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Amona

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Everything posted by Amona

  1. Hi, Cfant. If you like, we can do a play-by-mail game against each other. Not a competitive one, but one where you can ask questions about all aspects arising during the game. I play the game series for 11 years, and I am not such a superb player as Strategiclayabout, but know my way around pretty much. I wont be cruel in this game, play pretty much like the AI does, its purpose would really be to let you learn the game. Furthermore I gather you are German. As I am a German too, we could mail in German language to avoid any misunderstandings in questions and explanations. Its up to you, just wanted to offer it. Its a great game, and one should know how to play it to appreciate all aspects.
  2. Nice AAR. You are a bit obsessive with MPP statistics, but on the other hand, MPP is the most important single aspect of the game. One small nitpick: In German, its not "Das Schlag", but "Der Schlag". But its "Das Strafgericht" (judgement day), in case you need another fancy codename for an operation ;-)
  3. In Global Gold, Mexiko joined Allies automatically sometime in 1942. In the scripts of AOD 1939 scen., there is the same event for Mexiko to join Allies on a variable date from 1942 onwards. Have now played about 20 AOD games, and NOT IN A SINGLE GAME, Mexiko joins Allies at all. It seems this script is broken.
  4. It will only be good practice for your tactical skill of combining your units in combat. For practising moves, your build strategy and your organization and preparation of major operations it is contraproductive, as a human player wont have +2 Experience as well as less assets, while he will generally be much smarter than the AI. On tactical skill, I think too many players overrate the importance of this aspect. On it being good practice as the aggressor, I disagree. Quite the opposite seems true to me. Playing Allies against Axis with +2 Exp. will sharpen your defensive skills and will give the Axis AI the chance to become dangerous in China and Russia. It will furthermore help the german AI in the West during D-Day, as its units will be more resilient against Allied air power. In the Pacific, Japanese ships will be harder to kill, thus giving Japan a slightly greater chance to stay longer in the game. Playing Axis against Allied AI with higher experience makes every offensive operation in the earlier years naturally harder too, but, as said, that will only ruin your planning for P v P games, as you will sustain higher losses, will need more time for conquests, and so on.
  5. AI in AOD is abysmal like in any strategy game. Not the fault of the designers, you simply cant make a good AI for such games. Allied AI just as dumb as Axis, only its more fun to play against Allied AI because as Axis you have the initiative from the start. As Allies, the Axis AI lets you die out of boredom, because there are so many units and AI turns take forever, an endless series of pointless attacks in China and Russia. Definitly no fun. I can only recommend playing the game against human opponents.
  6. Amona (Axis) - Catacol Highlander (Allies) - September 1943 Clausewitz (Axis) - Amona (Allies) - February 1945 Amona (Axis) - Lofty12 (Allies) - April 1942 PGTomli (Axis) - Amona (Allies) - May 1942 Amadeus (Axis) - Amona (Allies) - January 1941
  7. Clausewitz: By the way, I agree on Rome and victory conditions. But what if Axis takes Egyptand Middle East aditionally to your capture of Spain? That would seal the Med and pretty much secure Rome. You didnt defend Libya at all, let alone attack Egypt. So the situation in our game is hardly surprising.
  8. Clausewitz: You offer me a restart? Because you used the Chengchow gambit? IMHO the Chengchow position is undefendable anyway. I couldnt care less if an opponent uses the gambit. By the way, several people had the idea before steel, I have seen it in games quite often. ;-)
  9. Poland on first turn is possible. Didnt achieve it yet myself, but have seen it done against me more than once. If the first turn would be played on tcp online, you wouldnt have the chance to do it as often as possible until it suits you. From second turn on this would be reloading and cheating. So you think its ok for the first turn?
  10. What is the ladder administrators position on using old "perfect" Axis opening turns instead of playing a new opening turn for every new game? I now have gotten two Axis opening turns which were over 1 week and over a month old respectively. These guys either were too lazy to play a new starting turn, or they consider these old turns to be perfect. IMHO that should not be allowed.
  11. Your save game will be lost this way. Save files are not compatible with later patches.
  12. Hubert and Bill, the designers, will surely look into this, once they read your post. For your current game it can be difficult to help tough, I would guess.
  13. Sounds reasonable. So looking forward to SC3 ;-)
  14. Actually, the 2 paras for a total of for is sort of an exploit. IMHO Germany shouldnt have 2 Paras as allowable builds when 2 pop up for free anyway. The massing of troops around London (cheap divisions and garrisons) is the obvious counter move. But if Britain does that it has to spend MPP on the units and cant use them elsewhere. Furthermore, if the Axis player see that, he can still call of Sealion, and will have lost nothing. He can then prepare for a classical Barbarossa, but will already have a very strong Luftwaffe.
  15. You have to take out France by June 1940, with is quite possible, with good weather in winter 39/40 (no frozen ground) even in March or April. You dont need to neutralize Royal Navy, you just have to block the access to the Channel from the West and build a defensive line of subs and cruisers in Southern North Sea. It must start in August, September at the latest. Bring italian HQ and italian air force to Northern France. Dont start with Germany buying tech chits, buy back the sub and rocket chit at start and buy a tac bomber. Buy another tac bomber and two med bombers, to be ready by August 40 in Northern France/Low Countries. Dont attack Norway, attack Denmark instead of making it protectorate. Both will save you MPP. Dont build sub facilities at Brest, dont go for the Graf Zeppelin carrier. If you want, buy 2 german paras before December 39 when the two free pop up. This will give you 4 Paras, but so much are not really necessary. Take London and the port of it by Para assault and massive air attack. Hold the small piece of Sea between Chatham port and Low Countries by blocking it with Kriegsmarine ands sub. Bring a tank or two, 2 HQ, somer corps across by amhib, later transport. Once a bridgehead is established, bad weather or stiff resistance wont matter. Take your time conquering the rest of England during Fall 40 and Winter 40/41. Russian readiness should not be higher than 50 now, you will still have time until July or August 41 till Soviets join Allies. Dont attack Egypt or go for Spain or attack Yugoslavia to not further heighten Sov readiness. You will have the whole period from October 40 to July 41 to prepare for Barbarossa or if things in England get tougher than expected, to at least build a defense in the East to keep the Russians at bay till the end of 41. If Sealion is a success, your position in Europe will be very hard to tackle. You can use all your surviving subs on the US-Russia convoy, weakening Russia considerably. If you have done things right with Japan against the Chinese, the game will practically be won even before Soviets or USA join.
  16. I totally disagree that Sealion is impossible to be successful. In AOD, its actually quite easy and a viable strategy.
  17. Yes, Sea Monkey, but IMHO air DEFENSE values should not be raised, so that air force can still wreak havoc on ground units. Otherwise, tactical air would become useless in later stages of the game, save for de-entrenching.
  18. Amona (Axis) - Catacol (Allies) : August 1941 Clausewitz (Axis) - Amona (Allies): August 1942 PGTomli (Axis) - Amona (Allies): July 1941 Amona (Axis) - Lofty12 (Allies) - March 1940
  19. Hi Bill, why not change the effects of AA tech? Less Defense for ground against air, but more hitting power for ground against air. My point is that AA tech makes ground units invulnerable to air attack, and the measures you propose dont really change that.
  20. IMHO the Air Defense Tech is done the wrong way. An example: Allies in 1944 have 11 tac bombers, 7 medium bombers, 12 heavy carriers, enough escort fighters for them all, all units have ground attack 2 and long range 2, all have HQ support and good readiness, morale and supply. Yet this gigantic force with 42 strikes isnt able to kill of a german tank with 10 steps and low readiness and morale, simply because the german unit has anti air tech level 3. All projected combat results for the air strikes show 0 damage for the defending ground unit. 1. Thats surely overdone, there is no other tech which makes a unit totally immune to enemy attack. 2. What does this tech actually do? Increase the toughness of tanks, vehicles and soldiers like an energy screen in Star Trek? 3. I would think Anti Air defense would be mobile AA units accompanying the ground unit. While heavy AA fire may reduce the effectiviness of attacking bombers, totally surpressing the bombers seems very far off, the more so as AA supression was an important and standard air mission. 4. Wouldnt it be far more realistic if AD tech strengthens the air ATTACK values of a ground unit, leading to higher losses of attacking planes, but not changing the damage the ground unit suffers from the air attack? 5. As it is now, the only thing Axis player has to do to make Allied Tactical Air Force completely useless is to develop Air defense 3 with Germany, even 2 is often sufficient. Upgrading all units with the tech is no problem, as this upgrade is extremely cheap. Any thoughts on the matter? Finally I would like to ad that western allied tactical air force was a major factor in Germanys defeat in Africa, Normandy and the whole western campaign of 1944/45, a fact which is surely known to all of us.
  21. This is only a cosmetic issue, but the names of the three UK BBs in the british build queue are in the wrong order. In game, DUKE OF YORK gets ready first, followed by KING GEORGE V and lastly PRINCE OF WALES. Historically, first ship commissioned for duty was KING GEORGE V, second PRINCE OF WALES, and only last in Mid 1941 DUKE OF YORK. On another issue, it is stated in the DE about recomissioning UK ships for duty either in Indian Ocean or home waters, carrier INDOMITABLE will be recommissioned too. INDOMITABLE was a new carrier of the armoured flight deck series, and already in action in 41, if I recall it right. Perhaps the name of one of RN prewar carriers would be more fitting, for example FURIOUS or COURAGEOUS. Furthermore I dont understand why this ship, if INDOMITABLE, is at half strength if it was actually a newly built ship, but with full upgrades. This leads me to my opinion that both INDOMITABLE and ROYAL SOVEREIGN BB should arrive at full strength in India if to be of any use there.
  22. Samara west of the Urals was called Kuibishev at the time. (It was named correctly in global gold).
  23. The are two Ulan Bators, the mongolian capital, and a russian location east of the Urals, which should be Magnitogorsk or something.
  24. I think the main purpose of the partisan tiles is to force the Axis to deploy garrisons to block them. So, of what use are two tiles so close together that they can be blocked by a single unit? Example: Two tiles North and Northeast of Morozovk, which is the town to the west of Stalingrad.
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