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Jollyguy

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  1. I've noticed that Terif garrisons Brussels with his paratrooper lately, no doubt to be able "liberate" the denizens of London should the opportunity arise. My Dad likes to say locks are to keep honest people honest. When you play Terif, adhering to key fundamentals are key to staying in the game. When you play the Allies vs Terif you need to first pay attention to these fundamentals, which is properly garrisoning the Home Islands and/or keeping enough of your navy close by. That's what he does. Bob
  2. Like a good poker player, Terif pays attention to the tendencies of each player. He has never tried to block a Norway invasion of mine, because he knows I protect it to the maximum extent possible, including keeping my two carriers close at hand. Norway is a strategic area, and losing an army and corp and a couple ships takes a lot longer to recover from than a couple turns of sub raiding. But he also knows other things I tend to repeat and exploits them accordingly, and I’ve tried to do the same. If you read his posts he advises time and again that players need to alter their routines. One of the fundamental things Terif does is pay attention to where his opponent’s units are, which telegraphs where there aren’t. This comes from knowing the order of battle of each side so well. I think if we all just took a moment to analyze where our opponents units are, that we would be able to concentrate firepower like he does. Bob
  3. Liam; You're right, I didn't see the rockets coming, and by the time I did my force pool was already built or close to it. And, even if I had spotted the rockets earlier, I'm not sure I would have adapted fast enough seeing as it was the first time I encountered them in force. I learn more from the school of hard knocks anyway, so I'll just consider that game a good lesson. In a later post I did surmise that swarming the Axis would be right strategy (and some long range air), and I asked Terif later on and he said that a swarming strategy was correct, but live and learn. I also think I motorized too many of my Russian units, I should have just had a mobile reserve. But anyway, it was a great game! Bob
  4. I agree with Terif and Bromley, Spain overall okay. Not sure about actual partisan units though, as you could make the same argument for Greece and maybe even France later on. Since the game is close to balanced you would need to give the Axis something in return if you did this, or maybe 90% to 95% of something. And not to sound like a broken record, but as long as we're on partisans...fix the Russian partisans for 1.07! That's going to be my new mantra! Bob
  5. I like Colin's suggestion to have forts cost mpps, it makes sense as they were a tremendous cost in labor and materials and talent to construct. Maybe not super expensive, but something. And since Germans built most of them and most agree there is an Axis bias, that could chip away at that a bit. Bob
  6. The thing is you can’t always use what Terif does as the template for the game as a whole, as he’s in a class of his own. As mentioned earlier, IMO partisans should be fixed so they can’t be gamed. I.e., in a game we have going now I left a non-upgraded corp in the four marsh hexes that Terif always, always leave undisturbed, to see if he would attack. He didn’t. What he’ll probably do is take it out with air later on, but he will leave those four hexes red no matter what. But as to the engineers, the Russians really need theirs and if anything could stand to have it show up a bit earlier. The German and Italian engineers can build like crazy, but has anyone tried methods to delay them? The Brits can see the opponents engineer during the replay with their bomber, so in one game against Terif I was thinking of concentrating my air power and carriers, and either amphib’ing a corp and/or dropping in my British paratrooper to try to take him out. But that’s kind of expensive. In our Wonder Weapons vs. Long Range Air game, I used probably around 1500 mpps buying an extra fighter and researching LR air and upgrading my fighters and bomber and carriers. If instead I had invested in land units which are much cheaper, I might have been able to disrupt the Axis building program around Western Europe better. So I’m not sure what the answer is, but if you lessened the effect of the Axis engineers you would have to compensate them in some other fashion, as without those fortifications the Western Allies would have a much easier time of it. I have an idea though, how about allowing ships and bombers and fighters to attack empty fortifications just like any other unit? The fortification would take damage, more from a bomber and a ship than a fighter. And so would the attacker, but not as much as from an enemy unit that fired back. After so many hits the fortification might be destroyed, and each hit would damaged it so units couldn’t entrench as well. The fortification could be repaired by an engineer. All together this might lead to a somewhat restrained building program. But it might be better if the fortification couldn’t be totally destroyed, just suffer reduced effectiveness, as it was pretty rare to totally destroy a fortification. And as we all know, bombardment is only so effective, look at D-day and the Japanese defenses in the Pacific, which withstood tremendous shelling. It seems in most cases it’s the land units that have to clean them out. Maybe 1 in 10 times a damaged, empty fort could be destroyed, similar to about 1 in 10 times that a naval unit reduces the entrenchment of a land unit or damages it. I think this would also be historically accurate to some degree. After all, operation Cobra simply pulverized German defenses in France and led to a massive Allied breakout, and combined naval and airpower helped turn the tide at Anzio. Bob
  7. I believe there is a modest Axis bias. One thing I would like to see is much, more random Russian partisans. Terif has figured out how to totally avoid Russian partisans, and I mean 100% no partisans in any of his Axis games, ever, by leaving a handful of specific Russian hexes red. That allows him to have perfect supply in Russia. If Hubert changed nothing but that in 1.07 it would help the Russians against Terif's Axis. As to the Axis rising in productive capacity as the Allies are running to keep up, yes, I agree to some extent. My caution there is that an Axis player has to be fairly good to make it work, something which I haven't figured out yet from the Axis side. I think some of the Allied advantage comes in the early game, when the Brits can harass the Axis and cost them mpps and/or (naval) units. Again, Terif is superb at this, while I'm still learning. If there was going to be any tinkering I would do it slowly, but do think the Russian and Yugo partisans shouldn't be allowed to be "gamed" by leaving specific hexes the Allied color. That in itself would help the Allies IMO. Bob
  8. Well, I'm calling this one, another Terif victory. Thought I had a chance here, but I'll have to chalk it up to experience. Learned a lot, learned a few different techniques, some only flashy, some with long term potential. But on balance I'm still moving up the learning curve. Anyway, another good game, lots of clashes all oover the place. Could have kept this going awhile longer, but I'm not much for playing when iit's obvous the end is near. Tried to have the Russians research motorized two and long range air, but only got motorized two late and never a long range air advance. So an elusive win against Terif remains...elusive! Bob
  9. Yes, bloody, but the Allies in the West do better than expected. What I did is sacrafice my American paratrooper to help take out the recently operated in German HQ, in a combined para/fighter attack. Yes, the Germans recently took out several US and British units, but at the cost of three Wehrmacht corps and a tank in return. The Allies are not as weak out West as Terif would portray, as once the Germans leave their fortifications they are easy pickings for the combined 11 Allied units air/carrier units in Theatre (one US carrier has been hitting the Oslo mine.) Meanwhile, the Russians are pressed with their back against the wall in the Urals. I think the outcome of the war will come in the next handful of turns. Bob
  10. I think against anyone else an Axis rocket strategy would have a chance of being countered by the Allies, but against Terif it might be unbalancing, similar to the carrier in port bug of SC 1. There is a chance though that only allowing the Axis side the advantage of fully deploying four LR rockets is unbalancing in of itself. Liam is right, as it would take a highly mobile response from the Russians to counter, and the Allied mpp advantage doesn't gain traction until the mid-game. As I see it the Russians would have to keep falling back, probably to the Urals, conserving as many units as possible, then try to rush and overwhelm the Axis with motorized 2 and LR air fighters. The first wave of Russian attackers probably wouldn't be motorized, the cannon fodder so to speak, with the second wave of motorized units hopefully able to pour through holes in the line. That might work, as the Russians can build scads of Armies. At the same time the Allies would land a massive force out West. But on balance the theme of SC 2 is to offer balance. With that in mind it doesn't seem balance to limit the US to one sub while the Axis can have six, and the US and England to one rocket each while the Axis can have four. Bob
  11. I think if people put on their thinking caps there are any number of strategies out there waiting to be discovered. I’m sharing as I want to get the ideas in circulation, and so players will realize the game doesn’t have to become stale. I also like reading other strategies, such as Liam’s high tech bombers. If you caught your opponent napping those monsters would be devastating, as he proved they can be. And that’s also what Terif has done with his rockets strategy (following the lead of Rambo I believe). I remember rockets couldn’t be transported in SC 1, so I’m going to have to check to see if this changed in SC 2. If not, then rockets would pretty much be an Axis only strategy among the better players, as in most games the Russians just wouldn’t be afforded the luxury and time needed to research and build them along with the ground units and fighters needed for protection. But if they can be transported, then the US might be able to do in Western Europe what Terif is doing to me in Russia. They could lay waste to Brussels and maybe Paris, come ashore, and then continue inland. I’m going to do a self-hotseat game when I get home from work and check it out. Anyway, in our game, if I can’t effectively counter his German rockets then I’ll take solace in being the only player to get both Finland and Bulgaria to surrender in a game against the Master. Bob
  12. I agree with Terif. I’ve learned from him (the hard way) that even losing Stalingrad does not necessarily mean the end of Russia, at least not right away and if the Allies have planned accordingly. In my All-in Egyptian Gambit I foolishly attacked around Stalingrad, losing twice as many units as I destroyed. It would have been better had I pulled back to the Urals, as their a harder nut to crack. Plus, I just got pasting by Terif where he was the Allies and me Axis. My Allied game has much improved since I started playing him, but still has a long way to go. I’m anxious to incorporate some of the more innovative strategies into a more balanced games, as I think there are still strategies waiting to be discovered. In this game its September/October, 1942, and the Allies retook Bergen. But before reinforcing beyond the corp level I waited to see it the Axis would be quick to respond. They were, operating in a substantial force, including two armies and an HQ. The Brits ship back out, losing a rear guard corp in the process. Terif seems determined to hold onto his Scandanavian conquest. Meanwhile, the RN keeps the Narvik ore turned off by keeping the port at 0. And in another novel strategy, the Brits hit the unoccupied German mine with fighters and carriers, then reduce it to 0 with their British and US bomber, as self-hotseating seemed to indicate that first hitting an empty AA mine resource hex with fighters and carriers (which suffer no damage) made it less effective to subsequent bomber attack. Once reduced to 0 a reconstituted British paratrooper, manned by survivors of the earlier Finnish gambit, land and move into the unoccupied more northern city. The plan is to keep the city and mine at four or less so they can’t be upgraded to AA again. The reconstituted paratroop only cost something like 115 to buy and 50 to upgrade to LR air, and exacted probably 100 + in mpps in damage from what appeared to be non-HQ supported attacks by corps. And, being in the city at 5 supply, I’ll be able to buy him back again for only 115 mpps. If this works I’ll be able to rotate my bombers among Brussels and the French mine (which have been kept at 0 since the earlier raid), plus the German mine and the German city, keeping their mpps near 0 also. Combined that’s 16 + 16 + 20 + 10, or 62 mpps per turn. The only way Terif could challenge this is to pull a fighter or two from Russia, which has advantages of its own for the Allied side on the Russian front. But my long range air fighters can escort, so I should be okay. The reason I reduced the mine to 0 is because it’s Fall and mud/snow will soon set in, and I’m not sure if my bomber will be able to reach it. There should be a clear turn somewhere in my next 4 or 5 turns that will allow me to knock it back down to 4 or less so it can’t upgrade. We’re going into the Winter of 1942/1943 and the Axis maintain possession of all Western Europe, having successfully repulsed my Brussels raid. We’ll see what strategies develop during 1943, and if Terif can keep the Brits and Yanks off the continent for another year. Bob
  13. The bucket-o-blood meter is still turned on high! It's July 28, 1942, and in the latest action the Russians abandon the Dnieper river, as previous contests have instilled in them the knowledge of when to pack the rucksack and head East. Actually, the Russians all along the front put the pedal-to-the-metal and head East, as despite Uncle Joe's best efforts to suppress things, the rumors of those Wonder Weapons just keep getting worse. Out West the Allies expand their beachhead around Brussels, taking out two level 2 motorized corps which had taken out a US army, and they expand and reinforce their positions all around. They take breaks however to imbibe of that great 10% alcohol Belgian beer. They turn in for the night not knowing if Rommel and his cadre of corps will be reinforced. But before they can get too comfortable they hear the far away sounds of battle as a US paratroop unit is destroyed, but not before reducing three level 2 German motorized corps to 5 each. Then they hear the ding-ding of train whistles, and watch as the Germans move in reinforcements. Armies and corps pour into the front, and even the Italians and minors hitch rides on trains, as units are moved about all over including from Scandanavia where a landbridge was recently opened by the Axis to get around their ports being disabled, almost causing this writer to get dizzy from all the action. The entire map seems to get reshuffled! The Western Allies decide to call an end to their Low Countries raid, and the generals, who had fortuitously positioned themselves near the port, plan their departure, along with 2 other land units lucky enough to escape. But before they leave the sky fills with aircraft from both land and sea, which soften up 2 damaged corps, which are then taken out by land units that will constitute the rearguard. Once the rearguard action is complete, including taking the French mine, the British and US HQ's and their survivors depart, taking solace in all the operating costs they made the German incur, which will be doubled if they want those units returned to the Eastern Front in a timely manner. And meanwhile, out East, the Russians also take note of the ding-dings, and emboldened, put the brakes on their almost entirely motorized force. They skid to a stop and swing around, reversing direction, bent on taking revenge on the Axis units that destroyed their two Dneiper mines and Kharkov and even their beloved Moscow! They catch a German Army in the open south of their former capital and destroy it, and also take out the paratroop who suffered 4 landing damage when he took Kharkov, and even reduce one of the Wonder Weapons, now at an attack range of 5 btw, to 4 strength points. The Russians also rush back to occupy fortifications along the Dnieper river that somehow survived the earlier German onslaught. Meanwhile, down South, a Russian army moves toward the front, closer to a German camel corp on the other side of the river. Other than staring at each other across the water no action has occured on the Caucusses front. And in Norway, the Narvik port is still disabled, and Bergen reduced to three and it's port surrounded, in case the Allies want to take up residence again, as it appears that all thats in Scandanavia now after that theatre-wide reshufflng are minor units. Losses are substantial and should get more so, as the Summer is prime killing season. The Western Allies will lose six units from their raid: Two US armies; a US paratroop; two British armies; and a British corp; while taking out six themselves; The hapless Italian engineer which Il Duce only gave picks-and-shovel to; the original corp garrison; and four of the more expensive level 2 motorized corps. And as often happens, I think I've lost track of the losses in Russia. Let's just say Russia being colored red is probably appropriate. Bob
  14. Oh, wait, I forgot that German tank the Siberians took out. Adding that and the US army Terif said he just destroyed, it's 7 Allied to 6 Axis units lost. Yes, it will be bloody. Also, one other observation. An indication of the fast, fluid nature of this game is the operating costs we've both incurred. I don't think a turn has gone by recently that I haven't heard the train bell "ding-ding" sound as Axis units are operated one direction or another, and same for the Russians, who have to get out of the reach from those level two motorized German units. Bob
  15. The most interesting game before this one was my all-in Egyptian gambit one, but this has replaced that. Yes, after conquering/liberating something like 5 countries in succession the Axis morale was riding high. But Uncle Joe, sensing there may not be a better opportunity to kill Germans, especially fast moving ones, ordered an attack on the three level 2 motorization corps that blitzed into the Kiev/Odessa plain. All three German corps were taken out. In return the Russians lose both of their brave paratroops and another corp. Tally for the battle over two turns is six units lost for the Russians (one tank, two paratroops, one army, two corps), vs three, level two motorization corps for the Germans. The Russians retreat in haste behind the Dnieper river and form up their line, and also order Stalingrad evacuated while it can be, as despite the Politburo’s best efforts to suppress information about the effectiveness of the Wonder Weapons, word has spread to the units that do the fighting and dying that those rockets are effective. Other frontline cities that are generally lightly defended if at all are also abandoned, much to the dismay of the populace, who are handed Molotov cocktails and explosives and ordered to raze their own cities the moment Axis troops set foot inside. Out West the poor German corp tasked to defend Brussels develops a strained neck from craning his eyes skyward, trying to spot who is attacking him this time, be it two American and three RAF fighters joining forces, followed by three RN and one USN carrier. He survives to strength 1 during one turn, but on the third turn of attacks the Allies land and put the German corp out of his misery. While taking Brussels the Allies also stumble upon an Italian and German engineer in the superbs trying to lay concrete, both armed with nothing but picks and shovels, as neither had been upgraded to even infantry level 1. The German engineer is more attractive but out of range, so the Italian engineer is taken out instead, and the German one moderately damaged. From London the RAF bomber peers into Germany and only sees a recently arrived German corp in Paris, another one near the Siegfried line, and a handful of Italian and minor units. Up north the RN disables Narvik’s port to 0 and then pulls back, while on the Iranian border a caravan of camels is spotted on the mountain ridges, mounted by Germans who haven’t quite mastered the cantankerous beasts. Tally between the two fronts over the last several turns is six Allied units destroyed (all Russian), to five for the Axis, indicating that it will be a bloody war for both sides. Bob
  16. Not at all. But I'm not surprised at the latest Axis victories, as they're all expected along the way before the Western Allies can bring their forces to bear. IMO Terif sees SC holistically, grasping the games disparate elements like no other. Whereas the rest of us can achieve localized victories (like a Finnish and Bulgaria surrender), he takes in the whole map and adjusts accordingly. For all those interested in improving your game I suggest you apply to "Terif U" to see if he'll play you. I am something like 0-10 against him, but I can tell you that I learn new moves every game, and that the trend in our contests is for them to last longer, an indication that I'm putting my lessons to work. The hurdle I face is I only play two or three games at a time and all pbem, so my learning curve will always lag Terif's. My goal is to eventually beat him, but it just might take (considerable) time for my skills to rise anywhere near his level. Bob
  17. Update, May 1942: Ah, Terif beat me to the update. Russians bid dasvidania to the Carpathinian mountains, and lose one corp but keep another as a rearguard in Sofia. First, the corp can’t go anywhere, but also because we all know Russian men like their women stocky and with plenty of meat on their bones, and those Bulgar women fit the bill...after all they will be the mothers and grandmothers of those muscle bound female athletes that will sweep the 1972 Olympics (with a little help from steroids). The Sofia corp with the help of a Yugoslav partisan that’s on the move, send back a transmission that two German armies have arrived, signaling a buildup in the area. Other Russian units in the vicinity pullback to the river line near Odessa, just out of reach of a rocket stationed in Rumania. Meanwhile, Helsinki falls after getting pounded for at least six months. But the Siberians, in their first taste of battle, take out an experienced German level 0 but level 2 motorization tank that had left the marsh area and moved toward Leningrad, which is probably next on the list to be bombarded by what now must be three experienced rockets. I may lose a tank in return (and Terif said I did), but a one-to-one exchange ratio would be fine with me. I only had two tanks, the Siberian ones, and the other heavily damaged one will retreat. I believe the level two motorization was to balance Terif’s combined arms attacks with his rockets, which can’t fire and move or vice-versa like infantry and armor. The plan is probably for the rockets to help blast the holes, which would be exploited by other upgraded, speedy ground units. My attacks so far have disrupted his plans, but it’s still a long war and level 2 motorization is obviosly something to keep an eye on. Elsewhere: 1) Narvik falls as expected, at the cost of two British corps killed and one other moderately damaged. An English HQ, army, and damaged corp depart for the Home Islands. Around Oslo the RN and USN move in to blockade its port, bombarding both the city and port, hoping to make it longer and/or costlier for the Scandanavian force to get back to Europe proper. There’s a Luftwaffe fighter there also, so I’ll have to gauge how much damage to allow my ships to take if he attacks me, in exchange for also tying down the fighter and supporting HQ for each additional turn. 2) Over two turns, three RAF fighters and three carriers remove the entrenchment and gain experience by taking potshots at a German corp garrisoned in Brussels. 3) The brave Greeks continue to hold Athens, their best showing ever in any game I’ve faced Terif, but they should fall in the next turn (as the Swiss just did). I don’t believe the German corps are supported by an HQ and are likely low on supply since the paratroop raid on Sofia, as the German attacks are weaker than expected, forcing naval bombardment of the city and port, which exacts some damage to a German BB and cruiser. This also ties down the bulk of the combined German/Italian fleet and may be a consideration, as other than an American fighter that bombed those damned Irish, the Yank forces have yet to make an appearance. 4) The Mullahs in Iran are conquered, but not before they make plans to safely transport their favorite racing camels and harems (in that order). Terif puts a good spin on his reports, but on balance we are entering the second phase of the war, which I suspect will be as interesting as the first. I had no intention of holding Norway and only saw it as a front to tie-down forces I would have otherwise had to face in Russia. Iran always falls to Terif’s Axis, as does Greece and Switzerland, but generally in 1941, not 1942. Finland and Bulgaria may have been liberated, but only after they surrendered first, along with all their units. Terif might win, but he offers the best game out there. So much so that I actually have no others going, as his are the most challenging and interesting and the only ones that sate my desire to go up against the best. If I ever, ever beat him I will hoist a beer in satisfaction though! Bob
  18. Update on game: OMFG, I got Bulgaria to surrender! What happened is after that screen shot Terif posted of the Russians limited counter-offensive near the Kiev-Odessa region, I decided to get more aggressive. This is because after I replayed that turn in my mind I realized I was way too tentative (a normal feeling when you play Terif), and had I been more aggressive could have possibly taken out three units the following turn, while I ended up getting none. Plus, from the Axis order of battle I figured I had a window to keep them on their heels by concentrating in one area where the odds were at least even and likely in my favor...a rare occurrence btw when you play Terif’s Axis. If I did that I could buy more time for the Allies mpp advantage to become a factor. And keep in mind if you look at Terif’s screenshot of his other rocket game, it’s only June or July of 1942 and look how far he’s advanced! So I figured a good offense would be the best defense. So what I did the next turn is advance across the entire southwest front, taking out that minor army and later a minor corp. Terif retreated into the mountains but not far enough, as I attacked again the next turn, heavily damaging a rocket, a Luftwaffe fighter, and taking out an Italian fighter that I had previously damaged twice. This was possible as I got an incredible stroke of good luck...a clear day in the middle of December! I then moved a fighter into the mountains and saw that both Sofia and Budapest were empty, and both within range of a recently operated paratroop. (btw, I’ve discovered that you can operate and prepare a seven supplied paratroop in the same turn, but not the other way around.) So, I picked Sofia, as Terif is temporarily bogged down in Greece, he only has three corps down there. And btw, because of that I’ve been reinforcing the Greeks each turn to keep those three corps off the Russians back, which I normally wouldn’t do as it’s a waste of mpps, but in this case strategically it makes sense. I also figured taking Sofia might cut the German’s supply a bit in Greece, and that Budapest was too much of a stretch anyway, as I cold operate in and support Sofia should I choose to do so. So, the poor Bulgars surrendered. The next turn the Russian Winter hit, so that clear day was much appreciated by the Russian military. I moved a corp toward Sofia the next turn, opening up a land bridge to allow my paratroop to operate out, as I’m finding them far to valuable to waste in what will eventually be a fruitless defense of the city. I operated in another corp to take its place. On the other fronts: Helsinki continues to get bombarded by three rockets and three fighters, but is hanging on. Leningrad has not been touched yet. I threatened the Swedish ore fields with a motorized corp, but ran out of supply and fell one hex short of taking the port, and one Swedish hex turned red so I knew Terif would know I was up there and that he would transport a unit, so I retreated. In Norway the Brits have retreated to Narvik and are entrenched in the Mountains, and Terif is whittling them down, but again, they’re keeping Axis units occupied. And the Yanks have been in the war long enough for one of their fighters to assist in subduing those damned Irish, thus ensuring a regular supply of Guinness beer for the duration. Goddamn Hussein (Saddam’s father) was overrun by the Germans, but the Mullahs in Iran are still neutral but I doubt for long. Switzerland was just DOW’ed but not taken in the same turn, but they should fall in another turn or two. And, at the end of my most recent turn in early 1942, the Siberians arrived. Other observations: 1) I like the Russian paratroops, they make the Axis plan for the possibility of drops behind their lines. I think they’re worth the only 30 something extra mpps over an army. 2) I like motorization 1 for the Russians. In other games I've had to operate countless units east as Terif pressured my front, costing almost as much as upgrading to motorization would take. Plus, it gives me the option to attack more units should the chance arise. Terif might disagree with this, though, but then he's a much better player than I. Bob
  19. Arado; I like the bomber in Oslo tactic, and history is full of instances where neutral countries saw their territory violated. It is true though that there was usually a diplomatic cost to pay for doing so. So, if the US can get all uppity just from a few Italian ships moving in the Med, or Franco from the US moving its navy, or the Finns from the Russian navy, etc., then yes, in theory, I guess there should be a script. Not sure how much effect it would have though. Sweden generally becomes a battleground sooner-or-later, and their response would just be a complaint. So a script might be more style than substance. But then again it could effect some games, i.e., if the Allies were diplo'ing Sweden rather than invading it. Bob
  20. Yes, the first time I saw Swedish airspace used by the Allies was by Terif. What he does is station his British bomber in Oslo, tasked to disable Helsinki's port. Then he moves his Russian units into Finland from the northern hexes. Unless the Axis have anticipated a Finnish invasion this usually results in Finland surrendering in three turns, as it would take one turn to embark amphibs from Konigsberg (assuming you have a HQ and combat units there), and then with only a 4 hex range they take two turns to arrive. Even if the Russians have not also amphib'ed from Leningrad, Finland is usually done before the Axis can reinforce. My variation on what Terif does was the long range air and paratroops. One thing I didn't mention is that if Russia DOW's Finland they can land their paratroops...but not attack in the same turn! I am glad I tested the strategy ahead of time, because I didn't expect that. Plus, I got lucky that Finland joined on its own AND that the weather cooperated, as my strategy was not a sure thing, which is why I also had a large Northern invasion force ready too, so I could overwhelm any attempt to rescue the Finns. And, I also had my bomber deployed to the west of Oslo same as Terif does, which would have taken out Helsinki's port in case I got bad die rolls for the airborne attack. Now, before people start talking about additional scripts, keep in mind this is a game that still reveals new variations and still has more to reveal provided players analyze each units unique characteristics and lay of the map. Perhaps a script is called for, but perhaps not. But how about a limitation on operating four rockets to the boot on Italy to take out Malta? Or even having rockets at level 3 by 1941? In reality those rockets needed an immense infrastructure and permenant skids or cement pads to launch. Is it realistic to transport the entire weapon system in two weeks over 1500 miles? But the balancing aspect of the game is that the mpp pie can only be sliced so many ways. Four rockets is eight corps or 5 armies. The research needed to get them to level 3, probably 5 chits, is an HQ and another army. Any good opponent will figure this out and realize the Axis must be weak in the ranks in other areas, and react accordingly. Terif did this in Scandanavia when he DOW'ed Sweden, as he knew the mpps needed by me to get to LR air 4 (seven new chits btw to go with the one you get), plus the cost to reinforce my planes, plus the cost of an English paratroop, plus the cost of upgrading my carriers, had to drain the Royal Treasury. The only house rule Terif and I play with is that the US can ONLY patrol the upper Atlantic convoy routes before they join. This is too disallow a US cruiser from posting itself in front of the Gibralter port and totally blocking egress into the Atlantic by Axis (naval) units once Gibralter falls. Other than that it's wide open. IMO the more house rules you play with, the staler gameplay becomes. The really interesting games are when you get dualing, creative strategies. If one side is caught flatfooted facing a new strategy they may lose unless they adapt really, really fast. Terif is the master of adapdation which is why he wins so much. Bob
  21. Okay, I see Terif has posted about his latest Axis strategy, his Wonder Weapons, being rockets. And unlike Der Fuhrer who issued repeated roclamations about always imminent but seldom deployed secret weapons that would turn the tide in the real war, I can attest that Terif’s wonder weapons deliver on the promise. However, in this first game that he’s used this strategy on me, I had also embarked on a new strategy...super long range air. A quick summary of our current game follows: In hindsight as our game progressed I thought something was up, as Terif’s attacks weren’t nearly as timely or crisp. I.e., I was able to hold Egypt and Casablanca into 1941. Now I know this is because he was diverting significant mpps to purchasing four rockets, and then researching them. The first engagement that I was on the receiving end of them was around Denmark, as the RN was keeping Copenhagen reduced. He unleased a four rocket barrage, and with the help of the Kriegsmarine to shoot the survivors, sank two ships. He proudly proclaimed that his wonder weapons were being unveiled to the Allies. Then he operated all four of them to the Boot of Italy and in three turns took out Malta. But what Terif didn’t know was that Churchill had issued his own secret orders to his scientists for the RAF to develop level 4 or higher long range capabilities. Why you ask? Because at level 4 the RAF’s Spitfires can reach all the way to Helsinki to soften up the Finnish garrison for the landing of two Russian and one British paratroops the moment Finland joins the Axis. In my self-hotseat games I found the strategy to have a fairly high chance of success provided the attacks were done in the right sequence. IMO it was also important to have the Russians at level one motorization, as an army and corp would be assigned the task of taking out the Finnish HQ before I commenced with the airborne part of the attack. So, Barbarossa came, an empty Riga taken, the Finns joined, the Finnish HQ taken out, Helsinki attacked by three RAF and two Soviet fighters, and the paratroops landed. Finland surrendered in one turn. Terif in response, and to teach King Gustav a lesson for allowing the RAF and their paratroops to flyover over his territory unmolested, invaded Sweden with a massive amphib force (which he often has pre-embarked to rescue Sweden from a British attack, knowing that the RAF will disable Stockholm's port). His invasion force was so large that the Brits decided to pack up their tea and crumpets and depart Oslo in good order. Meanwhile, the Russians left their Dnieper line to harass the Germans who seemed thin on ground units but heavy on air and rockets, as they were stretched thin with the size of their Scandanavian invasion force. But my attacks in Russian will only buy time. It’s November, 1941, the Yanks joined a couple turns ago, Iraq and Iran have not been DOW’ed yet but I’m sure soon will be, and that’s where we sit. I’ll probably hold the Dnieper Line into 1942, but then have to face those rockets again. On the plus side the Russians will get some extra mpps for longer, and with LR air 4 I can see all the way into Western Europe and have my choice of targets, as all my carriers are also at long range air 4. We’ll see how things develop, but as usual when you play Terif it’s an interesting game. But I do think the only reason I have breathing room was because of my attack on Finland and his response in Sweden, which he probably had to attack otherwise he'd have long range Spitfires breathing down his neck. Bob
  22. Terif is Axis, me Allies. Early game was normal, I took Norway and held Brest and evacuated the Middle East. For the first time ever I sunk his Atlantic sub, but lost a cruiser in the Middle East when I got sloppy and left him in Alexandria’s port to resupply one turn too long, as following my Egyptian Gambit he showed up down there pronto to clean me out. Got my Desert Air Force and finished my evacuation. Terif followed a different strategy this time, and although he diplo’ed his minors, he did not attack Spain. The Brits researched the standard IW and AT and LR air, plus fighters. I also kept bombarding Brussels and Copenhagen, shuttling in fully supplied RN units. I took some damage, but have kept the two cities close to 0 almost the entire war (it’s late 1942.) At the onset of Barbarossa I setup a defensive line in the Caucusses, and fell back from the Dnieper towards Rostov and Stalingrad, where I had a tank each fully entrenched and some fortifications with fully entrenched infantry. IMO this is a better strategy than facing him head-on, a painful mistake learned from my Egyptian Gambit game. In this game my Russian scientists had been busy, and the one chit I put in motorization had hit, so my Siberians arrived with level 1 motorization. As to IW and AT, I had slow research on IW. I started to get nervous, as I was sitting at level 1 two turns before Barbarossa, when I got a timely hit, after I piled in 5 chits at one point. AT was amazing though, I hit level 3 during 1940 on 3 chits. Luck of the draw. Terif crossed over the Dnieper and came at me headlong into that U shaped area of the rivers, where I was waiting. My units counterattacked as the Winter of 1941 turns hit, effecting his supply, and I think I took out 6 or 7 of his units at the cost of 3 or 4 of mine, and he had to retreat. He came back during 1942 though as expected so I retreated toward Stalingrad and in another turn or two I started a headlong pullback toward the Urals, abandoning the Caucusses also. The Urals is wall-to-wall units, which is good, but that means all of his African and Middle East hexes will go up to 8, as they now connect to Berlin. Meanwhile he finally invaded Vichy and Spain, so I invaded Ireland, and had the Brits and Yanks start intense air attacks of Copenhagen to reduce the entrenchment, making as if I was going to land there. But the next turn the Allies took out their anger on the poor Swedes instead as the allure of those bikini models is strong. I was calculating that with Terif occupied in Spain, and engaged deep in Russia, that he couldn’t react to Sweden by amphib’ing in reinforcements which he’s done to me before. I disabled the Stockholm port with both the US and RAF bombers, and Sweden fell in two turns. The next turn I moved all Nordic airpower east, and caught one of the Kriegsmarine’s cruisers in the Baltic and sank it. I followed that by using my two bombers to hit that close to the German border Russian city and Leningrad, suffering no losses, so he has no AA there yet. Now that they’re reduced I’ll use those cities as target practice for awhile, to build experience. Meanwhile, down at the Rock. After two turns of attacks I’m about to lose my corp garrison, as it’s taking longer for the Axis to defeat the proud Brits without any airpower, which is all in Russia. But my USN is exacting some damage in return, while btw the Italian navy bombards Gibralter and its port from the East. It’s October, 1942, and that’s where we sit. Brits have LR air ?; jets 3, IW 3, AT 2. The Yanks have LR 1 and jets 0. The Reds have IW3; AT3; jets 1; motorization 1. I have a few other techs, but those are State secrets.
  23. Wow, interesting screen shots. Also interesting to see how beat up the Axis was at several points in the war, and that had I exhibited better generalship…fallen back at times rather than leaning into punches, that perhaps the war would have turned out differently or maybe still be hanging in the balance. Also interesting to see the Middle East look like a parking lot. There would be no room for the poor camels! Interesting to see Terif’s naval order of battle around Casablanca and The Rock. I might have won that engagement. The entire USN was at level 2 gun laying radar and level 3 anti-sub. Let me tell you, level 3 anti-sub against level 1 subs, it’s a total mismatch, when I tangled with one of Terif’s U-boats a couple turns earlier it visited Davy Jones locker real fast. In addition to the US sub I had two RN subs that had arrived a couple turns earlier, and two, level 1 gun laying radar RN battleships that had just arrived, with two level 1 cruisers to follow, then two upgraded RN carriers to follow that. He had the port to resupply though, so it would have been bloody. Anyway, like I said, one of my more interesting games I’ve played, and a game that also showed off the depth of SC 2. The game flexed it’s capabilities to handle a very anomalous strategy and did it well. Each morning and evening I eagerly looked forward to the next turn, and I think Terif did too, which happens when you try something out of the box that results in uncertain results. Like I’ve said, this was one of the more enjoyable games I’ve played, and one in which I’m already employing what I’ve learned in our next match which is ongoing, and one which just started, a 1.06 game. Bob
  24. Operation Hencklestein! Where does Terif come up with these, I can’t keep up! Oh, the trusty ol’ Henckle transport plane. Okay. Well, IMO the Allies (me) will lose this game. But let me tell you, it has been one of the more interesting games I’ve played. And also IMO it took someone of Terif’s caliber to pull it off from the Axis side, and someone of my lesser experience to make some fundamental mistakes that he could capitalize on. The Allies could probably limp into 1945 on this one, which is interesting in off itself, but I may throw in the towel soon. Terif’s attack in the Caucusses was pretty robust, and although he took some damage too, remember, I can’t place additional Russian units down there as I’m cutoff, so each brave Russian unit that dies for the Fatherland can’t be replaced, at least not at the southern front. In hindsight, and for those contemplating an Egyptian Gambit, I would advise you re-read this AAR because I did some things right, but also consider the following: 1) Give consideration to leaving a garrison force and probably 40% of the RN around England. You would probably still get Sea Lion’ed, but you would slow the Axis down, and there’s a chance that the US forces could arrive just in time to save the day and be able to clear a path to London. If not, you would still pin down the Axis for a longer period and who knows, maybe keep a toe-hold up north at Scapa Flow. I would also leave a corp in Norway, make the Axis pay for dislodging you. All-in-all I went totally all-in around Egypt, and in hindsight had too many units down there that could have served as rear-guards elsewhere. 2) In 1.06 it’s going to be harder to take Turkey, so have your Russians plan accordingly if this becomes an option. 3) Utilize a standard defense in Russia. In our game it felt good to hold the Dnieper Line for an extended period and collect those mpps, but I obviously overstayed my welcome and paid for it. 4) Something interesting happens with Turkey after the Russians take it and even though its cutoff from the (third) Russian capita...the cities stay at 8, I guess because they’re tracing to the English capital in Egypt? This seems to an exception to the uncooperative Ally aspect of the Allies. The Russian cities and resource hexes reduce by ½, but not so in Turkey. Keeping that in mind, and also keeping in mind not to waste units in an upfront defense, that means the Russians have a pretty good economic and unit base even after losing Stalingrad and getting cut in half. I lost too many units defending Stalingrad, which in hindsight I wouldn’t do again. And also, perhaps the Russian engineer could build fortifications in advance in the Caucusses. 5) Also, remember that your English HQ can move several hexes into Russia and maintain a supply of ten. I self-hotseated this, and the effect wears off about four or five hexes into Russia, where supply drops to 5. 6) I had the Americans research first and build units second. In hindsight I would have done the reverse or maybe better, mix it up, as like I said, they might be able to save the day in England or hold onto a toe-hold, either in England or perhaps Norway. At the very least they would burn-up valuable Axis time. 7) Another option might be a modified Egyptian Gambit. Perhaps the Brits do nothing more than erect two fortifications in front of Alexandria while keeping a share of their forces at Home. Believe me, absent a full commitment of Axis air, those fortifications would be a tough nut to crack. If the Axis did breakthrough the Brits could evacuate, knowing that they consumed time and probably upset the Axis timetable and probably threw Barbarossa off balance. I still feel the Egyptian Gambit is a viable option if done correctly. And remember, you probably only get one bite at the apple, as your opponent won’t be fooled the next game. If nothing else it would keep your (regular) opponents guessing as to what strategy you would employ the next time around. Bob
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