German airplanes attacking you can never defend that border even with the French and the UK headquarters helping out.

  14. Well, in my plays against Axis AI I need that corps and army to defend France, so I can't move it to Norway. I usually try to keep France from the Axis AI using all means possible : the Mediterrean fleet, all units in Egypt, the French corpses, Gibralter, Malta...

    If I move EVERYHTING to France, I can keep it from the Axis AI untill Russia joines the war and then... well... let's just say it ain't pretty !

    I'm not sure that the UK army and corpse would be back in France in time to defend it.

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