mavraamides
Posts: 447
Joined: 4/1/2005 Status: offline
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quote:
ORIGINAL: Jim D Burns quote:
ORIGINAL: vaalen Thanks,Jim. That is really good to know, as I am about to start a game as the Allies. No problem, but it looks like my plan was not sufficient. The Germans landed even more troops (seems to be a second Africa Korps with 2 experience stars for the units, ouch) and they are crushing my lines. I got creative and thought I had time to build more elaborate forts (more than two hex sides) due to the fact I had three armies in theater, bad move. I'm falling back to the few forts I managed to complete, but the Germans are killing one or two units a turn now so looks grim. I posted a screen shot in this thread (post #18) back when I thought I was in good shape. The Oasis is now gone, both inf corps and the tank are dead and the southern HQ is fleeing into the open desert 1 hex at a time to try and survive. All three armies were hit and are now running back to the forts, though I don't know if I will have time to reinforce them. http://www.matrixgames.com/forums/tm.asp?m=4189394 I had been pounding the Italian HQ on the coast, but the Italian navy showed up. I am winning but most of my ships are in rough shape now. Man things turned bad fast lol, I'm loving this game. Jim I started a new game as Allies and tried a few things some of which might seem a little gamey. 1) France. My first purchase is an engineer. Even though I know I'm going to get one later, I want to start on fortifications around Paris ASAP and when I have 2 of them I'll just be twice as fast. No research at all, build as many armies and corps as possible and use the rest for reinforcements. Keep med navy in med except for subs and destroyers. 2) UK. Build engineer right away. Then Infantry Weapons and Anti-Sub. Send engineer to Egypt ASAP. Send half of navy to med. This is the somewhat gamey part: Send the BEF to the South of France to defend against Italy instead of the more historical north vs. Germans. When they get pushed back to the point of being in danger, evacuate into the med and send them directly to Egypt. This way you have your most veteran, teched up troops in Egypt as early as possible including a second HQ while the French navy is still around to help protect them in transport. This saves 2-3 turns from the normal (at least for me) evacuation first to England and then later to Africa not to mention saving me from having to pay twice for transport. 3) Russia. Ditto Engineer. AFTER researching Infantry Weapons. I used to place my armies 2-3 hexes off the border. As German's advanced, I kept withdrawing them to about that distance. This minimized the ability of the Germans to do the attack, swap, attack, swap, attack, etc move because they first had to close to contact. I still do this after German invasion but I have them start right on the border. Why? Because when Germany first attacks, Russia get's a boatload of valuable troops (fighters, bombers, HQ's, mechs, etc.) right on the border. If my main line is 3 hexes back the Germans devour these before they have a chance to retreat. By placing my troops on the front line, these units get deployed BEHIND the front where they are much safer from that initial onslaught. My front line get's ravaged but these more expensive units largely survive and can retreat, reinforce and upgrade saving me massive MPP's. Plus, these front line troops when destroyed can be cheaply rebuilt (they show up with * in the production screen) while it seems that I don't get that same benefit from destroyed units that get created by script at invasion time. Not sure if it's supposed to be that way but I'm seeing that.
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