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Iron Ranger

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Posts posted by Iron Ranger

  1. One of my best/favorte games was against Zapp. It was after we were both experenced and when patch 1.06 was still out (carrier in port bug). As axis I lasted till early 1945 before surrendering. Twice I failed the currage check and didn't attack aggressively with my navy and sacrifice it for the kill on the all important carriers. This left the land battle around Paris as the Key.

    Paris 1943 - The allies have landed and the German High HQ has pulled all reserve forces out of Russia and sent them to the LC to counter attack the American forces in eastern France. The itialians attack out of the south and cut the allied troops supply line to Breast. For three turns the germanys throw everything at an American army in Paris (four sides, no air support). Every turn the unit is ruduced to 1 and allied air destoys several damaged units. Germany sends new fresh units into the breach, after three turns the axis retreat to the MT hexs and Rhine river (and go from L2 to L4 armor in two turns!). I hold out for 30+ more turns but conceade after a failed Battle of the Bulge and facing overwhelling Air/Carrier power from Air King Zapp.

    This was a great game with lots of combat as I went for subs in the alantic to cut into the UK MPPs and slow the Air Ace Race.

  2. Some_God

    Once HL2 comes out I'm gone. I wont be playing this crappy ass game anymore. No pun intended but I have reached a burnout too. The beating I have received on Z-league pulled me away from playing SC.

    This is why you see so few new players or a 'slow down' on this board. As a game to play it looks: simple, you beat the AI: simple, You read the PDF file: simple, you might even read the the Stratigy Guide or some posts: more complex but you've beaten the AI. And then you join the compitison league and find out there are alot of hidding features, unwritten rules, and your cruched again and again and again, by the guys who are always online or you wait and wait for a game. Much of this has been written about but few people run a search (I rarely do), and how do you search for something you don't know about (the sticky solved this problem but few people read it), so here is a quick list that everyone should know (poor place for this but maybe a search will find it).

    General

    1) A short game lasts 2.5-3 hours

    2) A long game lasts 12-20 hours

    3) Ask how experenced the other guys is, ask questions if your new.

    4) Read the Newbie sticky!

    5) At time you'll need to wait 2+ hours to find an opponent in the forum. Schuduleing games work but few do it.

    Allies

    1) Egypt is a death trap - you will lose any units you place there, this is not always bad, just plan for it

    2) Don't fight for every inch of ground in Russia. Trade space for time until you can start to counter punch the invader.

    3) Russia will lose alot of units before you turn the tide, don't get depressed and quit, you can turn the tide.

    4) The passive UK will lose - you must do something if Germany is going the Cookie Cutter route.

    Axis

    1) After France falls you should have a plan. You have a limited amout of time before Russia joins.

    2) Minor armys do not incress or decrees in power so Egypt or UK should be at the top of your list.

    3) Have a pre-set attack plan for Russia. The opening attack on Russia is the last 'set' battle you will normally fight

    Routes to Victory:

    Allies 1) Break the axis air arm. With the super importance most players put on air fleets for germany, all you need to do it retake air superiority and the axis player will quit.

    Alles 2) Staged Delay everywhere. Disrup the axis at every opertunity so that the opening, and subiquent, blow on Russia will be less then overpowering (Spainish gambit works best for this stratigy).

    Axis 1) Russia. Drive hard and fast and knock Russia out before the western allies can cross the Rhine (they will get into France)

    Axis 2) Destroy the UK navy. If you can destroy the UK carriers and take all the minors and first 1/3 of Russia, you will win by defalt. Axis MPPs will be close to 900 and Allied will be around 750. Without the Carrier the allies will never have the time to Invade Eroupe, Russia will be too weak to push you off the Dniper River defence. With Leningrad under Axis control you will recive a Tactical Victory in 1947 if you advance no farther (no need to trigger the ST in this stratigy)

    Tech

    Lots of posts on this. Just inverst in Jets. LOL

    [ October 02, 2003, 05:15 AM: Message edited by: Iron Ranger ]

  3. ????'s

    Are the units totals including or excluding minors? If including then gemany would 'lose' 11 units to the Normal Minors and close to 10 more for Turkey and/or Spain if they joined (unlikly).

    Amphibious Movement - Do you mean Seaborn Invasion? Or any Movement by sea?

    Corps unit only, range of four (4) from Port.4 Hex
    I assue this means that only Corps can land on enemy control soil and that it must be with in 4 hexs of a controled port.

    I don't want to get into how this will effect air and rocket power. But doesn't this mean that once England is forced out of France, that the only area it can perform Operation Overlord is around the French/Bulgium Border (Por-Clasie ?) or the Coast of Norway? This will make the war in Egypt/Libia more interesting but it will make southern Eroupe indefenceable if Gabralter falls (your diplo chits make this unlikely!)

    Just sitting here thinking -- I belive you would see a game where Germany would stand a low chance of winning (due primarly to low MPPs per turn and the UK carriers beating the shat out of the weak German air force) I haven't seen the map and any additional HRs.

    It would be an interesting game. I see four primary paths:

    1) Germany can't take France - Axis loss

    2) UK use's the Spanish Gambit (no Dipo penitaly) - Axis loss

    3) Germany go's historical - Russian play is poor - Axis win, play is good - Axis loss

    4) Germany go's Navel - Draw

    I like your ideas, funny how we all have a 'hot button'. I can't stand the ST, you can't stand the unlimited use of air power ect....

  4. Wow nice posts guys, great to hear I have the same problems/interests as some of the other players.

    At this point Im quite frustrated and not sure if I should go on with SC or look for another game...

    I would hope that nobody leaves out of frustration but I understand when it happens. On the Carrier 'bug' its due to the Carrier being considered a Naval (not air) unit. Its attacks are navel and units attacking/defend it use thier NA/ND value. I think this was done because the allies have NO chance against even a fair axis player if techs stay even after france falls. I think the problem most new players run into is while the game seam simple and fun, in fact it can be very deap and complex, it all depends on how much researh you do into each minor detail. As far as joining Z-league, if your simply looking for a fun/enjoinable game don't, if you want heavy win/lose compition do join. Due realise that compitive situations means each player will try and use every edge to WIN, since that the only important issue in such games.

    However, I am hoping that the PBEM community will grow.
    I think it is growing and Curry and Oak are the main reasons. Good work guys and keep going!

    True but don't play in the competive leagues. You could also try and develope House Rules to limit the 'twisting' of program windows. I tried to start a thread with all the 'tricks' listed, and was then going to try and develop a 'host' of House Rules for 'historical' play. But it died during the Lucky Idiot attack and I have lost my passion for the project/game. I still play but much less now.

    Les you said a mouthfull, very good and true.

  5. Yes your right, but this has been happening since May (?). With Terif, Rambo and Zapp retiring or taking on less player you will find it harder to get a game started. These three really played the game to the hilt - every day, every night. I have close to 200 game played (AI and HvsH) but come no where near the numbers these guys have put in. They lived, breathed and slept SC all spring and summer.

    What I'm saying is these three carried a huge % of the games that were played IP (PBEM is another story) and with thier leaving the already difficalt job of finding a game here will become even harder.

  6. After going through close to 50 test of what triggers the Siberian Transfer, I came across a neat little feature.

    If Russia tech Rockets is L2 or higher and HT and AT are L1 or less, you will recive one rocket detachmet in the group of units that appears in the Urals.

    Normal Tranfer (northern)

    2 HQs (top two on you list) - 1 Armor - 1 plane - 3 Armys - 4 Corps

    Rocket Transfer (northern)

    Same as above expect -1 corps and Add on Rocket

    SC - still holding some secrets for the addicted gamers!

  7. Posting where I shouldn't, but WTH, its a free forum.

    Terif & Zapp I hope you will reconsider and stay in the CUP. If its because of this

    witdraw from Z-League I cant play in the cup any more.
    ,

    then stay, because the games are only related to the Z-league if both players desire the W/L to be marked for the ladder and CUP. If its anything else, think it over and go with your gut. We all should back you eather way as both of you have given alot to the advancement of play.

    On aditional players

    Also I d like to take Avatar and Kuniworth in our cup-they were late with applies but if other players dont mind its ok to put them in random groups.
    Unless they are going to replace Terif and Zapp I would have to say NO. You need to draw a line somewhere and everybody had ample time to get into this event. Look at the present events in progress (many started in early spring) PBEM Turny is just winding down and the SC ERU vs USA Cup is almost over. Both of these events were much smaller and took months. At present I can see this cup running till next summmer easy. If someone REALLY wants to join they can have my spot but you need to play Dragonheart at noon on this Friday (preset game time).

    Started my game with Dragonheart so I'll continue in the CUP. Looks like Lepord has given his spot up so one player could join.

    [ September 25, 2003, 03:53 PM: Message edited by: Iron Ranger ]

  8. I'm looking at 'glitchs'or ways that players can manuiplate rules / program windows and 'twist' the game to thier advantage. I can think of two butI know there are more. If you can know of one could you post it here, please.

    1) Early Rome invasion: The ability to knock italy out of the game with one quick blow. Cause: Corps in the capital, entrenchment level 4 only.

    2) Encircled capital bug: Country's who's capital is encircled can't produce units. Primarly a problem for Russia and UK. Cause: Rule requiring a line of controled hex's to the capital, even when you have a second supply source.

  9. You bid for playing the Axis (standard scenaria fall weiss 1939). Allies get additional mpp at the start. This is done by using the editor. There are different bidding systems:

    - original one: 1:1:1 i.e. bid 100 means UK, USA and Russia get 100 mpp each at the start.

    - 1:4 until 1:10 i.e. USA doesnt get mpp. UK receives 1 x the bid, Russia 4-10 times the bid.

    Standard is in the meantime the 1:8 system:

    e.g. bid 250means: UK 250; USA 0; Russia 250x8=2000 mpp.

    Bidding is done because most players think Axis has an advantage against Allies, to determine who plays which side and to even out skill differences between the players.

    A quote from the Grand Master Terif - the best short explanation I've seen for the bidding system.
  10. If I understand Dalmatia right - I have given each player a number from 5-20 and this will be used to find you place on the 2003 SC CUP.

    1) Terif

    2) Zappsweden

    3) Rambo

    4) Hombre Plin

    5) Garibaldi 11

    6) Dalmatia Partisan

    7) Errantreccel

    8) Iron Ranger

    9) Cannon Fodder

    10) Oak

    11) Commrade Trapp

    12) Leopard

    13) Archibald

    14) Sand Castle

    15) Drew 88

    16) Wachtmster

    17) Curry

    18) DragonHeart

    19) Serbian

    20) Cro Panzer

    Hope thats everyone. If I misspelled your name, sorry.

  11. Nice read guys, and exellent job tieing up the ends, Curry. Thought I'd jot down a few side notes, some are real obvious but apply to the 'deap' ends of this discussion:

    The Victors write the history - All this discussion on Hiters kills, USA kills ect... War brings out the worst in everyone, but the victors get to paint thier own canvas.

    Might makes Right - this is not true but the world follow's this creed still. We in the western world don't see the basic's of this but go to Samoia with its Clan warfare - Indochina/Columbia with its sub goverments and drug war - Ivery Coast with its Diamond war ect... and in many places you will find some group trying to elimiant a another group.

    Genaside of Native Am - Lets be realist, for right or wrong, the US tried to wipe out these many different groups. And we did our best against the least violet, the 3-5 (?) different tribes that lived on the west coast. I think we did compleatly wipe out one or two in Calf.

    Bottom line,nice read guys -some very interesting stuff - Liked you post on the book and 9/11 JJ.

  12. Did Turkey actually do anything in the war? I guess their main value at that point would have been to help out logistically.

    I'm not sure, since Bulgeria switched sides near the end, the only thing I can think of is helping Logistically and moral support. Geographical Turkey is in an imposing location so maybe it helped with air fields (I'm sure this was their main contribution) and convinsing other balkin people that germany was done.
  13. Nice run down on the 1920 history JJ. Side note, Turkey did join the allies in 1945 and recived extensive aid from UK. At the end of the war the USSR made a grab for land in eastern Turkey, but was 'repulsed' when UK backed the Turkish Gov. in its demands that the Sovit Troops leave Turkish soil.

  14. We decided to a house rule of not investing in tech and leaving it as is.

    What we are finding out is the game is much more of a strategy game and has virtually nothing to do with luck.

    Yes the game on the stratigic level is much more enjoyable when you eleminate tech and go with the starting levels only. Combat incress's since money is now spent on units, planing and location of ground forces are important vs waiting for LR or Jets to save the day.

    Playing without tech is the most enjoyable way to play.

    [ September 10, 2003, 07:34 PM: Message edited by: Iron Ranger ]

  15. Or does this really change when you play a human player?

    YES!

    Normally by spring of 1942 you will see:

    Germany - Around 625, and growing

    Italy - Around 150

    Total 775

    USA - 180

    UK - 130

    USSR - 400 and droping fast!

    Total 710

    USSR will not hold at 480 because they will lose western and Central Russia quickly. This is tipically the 'flux' point. Eather the allies stop the Axis advance and slowly turn back the tide (if they are lucky) or the axis will crush one side of the allies - east or west. That is the question (west is best?).

  16. I'm no internet guru, and I don't have any sales figures. But I get the feeling that the total number of units sold has not been huge. The message board has the same 20-30 regulars and finding a game on the Oppoiansts forum can quite hard some times. If a game sold the world over, to see the same two dozen people playing IP all the time is somewhat sad. Bottom line if the sale are not there SC2 will not be produced.

  17. After reading the post and doing some thinking, here would be my list of desired changes for v1.08. I'll trying to make them 'easy' in the programing side.

    Option screen

    1) Tech chit window. At the start of the game you have drop window that allows you to change the max number of chits you can invest in one area (0-5)

    2) Three way switch for siberia transfer. On, Off, Set date (Feb 1942). The other two wod be the same as present, the set date would have a logic check, triggered by present events and if this date is reached, max trasfer occurs.

    Game play

    1) fix the minor bugs with the map and other areas. This is minor but should be easy to work on.

    2) Adjust LR air, several options:

    a) Go with JJs distance redustion. 1-3 hex 100%, 4-6 hex 50%, 7-11 hex 0%. This is only for air fleets and carriers, not bombers

    B) Reduce starting values. Carriers spoting 3 : Attack range 2, bomber stay the same, Air fleets spoting/AP 4 : attack range 3. This one might create some real problems with 'road jams' that could be solved by allowing air fleets to stack. However this would create a huge programing problem.

    3) Turn Carriers into Air units, they attack, defend ect.. as air and not navel units.

    4) Create a second tech for Tanks, see above.

    5) Install 5-10 hexs in eastern Russia and the central Alantic (I know, not possiable due to file size?)

    6) Have a 'mini Sibrian Transfer' for the British colonial troops in egypt, summer of 1940. Like Canada, they would be allied minor troops.

    Economic outlook: By mid 1942 most of the minors will be attacked and taken. Breaking this down you see why the allies must start to push the axis back or they will be crushed under a higher MPPs of Germany and Italy:

    Germany - 600-800 for all of main land Eroupe

    Italy - 125-150 picking up Germanys scraps

    Total - 725 to 950

    USA - 180 Normal

    UK - 130 +\- (can't hold med)

    USSR - 300-450 (depends on the german play)

    Total - 610 to 755

    There are several other issues here but they deserve another post. Most of this has been written before so no need to cover it again.

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