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Iron Ranger

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Posts posted by Iron Ranger

  1. One question would be were that 1str corp was. If behind a river and in a swamp or heavily entrenched then that is not a unrealist result. Most players go for a heavy dose of air support - with only 2 fighters you lose control of the air right off the bat (russia starts with 3) and you lack to ability to 'finish off' units with your long reach.

    But no matter how you cut it, russia is tough. Poor supply, lots of units, lots of defencive terain ect... Its the only place where the allies can turn back the axis hoard, and must. In other words your not alone in finding it hard to beat the ruissan bear.

  2. This ladder is not about building yourself a record but rather of defending your position on the ladder. Some ladder systems out there favour the frequent players i.e if u leave the ladder for 2 weeks you might have lost 10-15 positions just because ppl are collecting wins. Some games can take up to 20 hours, so it will be very time consuming to maintain a high rank if many wins or game frequency was important.

    The rules describe what makes u go up and down in rank. If u lose to a lower ranked opponent you will lose rank and if u win against a higher ranked you will gain rank. Can it be more clear or simple than that?

    Very good point, some of us don't have the time to play more then 1-2 games per week and many not more the 1-2 per month. But if it becomes a problem where someone will not play a lower ranked player, it will be noticed and something should be done.

  3. Good post Night - interesting how you turned back the nazi tide. I think most players (myself included) get too depressed in mid 42 and conceade the game just when the axis player is starting to slow down and you can start counter attacking. The botton line is it's a very long game and take several hours play against a equal player to find out which side is going to win

    Interesting post by Terif. The only thing I would add is that the Russians should not fight for every hex - at the start retreat and pull the axis player into the ruissan stepp where his supply is very poor. Even experenced units die easy with 20% readness and level 2 supply.

  4. Thanks for the update -

    2) Yes did some play testing and USA starts at 0 when allowed to join, my mistake.

    4) I know I moved some british units over the eastern 1/2 of Libia. I also moved the bomber from Malta to the eastern half and it landed somewhere in the middle.

    5) I would need to look at the game again, seams I remember a 8 str FF unit marching east and can't find it now, perhaps I operateed it, its been a some time now.

  5. Ok was interested and did what I requested above:

    I think I recorded all the games but I might have missed one or two

    General Population has 17 axis V and 15 allied V

    "The Great ONE" Terif has 10 axis V and 13 allied V

    I would say this is very close to 50/50 and a surprise to me. No attempt was made to record when old hands were playing green apples

  6. This my end of the turn in question, many of the area's that I'm confused on or due to my lack of seeing this side of the game - allies - USA enters due to attack on Canada ect..

    my story - alittle different then above due to poor communiction using 'short hand' in IMs

    1) USA enters after sucessfull attack on Canada

    2) Noticed that USA only has MPPs from bid, I'm not sure if they should have more (AKA russia starts with 700+ and the bid number). For some reason we both thought USA enters with 180 MPPs plus the bid value.

    (this is a ladder game, could this be the reason for our problems - using the Camp. Editor?)

    3) Noticed the the Canadian units are gone - understandable due to surrender of the country

    4) Noticed that all axis hex's that the Canadian units were the first to control (N. Africa) reverted back to Italy. I know that most (all?) of these hex's had a british or FF unit march over after the Canadian unit. This is the area I have the most problem with - I would have expected this to be more like when you have Itialian and German units in Russia - last one on the hex has control.

    5) I'm not sure of this, as I'm moving my units east to the Iraq border and putting some corps in transports.... I seam to be missing a unit (corp) that was midway between the two citys in Libia - it was out of supply but moving east to releave the Bomber. In the confusion of so many odd events (late last night) it seems to have surrendered with the Canadian units. One Item not happening is that units next to the now gone Can. Army are disapearing I haven't moved any - in too much shock to continue (lol).

    Note: the real problem I have is with hex control (and loss of units, similer to british units in VF teritory when france falls) - can't operate untill reestablished - poor supply once route to russia is made ect ( unless i 'retake').. If this is true for all minor's the surrender, this could cause real problems.

    Example - Germany has units from Romainia and Bulgeria enter Russian western citys first and leaves them there as garisons. Germany is fighting to the far east. Allies surpprise attack Rom & Bul. They Fall - the citys (and hexs) these units entered first return to Russia and the supply chain of 5 str city is gone - Germany is crushed with little supply. Shouldn't these hex's and cities remain german but with out a garison - open for attack by partisans?

  7. Spain will join even if you don't control any cities in England - but you do need to have a sucessful sealion in progress (ie landed units and hold some kind of majority, unsure what type)

    Turkey will join (I never seen this but was told by Terif) if you control Grease, London, and the Balkins freely join the axis.

    There is a write up in the 1.06v notes that gives some detail to this. Also note any daplomicy (sp) in SC has some random number generated so they still might not join if you meet the above conditions and get a poor 'dice roll'.

    hope this helps

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