I am asking for feedback from someone who is expert in this mod.
Help file = Game notes
1) "UK ftrs on French carriers experience awesome effective action range."
Isn't that an oxymoron? How can French carriers exist, given that France will not exist past turn 3?
2) "Paris can be made to fall during Germany's 2nd turn (less then 1% total chance of failure) Expensive!"
I don't get it. Germany can crush Metz on t.1, ending with 10 tanks (+ other units) there. Those alone should be enough to conquer Paris next turn. Well, maybe not, because the French could always have at least 11 units there, and the UK could bring in 6 planes, before German t. 2. Of course, the Germans could also add 6 more speed 3 units to the equation, and a bunch of airplanes. So let's allow that the Germans will not lack for power to sack Paris on t.2.
But how will they get there? The only way is through Dijon. The Germans can take Lyon on t.1, and the Italians can conquer Dijon with 2 tanks, but the French can counter-attack Dijon with at least 7 units.
What am I missing?
3) "Early Axis objectives: Tunis should fall in round 1, Morocco in round 2"
Any ship that is used to attack Tunis on t.1 cannot make it to Morocco on t.2. Thus, if you want to do both, you will be bringing in a rather sparse force to both battles. Winning both battles might be possible after detailed calculation, but seems to be rather unlikely.
For this combination, and for any other ones as well, is the intent that ALL objectives on the list can be simultaneously accomplished, or is the meaning that they are somewhat exclusive of each other?
1. usualy when germany brings enough units to take paris in round 3, france decides not to defend paris and therefor buys 1 or 2 carriers for brit navy support and defence, any brit plane on a french carrier has more range because france can move the carrier 2 spots before the brit moves its fighter, therefor axis has to take that into account. trust me this is very common.
2. Wel it will take all the fun away of discovering it urself but the route is trough lille, ok heres what u have to do:
-attack lille with 2 inf and 2 tanks using trannys, battleship for bombardment (defend them from uk air)
-attack reims with air only , 3 fighters 2 bombers
-attack belgium with 4 tanks, 2 from koeln, and 2 from munchen and some infantry
-make sure to capture netherlands aswel, and metz ofcource
-also attack lyon and make sure u capture it
-noncombat, move 1 tank from frankfurt to lille, 2 tanks from bremen to belgium
-make sure to have enough air in range of paris, and buy 4 halftrucks in frankfurt
-attack switzerland with 4 infantry and 3 air, retreat after 1 round of dice and land air in lille!!!
-attack dijon with 2 tanks
3 wel this is actualy easy and can be done in different ways, easyest is to load 2 inf and 2 artillery from the italians into the 2 german trannys, move the german trannys next to morroco in turn 2. make sure to have 3 italian trannys (that can be fully loaded) in range of morroco aswel, this means italians have 10 land units to attack morroco with in turn 2, and this cannot be defended by them.
most objectives can all be done simultaniously, but this doesnt mean they all work together, its ur job to find out what kind of strategy you prefer and what objectives are importand for that.
hope this helps
Thanks for that, ice. I did look at the naval invasion of Lille briefly, but rejected it without detailed calculation. I also looked at the air assault on Reims briefly, but rejected it as well, because I want to use those planes elsewhere.
I see now that France can be definitely be conquered on turn 2, if not by the Germans, then by the Italians. But is this a good option? The Axis will gain about 30 PU a turn early, but they are likely to lose that amount in direct excess casualties alone, to say nothing of the serious weakening of other fronts. For example, how is Finland going to survive if the entire German fleet goes to play with the UK? And doesn't the German fleet then get sunk right quick?
Here's another question. The Strategy Hints section states:
"At beginners level, Allies are easier to play. At medium level, Axis is easier (once accustomed to a good opening)."
On the face of it, this indicates that beginners would consider the Allies to have an advantage, but as players become more experienced, it will be seen that the Axis have the advantage. Is this correct, or is it actually intended to mean that more experienced players will find ways of overcoming the difficulties inherent in the position, such as being outnumbered over 400 PU (about 20%) and 150 in production (over 100%)?
like i said, any option can be good or bad it depends on ur total strategy. the more experience ull get the better ur total strategy will be, experienced players will have the first 4 rounds finetuned meaning every move they make is with a reason. example, focus on western allies to make allied landings difficult or impossable, it this scenario paris 2 attack fits perfectly. others try to advance as fast as possible into russia, then a paris 2 doesnt make much sence to me.
whatever u do, never try to conquer every single direction simultaniously, defence is easy and cheap if u get the feeling of logistics. so defend in 1 direction and be very aggresive in the other.
personaly i feel that germany should never loose his navy early ingame or even better never at all. and this is doable once u get more xp. if germany looses his navy too many territorys will be defending from amphibious attacks, also finland is not to be taken lightly. loosing it defenatly hurts for axis.
defending finland can be done in multiple ways, easyest and most obvious is build transports and drop units there every round or even some air. a more complicated way is be agressive towards leningrad, russia will have to descide to defend leningrad or give it up and try to take finland, either way germany could always use a nice large group of transports in the baltic sea.
about the ballance, its really hard to tell some players yust play 1 or the other side simply much better from the start, my advice is play both sides evenly to discover all advantages and disadvantages. imo for expert players the ballance is as good as it gets, and no other map comes even close to this ballance.
Thanks, ice, those are useful comments.
Now, my next question is a survey question to everybody who sees it. Do you want to see a strategy guide for this mod, beyond the level of the existing Help file?
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