LiquidSky
Posts: 2811
Joined: 6/24/2008 Status: offline
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In my game with Pelton, I decided before the game started that I would try to 'minimize' vps. In other words, rather then fight hard to eliminate all negative's, I would just try and balance the vp budget. If the turn started and I had 0 vp's from the previous turn, I was happy. As the game goes on, I get more and more positive vp's for cities, and bombing easier targets, which allows me to ignore the vp losing stuff, like bombing U-boats. When the U-boat factories reach full, and my score is in the negative teens, I will launch one strike to bring it back down to a manageable level. This is the early game strategy. After I invade, I start to get more negative points, which I hope is countered with more city points, and more lucrative bombing targets (as escorts get closer, allowing me to range farther) I also get more and more bombers so I can fly more and more missions. Now I try and achieve a more positive balance..like one or two vps a turn. By the last third of the game, I hope that with good play, I can end up in a position to take German cities. Which provides the double whammy of bombing points and city points with their fall. And hopefully they reach a breaking point where I can get maybe 10-20 points a turn. In other words, I am not trying to win the game in 1943. Even though the game designers have done away with the VP carrot at the end, and put in a more gradual system, the system is not linear, and is weighted towards the end game. So I don't mind 'losing' vp's in the early game if I can counter it with 'gaining' them in the end game. And it keeps the German player focused. After all, he is the one getting a pounding, so it is good for him to see 'negative' points. It makes him think he is winning.
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“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great
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