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Strategiclayabout

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Everything posted by Strategiclayabout

  1. Unless you make big mistakes, it's true that focusing all axis efforts on Russia is usually a winning strategy. It's not very rewarding to go for Sealion or invest in navy for Germany, maybe changing victory conditions or morale objectives a bit could help.
  2. - Not sure about that, never had a message saying I've too much units on the eastern front. I can only say that USSR mob % will increase in 1941 no matter what you do (script) so the German player have to do something about it and can't just ignore Stalin ^^ . - You can try to delay USSR war entry by diplomacy but it's costly and dangerous. Losing the usually 4 good blitzing summer turns of 1941 is a gamble.
  3. You're rigth Sapare , seems I didn't explain it well but as said above: "mouse pointer over one field you're researching" So only fields where you have chits currently invested will display a % .
  4. - It's more a reminder that you have to prepare for Barbarossa than anything else. You'll need at least two units (Koenigsberg and Warsaw) after conquering Poland and some more around after that. No worry, Stalin won't declare war on you just next turn unless you're already at 90% mobilization for USSR. But Russian mobilization will continue to increase no matter what at some point. - Events that push USSR mob % up: * No units in Manchuria for Japan. * Non respect of the Molotov Pact (eastern Poland, Baltic States...) * Lack of units in Poland after the message you got. * Invasion of countries like England or Yugoslavia * Some other things you'll ahev to discover by yourself
  5. Just put your mouse pointer over one field you're researching and a pop-up window will appear ^^ .
  6. Hello ^^ , - If you put one chit in a research field you're guaranteed to get a result when you reach 100%. - If you put more chits (max 3) you'll increase your chances to get a result faster. - A breaktrough can happen once you've reached 40% in a field. - You have better chances of breaktrough and % gain each turn with each level of intelligence tech. - % can vary from one field to another and from one turn to another, it can be random but it's balanced overall. - Higher levels are harder to reach. But easier if other countries have already got them (think spies, tech sharing, unit capture...). - One advice: play a 1939 game as ally/usa and just skip turns without moving units while investing in research with different patterns. You'll see clearly how it works.
  7. - No, the silent mode gives you a chance to remain undetected even by DDs. Better use it when you try to reach the Atlantic and narrow channels but when in vast sea areas you can gain some movement without it, still a gamble. - And you have to consider the fact that a sub technology difference increases your chances to dive when attacked (saw one dive four consecutive times once). A sub with sub tech 2 is very hard to kill by naval units with antisub tech 0 ^^ .
  8. Yep, - Or you can just patrol along the convoy lanes to keep subs in check. As ally, you can also sacrifice french naval units as long as you have them. Some aerial recon with bombers can help too. - On the other side, your opponent can set up a trap with some surface units and when your destroyers come seeking easy subs to attack they'll get in with cruisers and BB. Enemy tac bombers with naval upgrades can also be deadly if you come close to coasts (or even figthers/interceptors for your carriers). - Naval game in SCGC has many surprises, you'll have to play to get all twists ^^ .
  9. Yep that's what I meant: higher bomber tech (same as SeaMonkey) ^^ . You can attack a ressource with the first strike then use the second to attack the figther that just intercepted you. That will show a second figther/interceptor unit if any around . Rince and repeat with your next bomber unit, it should wear down enemy air force quite a bit.
  10. Bombers with buffed up AD against figthers, who said Memphis Belle ?
  11. Hello , - I usually play the island hopping game but when I'm less focused on the Pacific, my main objectives are: Guam-Wake: to clear my rear Nauru-Rabaul: gives some MPPs Kukum (Solomons): you get Tarawa for free (and also some MPPs) - Jap popping forces are already in good position and without tech upgrade so amphibious moves doesn't cost that much. - I'd also add that only adding (japanese) national morale objectives to those islands would probably be enough to motivate any axis player to take them.
  12. Hello 4th Bn 66th Reg , - Left-click on an unit that is not near an enemy unit and you should see a white man/arrow icon near the upper rigth corner of the screen. Click on it and it should display a double moving range for that unit. - However be careful, it kills morale and it takes longer than an operational move to get back to a good level. - Also you can't end taht forced march in a non friendly square (so you usually can't take a city where you destroyed an unit but can't advance in with forced march.
  13. Hello Baron ^^ , - I find it good as it is, you have to plan your aerial moves or you'll have a complete mess. - Don't forget rebasing also means moving fuel, ammo, parts, land staff, air control, AA units and often establishing supply lanes + groundworking to get the new airport ready for use. - Think about Battle of England: Luftwaffe wasn't ready to launch a massive effort and was bottlenecked by aerial facilities in northern France. Sure they could send hundreds of planes but not for long/continuously.
  14. Asking politely german air control . There's also default unit spotting for units you can increase with long range tech ^^ (2 squares + 1 by level).
  15. Yep, if you're quick enough, you can storm Egypt but if you fail you'll be in trouble .
  16. - It's bad but not that bad, only 2 turns of diplo penalties (and a figther for US) if you time it well so you can transport your unit back quickly (port at 5 supply). Landing in UK is far harsher in diplo penalties. - Never tried disbanding the unit after getting the gold, better send a garrison if you go that way.
  17. Hello , SCGC Gold patched 1939 starting campaign - At Borzya in Russian Siberia, the tile is a town (max entrench 3) on an mountain (max entrench 4) but when I leave an unit there, unit max entrench is kept at 3 while displayed max entrench is shown at 4. - There is no problem when max entrench is the same like for Kunming in China (tile with city ME4 + tropical mountain ME4, ME displayed = 4 and unit actual ME =4). - Pics below between october 40 and january 41, unit entrench is 3(4), never reaches 4:
  18. Hello 4th Bn 66th Reg ^^ , Don't forget you can use a railgun to soften up target before sending in planes. A couple of german tac bombers + italian regia aeronautica should be enough. Remember that any unit in Malta doesn't have full supply or HQ support = low morale. You can also use lesser units as amphibious vanguards (lower cost) to deentrench or confuse Royal Navy. But whatever you do, there will be a cost. Better take Spain/Gibraltar before to isolate Med.
  19. Hello 4th Bn 66th Reg ^^ , From last time I went with that event as axis, it seems: To get the ships you need to put an axis unit (naval unit/transport) in Fort de France (port). But to get the gold, you need to put an axis unit (land unit) in Fort de France (town).
  20. Yes, in one game I tried but my Barbarossa was successful and the game was ended before I can use my japanese fleet to storm the Pacific so I can't say it's conclusive. I had invested heavily in carriers (had 10) and air units. Anyway, people should try, it's no fun to always go for the same strategy .
  21. Just my opinion : - I don't think it's good to just "hold" China. You have to pound them at least for the first 10 turns and reduce the front. The main question is if it is interesting to go all the way to Urumchi and beyond. - With no rail line, defensive terrain tiles, narrow front and supply issues between Urumchi and Lanchow it takes some time to finish China (unless Tchang or Mao screwed up things big time). - A short defensive line around Lanchow can free up a good chunk of japanese land units early. Enough to create a 1941 invasion force for Australia, India or even USA. You also have to think about an USSR bold move, Stalin doesn't need many units to create a lot of trouble for Japan and russian can operate units with more ease.
  22. Hello lhugues41 ^^ , - As you say, I never research rockets, they come in play too late to be interesting. I agree just having them available earlier (by reaching tech lvl 1 perhaps with higher tech or production cost) would be nice. Or maybe gaining a year for each tech level (but keeping other bonuses): lvl 0: production in 1944 lvl 1: production in 1943 lvl 2: production in 1942 lvl 3: production in 1941 *** - I research Infrastructure a bit for US and sometimes for Japan. It depends if I go heavy on amphibious or not. If you add up all the MPPs eaten by moving land units by rail or sea, it can make a difference in the long run.
  23. Hello ^^ , - After having the Yugoslavia coup event as ally, and seeing it prevented by early axis invasion in a game, I was thinking it would be nice to have a permanent coup option against minors for diplomacy. - It should be a strategic gamble, cost a lot (several hundreds MPPs) so you only have 1-2 by game and be dangerous to use with results like: * heavy axis leaning (50 to 150 mob %) * nothing happens (bye bye MMPs ) * heavy allies leaning (50 to 150 mob %) So it can swing either side but not trigger a mobilization each time. - With diplomacy as it is, you can usually see it coming and events have a set time/turn so it would add some surprise to the process. Any comment welcome .
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