david12345
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Posts posted by david12345
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He has too many land units to invade with more than one unit at any given spot. I have made several invasions, but they just get wiped out. I am researching antitank so that I can get tac air helping more, but they really don't have the range anyway.
Also, he still making good money because he defeated china and still has most of it. The Japanese troops that beat china have so much experience that they can't be touched either.
This stalemate as described is going into it's second year.
soviet union can't help either, because they are quite weak and the Germans are still very strong. D-day is frozen at the Rhine river.
My strategy was to take japan quick, then everything to Europe, but that has failed miserably due to unexpected Japanese toughness.
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In a game I have going, the japanese mainland has been surrounded for over a year. all cites have been bombed to 0 or close too it. all convoy lanes swamped with raiders. the island is so small, that a few units clog up all the tiles. i have about 6 carriers, and other air pounding at units, but I just can't kill ANYTHING. my carriers, even with some upgrades can't even kill hq's.
so how the heck can I get Japan?
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thanx u8led
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game over, dude
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Should ports always go to 0 strength when captured? It seems to happen sometimes, and I would like to know if it is random, or determined by which port, or maybe something else. I would really like to know, since the port bug gave me a British port in England. I waited until a land unit took it (trying to be fair), but now I wonder if it should have went to 0 strength.
In my other game, I took the German port of Danzig and had a bunch of transports behind it ready to land. The port went to 0 strength, and all the tranports had to turn around.
The ports stayed full strength in SC2, and I did this all the time. Was it changed for Global?
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This is a good idea (AAR's). I think there should be a forum for just AAR's.
Screen shots would really be a great addition, is that possible?
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Ok, I will take your word for it. I'm no historian, and know next to nothing about India's involvement in the war, but if slim and his compadres were as good as Zhukov and Patton, you would think I would have heard of them.
Also, good point, Rannug, since they only control indian units, I guess it really does not matter too much.
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I’m pretty sure we found a bug. I put my U-boat next to the port in England (NewCastle), and it went german at the end of my turn. There was no British ship in the port, and no British unit next to it. I did not have any German land units in England at this time or before.
Herbert, I sent you the file already.
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Ok India has 4 HQ's
a 9, two 8's and a 7 leadership??
These guys are up there with the best of the best, is that historical?
Slim is better than Rommel?
hmmmm
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i think this is random, it has happend to me a couple times
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You are right, this is because sub upgrades are less useful then anti-sub upgrades. When both the sub and the destroyer are upgraded 2 or 3 times the sub will still do the same amount of damage to destroyers they always did, but the destroyer will have become much more dangerous to the submarine.
I don't think auto-diving is a very good idea. This means you would have to start spotting subs with cruisers and battleships, which you would have to feed to subs merely to get a shot at them with a destroyer. And that would be obligatory as well, because no amount of destroyers could ever fire at a submarine if they weren't accompanied by "bait" ships.
I did not think about it like that, you are right. The auto dive would cause problems.
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I despise those "how can i cheat the game mechanics" actions, even though it might be "cheaper" than simply hunting with all risks.
A better way would be to make suggestions how to enhance the subwar.
some ideas:
- subs don't surprise DDs anymore. If a DD runs "accidently" into a sub, the sub dives (with 100% success, and several tiles away from the DD).
- subs can only attack naval units as long as the subs haven't moved. If a subs moves, than it can only attack convoy lines or harbor zones after the move
- subs get a firing range of 1 at level 1, 2 at level 2 and 3
- subs consume less supply at level 3
- subs create phantom sightings of themselfs at level 3 after a successful dive
etc. etc.
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I think the sub war is pretty even, they rule in the beginning, and later, allied surface ships make them useless. That has been my experiance.
I like subs creating phantom sightings after a dive, and no suprize for the DD's, but I think firing range over 1 is way unrealistic. I also think subs only firing before moving would cripple them against surface vessels. i don't have numbers, but subs sank a bunch of DD's, BB's, and CV's during the war. I, for one, would not want to gimp that part of the fun.
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Russia:
in 1939: attacking Finland (winter war)?
if yes, MPPs to pay for some turns, strength points to lose, a few tiles to gain, some experience to gain, "soviet winter" immunity
if no, no "soviet winter" immunity, Finland more likely neutral after a german attack on Finland, Sweden more likely to ignores Germanys demands for Ore
after a german attack:
transfering industry towards the urals?
if yes, losing some MPPs for some time, until the industries have been rebuild
if no, no MPP loss, but Germany plunders / loots from every captured russian city
USA / UK:
prepare mulberry harbors in 1944
if yes, pay amount xy fro z turns
and on d-day all landing forces in france keep supply lvl X for Y turns
Germany:
Plan Z continuation
upgrade (as originally planned) Scharnhorst / Gneisenau from 28 cm to 38 cm guns
fi yes, pay x MPP for y turns, remove Scharnhorst / Gneisenau CA from the game and put a Scharnhorst / Gneisenau BB into the production queue (somewhat weaker than the CAs were, from strength 8 to 7 as an example)
In general:
create for all scripted, free units some kind of decision event
create for all scripted events a decision event (Volkssturm, home guards, Tarent attack by Swordfish planes)
I really like these, especially the Russians choosing whether or not to relocate industry!
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Thanx, Herbert, I started a new thread. You may want to edit the title if you don't like it.
dave
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Don't forget to research anti-tank weapons to help counter the threat
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Decision events are a great addition to the Strategic Command Franchise. Mr. Cater has indicated his willingness to see our suggestions for possible inclusion in a future patch.
Post an event and then we can vote on the ones we would like.
To get it started, I think in the scenario "Alliance of Evil", the Japanese should be allowed to decide whether or not they wish to subsidize the Chinese. Currently Japan does this without player involvement.
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Against the computer, I ignored congress and staged all my American units all around the pacific. Japan still declared war about the same time, and I totally wasted them (on expert), didn't lose any island that was garrisonable before hostilities. I'm thinking this would work against humans as well becuase the penalties are not enough to offset the rewards of moving early. To win the game, the Japanese, IMO, need to expand, and there is no way to do that without bringing the USA into the war regardless or readiness. I think the game should penalize the Americans more, perhaps reduced funding?
Opinions?
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I noticed that most of the decision events are are in the 1939 game, and early. How about we make some suggestions for some events for the other scenarios? The winners could get their idea into the next patch, and get credit?
I would like to make a suggestion: In the Alliance of Evil scenario, how about Japan can decide whether or not she wants to subsidize China rather than having to do it?
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It was just an air attack from a Japanese CV to a US CV on the second turn. My carrier was set to mix and escorted, americans intercepted. Not much more I can say, maybe it was a fluke thing. I haven't played since, I will see if I can duplicate it.
Who knows, it may even be something with my paticular computer software configuration that you could never duplicate.
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File sent.
I've said it before, I'll say it again. Battlefront has the best customer support in the business.
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I think:
hq's always have a minimum of 5 suppy, and units lose one off of that for each tile they away (clear terrain), so if you land an army and a hq, the hq should be 5 and the army next to it a 4. This assumes no other supply source.
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ok, i've never seen this despite 5-10 hours of SC Global, until the second turn of my first patched game, so I think it is probably new.
1942 scenario: My Jap. Carrier was attacking a US CV. got this error message and game exited to desktop. Not sure the exact words, it only flashed up a second, but very close to:
tile combat update control failed
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I like these.
I think it is unrealistic to have air totally wipe out units. I think the game should not allow a unit to go below 2 or 3 strength from an air attack.
I also ignore the usa congress crying about me moving units around the pacific, Japan will declare war eventually, so why not garrison all the islands ahead of time? Some bombers can really tip off the allied player as to the Japanese intentions. I think the patch should not allow USA units to pass the marked zone while neutral.
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I am unable to op move usa armies from the west coast to the east coast. Is this a mistake, or limitation of the game engine?
Japan is bullet proof
in Strategic Command - GLOBAL CONFLICT
Posted
I thought i could get the quick kill on Japan, but I did not know that the homeguard would come about. Then I had the island surrounded, and the Japanese troops on the mainland had so much experience that it just evolved.
thanx bill, that is what I am kinda doing. games till going on.