WarHunter
Posts: 1207
Joined: 3/21/2004 Status: offline
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quote:
ORIGINAL: Majorball68 Questions: 1/ CW setup at start why not put the corps on Malta to stop early invasion? 2/ With your fleet based in Kiel why not have a fighter and AA for defense? 3/ With regards to CRT is it a personal choice to use 1DRT over the 2DRT, I am undecided which to use although I notice you can get burnt bad with the 2D? 4/ Do you port attack the Danish and Dutch ships in port on the surprise impulse to deny CW convoys? 5/ I notice you suffered the +2 penalty for not have all the French BB in a Metropolitan France port, was this deliberate or is there a tactical reason for this? 6/ Your defense of Chengchow in the north at setup was a single 2-2 Militia which is handing the Japs an easy kill. Why not put the Chungking 4-3 militia with it so it cannot be taken first so quickly without risk? Logic is if Japs attack north in force it slows them down or forces them to take a risky attack and if they get killed they can be rebuilt in 1 turn and deploy in the south to beef up that defense. Thank you for the questions, Majorball68. 1/ The setup was a bit of role play to allow an invasion to be attempted with Italy using unlimited breakdown. Sending in the British division at the last minute helped the drama of the moment. The die roll was the unknown factor. 2/ This seems like an easy question to answer, but its not. As air units are eaten up impulse by impulse. As units are flipped and the front line moves away, some areas just dont get the defense you wish they had. Sometimes you just have to say "frack it". And hope luck is on your side. And live with the decision as die rolls go against ya. When the CW carriers moved into the North Sea. I knew that port strike was going in. There was nothing left on the German side to stop it. The axis player side of me was less interested in stopping a port strike, and more interested in stopping any Ground strikes. I was trying to play the air war as a CW player would. Waiting for the Luftwaffe to slowly burn down before committing. One of the down sides of knowing what is behind both curtains. The single AA unit would have been ideal for fleet defense. It is equally a great ground element vs French armor. I choose the ground element. 3/ I'm a unrepentant nostalgic heathen using the 1D10 crt. I feel it teaches me to be a better player. The 2D10 is more forgiving and gives more chances to make mistakes. 1D10 makes risk and gamble an extreme of highs and lows. The wild ride of ground combat is more enjoyable and less time consuming. I'm not against playing with the 2D10, just prefer the 1D10. 4/ No. Mostly because i didn't set up for port striking. Most of the convoy points can be setup away from any danger. For the Danish ships 5 of 6 convoys can be setup in Iceland. For the Netherlands, the convoys can be setup in Antigua. 5/ Yes, it was partly deliberate. I left the French ships at sea, looking to return to base. I forgot to take them off sentry. Its a lesson i will not soon forget in a non-solo game. The +2 Vichy roll just added the importance of making sure BB's are in port. 6/ The Chinese setup is still wild west territory for me. It was as much an experiment as was the initial Japanese "Chi-Com" first strategy. The overall plan for Japan was to pivot South after SiAn was taken. Figuring out what should be left behind to defend is still in question and subject to change. The problem about implementing the setups of both sides, is there is no surprise. Its all game theory until put to the test. Once there is some mystery thrown into the mix, we can better gauge what seems a better course of action in Asia.
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“We never felt like we were losing until we were actually dead.” Marcus Luttrell
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