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Suez Canal


Easypeaziman

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Hi,

it seems to me that only transport ships can use the red arrows in the atlantic to go around the cape (warships are ignored for some reason). This is achieved by moving the transport on top of one of the red arrows, then at the end of the turn the transports are moved off the board.

About 6 turns later they arrive and unload in eqypt. I have tried to use the canal to return the opposite direction but this strangely does not seem to work.

I hope this helps smile.gif

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The Around Cape Horn option was added in V1.06. Prior to that everything had to go through the Mediteranean. It appears that Hubert is aware of the quirks in the measure and will improve it either later in SC or in SC 2.

There are ways of revising things a bit more in the scenario editor if you want a more realistic game with British Middle Eastern Forces at the levels they were at later in the war.

As the Allies, the AI never sends units to Egypt.

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And the feature is documented in the version notes. There is a link in Hubert's "new players read this" thread at the top of the first page. There's a lot of stuff in there and it's easy to miss things the first several times through...I'm still finding things out (usually after some unit is wiped out unexpectedly)

The Suez feature is most useful if the Axis gets feisty in the Med. If the Allies want to get serious down there, they have to knock out the Italian fleet--which usually means attacking through Gibraltar and from the eastern Med simultaneously. (Where is the damn "send in frogmen/midget subs" option when you need it??)

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I find the Suez canal useful in preparing for an invasion of Iraq as the allies. Once Iraq falls the Allies can operate Air units from the UK to Egypt to Russia or operate Land units from Egypt to Russia.

Often times this provides the key amount of support needed to hold the Russian front against a human player.

The key though is to move a French Corps down from Syria to hold the canal against a surprise Italian corps landing. After France falls this unit becomes Free French. Without moving the French corps the UK corps can only protect Cairo or the Canal, not both.

You may also have to reinforce the defending UK fleet with air units or additional Naval Units to hold off attacks by the Italian navy. It all depends on the human you are playing against.

[ April 22, 2003, 10:30 AM: Message edited by: Edwin P. ]

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Santabear, thanks for the compliments.

As an aside, moving the German (excluding the two subs in the the North Atlantic which are usually destroyed rather quickly) and Italian fleets to the Atlantic can totally isolate a UK player from American reinforcements, especially if the UK has scrapped some of their naval units to buy air units.

How to do this vs a Human Player or against the AI?

1. Germany invests 1 Tech in Long Range Aircraft and then moves the German fleet from the Baltic down the French coast under air with Long Range Tech 1. If any UK air or Naval units move in range to attack then the 6 to 8 German airfleets massed along the French coast destroy them.

2. After the Italian navy destroys the UK fleets in the Med (usualy with the assistance of German or Italian Air Power against a human player). The Italians then take Algiers. Air Fleets flown to Aligers bomb the Gibraltar Fleet to zero and then the Italian fleet can sail through to the Atlantic.

Once the German and Italian Fleets are united and assited by a new sub or two the allied navy will have a serious fight on their hands.

3. Then the Axis should take Marseilles a turn or two after Algiers falls (not the same turn) and then the Axis will gain the Vichy France plunder without having to take Beruit in the Middle East.

This early war tactic is especially useful against a human player that scraps UK naval units for MPPs.

[ April 24, 2003, 03:20 PM: Message edited by: Edwin P. ]

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