targul Posted June 10, 2007 Share Posted June 10, 2007 I am finding Malta to be impossible to take. Is there some trick to taking it? I have tried bombing the port to zero then bombing the unit. I thought closing the port would not allow Malta to add troops but each time I get them to about 4 and they grow back to 8 while the port is at zero. It does not allow airborne or amph assault. Please let me know how this island can be taken. Jim Link to comment Share on other sites More sharing options...
Retributar Posted June 10, 2007 Share Posted June 10, 2007 targul!,... go to the very top of this page and click 'search' ,...put in... Malta ...then search it!. There are many explanations given for how to take Malta!. In short, lot's of assembled airpower will be needed as well as Naval assets to take out Malta!. Use your Battleships & Cruisers to bring down the Port-Strength to '0',...as this will help reduce effective reconstitution of the Garrison on the Island. No Amphibious or Airborne assaults are possible here!,...when the Garrison is finally neutralized, send an Amphibious force over to Malta to 'Occupy' it!. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted June 10, 2007 Share Posted June 10, 2007 Target practice some rockets at it. Link to comment Share on other sites More sharing options...
ChrisND Posted June 10, 2007 Share Posted June 10, 2007 Originally posted by jon_j_rambo: Target practice some rockets at it. I still have nightmares of you doing that to me. Link to comment Share on other sites More sharing options...
Bromley Posted June 10, 2007 Share Posted June 10, 2007 All you rocket fans. What's the lowest rocket level you'll accept for a 1941 Barby? If you're going the rocket route do build them all by Barby? Link to comment Share on other sites More sharing options...
jon_j_rambo Posted June 11, 2007 Share Posted June 11, 2007 Lowest level? Comes down to tech rolls. Once they hit level 4, you have some juicy options. They are best in the winter time, since air is grounded. Link to comment Share on other sites More sharing options...
hellraiser Posted June 12, 2007 Share Posted June 12, 2007 @Targul -> Malta ca be taken but you're looking at a long campaign unless you amass a lot of assets against it: 1. You need to keep the fortress at 0 AND the port at 0 all the time. In SC2, ports act as a supply source as well so bombing Malta fortress is not enough to kill the supply. For this use your italian ships and bombers/rockets if you got them. The ships alone should do the trick anyway. 2. Airfleets start bombing the garrison and eventually due to reduced garrison strength (if you destroyed the fortress and port), very low morale due to ships/air attacks, the defender will be killed. Link to comment Share on other sites More sharing options...
Bromley Posted June 12, 2007 Share Posted June 12, 2007 I don't think I've ever deliberately taken Malta, so not much to offer. Some pros/cons purely from the Italian side though: Pros: * No Spotting of your fleet/garrisons (very important now bombers are fixed) * Slight MMP benefit in North Africa (Malta effect) * After inital losses, good training for your fleet Cons: * Cost of rebuilding fleet slows down building engineer/air * Your fleet is exposed to UK counter unless UK fleet already dead Link to comment Share on other sites More sharing options...
jon_j_rambo Posted June 12, 2007 Share Posted June 12, 2007 One of my many strategies includes the Rambo Rocket Brigade (RRB). I enjoy target practice on those lousy Maltains. Link to comment Share on other sites More sharing options...
Liam Posted June 13, 2007 Share Posted June 13, 2007 Taking Malta isn't worth the price in my opinion. The Fortress makes it costly for air to kill it and the garrison there is sufficient to cause a bit of havoc should someone wish to go on the offensive somewhere and replace it with a fighter or bomber. Think over the course of the game the cost Malta Effect, it is genuinely annoying to any Axis Player but you really can put your forces to better use elsewhere usually like Finland! Link to comment Share on other sites More sharing options...
targul Posted June 13, 2007 Author Share Posted June 13, 2007 Having examined the costs I am agreeing with Liam on this tiny island. But I will try out Rambo's RRB at sometime just sounds like fun even if not really benefical. Jim Link to comment Share on other sites More sharing options...
jon_j_rambo Posted June 13, 2007 Share Posted June 13, 2007 Depends what is going on in the game, your opponent, and your personal desire. I do not operand the German Luftwaffe down to Sicily, those Nazis can fly, save the dough. It is quite enjoyable to pop 5 rockets (use bug to get the 5th), for 1/2 year before Barby. Get those Rocket Brigades trained, while praying for higher tech for them. Win or Lose, it's a fun way to play. Link to comment Share on other sites More sharing options...
Bromley Posted June 13, 2007 Share Posted June 13, 2007 What's that bug? A quick search didn't turn up anything. Link to comment Share on other sites More sharing options...
Bromley Posted June 13, 2007 Share Posted June 13, 2007 [double post] [ June 13, 2007, 01:32 PM: Message edited by: Bromley ] Link to comment Share on other sites More sharing options...
jon_j_rambo Posted June 13, 2007 Share Posted June 13, 2007 You can buy extra of a unit (over the soft limits) if you build while the other units are in the pipeline. Thus, I have 5 rockets in a current game rather than just 4. Link to comment Share on other sites More sharing options...
Terif Posted June 13, 2007 Share Posted June 13, 2007 Hmm, what you mean is not a bug, but how soft limits work. In this case it is most likely resulting from forgetfulness of the host who used the wrong setting - soft build limits means you have no build limit and can build more units, so standard is usually to use hard limits. With hard limits activated you can only buy 4 german rockets, no matter if they are in the pipeline or not . Link to comment Share on other sites More sharing options...
Blashy Posted June 13, 2007 Share Posted June 13, 2007 The only country that can pass the limit in Rockets is USSR. If you purchase ALL rockets prior to Siberian transfer you will have 2 extra rockets. The same goes for all other units that arrive in Siberian transfer, so you CAN get two "extra" tanks. In the purchase screen it would show -2 for Tanks, which means the first two that get killed will NOT be available for re-purchasing. Link to comment Share on other sites More sharing options...
n0kn0k Posted June 13, 2007 Share Posted June 13, 2007 Hmm I believe there was a bug like that mentioned some time ago. And a solution would be hard to code if I remember correctly. But I don't recall if it was with Units placed due to scripted events, or due to units that were already in the build order. I just tried to test it with the build order, but my version doesn't have rockets in the Siberian event Maybe JJR can shed some light on it Edit: Blashy beat me to it Link to comment Share on other sites More sharing options...
jon_j_rambo Posted June 13, 2007 Share Posted June 13, 2007 "I'm so confused" --- Vinny Barbarino from the classic, Welcome Back Cotter. Bottom line, I have Soft Builds -> OFF, therefore I spoke (wrote) wrong. But, there is a defect with Soft Builds -> ON My brain is fried from work & arguing with some dude about the KJV vs. NIV. Time for Legend to go home & eat dinner. Link to comment Share on other sites More sharing options...
arado234 Posted June 14, 2007 Share Posted June 14, 2007 You guys are talking about rockets shooting across to malta from sicily.I think that should be fixed.Those rockets couldnt shoot anywhere near that far(over 100 miles).Max range is about 11 to 15 miles.Like i said before upgrades for rockets should really only have any effect on destructive power not range.Your now talking the range of a v2. Link to comment Share on other sites More sharing options...
Guest Mike Posted June 14, 2007 Share Posted June 14, 2007 What do you think upgraded rocket are if not V2's and beyond??!! Link to comment Share on other sites More sharing options...
arado234 Posted June 14, 2007 Share Posted June 14, 2007 Stalin's Organist, How do you explain the russian rockets shooting that far?(Your name says it all).They didnt have anything that could shoot that far.The v2 could never be fired in heavy enough concentration or accuracy to even have a hope of mimicing what these rockets are supposed to do.The german rockets are refering to the wurfrahmen 40 and the nebelwerfer(max. range about 8,000 to 10,000 meters),not over 100 miles.Rockets main use was in support troops. Link to comment Share on other sites More sharing options...
Bromley Posted June 14, 2007 Share Posted June 14, 2007 There's nothing to stop the Russians upgrading to V2 or better rockets. Of course, there's the issue as to whether the USSR should have rockets at all. It's one of SC2's logic faults that rockets behave like normal artilley but with rocket ranges. Realistically, the unit itself should be removed from the standard game line up. Just looked at the range issue again and, if we ignore their destructive power for the moment, rocket ranges aren't as far off as I used to think. 1 tile = 90km V2 range = 200 miles = 322 km Assume that minimum range between tiles is 0, so a unit can always hit the adjacent tile even if it's range is only 1 km. 322/90 = 3.6 Therefore, V2 range should be up to 5 tiles. Destructive power is out of whack. Rocket tech should allow unit combat power/morale effect upgrades and/or city upgrades, where the upgrade triggers a "Malta effect" on nearby enemy cities. A bit too involved though and removes some of the fun for rambo and others . [ June 14, 2007, 01:08 AM: Message edited by: Bromley ] Link to comment Share on other sites More sharing options...
hellraiser Posted June 14, 2007 Share Posted June 14, 2007 Destructive power is not necessarily out of whack - rocket effectiveness decreases with the range. But if they are trained and use from, say, 2 tiles away...well, yes they hit hard Link to comment Share on other sites More sharing options...
Bromley Posted June 14, 2007 Share Posted June 14, 2007 Yeah, but that's the point. None of the V weapons were designed to damage units, so it really wouldn't matter if they were one tile away or five. None of the battlefield rockets had a range that would exceed one tile (hell, they reach <10% into a tile), so decreasing effectiveness with range doesn't apply here either. They're a fantasy unit, like so many were in RTW . Not that I hate them as I did the war dogs . . . Link to comment Share on other sites More sharing options...
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