Iron Ranger
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Posts posted by Iron Ranger
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Yes, never. Your right Tobruk is a Key hex but its very hard to take unless it's a surprise attack (allied DOW?). And if the allies are going to DOW italy why mess around with Trobruk when you can go for Rome! If its not a surprise attack on turn two italy can operate thier western army (10 th?) and make Trobruk an untakable hexs without leaving London wide open. The med can have some fun battles in the early game but once the Axis war machine gets going the allies will lose everything.None, ever?Head cracking - I'll give you some head cracking. Its 1941 and I still hold Egypt, Morcocco and Norway - ouch!
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Start the attack after the fall of France, Greece or VF. Each has an advantage and disadvantage. But Normally you will start in Fall/Winter or 1940. Use one HQ and lots of air (German) plus Transported Armys and Corps (Itialian) and you will control the MIddle east in a few turns.So, how does this usually work in terms of timeline and force commitments? -
If spain is neutral then the axis should invade here. If Iraq is the key to allied victory (post elsewhere) then Spain is the key to axis victory. With the plunder from Spain and Portugal plus the extra 72MMPs (plus the land connedtion to NA) the axis should have the advantage and the allies will need to react soon or slowly get ground down.Spain and Turkey are both neutral -
An easy way? Land a US corps on any open city and just sit tight and entrench. But the best way might be to land 2-4 corps (1 air?) and simple run them around, they are raiders and will be lost but the axis will need to send at least one full army group to kick you out. And if they don't send any air you can get some cheap exp by bombing the HQ or Mine.So my Q is, is there an easy way to start a front in Spain for the Americans? -
This is very true, expecially if the Axis is allowed to persue the "Cookie Cutter" plan. When this happens the allies have only 2-8 turns around the start of Operation Barberossa to turn the tide.I tried to highlight this in the Strategy Guide by emphasizing the "critical point" in the game. Once the Axis gains the MPP advantage, it is very difficult for the Allies to recover.
The growth period for the game is the 'free' troops Russia recives in the Siberian Transfer, but because the Axis side controls when the allies will recive these troops there is no race. Many times the axis will not trigger this event until they have control of everything (many games I've seen this never happen or its delayed till 44/45) else and the game has become a forgone conclusion. If you force this event close to the historical date you will see some seasaw GROUND battles in 42/43 that have a good chance of detmining the winner vs Air battles in the west that seam to control who will win the game.If the Allies see robust growth in 1942 and 1943 to turn the economic tide, then the game literally becomes a race for Axis to crush either UK or USSR before the USA fully mobilizes. -
I've been in a few games like this back in v1.06 days. Assuming the UK carriers are still around what you will normally see is Russia holding/slowly advancing in minor areas (Finland, Sweden, ect..) and the Western allies moderialy advanceing in the west. What ends up happening is Axis kill HQs in the east and UK is killing HQs in the west (I ran out of German HQs in one game then conseaded, russia was running low but they had space to trade hid in). This is all assuming the westen allies get ashore. If they can't or get thrown back then Germany eventually go's on a limited attack in the east and slowly pushs USSR out.
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I'll try and answer your questions. This will be a basic answer as many of the detial of the game are/can be complex and you get the best feel for them by playing alot against another human (AI sucks).
1)As germans they will do one of two things, a) Leave it until USA enters the war then attack Attack ASAP after France falls. As allies people normally leave unactivated until you land in France (1942-43). Yes
2) The med is a death trap for the allies. Expect to lose it and give it up. Its nice to throw a few units in egypt to slow the axis down and one or two fights around Galbraltir can be good but due to the super power of air and low supply the axis will always control the med.
3)Forget history. Unless the Axis makes several mistakes or your very lucky you will have to go Berlin before Rome. I have done the histrorical route but it will only work if the axis also go's the historical route, and since we know that lost, why do it?
4)Yes Iraq is the key to starting the counter attack in the med - but normally the axis control it and the MT hex on the border. If you can keep control of egypt and take and hold Iraq before/after Russia enters you can open the med as a second front just like history. But no experenced player will allow UK to hold egypt and its imposialbe to hold it unless you leave UK wide open for Sealion. Yes the resources will advance to 8/10 if you have a link to Moscow.
Bottom line: The med is an axis lake and no stratigy will ever change this. Only if the axis allow the UK to survive will have an opertunity to counter attack in this region.
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I suggest playing a few IP games, you'll find that everyone has a slightly different stratgy with + & - for each. But if you can get a game in with Terif your doing fine, as he's the best player and a good teacher.
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Looks like this is a Demo bug only. Might be because they are trying to limit the game in the demo?
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Cool - the Itialians get a histroical HQ!
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The US used primarily five bombers during the war:I am uncertian of the precise bombload of the B-17B-17 6000 #s of bombs a distance of 2000 miles - 13 50 cal MG (187MPH)
B-24 8800 #s of bombs close to the same distace as the B-17 (303-200 MPH) - 10 50 cal MG
B-25 3000 #s of bombs, Top speed is 275 MPH - 6 50cal MG - some also carried a 75mm cannon
B-26 5000 #s of bombs, Top speed is 317MPH - 12 50 cal MG (called the widdow maker early in the war)
B-29 Introduced too late for use to worry about (HB L3?)
SC - AIR FLeets vs Stg Bombers
S TA SA AA NA RA
air 5 2 2 3 4 2
stg 6 1 1 1 5 3
Air fleets are twice as good in attacking everything expect naval and strategic targets, and in that bombers only 20-30% better then air fleets. This is not to say bombers are useless just you have no need for 10 of them.
I think we keep veiwing Air Fleets as huge numbers just fighters while I think Hubert was thinking they were a combination of Fighters, Dive bombers, Medium Bombers, and speciality attack planes. While the Stg Bomber unit is just massed Heavy Bombers with some fighter escort (AD incress with jets). If we were to try and fit this in historically you might only see 1 UK STG Bomber and 1-2 US Stg Bombers on the map.
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Nice take down Jon.
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I helped with the draw DH, I knew you want to be in the big boys group.
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It all depends on what your long term goals are and how long France holds out. But here are some basic answers:
the shopping list (in no particular order):
- HQ (Monty)
Good, idea eather right after Frace falls is your going to give ground support or asap if your going to give air support
- research, particularly air tech
Important to get 2-3 chits in tech (1-3 types) soon but don't sacrifice your defence for this
- additional airfleets
Last on your list but before you go gun-ho in tech
- land units to defend UK
You should be able to get these out of France with FF units and'or the units you land
- units to defend, attack in the med
2-6 corps work great as raiders and defencive blocker in egypt. Get these from France or purchase as you need them (#3-4 on you prioity list)
- 2nd HQ for Africa
Your going to lose Afica, you can try to delay the axis as long as possiable(a good over all stratigy) but losing a UK HQ is tough. If you managed to save the Frech HQ here is a good spot for it. Providing supply in the resource poor region and giving the Axis a second front to worry about until USSR joins. But realise in the end you will lose all unit in Africa and you need to get the most out of their sacrific!
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..but the play balance might suck big time!
Very slow on the board these days, so I thought I'd throw this out and see what I bring home.
The following list is my attempt to limit the twisting of the programing windows and 'force' the game into a more historical 'balance'. This doen't mean the game play will be balanced, but that your options will be wide open (no unit limits) but you can't win by knowing more about the unhistorical event paths due to code limitations.
1) Seaborn invasion: Only Corps and HQ units can land without using a port. And this must be done a)On the same turn they enbark b)Can only be conducted up to or less then the strenght of the port (+1) they are leaving.
Notes: All other type of units must land at a port but can follow any path you wish (scouts?). A corps could move to the invasion hex on turn one, not land but return to port on turn two, and move to a second invasion hex on turn three. The relocation to port would equal a 'combat resupply' without the need to disembark and reembark. The +1 distance is due to the ability to lanuch transports when something is already in the port facility.
2) Forced Siberian Transfer: Axis must trigger the Russian 'free' troops by March 1942 (note the last day to achive this is March 8th axis turn / event on March 22 allies turn)
Subrule: If successfull Sealion or LC gambit then the dates change to 1944 and 1943 respectfully.
3) Tech slowdown: In an attempt to slow down tech advances and the race for the air ace (kill HQs?). You can only put 3 (2?) chits in any one specific technology.
4) Historical USA OOB: a)Disband three armys (110MPPs each) b)Pregame USA is given 1350MPPs using editor c)On activation USA builds: BB Texas (630MPPs), Bomber 8th Strategic Group (525MPPs), BC New York (525MPPs).
5) FF units : Free French option is off. This is a tough one because Egypt is screwed but it will balance with Germanys need to attack Russia sooner and make the option to Sealion better.
6) Allied Spaninsh Gambit: If allies DOW Spain before the normal Axis minors join they (allies) must make DOW on these minors on thier historical dates unless they still hold Madrid. Romania Nov 1940 (?) : Hungery Fed 1941 (?) : Bulgeria March 1941 (?).
7) Russia recives L2 HT: Not really a house rule, just trying to help the red SOBs
These are simply HRs to follow, the idea is to stop some of the more unrealist condisions in SC (1939). I haven't written anything of moving or adding units to the opening powers feeling each player can develop their own senerio's.
[ October 10, 2003, 04:22 AM: Message edited by: Iron Ranger ]
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Great post JJ
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Sorry guys but if you do this
Axis will win every time unless the players are at execedingly diffrent skill levels.I would set USSR at 0%. -
His assination you mean. After the fall of the USSR documents came out that indicated Molotov has Stalin posioned. The top dogs had seen two other purges and knew what was comming. And due to the cold war and weakened state of Russia in the late 40s and early 50s they had acculmulated (sp) enough power (fear?) to get the job done.how inept Stalin's leadership had actually been. The only thing that prevented this from coming to pass was his deathNice read JJ, I always enjoy your posts on the 'thought lines' of the leaders in 1930-40s. My faverote post could go in here, the one dealing with Von Runsattes veiw of Itialian military powers (1 Mt divison to control the pass's, 2 Mt divisons to close the pass's, and entire army group to support the Itialiand military).
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SC is dead, dead I tell you! Long live HOI
Hip Hip Hurahh, Hip Hip Hurahhh......
And the croud disperses after learning the SC2 will soon hold court.
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Italy didn't 'switch sides'. The northern half became a Facist Republic ruled by El Duce and the Black Shirts still fought with the Germans. The southern half provided support services (hospital, R&F areas ect..) to the Allied armys but at a price. Italy was also the greatest supply problem for the allies, because of theft! An entire train was lost (and never found!) by Napels, some stitict's show over 50% of the war material that landed in Italy never reached its destination, now thats theft on a grand scale.
One service did switch side's, almost the entire navy came over the the allies and the ships continued to be staffed by the Itialians but did as the allies asked without any known problems.
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So true, with the tech AA L1 bombing UK ports can be costly. But there are side advantages, gaining exp and bleeding dry the UK air fleets, especially if you can gain a Jets or LR advantage.The difference is in the MPP damage to the ports and cities in SC. An Axis player trying to bomb the ports and cities of the UK doesn't work out as well in SC. It's more cost effective for the Axis player to use those Air assets to go after neutrals. So while its possible to starve the UK of MPPs in SC, no one hardly ever does it, because the Axis have more lucrative targets elsewhere.
Its 10 for Alexandra, test it.Btw, in SC its 15 MPPs in the Med (5 per Gibralter, 5 per Malta and 5 per Alexandria).
Interesting that both you and Dragonheart have noted a value over 40 (max that I been able to get). I wounder if your doing something 'special' or if its due to a time/political event, ie after USA enters or after 1943? Could you give more detail on how you raided that number(48).I've seen as high as 48 MPPs taken from the UK -
Sounds like, pure luck in the Allied camp. I've seen the same thing, LC will surrender, at some time.
Its alot like Poland or any other Minor - One unit left = 100% chance of surrender, after that the % decress's with each unit still in play. I have no idea what % we have with 2 units but at some time the LC should go down in flames.
[ October 06, 2003, 08:13 PM: Message edited by: Iron Ranger ]
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Its already at 60 MPPs, going any higher would destroy 1/2 her production, thats simply too much I feel. UK is by far the weakest Major power and quite often she has the most expensive job - Air/Naval support.My opinnion that maximum should be around 60-80 MPP per turn... -
Look at the numbers in the Clash of Steel post - between the London Blitz attacks and a serious Sub campain you can ALMOST bring UK to her knee's and very open for Sealion (it will dilute your attack on Russia however)
40 Alantic sub
20 Med Sub
40+ air raids on ports
Total: 100+ MPPs lost each turn out of 135 (?)
3 Questions - UK in Med and Vichy France
in Strategic Command 1
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Pistols at 40 paces? Anyone need a second? The high point in compitision and fun, no rebuttals, and the game is over quick!