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Iron Ranger

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Everything posted by Iron Ranger

  1. Condor and Ranger ran a play test of Operation SeaLion. When London was cutoff the resources in the north stayed at ten however you couldn't build any units in other city's. Is this new version with the 2 city supply only effect the resource values and not your ability to construct new units. Or were the allies going to be able to defend the rest of england by constructing new units even when London is encircled? I have the game saved and labled if you need me to send it to you with our pass codes.
  2. Thanks Hubert, An unexpected surprise, so its even more appreciated.
  3. Poland - You should get this country to fall during turn 2 or 3. If you hit turn 4 your in danger mode as the Reds will be getting PO on turn 5. Invasion of Russia - Look at the 1941 senario, this will give you a good start on the Min to invade russia and where units should be placeed (though you can improve on this by running Hot Seat tests) [ April 09, 2003, 07:43 PM: Message edited by: Iron Ranger ]
  4. Codename Condor (allies) beats Iron Ranger with a bid or 175. LC gambit worked, French armys get damaged but servive and german armys were wiped out - conseated in Oct 1940.
  5. I was interested in the deployment of Russian units as time went on, so I ran a Hot Seat check. Here are the results. The russias have four OOB, after the they reach the forth level only the amout of MPPs that are 'banked' increase each turn. Level 1 - Before France falls (no date) 6 Armys, 0 Tanks, 1 Air, 4 Corps, 90 MPPs Level 2 - After France falls (June 22 1940) 9 Armys, 1 Tank, 2 Air, 6 Corps, 300 MPPs Level 3 - After Baltic States (July 28 1940) 9 Armys, 1 Tank, 7 Corps, 2 Air, 360 MPPs note - this setup is back from the boarder and would be hard to assult Level 4 - Pre Yougoslava Coup (Feb 2 1941) 11 Armys, 6 Corps, 2 Tanks, 3 Air 570 MPPs The MPPs level increased over time and toped out at 920 MPPs when Russia entered on her own. I did nothing special in DOW on minor or units on the boarder so this date and any other could be adjusted depending on your actions and randam events. I may have missed a level or two but tried to follow the important political events and check before and after each one. Each person can draw there own conclusion, but I have noticed that attacking the BS and prevoking Russia is a good stratigy against the AI - this would be another story if playing an experenced human.
  6. I can think of no reason that you would not recive the Siberian troops in one-two turns if there are troops next to Moscow - Expect - the date. You say that its 1944, perhaps after a certian date the troops are considered ingaged in action on the asian front. Distance from Moscow, Stalingrad, capture of Smolick (sp) and the date seam to be the only variables involed with the Siberian Transfer.
  7. Exellent post Arby, you said just what I was thinking and better then I could. I like your ideas KGB but I don't think that they would be easy to code into a patch. That was my idea with the extra movement rate - boost the combat value of armor and be easy to inculde into a patch. All L5 combat techs are very powerfull, look at subs at L5. 50% chance to dive and a 10 factor in navel attack plus an increase in strenght for each level, and I won't even go into the jet tech. Something is wrong when most of the experenced players agree that tanks after 1941 are useless and not worthy of investing in. Historical they were the most inportant unit in ground combat, but in this game you rarely see them due to the overpowering ability of long range air fleets.
  8. Yes your right, tanks should be used in the role of break throughs. But, two points. You need to doinate the air to create the break through (so everyones MPPs get spent on R&D and planes in the great air race that the game degenerats down to after the initial attack on Russia. And that the 5 points in movement is not enough to exploit the break through due to the +1 movement cost of going into a hex with two ZOC. If you want to improve Tank units and keep them in thier standard role of exploting a break through and not unbalance the combat role: lets add an aditional action point with each tech advance (plus all the other stuff). This would keep in line with the more powerfull tanks as the war developed (cut like butter through light garison troops - enemy controled hex's) but the need to stear around dug in consintrations of anti tank guns and infantry (the actual unit on the map).
  9. Zappsweden (allies) beats Iron Ranger - bid was 150(?). Good game that degenerated down to killing HQs in both the east and west from long range.
  10. Bear, nonplains hex's have an incessed cost in decreasing supply. I'm not sure on the numbers but supply through 2 MT hexs or over the 'cannal' hexs will dramadical decrease your supply level.
  11. Each plains hex will decress the supply level by 1, I would guess that your Army is 4 hexs from the HQ. HQ at Level 8 - a four hex distance - Army is at Supply level 4.
  12. Nice post Zapp - I can only assume that part of the reason is our very long game and the different aproches we have gone through to reach early 45 (?). Three note on the history of the time that I can remember, this is a game that sumulates history and trys to reproduce it to some degree. Allied Bombing of Germany (USA): When reading several different books on this and the war in general I came across an interesting statistic. There were 100,000 USA casulities in the western front from 42-45. 25,000 of these were people involved in the air war against Germany. Thats in increadable 25%. In 1942-early 44 bomber crews were expected to complete 25 missions before returning home and taking up training positions - however 1-10 of every indivadule was injured in each mission. Do the math, none of them expected to go home in one piece. AA acounted for around 60% of the planes shot down, even in late 44 it was still very efective after the German air force was dead. Battle at Kursk in 1943: Axis armor ran into entrenched infanty with anti-tank guns. The best of the german army never lived to seen another battle that day, as you said, anyone who attacked high level anti-tank units is a moron (Hitler fits the bill nicely). Russia didn't advance in 1943-45 because they used great tank tactics but because they were willing to suffer huge losses and still keep attacking. They insead massed huge numbers of artillery (rockes?) and pulverised a gap several miles deap - then advanced. This is also why the King Tiger was deployed in the west only in 1944 - poor anti-tank guns of the western allies insured that it would survive a long time. Aircraft Carriers in the Alantic: The carriers used by the british in the alantic were not the fleet carriers used in the pacific. They were small (30-50 planes) and slow. The standard fighter was the King Fisher (?) a bi-plane from WW1 with very limited range. They were not able to sit in port and reach the western cities of germany and wipe out full combat units. It would be nice to see the LR reach of these toned down - increase thier strenght with each LR advance but not the spoting and attack range - leave that for the ground based units.
  13. I did some quick play testing on the size of the Siberian transfer. What seamed to happen was the better the USSR was doing when the transfer happened the smaller the alotment of troops sent. This was very true of HQs, if you purchased alot early you wouldn't recive any or only one with the transfer. But as far as not getting the transfer, if a axis unit is next to moscow you should recive these troops, check your opions screen and make sure "War in Siberia" is turned off.
  14. Thought I'd revist this post and put in a change before I have to head out for the day. I've just finished several games that went into 1944 and beyond. This means that both players were experenced and didn't make any major mistakes or play any of the "rush" gambits that are all or nothing. In every game it has come down to who wins the tech advance war, wins the game, aka who wins the air war wins the game. With this in mind I thought I'd relist my distibution of R&D for GERMANY, they are the only country that has the money and time and need to cover every area, and has two distinct fronts. All other countrys have specific area's they need to look at. Germany: MAX research is 10 chits Before Invason of russia: Jets - 2 chits : air is King and UK will have 5 in jets ASAP but you need other areas right now. AA radar - 2 chits : helps greatly in defending france or the Fatherland. Ind - 4 chits : Get in soon so that when you buy your eastern army it will be cheaper Armor - 1 chit : Hope for 1-2 advances before the attack on russia Odd ball - 1 chit where you want, subs, beef up armor ect... After the invasion of russia you need to change where your going to focus your attacks/defence. Hopefully you've recived several advances and can pull chits and redistibue. Jets - 4 - air war is all that matters, need to save your HQs AA - 2 - keep getting advances, need to stop allies from turning germany into smoking ruins Infantry - 3 - The war will degenerate down to camand of the air and destorying HQs - only high quaility infantry is required to hold the line (corps are usless in the west at this point) Odd ball - 1 - depending on where the brits are at with LR, Russia with tanks, and USA in ?. Put this where you want. [ April 02, 2003, 12:37 PM: Message edited by: Iron Ranger ]
  15. [ April 01, 2003, 09:25 AM: Message edited by: Iron Ranger ]
  16. Iron Ranger Yes, thats the idea I was looking for. If you want to attack and destroy a HQ and use 6 air fleets go for it. But with the extra AA units helping in the defence (tech AA radar) alot less of your planes will be returning home, making a second attack unlikely. HQs and Rockets are very static units and expensive. It would not be unreasable to dig in extra AA and radar units to support and defend these 'easy to find' imobable units.
  17. Run a serch for the info, Zappsweden has writen a post on how to defeat the Dutch gambit (or Terif, don't remember now).
  18. Zapp, I'm with you on some of these. But maybe the only way to see another patch is to start a public population drive. Hopefully if enough names get put under this (NOT ideas, just names, let the designers sort out the details or they can contact people who've played alot) the company will feel justified in davoting the resource's to get v1.07.
  19. Terif beats Iron Ranger (allies) bid 175. Need to bring a game plan when playing Terif, just hopping in for the ride means your done quick.
  20. I know that right now, no new patchs are in the works for SC. But I'm still going to throw this out. Have the AA Radar Tech increase the Air Defence of HQs and Rockets at 1 for each advance. This would help greatly in the areas discussed in this post and is realistic / historical. Note: V1 rockets were lanched off 'ramps' and easy to destroy and some what easy to rebuild V2 rockets were lanuched out of HUGE concrete bunkers that looked like a buried sports arena but with the top of several feet of concrete and a piviting lanch platform on the side (moble lanchers also). These 'bunkers' were so thick that bombing was useless, the allies solution was to pack a B17 full of TNT and crash it into the bunker (plane was radio controled after take-off, if it didn't blow up during, some did) V3 Never operational but was compleatly underground expect a 4 foot Steel door. Almost impossable to find and totally indistrutable from the air. [ March 30, 2003, 09:50 AM: Message edited by: Iron Ranger ]
  21. I like your idea wolf, each HQ can supply X combat 'factors' (this would be much more complex and require alot of code or human control of units under camand). The strength and distance should be factored into tech - one extra hex of distance for each advance in Ind (improved trucks / logistic support) - one extra strength for each increass in AA. [ March 28, 2003, 02:25 PM: Message edited by: Iron Ranger ]
  22. Good example Zapp, after you kill my HQ (manstein ) and declare its going to be imposialbe for me to get a stalemate now (true, unless Tech saves the day). What timing.
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