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Iron Ranger

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Everything posted by Iron Ranger

  1. Mines were the std defence for ports, its not like the coast of eroupe is a wasteland. Plenty of ports... few that could take HUGE influx of supplys that a army group would need. So mine the little one so raids were limited, and defend the larger ports...... So will we be seeing the ablity to mine coastal sea lanes? Destroyers to clear mines?
  2. I have not run the numbers in a long time, but I would agree with Laim that IT is not worth it normally (as germany). Perhaps if you get it early (40), and only put in 1-2 chit will you get back your MPPs.. and not untill late in the game. Production is another matter, its cheaper and in the long run can save you alot of MPPs as it applys to new unit tech as well as the unit its self. IE it make everything new 25% (L5) cheaper, thats alot of MPPs on a L5 Heavy Tank. One of the 'lost' techs is infastructre, for USA and Germany this can save ALOT of MPPs. At a cost of 75MPPs with 15% savings per hit you will find moving those high tech air fleets around cheap. Note that at L5 INF you get 75% off on each strigic move. Suggest if you go this route do it early and throw alot of MPPs at it so you get the rewards quickly (Say 3-5 chits asap).
  3. Ok, I'm lazy these days. Too much work, too must to do at home ect... so perhaps one of you SC2 field marshalls can answer these for me: 1) Is the readness and moral reduction on a ground unit always the same no matter: A) if the fighter is str 1 or str 15 (elite unit) if the fighter has 0 or 10 supply C) if the fighter has good/poor moral readness (IE HQ support) As far as I know where you use a 15 str HQ supported figther with 10 supply or a 3 str 0 supply fighter the reduction in moral and readness is the same.. right? 2) If you retake a 'allied minor' does thier force pool reapear on your list of build options? As far as I know this is 'No!', shame as you would think retaking the citys of a friendly county would allow you to (re)build more units. 3) Has anyone TESTED the UK/USSR MPPs from a USSR held Iraq and a UK convoy at the same time? 4) Thats all for now folks.
  4. Two items seam 'wrong' with this country 1)DOWs: Axis DOW Norway and we see a small hit on USSR readness, if Allies DOW Norway we see no political effect???? Shouldnt this be just the same as say.. Denmark? A small effect on USA readness? Isolationist US would just say 'its thier damn war and they can have it'? Was this readness adjustment missed when the change went into effect many patchs ago on DOWs for these country's? (Denmark and Norway) 2) Convoys: If USA (or USSR?) takes Norway, UK still gets the convoy and they get the std MPPs from this surrendered country. At least thats what seams to happen in the games I've played (have not broken down the MPPs exactly as USA has tech and not sure of her base) Sub note: Vichy NA, axis DOW small hit on USSR. Allies DOW no effect; shouldnt we see a small decress in USA readness if allies are so War Mongerish? Sub note 2: Allies take Sweden, they get the MMPs with no risk to a convoy? Should there be convoy routes to thier respective ports that the axis can interdict if they desire?
  5. While several changes have taken place, are the scripts for UK too powerfull dictating a 'No Sealion' game? You can look at it from a balance or historical view, and with the 'new' SC2 being developed perhaps this is moot. As far as I can tell we have 3 default scripts: 1) USA/USSR readness: Incress when you land troops near London. 2) Capital shifts: Three time's with the last on to resource rich middle east. 3) 'Super' partisans: Better plan on putting 3+ units in the UK as the National defence force will destroy all resources just about every round one is left open. While any or all of these can be adjusted in the editor I'm talking about the default game. In all the AARs ect here I think I've read of 1 or 2 Sealions, testiment to how poor a option it normally is; do these need to be changed?
  6. Nice AAR. I have noticed in all SS (other AARs as well) an overwelling axis presence in russia. Note the two (almost always) Itlian and One (str 10+) Romanina air plus most if not all the German air fleets are relitively low tech. I bet if we could check those german air fleets are 3+ exp as well. Through these AARs and my own games I have noted that its rarely domination through tech that the air war is decited but more the ability of MASSED air on the primary front with its effect on moral and readness that produce's winning battles. What contries were still neutral at the end? Irland and Turkey only?
  7. I look at it as a 'pre war' focus on one type of combat. The allies can do this as well, Russia can build a full Q of rockets/Armor/air or HQs then get the siberian trasfer for a negtive Q. There is a short comming to this, whenever the unit dies you cant buy it back at 1/2 cost. Its fully lost. I'm sure there are a few other areas where you could do this as well, USA fleet with attack on Spain ect....
  8. Graves, I think thats only with French ships. They seam to act different, perhaps so that people can 'force' combat before France is gone.
  9. Only game I'm in TPC right now. Jan 44!!... and I just got through my lack of tech hits... for two years. Hit IW3(3chits in it since 41), HT1 HT2 HT3.. in three turns. Previous two years nothing, no tech advances since spring of 41. I'm axis, and still in the game. Luckly the Allied played is playing concervitive and didnt force the issue. So it can happen, low tech games actually are more fun I feel as it spreads out the distruction and length of the game. Personally I push for a limit on tech chits, 2 max seams right. Then again I like messing with different options, UK capital to Canada, no free Iceland for UK, railheads, ect...... Keeps the game lively in that you cant 'plan' out everything as some factors are new each time.
  10. Hit the 'End Turn' button. A save file name screen should pop up. In PBEM you can do only one turn at a time so by ending the turn by default it will try to save it.. and give you the option of creating a new file name.
  11. There are several levels to the AI; I asume your on the defalut 'beginner'. Try expert with xp bonus (+1 to start) for a challage. The AI is still weak, but better then just the base game.
  12. If your brave, and you see that the attack on Russia will be late and weak you can set up a 'forward' defence/attack. As Liam said use your Engr. unit to establish some forts, I suggest behind the river in the north. You can attack any unit on the border and sit behind some exellent defence at the same time. While Germany is dealing with this 'road block' you can take down Finland... Sweden (?). While I wouldnt say you can be more 'agressive' due to a weak attack on Russia, you can put up a much better forward defence and if you prepare for that you should prepare for a early D-Day.. game over in 1942!
  13. I know several play PBEM, and the german group seams active... but really, who play TPC anymore? I can log onto icq and no one from the group listing is on, or if they are they dont play (I too took a 6 month break).
  14. Hmm, ok slow in changing my sig... let me try this. Odd? Failed? [ April 05, 2007, 12:04 PM: Message edited by: Iron Ranger ]
  15. Remove the Italian engr. from thier force pool. 50% of all forts for axis are gone. Problem solved?
  16. All good points, I think I would ponder 3 changes: 1) No US pacific fleet if allies DOW spain. 2) Realy partisans units like Russia gets 3) Rapid incress in Spainish activation if someone DOWs portugal Spain is not the game breaker it was in SC1; its still one of the most powerfull minors however. Its real power relates to the Rock, and control of the Med. With it axis has near compleate control of the med (allies can stil use the loop and the 'spill over' effect of the red sea. Without it the Axis should enter Russia soon and in strenght. And this is where the game is normally won or lost. How much of the spainish 'problem' is that no one plays a forward defence of Russia? I have yet to see or read one game where anyone goes.... Axis has lost of tech and wasting time with minor... no DOW on Russia till Augest 41..... I should Tech up my units and push for a quick counterattck as the first invasion wave will be weak. Everyone does the 'fall back to central russia' move that means German can offen enter USSR with few HQs and high quality units. And as above, remove the spainish fighter would be a good idea.
  17. After seening this, and what I've noticed in my last two games vs Normal Dude; I'm wondering if we need to set a number of fortifications that can be built by each side? Can this even be scripted? Perhaps have each 'side' of a new fort cost X MMPs? While not sure the above is a good idea, if you let the other side build that many forts you should have to deal with it. On the other hand its not like thier is an infinate amount of steel and concrete in eroupe in the 40s. If given till 1944 for D Day, its not imposiable to think that the german and itlian unit could turn all of France and Germany into a fortress hex.
  18. I've been messing around with the Denmark/Iceland script in muliplayer games lately. Seams if I host and axis (with script off) then it works proper and iceland turns axis, with no units and UK must invade to get the city and port back. Also no free bomber. If I host and I'm allies (with script off) then Iceland turns independant and gets the free bomber.. as if the script was on. Railheads: Messed with this and found City under 5 str: Units can only operate away from on the city hex, not hexs next to it (no matter thier supply). Except Air, if air is at 3 or more supply and the city is at any str then then can operate away. City at 5+ str: Units can operate away or to the city; on the city hex proper or from one of the serounding hexs. Is the above right?
  19. Looks like the begining of the end for Allies. Lossing citys that deap in USSR = no chance unless western allies do something amazing soon.
  20. I think this game is over. Talked with Bio and it sounded like he felt the allies were in a no win situation. The mod does need some balancing (several posts have ideas in them). Extra ideas (I have not played both sides) 1) too many free units for Germany (allies?) 2) cut MMPs for tech by half 3) cut IW to 0 for everyone at start 4) redo OOB for Turkey 5) drop sub spoting to 1 6) cut CV spoting by 1/3 7) remove several of the UK CVs 8) cut all Air Fleet pts by 2 9) cut Para range to 6 10) Remove SA HA from 2 to 1 for air fleets 11) perhaps too much oil in Middle East? 12) remove minor air fleets for many nations 13) Bust a few MT sections up with open hex 'pass's' or Valleys they would be considered 14) Russia supply is a problem Map has a few problem, but those will come out with play a) Denmark strights Lenningrad stays at str 10 c) Buleguim coast d) Albainia starts at str 10 e) Athiens port ect..... Overall a fun mod. The map is great as is the turn secuence. In many ways I can see this mod being much better then the std 39 game if your willing to play PBEM.. to big for TPC normally. Needs some balancing and map modificatins only.
  21. unable to finish test.. assume I just forgot the timer and they are working normally. [ March 07, 2007, 09:45 AM: Message edited by: Iron Ranger ]
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