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Iron Ranger

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Posts posted by Iron Ranger

  1. Learning to play SC without a bid might be the best idea, without the handycap your forced to think and plan from the very begining. Of course its also best for the games to mirror (like PL) so new players can see the moves from both sides of the board.

    Bidding on any 'fair' system will work. 1-5-20 seams to be taking root for some of the 'top' players. I prefer using the Russian Readiness %, but that seriously distract from the air war so some will not like it. 1-8 is still a good standy. But if you think the games should be even; the 42 game is grand and fast paced.

  2. Huh????? This thread was super old. Why bring it up?
    As a joke - I was doing a search for something else and it came up. I noticed your other posts seams simliar so I thought I'd give it a bump and we could all get a good chuckle that BFs responce to the same question has not changed in 18 months. Thats is to say they've given NO responce or note.

    This is not a joke aimed at you, but created by your persistance. Take it as you wish, good : bad or ugly! ;)

  3. Please help, as my nephew needs to be taught that the French really could have saved Paris if the British had given them thier full support!
    Almost true in the game, if the axis are alittle slow and the allied played very experenced the allies CAN stop or seriously slow the Germany war machine.

    I'm not a computer 'nut' but I would suggest unintall the game again - go into your directory and delete everything, folders, saved games ect.. Then do a reinstall and download the patch again. IE start fromr scratch.

  4. I thought I'd take a look at all the attack and defencive numbers divided by cost and rank each unit. I did not take into account any 'special' features such as the 5 APs of tanks or the extra long range of bombers. Normally these special features will give you reason to purchase one or two units but not shift its value enough to override its A&D numbers, if so I'll note it at the end. There are two unique values for most units, these are Air and Naval attack values for Armys and Armor, and Ressource attack values for Naval and Air units. Due to this each type of unit will have two values, the one on the left is the overall value the one on the right is the 'usefull' value (rarely do we see armys attacking Naval units or Carriers attacking citys). Each number will represent the cost in MPPs for each A&D value, lower is better.

    Ground Units:

    Rockets - 70 : 70

    Army - 8.9 : 17.85

    Armor - 10.48 : 15.47

    Plane Units:

    Air Fleets - 22 : 25

    Bombers - 41 : 55.5

    Naval Units:

    BBs - 42.8 : 50

    BCs - 45.45 : 50

    Cvs - 38.88 : 43.75

    Su - 65 : 65

    Specal features:

    Rockets: I'm not going to get into tech advantages in this post, but do note that for each level incress you get 4 'number' upgrades. This means that at mid to high levels the MPP to A&D number gets much lower. For the std oddites on rockets look up my two previous posts.

    Subs: Subs have alot of neat features that don't come into play here, they dive, for the axis they raid, and they have a -1 spoting range making them great for 'gaurd' units. All of that is near meaningless for the Allies but great for the Axis, roughly cut the value in 1/2 for them.

    Conclusions: I think everyone needs to draw there own due to so many special 'features; but I was surprised by a few things. Armor is way under used in our games, until AT comes along they are your most cost effective way to control the ground and afterword they still rock. Carriers are CHEAP for what you get, you can't win a game with them but you can control the air AND naval battles with them. Note that BCs are useless, they have the same or poor value then BBs.

    [ January 28, 2004, 10:00 AM: Message edited by: Iron Ranger ]

  5. With the help of Zapp I wrote a on how worthless Rockets are, I then added a second post on how exp is not used in reducing damage recived by Rocket units. Both still stand and Rockets are still useless.

    Rockets still suck!

    Long live air fleets that can fly 500 miles conduct operations and return, must have had some impressive carbarator in those engines!

  6. I still havn't found a good starting tactic in this scenario and the first 4-5 turn decides who will win
    Yes the first few turns are very powerfull, but look at historically where we are, Germany thought they were on the brink of knocking Russia out of the war. And with on counter attack russia turned the corner and saved the 'day'.

    This is a tough one, for both sides, and thats were I find it enjoyable. 1939 drags on and on with huge investments in tech (if you want to win) and little combat. 1942 is pure combat for start to finish.

    I'm not sure what moves your making, I trying to help with the post above, in conjuction with the info provided by DH. Russia is alot more 'livly' then most people think, but one key is don't just buy corps, you need the ability to hit back and you'll need armys for that, safe gaurd them if you can but attack extended/damaged axis units and destroy them. Prob his flanks with corps .... Your going to lose units, nothing you can do about this, and get the US forces moving ASAP, they have only 2-5 options on where to go.

    1) Norway

    2) LC

    3) Western France

    4) Spain/portougal (not a good idea)

    5) VF

    6) Egypt

    Some of these are better then the others but alot depends on what the other guy is doing.

    Looking forward to playing this group again, drop me a line if anyone wishs to try and start a game, PBEM??

  7. What I think we (as a group) would like to see (patch 1.08 - right :rolleyes: ) is Fortress hexs giving a bonus +1 ND. These locasions had huge gun enplacements that were close to undistructable with 1940s pinpoint range control.

    Yes Malta is a joke compared to its historical background, but so are many other issuses. 1000 Mile fights, F4 jets in 1942, seaborn invasions anywhere you wish, ect......

    For a first time try its a great game at a good value but it can be improved on and I guess that the idea behind SC2. Kind of surprising to me, as I thought it would have a differnt theam (Napolinaic Wars?) but WW2 sells and making money is the name of the game.

  8. Augest 1943

    Rambo has desided to 'retire' from SC so this will be the final post on this game. With three games on file to finish against him, around 40 hours of play time, this would seam a good time to stop as I need to get on with some real world events also.

    Final numbers:

    Loss's

    Allies: 95 Ground Units 3 Air 5 Navy

    Axis: 37 Ground Units 1 Air 5 Navy

    Combat Units

    UK 8 Ground units 3 Air 10 Navy

    Fra 1 Ground unit

    USA 6 Ground units 3 Air 2 Navy

    USSR 25 Ground units 4 Air 1 Navy

    It 9 Ground units 2 Navy

    Ger 28 Ground units 5 Air 8 Navy

    I think each side has 8 HQs in play, a good measure of where we stand (UK1 USA2 USSR4 FF1 : It2 Ger6?)

    Tech (known)

    USA L2 Jets

    USSR L4 Jets L2 AA

    UK L4 Jets L4 GR L2 AA

    It L2 AT

    Ger L4 Jets L2 LR L1 AT L1 AA (?)

    Allied Final Moves:

    East

    Russia is saved from Axis domination and is pushing the gray units back. Probing attacks were being sent to Riga and Finland to see if his Carriers were still near. Heavy thrusts to the north and south of the central swamp region.

    Med

    A combined Red Army and FF (4units + HQ sat in the Middle East for 3 year and did nothing - waste?) units were setting up to invade Turkey. This would have taken one more turn to complete and 2-4 turns to take down the capital.

    West

    USA was going to start a fighting withdrawl from France. The defence of UK and the maintaining the dominace of the Alantic is now my #1 priority, as only a late sealion can stop the allies now (my opinion). The axis fleet is an equal of the allies but his is seperated and I need to maintain that.

    Air Power Break down:

    Allies 9 Air Fleets 1 Bomber 1 Carrier

    Axis 5 Air Fleets 5 Carriers

    A good game, one of my top 10 fav. This game has shown that if Russia is played right, it can survive huge loses and fight back very quickly if Germany doesn't have a huge (over 10 ?) air fleet advantage. Again, thankyou Rambo for testing my set of HRs, with the exception of the axis controled ST (played straight up so a non issue in this game), these seam to put the game in a more historical background.

  9. What? You talk me into joining for our game (I guess I don't have to now) and then you quit? Thats cool, thats a main reason I'm not joining, no time as games take (good ones) 20-30 hours. I think we played 12 hours straight on Sat, 3pm to 3am, and the game was still at a draw. I would say tilted to allies as Russia was on the attack but you still had enough power to turn the corner and the MMPs were almost equal.

    A great game with many turning points, thanks for giving my HRs a try. The port distance rule and quicker USSR entry elimits alot of the BS moves but leaves open many 'what if' options.

  10. my rooky-games ag you where you had lvl 5 tanks and lvl 4 jet and the hell knows the other advances with russia after a couple of turns.

    I think that was our first and only game. As Russia I recived 5 HT advances in 10 turns with one chit vs your L0 tanks. I also caught up and passed you in jets in less time with two chits (4 advaces in 8 turns). Neadless to say I was happy to get these but it also made the units very expensive right away.

    I have to say, if you want to hold a city and the other guys doesn't have hight level HT, entrench an L3-5 armor unit in it and it will a huge amount a punishment and still keep kicking back.

  11. Winter 42/43

    All front have stalimented. With the expection of a lone Russian corps all Allied raiders/outpost have been taken by the axis. The axis continue pounding on my units in the east while I do the same in the west.

    Axis:

    Western 1/2 of Russian

    All of N. Africa

    Norway/Sweden

    Spain

    ect...

    Allies

    Western France (up to Paris Border)

    Russian east of the Volga and South of the Dinepier

    Iraq

    Egypt

    Malta

    Tech

    UK Jets L4 GR 1 ???

    USA Jets L2 ???

    Russia Jets L2 ??

    Italy AT L1 ??

    Germany Jets L3 LR 1-2 ??

    UK was very unlucky in tech for 2 years but have picked it up by going from L0 jets to L4 in one year

    [ January 26, 2004, 08:59 AM: Message edited by: Iron Ranger ]

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