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Colin I

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Everything posted by Colin I

  1. Minty? Dragon? Rambo? Any of the more experienced players fancy a single game of GC (either side).....? Reply here - I don't read PM much. Or wait for new version? cheers Colin
  2. Maybe add the more critical and complex nature of US war readiness and how German actions in respect to this can affect the complicated timing of the Japanese expansion. Also, naval action far more important given now both sides have significant naval presence in various theatres and choice as where to shift resources and concentrate is critical.
  3. Excellent - I had missed the intercept of paratroops too but its really welcome nrews.
  4. I like the recon capability very much. Currently spotting is too automatic a process (with the variables of weather and intelligence). This new feature lets you direct a search, presumably outside the automatic spotting radius. It has lots of uses - for example sometimes you know where an enemy unit is (by logic or a previous rounds action) but it still comes as a nasty surprise when you bump into it. Now you can reveal it. Will help naval action a lot. Garrisons, more major slots and the zoomable interface also sell it for me. GC is the best so far and this increases the playability but not the complexity (I want turns I can play then send off between breakfast and leaving for work, not ones that take hours). The additional campaigns do not sell this IMHO but the rest does quite nicely.
  5. Agreed - we should be able to plot the entire (intended) path of a transport/similar, or specify start and end points, and have the computer automate the details and move the unit every turn unless we chose to intervene. Really would speed up game play a lot and minimise an uninteresting aspect.
  6. Italy has one other problem - vulnerability to a preemptive Med strike by the UK. Actually, it should be but a more random set up for Italy's fleets would be help matters - all floating off the South end of the country is a tempting target.
  7. Especially air. Moving your entire USAF to India in a turn is just wrong. Aircraft may fly but they still need fuel and support staff and are not really that much more mobile on a strategic scale. I like the X Op moves per level of infrastructure idea. Would also suggest a range cost - add extra MPP for the longer range operations.
  8. Increase carriers to long ranged air and use to reduce entrenchment. Flank Chinese (e.g. to North). Once you start to break through Chinese poor mobility gives them problems reacting and they often get HQ stuck in difficult locations. Use bombers to kill their MPP and reduce entrenchment. Use TAC air ASAP (build one early) Get IW2 and upgrade mobility ASAP. Concentrate forces using mobility to rotate a large number of attacks against a single target. Look at your leaders, upgrade to better ones if needed, it makes a huge difference. Armour - Chinese cannot afford AT technology. Garrison with cheap corps to reduce partisan problems. Basically, once you achieve concentration of forces above a certain level Chinese will crumble. If you drain their MPP at several locations it forces them to make hard choices and sacrifice units.
  9. Jollyguy, Think either route (diplomatic, technology) can work. Perhaps for US give free industrial investment as its historically accurate. I think US would react more strongly to an Axis drive from Egypt to South Africa, and Arabic countries react more to attacks within the Middle East than they do. And I think the Western Allies did not like the Winter War so I'd also penalize an aggressive Russian strike on Finland or Iraq/Iran by slowing US entry. Actually, it would be nice if there were still diplomatic penalties after US enters the war - I've never liked that Western Allies kind of turn feral and start collecting minors when there are no penalties. Though Allies were not above taking over small countries, there was some restraint. On Japan, I think the problem is calling the technology motorization. Its really a simulation that the Japanese really were amazing at moving overland fast by foot and bicycle.
  10. Hubert, There has been much talk of Axis bias in SCGC. I think it only operates at very high skill levels but it is real with the infamous cookie cutter. The problem is that you can't cut Axis resources directly as I think most new players would find the Axis game too hard. A solution might be to increase minors and US diplomatic leaning to Allies when more minor countries are trashed. For example, a common Axis path is through Egypt into Middle East and to South Africa. Some of these minors do penalize Axis but many do not (particularly trashing Africa). This limits skilled players but won't hit newer players who never get that far.
  11. Gorgin is right - air losses could be from other causes - attrition, a loss of one carrier in a group or damage to a carrier damaging the planes it carries too. Also, it might be that a damaged carrier cannot launch as many planes so effective air strength is lower. Remember its a strategic game......
  12. I lost BOTH games, Rambo. Game three in progress with Hellraiser as Axis. Germany is frightening in Russia but have counters building - this one may go past 44.
  13. I'm starting to wonder if HellRaiser is, taking my third crack at him right now........
  14. I was quite impressed by how dangerous the German army was in desperate circumstances. Made a mistake in Far East not lining up air on India right and should have used the German strength better.
  15. Agreed its almost over - Germany used its strength too late and Japan did not build enough air to force India.
  16. Its been frustrating - despite the Allied gains the German army and airforce are experienced, high tech and undefeated. But I expected a turn of flying weather in Russia from late autumn until late April and didn't get it which allowed him to get deep into Europe without a strong counter. I should have deployed against the W Allies but its hard to judge these things. I suspect I'll still lose but it would have inflicted a reverse or two. Axis liberate Italy though.
  17. Could be the big clash in Russia - heavy armour moves forwards on two flanks. But weather may limit the action. Japanese destroy a British Indian army and bring forwards more troops, plus IJN menaces Bombay. Meanwhile the Imperial accountants start to spend Chinese plunder.
  18. Game 1 - Colin Axis Germans get going in Russia taking Gorki and destroying two Russian armies (fully upgraded) dug in behind the city with alarming (for him, a tribute to German experience) lack of German casualties despite the mud. We take back Leningrad from those pesky partisans and generally clean up our part of Russia plus get the Finns back into the game. Japanese take China out of the game. Massive US airforce deployment in support of UK in India. Lets see how they like hand-to-hand in a Monsoon :-) Japanese paradrop takes a minor Indian coastal city. Its quiet though, far too quiet. Western Allies clearly plotting trouble and a lone Japanese amphibious force is destroyed off Oz.
  19. Sorry slight delay due to work but Leningrad will be recaptured shortly.
  20. Game 1 - Colin Axis Germans attack RN vessels holding canals to the Baltic with mortars! Infantry retaliate for his carrier raid quite effectively. Buying back the TAC costs less than his losses I suspect. In Russia Germans continue including liberation of Finland though he does have massive forces waiting. The Japanese are the stars though - massive carrier support plus infantry assaults destroy 2 British Indian units plus continue to erode the Chinese.
  21. Game 1 Experienced Tigers rumble towards Helsinki whilst TAC sinks UK battleship (though UK destroyer gets a U boat). Japanese advance into India and hit Chinese,much as last round though more progress in both. Russian partisans do a surprising amount of damage to a Tiger tank. British carriers kill a minor Axis corps.
  22. Thanks Bill. It might be VERY late that US comes in. Game 1 Experienced Tigers rumble forwards and take Leningrad (with massive air support) and Gorki. Japanese advance into India and hit Chinese. Game 2 Hellraiser wins!!!!! We concluded it was hopeless waiting for the US and Axis (Germans) were already hitting India whilst Russian tank attack failed against Japan. Well played!
  23. I would suggest a house rule Max 3 Allied Chips vs Majors and Max 1 Axis. The reasoning is as follows: Whilst the diplomatic game is limited I do not want to kill it. The problem with majors is their readiness only matters early - unlike minors which Allies can influence hugely once USA enters. So, as Hellraiser says, Axis MPP and Chits count more here. Reason for keeping this potential open is, if lucky, Allies can throw Axis calculations off just before Pearl Harbour or Barbarossa which is kind of fun. But 3 chits is quite an effort for the UK. Axis should be allowed some investment so Allies cannot calculate too precisely. Also, both sides did try and influence the majors so something should be possible. But I hope Hubert reads this and patches - this is a bigger loop hole than I realized. Long term, diplomacy needs a better system.
  24. Just to ask Bill, Hubert, etc. We have strange situation with abnormally low US readiness into early 1942. Does anyone know if it is inevitable US will join war or if can be kept out if Japan does not act aggressively. If latter, there is a serious problem with game balance, but if former then I feel Axis:US diplomacy is legitimate though maybe Allies should start with extra chit in USA to simulate relationship and make Axis success here harder. Hellraiser wants to ban majors diplomacy but I feel this is a nice feature and realistic but may require balancing. BTW @Hellraiser - Allies have had 2 to 3 chits to US at all times. Colin Axis: Japan does well into India but Germany has too many problems though strong armour/TAC. The loss of my German fleet has knocked on to vulnerability in Norway/Baltic which will make it hard to concentrate TAC on Russia even though I hold Moscow. Against a player of Hellraiser's calibre this is killer. Hell Axis: USSR retreats from Japan due to Japanese paradrop. This is the game US readiness is VERY low.
  25. Game 1 - Colin Axis Russians pause in Manchuria - he operated a lot of units away from China last turn so time for some air recon. Russians hang on in West. Game 2 - Hellraiser Axis Snow halts play in Russia. Japan piles towards India and keeps hitting China plus a few more Islands.
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