Protagonist
Posts: 31
Joined: 10/27/2006 Status: offline
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UPDATED: Removed mistaken hint. I wanted to make a list of the really small things that you can avoid forgetting in the first turn that would cost you. When you see the list you will understand the type of things I mean. This is not necessarily a strategic list but rather a procedural list. GERMANY 1. If you are going to invest in SIGINT, do it before your first battle so you get the benefit of it throughout the turn. 2. Before you attack Western Poland, bring out your Transport to the Baltic Sea first. If you fail, your damaged units from East Prussia will be destroyed without a Factory link. Fail on a Western Poland attack you say! Well, it is hard to do, but you will want the Transport out there anyway for another reason to be mentioned later. 3. There is no real reason to bring your fighters into the attack on Western Poland. When facing flak, they will choose non-fighters first so you cannot bring fighters for cover (taking fire). Flak can fire at 2 aircraft per flak but only get the +2 bonus when flak outnumber aircraft, not firing capability outnumbers targets. Also, only your flak (if brought in), can fire on the bomber in Western Poland and that bomber will participate in combat if it survives past the Ground vs Air phase. 4. Make sure you have at least 1 Transport in the Baltic Sea at the end of your turn or you will not get Free Trade from Norway (if applicable), Sweden, or Finland. You do not need a Transport in Kattegat to get Free Trade from Norway, or Gulf of Finland to get Free Trade from Finland. It will all flow through Sweden if you have one in the Baltic Sea. 5. Repair the factory in Western Poland to get its use next turn. With Free Trade and the slight surplus, it is up to you whether you want to repair the resources now. 6. Move your tanks back to Eastern Germany using their second move after the battle in Western Poland if you used them there. This way they are available immediately to threaten The Low Countries, Eastern France, and defend Denmark if you took it, along with the tank built in Czechoslovakia. 7. Leave 1 supply within 1 region of Western Poland to be used up for Partisan activity. 8. If you took Denmark, Artillery, Tactical or Heavy Bombers, and AA are options to help protect it from invasion and also protect the inland waterway. 9. One early way to try and get your Heavy Fleet Veteran status is to use it on the Western Poland attack for bombardment. This also lessens casualties for the cost of 1 supply. 10. Your lone Veteran sub is heartier than you think and using it now gives it the best chance to get to Elite. JAPAN 1. Use the supplies on the outlying islands without transport access for SIGINT/Spies/Security. 2. If you take Foochow, repair the Resource to get its use next turn. 3. You have to move a transport into the Gulf of Siam to get a chance to try to make a trade deal with Siam in the Political Status screen (5/9 chance of success). 4. Assuming you only attack one region deep with your Carrier Airgroups, use the remaining movement point to rebase on land. Remember to right click on the CA and unattach it from the CV. You can move a CV, launch the CA, have it return, move the CV, and launch again if there are remaining movement points. So you can choose whichever region you would like to base them in. The reason you may want to do this is to save supply in moving the CV next turn to get the CA in position to attack (and in the following turns maybe). It costs supply for the CV to move and supply for the CA to launch. Japan needs its supply. 5. With 10 SIGINT, Japanese units will get the SIGINT bonus 70% of the time over Chinese units (at the default Chinese security of 5). Remember to always invest in SIGINT before your battles. 6. A successful, almost always no casualty attack on Foochow includes the following: 3 CA 1 Fighter 1 Heavy Bomber 2 Veteran Infantry 2 Infantry 1 Airborne 1 Artillery 4 Heavy Fleet (bombardment) Adjust to taste. 1-3 Veterans depending on luck. 7. When attacking Luichow (admittedly Turn 2), take out the rail first to remove the -2 penalty. If you have the SIGINT bonus, that negates the rough region penalty. *****My biggest tip - Indirect attacks, or bombardment have their bonuses or penalties doubled. So in the above case of attacking Luichow with its rough, rail status, a -3 becomes a -6 before dice adjustment. On the other hand, if you can somehow turn that positive (say with Veteran status), you double that positive number. That is a big turnaround. A lot of this is stuff everyone knows but some of it you have to make the mistake first to know (as in having a Transport in Baltic Sea when I made an Airfield Attack and I had the bomber from East Prussia damaged). I have so far only been playing Axis so if you guys can add Allied mistakes, that would be great.
< Message edited by Protagonist -- 11/5/2006 9:01:06 PM >
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