icym
Posts: 152
Joined: 8/15/2013 From: Australia Status: offline
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quote:
ORIGINAL: ironduke1955 Sounds great pencil me in with the relevant powers and invite to dropbox and I am good to go. Couple of must do tips for the powers I am playing, would be nice just so I don't ruin the game with a huge error due to a gap in my knowledge of the MOD. Here are few: 1. Prioritize the improvement of British ore. Just like Germany and Russia, Britain can't achieve full production (especially of ships, which need a lot of ore) until the ore mines are upgraded. Add destroyers to the ASW hex. To maximise British ore send one or more destroyer groups into the ASW hex. In the May turn the loss is usually around 900 ore and 3000 oil (the number of German subs that start in the SW box does randomly vary a little at the start of the game). The exported amount cannot be changed until the US enters the war and is allied with Britain, so use 900 as a baseline in early 1941. Britain can hopefully produce more destroyers than Germany can subs. Try and add enough destroyers to progressively reduce the losses over the next few months; the the ore lost can drop to 750, 600 or lower over time. 2. The distance you can direct production and have all of it arrive is around 115 hexes. This means that of production sent to the Med (usually to Auchinleck) 25% won't make it (the balance remains in the factory/city that produced it). Factories and cities in the North (Glasgow/Belfast) exceed 115, so it’s best not to send production from there to the Med (only 50% will arrive). Use the oil can icon to check supply lengths from the originating source if in doubt. Should supply run low in the Med, the British HQ in SW England (Falmouth) contains 2 convoy ships. Supply can be transferred from there to Gibraltar and subsequently on to Egypt without incurring distance penalties. Note that if Germany directs some production to the Med, as they should, they will suffer the same 25% penalty. 3. German begins with a few torpedo bombers based in an airbase near Brest, NW France. They can interdict supply/production headed south from Britain. It is worthwhile putting 3 or 4 navy supply blocks going NW from that airbase to divert production and supply out of the torp bomber's intercept range. Be wary of adding too many navy supply blocks as a way of trying to avoid wolf packs at sea - if the supply path becomes too convoluted the supply getting through will exceed the 115 limit and drop down to 50%. 4. Either Britain or Germany may attempt to revive the Battle of Britain. Direct new air production to the north of Britain, out of range of attack by German aircraft. Build enough aircraft for Britain's defence along with flak to protect your airbases and city-based air. Somewhere around 5 flak will usually be enough to discourage the Germans from becoming too aggressive. Note that flak only provides defence against air attack directed on their own hex. 5. Blockade the Straits of Gibraltar to stop German or Italian ships getting from one front to the other. 6. Be wary of leaving large fleets at sea. If the Axis get lucky and your fleet is within range of sea mines, you could lose a lot of ships (doesn't happen often but it has can). Note that the Straits of Gibraltar hex (15, 105) is immune from minefield attacks. 7. Grab Persia. The country will surrender once Allied forces get close to Isfahan. The oil wells there will make Britain less reliant on US oil. And don't forget to develop the oil well in Iraq (127, 105). 8. After Persia capitulates, consider taking out Lebanon/Syria. It can take a turn or so to get the required forces in position to attack. Britain can then play the Occupy Vichy Colony card which determines if the colony will become Axis or Free French. There is an 80% chance the Colony will align with the Axis. The colony will fall when Damascus is captured. The terrain when attacking from the south isn’t all that great, so it can take a couple of turns. Germany or Italy have a narrow window of opportunity to contest the attack by landing forces there, their presence will make the British offensive a lot more difficult. When Damascus falls, Britain can then play the Vichy Colony captured card which will transfer ownership of the entire colony back to France. If Germany or Italy have intervened and they have >50 power points in the port just north of Beirut, the Axis will retain control of that port, which gives them a base from which to draw supplies. The tangible gains from Syrian occupation are not that great, but it removes the threat of having to worry about two-pronged attack on Egypt/Suez. 9. Britain can increase the chance of French partisan activity through use of an action card. It is worthwhile paying the cost, especially if Germans are playing their card which increases partisan activity. 10. In December 1941, remember to ask the US for an alliance. They can declare war and accept your offer in the same turn. This gets the Br-US alliance off to a flying start. It is fine to ask Russia for an alliance as well. You can't do much to help them but it's fun to be able to see how they are fairing (probably not terribly well in 1941!). 11. It is highly recommended to play any scientist cards you receive on one of the British research centres. Each scientist generates 50PP per turn. In the long run this is better than playing the card on your Capital for an instant 400PP. Keep a garrison on your research centres in case the Germans conduct a bombing raid. Scientists are hard to kill but they are not invulnerable. 12. Have land garrisons in ports containing ships or coastal airbases. Germany can't do much directly against Britain but if they scout out a port/airbase with inadequate ground forces they might conduct a small amphibious invasion (I know, I've done it, it's fun - but not for the British). 14. The CW is split between Canada and Australia/New Zealand. Be careful when directing production, if you accidently designate an Australian HQ to receive Canadian Production (or vice versa), it won’t arrive because the distance is too far. Australia doesn't have a lot of territory for building factories; you can ship engineers to NZ and build a factory there. 15. The Aussies in North Africa don't fight terribly well against the combined German/Italian forces. Move the British in Egypt towards the front. 16. In July 1941 the Canadians receive a free shipyard construction point, build it as soon as you can. 17. Most CW production can go to Britain. By early 1942 they should have enough forces available to make an offensive if any attractive options present themselves. 18. Britain can make themselves a nuisance by blockading Oslo, especially if an invasion of Norway is contemplated. Try conducting recon to see how strongly the country is garrisoned. 19. The Germans will likely put U-Boats in the Atlantic to intercept supply and production. You can return the favour by building some submarines and using them to interdict German/Italian supply and production going to North Africa 20. A few technologies are more expensive to research in early 1941 or at the start of each new year. They are: Rifle, Artillery, Fighter, Medium Bomber, Dive Bomber, Light Tank and Medium tank. The research card shows both the current and basic cost for these techs. It is up to the player to decide if they want to pay the premium to research them early. Do not research techs in advance of when you can build them (e.g. don't research Flak III until 1942). Hope some of these ideas prove helpful.
< Message edited by icym -- 3/15/2018 8:19:22 PM >
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