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steel32

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  1. Another thing to take into consideration is making the game overall balanced without having complicated rules with one country against the other. One of the biggest complaints regarding Global is the ease with how China is conquered. With current rules it actually unfairly represents the supply the Japan actually has in China. Japan did not have the supply abilities available to push much beyond the inner ring of mountains in China. From an abstract point of view by giving the Chinese upgraded capabilities this balances the unrealistic supply that Japan actually had in the war. Which is one of the real reasons for Pearl Harbor was to gain the supplies needed to finish the job. You can have superior equipment (Japan vs China) or tactics (Germany vs Russia) but if you do not have the trucks, the infrastructure, or actual supplies to supply your troops and equipment then it does not matter how superior you are in one form or another. Proven over and over in history.
  2. Not going to present sources, read the history books and actually your 1st source supports what I stated. 1200 is not insignificant when talking Germans invaded with 3600 tanks against 20,000 Russian tanks (however most obsolete or not maintained). However Russians misused their T-34's and fought individually mostly in the beginning and poor tactics. Also calculate 3600 x .40 for the heavier german models and you get 1440. My point on higher #'s is right around the battle of Moscow there was more coming off the production line whereas Germans were not getting the #'s to the front to replace. Not to mention the attacker in theory in this time should have at least a 2 to 1 advantage in #'s. Can not read the 2nd blog as China blocks my internet a lot of times. Their 1942 upgraded IV did not outmatch the T-34 as this was sloped armor compared to the German design. It was the Panthers/Tigers when they came online in 43' that gave the Germans the technical advantage. Germans won by tactics early on, not by tech with their armor. This game summary clearly shows a late German advance and then stated he concentrated on #'s and not tech where as the Russians decided to go more towards tech once they noticed there would be a late advance by the Germans. Also I see some Russian tanks not even upgraded. That's why it is a game and for you to decide which route you would like. Same for being outgunned is true in France where the French tanks were better. Where the Germans win was by tactics and bravado.
  3. Hello Will, On armor that is very historical. Germans were in for a big surprise when they started facing Russian T-34 and KV-1 tanks in bigger #'s. These tanks had a 76 mm gun compared to the Germans 50 mm on down. Now as the war went on the Germans started to over-come them with technology as the Russians focused on #'s with a simple easily productive design where the Germans went for high tech. Germans did have a comparable tank on the Eastern Front until the spring of 43' with the Tiger then the Panther which was somewhat replicated towards the T-34. The game represents this in a lot of ways because if you are the Russians you at times do not have the money to invest in the tech as much as the Germans after the war begins until the war starts turning in their favor and they are on the attack. All depends on strategy and what you prioritize and why it is still a game too.
  4. Kill more of them then they do of you. Seriously I have won this game in 42'-43' as both sides and actually find it somewhat easier than the rest of SC series vs the AI due to the amount of units involved. Nothing against what AL has done but experience with war games shows the higher the #'s, the easier to beat the computer as the odds are multiplied if played right. I like to take out the air early rather than the tanks. Send 2-3 tanks north, 3 tanks south with one swinging down towards Sevastopol. And the rest of the tanks in the middle to destroy the soviet #'s. 41 Center - I assume you have an easy advance until you reach the Vitebsk thru Gomel line in the center. It is always good to leave your tanks in position for prepared attacks next to units on the river, but only if at good strength along with infantry as the soviets in the early stages can not do much damage against a full strength infantry/tank in the early stages but can destroy weak units with prepared attacks. Hit 1st with bombers, then fighters on the tanks, used prepared attack to weaken and then destroy with follow-up. You do not always need to destroy units with your prepared tanks, try to hit 2 units with your 2 strikes to weaken faster and let the follow-up do the destruction. Try to save your armor for needed attacks and let the infantry whenever possible mop up. Infantry our good against Russian armor with prepared offensive and against weakened tanks. Find a hole and blitz thru at one or 2 points where needed. No need to destroy all but move your units through where possible to allow follow-up mop up and keep your main units moving forward. Can be dicey at times but as long as you keep HQ's with your advance units you will eventually where them down and get your Kessel. You want to take and hold Rzhev, Vyzama, Orel line by winter. Do not need to take Moscow as Leningrad/South are the priorities 1st. South - Same goes for the Kiev-Dnieper river line. I try to go thru in the middle, not at Kiev as this will cost too much. Again you can get a Kessel. I also noticed if you run fast enough due to the size of the map you can blitz into an open Dnepropretrovosk. You want Sevastopol, Stalino, Kharkov, Kursk to deny Russian money and also to give yourself the extra cash. It is also a good launch point for 42' River at Riga thru Polotsk it is to your advantage to get thru before the Russians build a line and you will get another Kessel. Same tactic works with northern Russia Pskosk-Opochvka line and you will get another Kessel. Keep tanks at strength and approach Leningrad as early as possible with Fins working their way down. Fins should fast march at times to surround the frontier Russian armies outside of Leningrad. I focus 1st purchases on artillery for Leningrad, along with some going towards Sevastopol. With extra bombers moved in De-entrench units with artillery too and keep 2-3 armor units smashing forward with infantry for support. Leningrad and a comfortable 2 spots forward with Novgorod, Demyansk line being held before and during winter. With all fronts I stand my ground and bleed the soviets thru their winter attacks as they will be furious but low on supply if you hold and continue to hold the cities. 1st year focus on Research with artillery, infantry, tanks, fighter. Tactical is not that important in this game for destruction but do help with de-entrenchment so I do not really invest. 1st year purchases are artillery, garrison, a few divisions needed, and these moved to the front ASAP,with corp, mechanized, HQ's being heavily purchased for arrival and movement to the front in 42', along with a few more divisions for garrison purposes in 42'. You do not need these 2nd tier purchases in 41' and you do not want to move them to the front until the winter strike rules are done with for the winter to save on MPP's. Keep HQ at full strength with 1st replacements going to these thru the winter to keep supply and ability to fully reinforce other units. 42' North - withdrawal all air/armor/artillery to reinforce the southern offensive. Just hold your ground until the Russians are bled in the south, then center. Center - I hold, move a few more armor and air support down south. Once the south crumbles turn your army on a hinge at Stalingrad and move up. Do not attack the center head on until you are already almost behind Moscow. South - With a good 41' line down to in front of Tagnarog and Sevastopol in hand your main offensive with be conducted in 42'. All mechanized go down here with your reinforced units. Same tactics as before. If you find you held the 41 soviet winter offensive and reinforced your units back to full strength, the soviets will be ripe for Kessels and breakthrough as they are weakened. Its not as important to reinforce your middle and north units to full strength. I usually reinforce those to #'s to be able to hold the line only. With Kessels and breathroughs you should be able to drive to Stalingrad with taking support cities on your flanks easily along with swinging down towards Maikop and hold there. Reinforce Stalingrad front before attacking, bringing up artillery/bombers to de-entrench and plunge ahead gaining a foothold on the Stalingrad side of the river. Then go after Stalingrad. With Stalingrad in hand I simultaneously pivot north with most of my forces, and form a Kampfgruppe for a push towards Baku thru Grozny. Again do not attack the center or north until you have worked up towards Yaroslavl behind Moscow. Plunge towards Moscow and take with Yaroslavl,Vsyhniy in hand sealing the lake you will then have your largest Kessel of the war. Keys are to blitz fast as possible, prepared attacks, keep your armor reinforced, punch holes, race thru with HQ support and make Russians leave their entrenchments. This is just my experience against the AI on this and am sure other tactics work.
  5. Looking for component as axis or allies for Barbarossa. PM or send email at steelman3250@hotmail.com
  6. As you say David each has its own experience and reflects that:) However never lost with the Allies against human until perhaps my current game where I did use a fighter to delay a blitzkrieg and it did work temporarily, but probably due to lose this as my 1st lost against a human as the allies. Find your way as I am sure you will with more playing!
  7. I would have to agree with all the above to a point. One key to playing this game is not to waste anything if results are not worth the loss. This can be evaluated from multiple levels. Such as putting a fighter in front of a tank's path to save time to allow a defense being placed to eventually stop a blitzkrieg or perhaps when results show 2 or 3 to 1 and nothing more can be gained, sometimes not worth taking the shot. Thinking out of the box is a must as the allies against a good axis player. Tech is a must for the USA/China/Russia with US maxing out on production/industrial with industrial for all. England not as much so. China's best defense is to never attack until the odds turn and must keep entrenchment to buy time and wear the Japanese eventually out of MPP for their pacific offensive once the US is involved. Experience could perhaps be toned down a hair, however another thought is if the axis continue to succeed and build up experience and go on with good strategy perhaps they should get the upper hand, but the allies have the edge in this game. Hope too many changes are not made as this game is for the most part balanced depending on one of the big advantages and that is keeping the initiative.
  8. Respectfully I see it different at this point Amadeus. Germans in the beginning of September in the real war were a little further at points then Abukede is. And in fact in the beginning of October the Red Army was in shambles after the battles of Vyamza and Bryansk. Casualties as Abukede has pointed out have been there just no units destroyed which I believe was also true. However I am also curious to see where it goes from here to see some more of the AI skill and the mud soon to come. Abukede what skill level are you playing this at?
  9. Knock out any unit in it and either amphibious land or paradrop in. Easier said then done. Bring in Strategic air to lower supply down each turn as needed to 0 in city and port, bring in fighters to help lower entrenchment and tactical bombers to destroy. Using naval can rarely be done if the British defend by sea as they are capable and does not really destroy anything but supply.
  10. MonsterClaude I like your thinking on 2,3 as this more represents reality as it was a massive drain on Allied resources to keep open. On 1 it represents the full impact of Malta by operating naval units from was much more capable of interdicting but also feel as long as land units there it still represents a minor thorn and could still represent some sort of reduction, perhaps random hits only capable down to 3-4 supply in Africa. I could go either way but agree with the initial argument that that full reduction should not happen if Malta itself is down on supply as this is unrealistic.
  11. Baron I do understand your point in N African ports in Axis hands perhaps should not be as easily low on supply when Malta is at 0 supply, but their is some abstraction at play here. Even though the Axis will knock it down to zero, the next Allied turn it will be at 1 which can be seen as the same turn since simulataneous turns can not occur. As long as there is 1 man left in Malta there is still radio communication taking place and other forms of communication such as Ultra that very well let the Allies know when and where supplies were going and with Malta in hands they will still be able to recon at times. Now the use of ports freely allowed for subs and destroyers to operate out of when in use that made this more effective (not too mention air support) but as long as Malta is in Allied hands it remains a thorn in the Axis side. Fuel and supplies can be brought in by night via subs or via large supply operations such as Operation Pedestal where the British would supply Malta by any loss' needed to keep supplied. But perhaps to your point perhaps African ports should be down to 3 when Malta is down as low as 0 to replicate that there is still a supply issue taking place with Malta in British hands and not down to 0 or 1 if this is the case. Only by taking by land would Malta completely be knocked out as a supply thorn.
  12. I remember back in the days just playing the original and thinking, wow finally a strategic war game that is starting to get closer. Now looking at this, is far away from the original game and a leap forward in wargaming especially with the improved AI and not just the amount of units which is also quite cool. Really appreciate the continual development and the vision of Hubert and the team to continue to push the barriers closer to more realistic terms of the real war and the paths that could of been taken:) I still recommend purchasing the originals and going from there for new comers as you will enjoy all of the series and extend your enjoyment step by step as even I years later still can go back in time and still play the originals now and again. My life in China would of been so much more boring without Battlefront and probably would not of been able to stick it out here without. So again thanks team!
  13. Al, Thanks for your reply and you are right. Played enough strategies will come up that will need fixed at times and the reason for patches. I do love what you do and in fact most of your games they are competitive against the computer as well as an AI can be set. Keep up the good work and thanks for another great scenario as it will get plenty of usage on my system over time. $25 is cheap for such an investment of time, and would pay much more for such long-term enjoyment. Saying that, no reason to raise the price though!
  14. I love reading this, but I will ask if all strategies are being thought out in this and the depth of this. Regardless I will love the game and buy it for sure but from all games I have run across from this series there is always a fix on how to adjust and win per the system set up. No different then GGW in the east series where there is a consistent method to attack or defend. There is always someone outside the box with a strategy to beat the system and that is what someone like I am looking for. Anyone that has played me in PBEM knows this that they will not get the standard game. But again this a reason I love this series is the multiple paths you can take and it will hopefully not be the same. However again hoping this is being thought threw completely. I understand people like Kuni want the standard game, but however it will not be that from human involvement no matter what the devi's try to figure it. I really wish I could do some photo's from China from my games, but unfortunately I can never get there but people who play with me understand the differences that can come from these games if thought is put into it. These games are highly against the axis if done right. I guess that though is natural with the real war.
  15. Looking for a global conflict game as either axis or allies. steelman3250@hotmail.com
  16. Thanks for AAR X13fox. Love reading other AAR's.
  17. I bring this up again as playing my opponent and does not seem to be getting anywhere with diplomacy with Russia out and France on the ropes. Probably right that this would not be the case historically as previous comments and yours are true they could not do much because size of army at least within 12 months and seen as just another European war at the time. Still things could of changed depending on events and that is the tricky slope in planning a game. Now from a non-historical side it could be a life saver or a at least keep it a game if this would be the case. No need for it though as I know most want the historical version. Sub warfare seems rarely used in this game perhaps out of misunderstanding or the fear involved of losing the navy and hence morale. Never seen the use in it for most of my games as Central if the Russia 1st, France 2nd strategy seems to usually work at least before the latest changes (have not played the Central since change to infantry tech which seems to have thrown the balance back to the Entente or at least help even out more). Usually gets thrown in at the end to further speed up France's demise rather than a game changer. I guess need the right game.
  18. For example the butterfly effect. One thing changes no matter how small history in itself would go down a different path, this is very clear to me. If we are looking for just a historical game then results for the entire war should reflect this with the war ending each and every time with Entente victory towards the end of 18' no matter how you play the game.
  19. Completely understand as history is one of majors. However we are not looking at apples to apples. In this game who in their right mind would send the telegram. Also if the results changed in a game would not their be a higher possibility that things would change in the US? If history changes on one side, usually history would change on another. So the game does not accurately reflect other possibilities but only sticks to what happened historically despite if Paris is destroyed, Moscow taken, Suez controlled in this game and not what happened historically.
  20. 50+ games never seen them enter. They were not this is isolationist. And again per my point if things went different US would of reacted different. I am very aware of how they were at the time under those conditions when a stalemate was very clear for years.
  21. Playing a game right now as Central and opponent has been investing heavily, along with Russia out of the war; Italy/France on the ropes. I would think if this was the case there would be a more rapid acceleration of the US towards the war. As it is right now it does not seem that the US really plays a role, especially if the Germans do not go for unconditional sub warfare. Smart person will not do it if things are going there way. It seems the only time the US will enter if things are going bad for the Central Powers and they do use this. Regardless some other sort of mechanism seems needed to bring the US in quicker when the situation arises, which being from the US myself I believe we would of to keep a balance in Europe.
  22. Just joking on my last post. Just looking for another game. WE are all able to be beat and I have my fair share of loss'.
  23. Looking for a challenge! Who can defeat me with either? Do not get me wrong with whom I am playing right now as I have challenges! Just seeing if anyone who thinks they are the best to give myself a challenge!
  24. Technology: Feedback from the forum will vary on exact tech but generally with Russia invest in Infantry, Tank, Fighter, Industrial, and I like to add some AA with some production. Nothing else really needs focused on nor do you have the MPP generally at early stages. Ground attack later when secure and ready to take the offensive. Early Purchasing: 1st few purchases a few extra raw corp (not upgraded as these can be repurchased later at a significant reduced price and teched up, besides in the beginning it is useless as at the point of attack Germany is wayyy to strong) for speed bumps on the frontier when I hit production tech #1. Then start focusing on just raw armies not teched up per above and some of these will fall. Try later to upgrade as many as possible for at least Inf tech, then AA, not motor at this time, as the Germans approach your interior and if MPP is not needed to purchase other speed bumps for other cities along the way. Usually purchase 1 - 2 armor before or at the time of the German invasion as these are your trump card when supply is low or opportunities present. Key though is not to offer your armor up for a tradeoff but get it back out as these are to replace in quick order. If possible early get another fighter, but generally not recommended before the invasion as focus is on Tech, infantry, armor. I like to have a delaying strategy against Germany with only corp or garrison as speed bumps to gain the advantage of more time for foritifications to be built around Moscow and further armor and army construction to hit the field. Generally all air is held back unless you outnumber in a sector and have hit tech early. Defense Priorities 1. Moscow fortify at least in front then fill the entrenchments in front, and flanks. Moscow is attempted to be held at all cost and is my 1st year priority but know when to get out if things go bad to save your army for the winter and next year. 2. South - Not to difficult to hold back of Rostov 1st year. I like to have most my armor here during the initial stages in locations where I know air will not hit, and not allow German armor to smack to try to allow corp/armies move next to. Then double hit and move back. If opponent is going all out up north and central you should find some room for maneuver. 3. Leningrad - I at least try to form a line depending on German advance elsewhere and attempt to hold until 1942, normally can not hold beyond. Again know when to get out and not lose all your army. 4. Japanese - Depending on how well the Chinese played usually you should not have to worry about this. However this is not a priority and you will find entrenchment in cities, a unit or 2 behind a river is all that is needed to hold them back. And if not so be it on the frontier as it is not important 1st year but hold your interior cities where Japanese will struggle with low supply. 42 purchase Priority: 1. Enough infantry to at least hold the line. 2. Fill out the armor ASAP and keep full. 3. More infantry to help with the attack. 4. Perhaps another HQ or 2 depending on situation as helps against Germans. 5. Fighters when you can to eventually somewhat provide air cover and protect bombers. 6. Tac Bombers to help with the counteroffensive. 7. When repurchasing destroyed units upgrade to take advantage of the cost savings. Other tips: 1. One of the most important things to keep in mind is to keep entrenchment where ever possible. Most new people I play seem to not get this and offers myself an advantage. As entrenchment valued defended units take a much higher toll on attacking units and lose far less in the process. You do not always need to take out an easy target if it in itself offers your unit as easy pickings too. 2. Hold behind rivers, cities, rough terrain as much as possible and again keep entrenchment. Do not let these targets to easily be taken or at least use them for speed bumps. 3. Hold your core (Army, Armor, HQ, Fighters) close to the chest and not lose in the early retreats as these are needed to protect the interior and offer counter attack. 4. Give ground and watch German supply values closely as this will even the odds out, especially early where Russians have no experience and fighter protection. 5. It is possible if Finland enters early in 41 to take them out by storm. Not generally recommended as this weakens your defense. However as soon as you feel secure to hold the line and have extra units available and Germany is not offering any other opportunities for encirclement, then make them your 1st objective to knock out of the war. Adds MPP and seals the flank. 6. Hold your core together as mentioned above, extend the german lines, lower their supply, they will be chipped away at during their attacks on the speed bumps, then pounce but again always keeping your ability to get your units out without losing. Easier said then done and you will lose some regardless. 7. Plan - Start the game with a plan and stick to it. Do not get caught up in opportunistic tactial victories that sway you from your strategic victory, but take opportunities that still fit in line with the overall goal. 8. Allies - Also important for Russia a. Hold out in Poland/France as long as possible not losing British units. b. Hit Germany/Italy/Japan where possible with strategic air, amphibious surprise landings to pull needed troops away from the east, take africa, hit italy, knock the naval and sub threats down, then eventually D-day. Delay, retreat, entrench, then when the opportunity comes pounce and do all over again until the tide turns. Went longer than I thought but hope some of my ideas on playing this game can help.
  25. Flanks need protected or at least ZOC in control enough to avoid units getting into the rear. My personal opinion is this is Battlefront's best effort in showing reality. What you are describing is what exactly did in the Ottoman empire, not in Turkey proper though but through the Middle East. General Rules for Succesful Turkey defense 1. All ports that Turkey are in control of must have a defending unit in it to avoid a hopping strategy which in the real war the British attempted at Gallipoli. 2. All rear cities where flanks are open and ZOC not in control a defending unit must be in position. 3. All Morale cities must also be not left open for capture. Takes just once to get the affect. 4. Serbia must be conquered (best ASAP) to a. bring in Bulgaria as these troops are needed and b. allow the rail line to run all the way down to the middle east and bring extra units that will be needed in the future. I have never seen Turkey hold out on their own unless the British/Russians completely ignore Turkey. 5. Turkey is held by a thin line and outnumbered because of their massive empire and this is how it was in reality. Good thing to attempt is to suck the Entente powers past your initial lines as long as you hold the rear cities, then cut them off themselves. On supply getting thru lines to cities also believe well represented in this game as lines if not filled with armies in a completely non-interrupted chain will have porous flanks allowing minimal supplies and men to get through. Somewhat also makes sense that over time if a city is not re-conquered that the surrounding armies looking to re-take the rear would become more porous over time. Just adding my thoughts on this as I know there is others.
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