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Von_Manteuffel

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Everything posted by Von_Manteuffel

  1. One trick is not to leave any planes in the west to defend your ports against the brit fighters. They'll take a few mpp's from you each turn, but you'll lose a lot more trying to maintain fighters in the west. Move all the planes to the east to speed things up there.
  2. I took all of Africa and the balkans and left the allies on Malta. Then I invaded spain and took Gibraltar. After that, the allies landed in France (1942) and I kicked them out. Russia also fell during this time, so it's pretty much over. I doubt the allies will wage war in Africa again.
  3. The problem I see is that Russia gets so many mpp's. If you don't reduce those, you have a real problem sitting right next to you. Russia can throw everything at the front while a defensive Germany has to worry about the western allies too. It's a recipe for disaster even if you have very good defense.
  4. In this game you must be on the offensive with Germany. You have gain mpp's for yourself and take them from the allies. You can't do that sitting still.
  5. First game I got was AH's "Russian Campaign". How sweet it was.
  6. I like the stronger Russia in the gold demo. It's more realistic because any attempt to invade England was frought with peril, because the Soviets were sitting there so close to Germany. And besides, the German invasion of Russia was not easy. A lot of the envelopments and flanking movements were nice on paper, but not complete victories.
  7. They are good for the movement range they posess, though the actual attack value isn't extraordinary. You can surround a city such as Smolensk or Kiev and stop the Russians from building those pesky corps. Sometimes you can get through and knock out an air unit or damage an HQ behind the lines. I'm going tp try a game where I build only armies and sell off my tanks... And we'll see if tanks are really needed in SC.
  8. Yes, I've been waiting for a few years too. It's got depth, but it's easy to play.
  9. At 50 miles per hex, artillery components are included in the strength of the infantry and armor. The rockets did seem kind of weird to me in this game, but Germany could have had them earlier if they had worked on it more. I doubt I'll waste my MPP's on them though...
  10. Another thing that sucks about rockets is they can't fire after they move like infantry and armor can. If they could, they'd be more useful.
  11. They could basically serve as artillery since they have a minimum range of two. Maybe in the full version it will be possible to use them when there's more time to buy and position them behind the line. But even then, planes would be better, so I can't see a reason to waste money on rockets. [ July 24, 2002, 01:19 PM: Message edited by: Von_Manteuffel ]
  12. That's only because strength was dissipated in the Battle of Britain and Atlantic. Germany wasted resources fighting a useless sea and air war, which ultimately led to her defeat.
  13. I'll stick to the land war and make sure I beat the Russians and control North Africa and the balkans. If Russia falls there is no way in hell that the tommies or yanks will ever set foot on the continent again.
  14. The HQ's make the units much more effective, so you need them if you want to launch any real offensive. Some cities are impossible to take without an HQ.
  15. The gold demo is just as fun as ever, but the weaker air power does not improve the game. Some of these cities last FOREVER now that the air forces have been weakened. Also, the air units seem weaker when they are sitting on a river hex, which doesn't make sense. Are the strength of air units modified by a river the same way that land units are?
  16. Did you have an HQ down there? You need one or they just won't die.
  17. Waiting on Poland might be hard, since you need what you plunder from them to beat France.
  18. My favorite demo strategy is to take out France as per usual, buying two air fleets as soon as I can afford it. As soon as France is out, I move everything to the eastern front, except for three corps as garrisons in France in Germany. I don’t leave any air power in the west. I buy the Manstein HQ, and any tank groups I can afford for Germany. At the same time, I’m moving most of my Italians towards Yugoslavia and saving up for an HQ for them. As soon as I can (august) I attack the USSR with three HQ’s and everything I have in air and on land. One turn later, Italy goes into Yugoslavia. At the end of the demo, I controlled Moscow, Leningrad, and most other Russian cities. The soviets had moved to the Urals and still held Sevastopol, but they had no chance. The Italians had taken Yugo and were one turn from taking Greece. All of the axis minors (except Spain) were in for my side too. Germany alone was getting over 450 mpp per turn and Russia only about 300 or less. I also had 2000 mpp held in reserve for later use. At that point I could finish Russia and easily deal with the west and the US hadn’t even come in yet. That was the beginner (default) difficulty setting.
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