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Strategiclayabout

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Everything posted by Strategiclayabout

  1. Thanks for that Bill , My bad was quite sure there was a marginal bonus in diplomacy with intel tech.
  2. Hi Bill , - Yes there is the neutral country part of it. Though you can consider small Pacific countries are too afraid of the mighty Rising Sun to even protest. That said an amphibious assault force or small combat fleet parking next to a major port in a minor territorial waters is quite close to an act of war . - But other than minors Japs can do a lot of close scouting without consequences near/adjacent to allied ports as UK won't attack/DoW on them early because of the diplomatic price. - In my mind they should have to use planes/carriers to recon instead of just putting ships/amphib adjacent. Actually Japs can also do that before sending italian or german raiders in to avoid ambushes .
  3. Ash is right , - Though less important than in WWII campaigns, intelligence main effect is to reduce the probability for CP to be overteched by Entente. Even if you're not lucky wityh infantry tech the window where you'll have to deal with enemy superiority will be short. If you're lucky it will increase the time you have to make a decisive offensive (just 4-5 turns with infantry advantage over Russians can change the game flow). - It's also good to know that UK starts with 1 chit already invested in Intelligence. A possible investment strategy is to put 1 chit in every field you want to research first then max out the fields you want to go heavy on. That will send things rolling early and increase chances of quick breakthrough. - The point you raise about Shells vs Intel is an interesting one and actually depends on you overall strategy. If you go against UK instead of France with high naval power, shells won't be a priority. - If you go for shells you better be ready to produce all german artillery units early to get the most out of it. You'll also have to consider bringing Bulgaria in as fast as possible as they will provide another buildable artillery unit. It's also a good idea to consider a chit in artillery level 2 to get the maximum power out of those units as soon as possible. - So as you can see there are many choices, some mandatory (1 chit in infantry) other much needed but not decisive. One field players tend to ignore is motorization. It gives increased mobility to cavalry, tanks, artillery or HQs and can be a bad surprise for an enemy counting on ZoCs to stop you. P.S.: oh I nearly forgot Intelligence also increases your chance of diplo hit !
  4. Hi , - I saw in many games Axis players (and I do it myself) attack Holland early and separately from Belgium using good weather in winter. - What about mobilizing Belgium for Allies when Holland is attacked to force Germany to take both of them out the same turn or face a more difficult situation ? - It would give a decent chance to make the historical move in Belgium for Allies even with just a division to delay Germans. - It would also make those early grabs a bit more difficult and challenging. So what do you think people ?
  5. - No problem steel32 the point was to discuss things and hear other opinions . Actually what I said was the amphibious extra long ranges can be equally bad for Axis and Allies so it's balanced but perhaps excessive. - My main concern is the ability to just park amphibious next to targets for 1 or several turns with no reaction. They should have to come from several tiles away without being spotted for a "surprise" assault but well only my opinion .
  6. Hi lofty12 , From what you say the port is probably under 5 supply ? If that's the case you can only unload 1 unit per turn and only if it's already on the port tile. Under 5 supply the port is considered damaged and with reduced capacity. That's why Malta is a pain in North Africa making naval transports there very vulnerable. I hope that will solve the issue !
  7. - Yeah the thing I had in mind was Anzio vs Salerne more than Overlord: Allies could have advanced to Rome nearly unopposed early but were too cautious and the whole thing turned into a giant trap once Kesselring understood what was going on . - Another option would be to increase casualties for landing outside clear tiles instead of eliminating them. That would push players to avoid risky tiles unless they're ready to take great risks.
  8. I'm still lurking around, nice to see both of you are playing mind games already . Good luck to the Panzerwaffe in wiping out the decadent Allies ^^ !
  9. Not much time to comment this one but I keep an eye on it ! Good luck with your plans Ash !
  10. Hi GermanPlane , - I think you can't because Axis has an advantage in diplomatic chits once Italy joins and France is out. - The only thing you can do is prevent Spain OR Turkey from becoming Axis by investing all chits on one of them (before Axis do if possible). - A more costly and risky option is to diplo Spain or Turkey very early using UK+FRance+China chits. - If you can get some hits before Axis do you'll buy time and will be able to use soviet and then USA diplo chits later to win the backstage war. - Another option is to let Axis burn chits on Spain and Turkey and use yours on USSR or USA unopposed. It can bring great results quite quickly but cost a lot. I hope this will help but you'll probably get other/better answers by SCGC crew ^^ .
  11. Yeah but I'm playing Sokulsky now so I understand where he comes from ^^ . I hope all of that will help have even more fun with the game ^^ !
  12. Good point too Ash , - It could be interesting to limit amphibious landings to clear terrain tiles and coastal towns/cities if possible while allowing them only from clear seas tiles. - I think amphib and paras have 1 AP after landing: they can attack or move one tile not both. I find that mechanism quite good: no exploitation unless there is no enemy.
  13. Hi , - I saw a lot of discussion about axis capitals vulnerability against sea assaults in the ladder thread. However I think it can be equally bad for Allies as there are some things that don't make much sense with amphibious assaults. - Concerning island hopping maybe the best thing to do is just to reduce amphibious transports range at least by half and problem solved . Because having Japan invading USA or Australia in the summer of 41 without any nearby logistical base is fun but well, you know :eek: ... * - The main thing that bothers me is the lack of consequences when amphibious transports just sit next to a neutral minor port/capital for 1 or several turns just waiting the good time to land. - I know there is an event to pop australian units when jap naval units comes near Australia proper. But jap amphibious transport can be spotted in attack range of Port Moresby with no reaction at all by Allies. - I don't think USA would be happy to see jap units in the Coral Sea before Pear Harbor and Australians should be a bit worried by the move to say the least. - Same thing with amphibs leisurely parading in front of DEI's capital though here it can be ok if you consider DEI early jap leaning. You can say Dutchmen just prefer to look the other way . So what are other players opinion(s) on that ?
  14. Thanks for the comments both of you , @ Ash: - Actually making NM more significant without going the WWI way was the idea with that +500 NM. In my mind capturing a minor is more or less the same morale blow as losing a main unit (upgraded HQ or big ship) for majors except it has more side-effects (MPPs/strategy) so I rounded numbers up. - If you consider a starting NM of 100,000 500 is 0,5%. Germany usually captures 7 minors before Barbarossa (Poland, Denmark, Norway, Holland, Belgium, Yugoslavia, Greece) that's +3,5% already. Add NM locations, some events plus units destroyed in low supply and it continues to climb. - So it helps to reach 110 but isn't decisive while pushing Axis to be a bit more cautious with ships or units in low supply. There is also the fact that Axis NM grows while Allies one tends to go down early in the game. Then the final result can be quite significant for combat abilities with a NM gap of 15-20%.
  15. Hi , - I just experienced a big balance issue in my last ladder game because of the morale/readiness boost to axis units from conquered minors. Having a one turn small bonus is fine but the cumulative effect completely destroys game balance in my opinion. - I saw axis units between 6-8 supply (not even 10 or 9) have up to 140% morale and 120% readiness. It can be utterly devastating with elite units, good/experienced HQs and tech advantage. * - That alone would be "manageable" but there are other problems: * 1) the bonus affects ALL axis units (meaning Germans can time their western gains to boost Japs and back) (you'll then have panzers with full morale readiness in Sept-Nov 41 ') * 2) the bonus only decreases by what gives a conquered minor each turn (so if you get 3-4 minors then 1 per turn the bonus stays for several turns) * 3) the bonus more or less negates weather/terrain defensive bonuses (so you can keep attacking in mud or snow with quite good effect) * 4) the bonus can be used to maintain combat efficiency for amphib units (move them to 1 supply, pile bonuses and you can attack 100 tiles away...) * 5) the bonus allows easy experience/elite step building (Japs will gain it in China then roll over half the world unopposed) * 6) the bonus makes air/carrier units deadly (they will wipe out unentrenched land units with barely any loss) * 7) I probably miss some other points but you get the idea... * - You can see in the pic below one of the worst consequences: nearly invulnerable units even in very low supply. The Hungarians with 2 supply have better stats than the soviet corps at 10 supply (didn't move for at least 4 turns as you can see entrenchment 4 level). * * - What I propose as possible solutions: 1) eliminate that bonus completely 2) eliminate its cumulative effect (only 1 conquered minor per turn can give it) 3) replace the morale/readiness boost by a NM bonus for the conqueror (something like +500 a bit above the bonus for sinking a carrier) Thanks for reading !
  16. - One more thing about french NM objectives: Paris is close to the front so you don't need that many special NM tiles for Germans. Verdun and Belfort don't seem like much but their one time NM hit bonus plus their 30 NM value per turn is huge (growing NM gap of 120 per turn between France and Germany, 170 if you add Nancy, over 200 with 2 more nearby minor towns). - If you add the usual NM locations gains in northern France it can quickly become an endless bleeding for France as they don't have that many enemy NM locations available unless they go after the Turks.
  17. @ Altaris: Not invading Belgium at all is VERY dangerous. A well coordinated attack with Brits and French can roll over Belgium and threaten your industrial heart in 2 turns. From there they can even Dow on Holland later to hit your NM while flanking whatever defense you have. Not a good deal in my opinion.
  18. Thanks and glad you tracked it down . I hope that won't cause too much trouble for teh other events of the chain.
  19. Congratulations for your victory Will ! A hard earned one at the end of continuous butchery. Once more we can see there are many ways to win in this game including... losing ! The Will (to fight ) was a decisive factor no doubt hihi.
  20. So we're nearing the end of this great AAR with german NM down to 1... Great effort for you final offensive Ash it's a clear morale victory at least huhu ^^ . Entente is retreating everywhere ! * - I disagree with you lettowvorbeck as I believe CP would have won by invading Belgium on turn 1 . - I think not having french NM locations worth around 100 NM/turn for 2-3 years and more ground to defend in the West made the difference. - Furthermore, german population would be eager for peace after four years of butchery when USA are 100% fresh. And CP couldn't have many more available men to enlist: the NM break also reflects that exhaustion of manpower.
  21. Hi Hubert , - Those mines/oil wells at the edge of the map equal 90 MPPs with 10 supply but they don't go over 3 supply for 9 MPPs each it seems. - So 3 mines would give 27 base MPPs then 16 MPPs with chinese 60% IM. Still half what's announced by the event... - With things as they are you would have to add 3-4 mines instead of one to reach around 30 MPPs. - I don't think you need to change the DE text. It's just there is quite a gap between 30 MPPs and what China actually receives.
  22. Pacestick (axis) vs Strategiclayabout (allies) March 1942 PGtomli (axis) vs Strategiclayabout (allies) May 1941
  23. - For USA mobilization maybe there was a diplo hit on the same turn. No idea for 4% turn instead of 1-2% maybe the manual isn't up to date for that event . - It's possible the rate was increased with one of the patches because otherwise it was quite hard to have USA in the war without Russia diplo chits. * - Other than that just one thing to say: push your panzers to the West, if you take Dunkerque it's your win !
  24. Hi again Bill , - Sorry seems I have a hard time explaining this in english . - Actually no: the mines are activated and provide max 3 supply/9MPPs each but it's nowhere near the 30 MPPs announced. - China lose 10 MPPs when Japs capture Nanning (and some more in the north due to trade disruption but those locations recover by themselves so I don't count them). - China should gain 30 MPPs with the US AID event. When all is said and done China should have an income of 20 MPPs more than before. (if Japs don't take other ressources of course but I let them sleep in my hotseat games after capturing Nanning). - If I include 2 mines at 9 MPPs it's 18 MPPs. With chinese industrial modifier at 60% I guess it becomes 10 MPPs... - So the net chinese gain for the event with the fall of Nanning would be what I see ingame or around... 0 MPPs :confused: .
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