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sanderz

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Posts posted by sanderz

  1. Hi sanderz!

    Here is a link with some very helpful information for new players. Ok, it was written for SC World War 1: The Great War 1914-1918, but many informations (like swapping etc. )are true for SC Global Conquest as well.

    Greetings

    Claus

    thanks for the link - its the shift key :)

    i didn't see anything about difficulty percentages and what they mean though

    ALSO, another quick question - playing as GER will countries like HUN and ROM join the Axis through events or do i have to spend diplo points?

  2. The manual says "Adjacent units can now have their positions easily swapped with a new in game swapping mechanism." but doesn't say how.

    I can't see anything in the right click menu or the side bar - but must be missing something obvious :(

    edit : am playing the GOLD edition with the 1.04 patch

    edit 2

    Another quick question about difficulty levels - the manual says:-

    Difficulty - This setting is used to affect some internal percentages such as plundering amounts. The AI MPP collected income is adjusted by 10% for each level; i.e., Expert would be 20% more, Green would be 20% less, etc.

    New! The higher the AI difficulty level, the increased spotting range AI units will have, from +1 to +2, for each AI level of Difficulty setting above 'Beginner'.

    However in the game it says

    +0% beginer

    +50% intermediate

    +100% expert

    What do these percentages refer to? (i assume it can't be MPP at +100%?)

    thanks

  3. In AoD armies and corps look almost identical. I find this is messing me up.

    Agreed - i have the same issue.

    Would it be possible with the first patch to do something like perhaps making the box the X is in for corps smaller, or anything that would make it easier to distinguish?

    Maybe make the colours contrast more?

  4. thanks for the link Moon

    answered most questions but i still need to know if i have lost an activation from the "copy" install i tried on my second PC : EDIT and if can recover this "copy" install to make AoD/Aoc work

    the activation system is too restrictive for me - i won't be buying anymore games from Battlefront

  5. another question - going back to item 2 in my first post

    2) I have 2 PCs - i did a full install on one - all fine. For the second PC i copied the Battlefront folder rather run install. The base games run Ok but the expansions say the base game is not installed - is there an easy way to make AoC/AoD recognise the game files i have copied across.

    As part of trying to set up the game on the "copied" version i input the serial codes and they were accepted. If it turns out, as it probably will, that i have to re-install the game properly then does this mean i have used up the third of my 4 license keys!!!!!

  6. AoD comes with 4 licenses and so it can then be installed on up to 4 different machines but uninstalled and reinstalled on each of those machines as many times as you like provided you haven't formatted the hard drive or updated the OS to the point that the previous install information is no longer available.

    Hope this helps,

    Hubert

    hi hubert

    a couple of questions

    1) Do you mean that if i uninstall from my PC i free up one of the licences? I chane PCs / hard drives fairly frequently and am a bit worried that i may reach my limit and not be able to play the game.

    2) I have 2 PCs - i did a full install on one - all fine. For the second PC i copied the Battlefront folder rather run install. The base games run Ok but the expansions say the base game is not installed - is there an easy way to make AoC/AoD recognise the game files i have copied across.

    thanks

  7. thanks all for the input

    SUBS- hadn't picked up there was 2 sorts of naval lanes - but in any event the problems is more that my subs seem to get found and die very quickly/easily (and this is in 1939/40)

    OP MOVES / ZOCs - thanks for the tips

    MPP FOR DIPLOMACY - i haven't spent any on diplomacy and am just about to start barbarossa for which i seem to be short of units so it will be interesting to see how things go as maybe i have overbuilt - we'll see

    BESIEGING - SeaMonkey - fair comment but a city may well not be able to trace to any other supply point (where the front line has moved past it) so it seems like overkill to have to have 4 units actually next to the city to reduce its supply level

  8. Hi all

    Am on my first real game of AoD as AXIS and its April 1941 (after 1 short practice run for the first few months). Great fun and a very worthwhile purchase.

    Here are some observations/thoughts so far.

    ARTILLERY - at the moment i am thinking they are a bit overpowered, though i know you can only have limited builds. Should they have slightly less effect against forts/cities?

    UNITS GIVEN BY EVENTS - it would be nice to see these in the build que.

    OPERATIONAL MOVEMENT - it would be nice to see where the units can move to before i pay the MPP cost.

    SUBMARINES - As GER these really don't seem worth it as the MPP they cost to replace losses feels like its way more than they take off the enemy. So i have stopped research and am not building any new ones. I regret paying the 100MPP to upgrade the port in France.

    GARRISON UNITS - MPP cost seems very high for what they are.

    REINFORCEMENTS - these seem to cost a LOT - too much?

    EXPERIENCE LOSS ON REINFORCING : the loss of experience seems very high.

    DIPLOMACY - partly because of some of the items above i seem to never have the MPP to spend on this and trying some different strategies what with new units and reinforcements taking top priority. This may be because its a bit of investment in the future and i have no real idea yet (as i have not played enough) of the returns.

    ZONES OF CONTROL - it seems there aren't any, which took a bit of getting used to. It just feels wrong at the moment to move past enemy units with ease.

    BESIEGING ENEMY CITIES - at first i was thinking the supply rules were ridiculous because cities could never be out of supply so there seemed little point in pocketing units. Then i saw the rule about having 4 units adjacent to a city reduced supply level by 2 per turn (i.e. 1 in friendly turn and 1 in enemy turn) which made more sense. Not had the need to use it yet but on the face of it having to have 4 units adjacent seems excessive. Also, surely this rule should also apply to Capitals and forts, though maybe just make the supply reduction happen in enemy turns only so you only get a reduction of 1 per turn rather than 2.

    VICHY EVENT- All my Italian units got stuck in southern France and couldn't return to Italy through Vichy - seems a little unrealistic. Would be nice to see an option to "return all Italian units to Italy" when the Vichy event fires (or just let Axis units move through it).

    Your thoughts/comments would be very welcome as i appreciate i probably need to be schooled in the game mechanics and game balance by people who have played the game a lot more than i have :D

    Many thanks

  9. Hi sanderz, my own answers :) ,

    1) Yugoslavia:

    - Yes, usually it's not worth to invest in diplomacy at that point, better take the plunder and XP while securing your southern flank and opening a way towards Greece.

    - If you invest from the start you have a chance to bring them on your side (actually you only need to reach 90% since they'll prepare for war after that)

    - One detail: 1 german diplo chit gives 5% chance to get a diplomatic hit but the result of that hit is usually more than 5%.

    2) Diplomacy main targets:

    - Spain, especially to protect Italy/Med by going against Gibraltar, they start already high on axis standing and will gove some good units and MPPs plus a base against Portugal and North Africa. I also think there is an event with the fall of France to help bring them on your side if you decline Vichy or something.

    - Turkey, to invade Caucasus and ME though they start at 0% so it's quite an investment, even with some events to help. They will gove some nice units and MPPs.

    - DEI, to avoid consequences of US oil embargo and they start at 25% axis standing. They will give many MPPs and some interesting units while freeing up jap units for other operations.

    Other targets:

    - Sweden, depending on your situation and your decision for Norway's mines can be an interesting bet starting at 25% and having several ressources. They will give some units but not being connected by rail to Germany, you won't have their industry working at 100% for you and you already have an economic convoy ongoing.

    - Algeria, after Vichy event, they should start with high axis leaning and give some units while allowing you to defend better against a "Torch" operation by Allies.

    - Major countries, USSR or US to speed up or slow down their war entry. Other than that, you can still target other countries if you want to try some exotic strategy.

    3) France:

    - You have to take Paris. French units have very low defensive stats so combining panzers and aerial support with good HQs usually is enough to break any resistance as long as you keep your main forces concentrated. Don't hesitate to take some losses, what you need is speed.

    4) France's defense:

    - You can use some naval units to defend ports but they will be targeted by enemy air attacks so you need at least one fighter around.

    - You probably can't cover everything and you'll have to take some risks whatever you do. You'll need some kind of reserve to deal with surprises.

    - You can use axis minors units or Italians to fill the gaps if you need german units somewhere else. Keep an eye on partisan tiles as said above.

    - In 1941 or 1942 as well as during bad weather turns/seasons, enemy offensive threats will be lower so you can take more risks by having less units in France.

    - Watch England coasts and enemy moves nearby with active aerial recon (flying over) or passive recon (if you have long range upgrades and planes close enough).

    - Remember you can also trick your opponent by leaving some tiles empty and waiting in ambush for improvised landings.

    5) Japan builds:

    - Depends on your overall strategy, if your priority is navy, better build some CVs early then other ships with lower building time.

    - If you go for land and air power, you can do with what you have for Pearl Harbor. Not building CVs early will only limit the number of objectives you can attack simultaneously.

    - Waiting to build expensive units also gives you a chance to save MPPs by researching production technology or to have spare ones for diplomacy.

    6) Vichy:

    - Not sure since I havn't been there for now but that's how it worked before: you needed to take Algiers to get the french plunder if you decline Vichy.

    Hope it will help ;) .

    thanks strategiclayabout, much appreciated

    the diplomatic side sounds like it could be quite interesting

  10. sanderz, you've got a good handle on the game, your assumptions are correct, now go out there and discover, practice, big tourney coming up (see Amadeus), SC shines in p vs p competition, it'll cement your loyalty to the series.

    have started another game as GER and doing much better - a very enjoyable game that whilst the basics are simple the decisions you need to make require a lot of thought

    it looks like there is a lot of replay value as well

  11. Thanks SeaMonkey, much appreciated. A few more questions though :)

    4. Hit the "P" key and check out where the Partisans will interrupt your occupation, garrison those areas. Keep an eye on UK ports for amphibs(escorted recon), be ready with a "fast reaction" group to deploy if imminent peril is detected.

    By "Fast Reaction" i assume you mean land (not Naval) units. What size force would you suggest?

    5. You've got enough to start, NW tech is sufficient.

    You mean you don't buy any additional CV at all? I think i saw in one of the AAR about purchasing several CV early on because of the long build times, which is what i did. However i had a shortage of land units in China which was beginning to get rather messy by early 1941. So i think i will try it as you suggested next game.

    7. GAME TURNS

    One thing that messed up my timing was the manual says its 2 weeks turns when its actually monthly turns - took me a while to realize this.

    8. ESCORTED RECON

    In my question 4 you mentioned using Escorted Recon. Is this just where you move a medium bomber (or any aircraft?) to an empty square in enemy territory and it reveals troops there. So in the defense of France i need to leave at least 1 medium bomber and one fighter to do this?

    Many thanks

  12. Hi all

    Am playing as the AXIS - my first game of AoD versus the AI.

    I need some advise/tips on a few things to help me along please.

    1) YUGOSLAVIA

    I see the Allies had a Coup event (decision?) and YUG has gone to 80% Allied influence. I'm assuming its a waste of MPP to influence YUG towards Axis now as they have an 80% chance of joining Allies so even if i do 1 chit of influence that would only go down to 75%. Is this how it works?

    2) DIPLOMATIC GAME

    Any tips on which country (if any) to influence as AXIS. My initial thoughts are NO as i'd rather have the units but am i missing out on something here?

    3) TROUBLE WITH FRANCE

    I took the low countries fine, and indeed most of France but i had trouble getting Paris so it was Feb 1941 before i got Vichy. I think my mistake was in thinking capturing vast swathes of France would trigger Vichy even without Paris - i also thought that doing this (cutting off Paris) would affect their supply but it seems Paris is always in supply being a capital??? I think my mistake was being afraid to attack across the Seine because they had a solid line. I'm thinking maybe i should have been a bit more patient and moved the air support down, though even this was difficult as they would have been attacked - i think next time i need to take Lille earlier. So, after all this waffling any tips would be much appreciated :)

    4) GARRISONING FRANCE

    When i took Norway i got a lot of free units to garrison the ports but that didn't happen with France. I have no idea what i need to leave in France to stop an early invasion. I was thinking a division in every Port but thats a lot of troops. Suggestions welcomed.

    5) JAPAN BUILDS

    Curious as to how many CV/CVL you guys build ready for Pearl Harbour.

    6) VICHY

    If you don't create Vichy do you still get plundered MPP and MPP from captured French cities? Or do you have to capture Algiers?

    Well, that will do for now but probably more to come.

    Many thanks

  13. Hi all

    Am playing as GER and trying to invade Norway. However my paras won't drop and my amphibious troops can't unload.

    SITUATION

    Paras - are one hex north of Arhus and have been set to prepare for at least 1 turn (maybe 2) but if i right click there is no para drop option (not even a greyed out one). What am i missing here? Is it anything to do with them not being in a town or low supply (5) or no HQ near?

    Amphibious Transports - This was an ordinary infantry corps loaded up in Kiel and its had 2 turns to get to 3 squares from Oslo next to a coast square. However the unload option on a right click is greyed out so i can't unload them (i have used amphibious assult successfilly as Japan to attack Foochoo). Does it have to be Special Forces to amphibious assult? If not then once again what am i missing here?

    many thanks

  14. Hi all

    Am new to game and still find the question of carrier modes a bit confusing and don't understand how the system works.

    From the rule book, with my queries in RED :-

    Carriers have a number of different modes:

    Fighter (Combat Air Patrol)

    Naval/Tactical

    Mix

    If you are in Naval/Tactical Mode then the CAP mode is disabled and the Auto/Intercept/Escort/Ground setting is removed from the Carrier.

    q1 - does this mean that if its attacked by an air or carrier unit that it has no CAP (defense?) at all and is VERY vulnerable?

    q2 - on the flip side does this mean that its attacks against naval or ground units is a LOT more effective?

    If you are in Fighter or Mix Mode then you can set the CAP mode to one of the following:

    Auto (this is the default setting)

    Intercept (I)

    Escort (E)

    Ground (G)

    q3 - whats the difference between the 3? e.g. if i set it to escort does that mean my air strikes will be better protected against interceptors but my carriers have NO defensive interceptors?

    q4 - what does the Ground setting do?

    and a couple of general questions:-

    q5 - whats the best settings for carriers to bomb (take strength points off) a unit in a coastal town/city prior to an amphibious assault - assuming NO threat from enemy air/carriers.

    q6 - whats the best settings for carriers moving around the pacific where location of enemy carriers is unknown.

    Hope someone can help clarify things

    Many thanks

    PS - i'm assuming that whatever the answers are also apply to AoD?

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