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Lioneyes

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Everything posted by Lioneyes

  1. Thanks Terif!! I think this game was lost when he broke through at Kiev. He used four tank units to roll to the southern coast, isolating my defensive line along the Bulgarian/Romanian border. I had to fall back to the Dnepr line and try to restore the line with the Siberian reinforcements. I will try to put corps in the front with some gaps to channel his attack towards the terrain you mention. Then I will have my armies, tanks, and HQ's further back to prevent breakthroughs. Does that make any sense? Plus it is very hard to build up the US and British forces for an invasion of France in 1942, especially given the low rate of US MPPs. I try and build air first, then infantry and tanks. For HQs, my plan was to have one to remain in England to control the air and another to accompany the invasion forces. HQs COST a ton, though, so the time to build is slow. I usually do pretty well in Poland by pulling back around Warsaw and NOT attacking, and I can usually delay the fall of France for a reasonable time, but the Russian Front has been my achilles heel so far.
  2. Argh! So I DO suck! Thanks Terif. Would it be better in Russia to NOT try and form a continuous line? Maybe better to try and have a two-layer defense with armies up front backed up with corps, even if it leaves some gaps in your front line? I have been thinking about this and will give it a try in our rematch, unless you think it would be suicidal.
  3. Thanks Sombra! It would appear that given equal abilities, that the Axis has an overall advantage. I will take the extra MPPs and see if my worthy opponent will find our next game "more interesting"!
  4. This seems more conservative I don't think he's THAT much better than me. I should probably play the Axis one time and then I could probably judge better. But I really prefer to play the Allies. I'll try that 150-1200 on our rematch. Thanks for the suggestion!
  5. 3,000-5,000?!?!?!? :eek: No wonder I am getting my butt rap...head cracked!
  6. Thanks guys for the reposnses. I am clearly getting my "head-cracked" and am in need of a "miracle" at this point to survive. I think I should try and get some bonus MPPs at the start of the game as the Allies. From what I have read, this would be standard in the challenge matches you guys play. What would be a fair and equitable allocation of MPPs to give the Allies a chance against a decent Axis player?
  7. I am starting to realize that this campaign was lost many turns ago, as you point out. I had originally intended to use the Siberian troops to mount a counterattack west of Moscow, but his breakthrough forced me to abandon that plan. It's been one turn of front patching after another, with no hope of saving MPPs. I could have used some extra Russian MPPs!
  8. Yes, but they are currently building up in England and only have small forces All quiet on the Med front. No sign of german activity. I have two RAF fighters and one Bomber, plus One US fighter. He has at least two air units in France that I can see. From south of Leningrad to just W of Moscow down to Rostov. Yes I have gotten the Siberians, but had to divert them to the south to counter a breakthrough at Kiev. He has now broken through at the Don R west of Stalingrad and is in position to cut my forces in two. He has a 13 tank and air unit I can see. I have level 12 tanks, but only have one left :mad: , plus level 11 air. I invested in air, tanks, and anti-tanks with the initial MPPs, couldn't afford any more since. His first major breakthrough came at Kiev. He was able to sweep to the Kerch Peninsula and isolate a bunch of my guys defending from Odessa north. I have had to divert all reinforcements and MPPs to restoring the southern front. Hot seat with a buddy. Don't have internet at home. Thanks for your help Comrade Trapp. I had thought about invading France with the British and US troops already in England, but it seems suicidal as I need a US HQ to accompany the American troops. I keep thinking that my strategy of holding the line with a solid front could be my problem. It requires too many troops and seems to leave nothing to back-up the line in case of breakthrough.
  9. Well here we go again. The fascist hordes have once again poked a hole in my front and slammed four panzer groups into the gap causing me to once again pull back and try to reform my line. I am spending all my MPPs on corps to plug the gaps, leaving nothing to build a counterattacking force. Like a counterattack would help as every time I attack him his air fleets kill me. I must be doing something wrong. I set up in a solid front with corps intermingled with armies. He always attacks my corps and he always gets it eliminated, usually with air attacks alone. Then he blows through the hole with his armor and begins rolling up the two flanks on either side of the breakthrough. I cannot afford to exchange air fleets with him, and I cannot afford to build up a reserve. Is there a better way to set up a defensive line? I'm wondering if I should leave gaps in the front line in order to have a back-up line to slow his breakthrough. Any advice from the "Old Guard"?
  10. Confused is right! What do you eat that is measured in inches? ...NEVER MIND!!!!!!!!! :eek:
  11. Confused is right! What do you eat that is measured in inches? ...NEVER MIND!!!!!!!!! :eek:
  12. Maybe he's using tiles instead of hexes because the tiles are needed to interface with the new Strategic Command: Pacific Theatre, which will be out next year.
  13. Can you transfer ownership of captured resources and cities between two countries? Can I have Germany control Odessa for a turn, get it's MMP and then have an Italian unit take over the garrison on the next turn (which changes the color of the hex) and then Italy will get the MMP's?
  14. Thanks for the answer. I was afraid of that. I am in a scenario where I do not have enough carriers initially to move all my weapons forward, so I have been moving them up into position (not under enemy fire) then returning to pick up the next load. I've tried a number of things, including the pause as you suggested, only to see the exact thing you describe happen, mainly the carrier takes off without loading. Thanks again.
  15. Game explanation please? I am having trouble with the embark/disembark order. Is there a way to move your carrier to a point and then have the passenger disembark, then have the carrier continue on to another location? So far all I can do is plot the loaded carrier to a location in one turn. Disembark the troops on the next turn, then plot a move for the carrier on the next turn. What would be the sequence of orders to have a carrier move to a location, pick up a unit, move to another location, unload the unit, then continue to a new location? Is it possible to do this, or do you need to issue new orders every turn? Thanks for any help.
  16. edited because the next post makes a lot of sense. [ January 26, 2004, 01:02 PM: Message edited by: Mrrshan ]
  17. I have read Carrell's "Invasion, They're Coming" and I would agree his analysis of "why" the Germans were losing was questionable, but I feel comfortable that his intimate stories of various small unit experiences are accurate. I cannot recall specifically the chapter, I think it was "Cherry, this is Lemon" about a platoon of tanks entrenched in the hedgerows and fighting defensively. It certainly seemed believable. Perhaps he was relating the stories honestly, but slanting the "reasons" for them happening.
  18. Well that is certainly a lot simpler to keep track of. Clearly this thread is for the Mensa types, so I will heed the advice of the good Mr. Vodka and sod off. Oh and good job on the edit there CMplayer. I wouldn't want Mr Vodka to think you were calling him a stoner! Too much!!! [ November 11, 2003, 04:54 PM: Message edited by: Mrrshan ]
  19. I need to learn that one! Usually I send a turn (example: #1), and then I get a turn back (example: #2). Then I send a turn (example: #3), and I get a turn back (example: #4). Then I send a turn (example: #5), and then I get a turn back (example: #6) Can you see a trend here?
  20. because a lot of people play the game stoned and it's easier to remember to send the odd turn and play the even turn. or sumfink.
  21. W :eek: W! The sarcasm on this thread is at a very high level. You guys realize that this tends to make newbies think twice about posting? Or is that the idea?
  22. I think it was James Mason. Hopefully that Seanachai guy won't jump in here and bash another newbie.
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