Taxman66
Posts: 1665
Joined: 3/19/2008 From: Columbia, MD. USA Status: offline
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Keep the HQs on hexes with at least 3 natural supply or 3 supply pushed from another HQ. So 1 HQ can be no further than 2 hexes (terrain dependent too btw) from a full strength (5) town or hex adjacent to a port. This allows the HQ to push 8 in it's hex and so on. When chaining, make sure the next HQ is getting 3 supply (so no further than 5 hexes and again terrain dependent too) from the 'base' HQ. Always check which units are supported by the HQs. Increasing Command & Control Tech allows a HQ to support more units (+1 per level). It increases the range (not supply push) at which it can control units. I believe it also increases how well it supports them too. Additionally it increases HQ Action Points (by 0.5 iirc per level) so at level 1 the HQs can move further. A unit that is constantly being attacked (even if it is being reinforced each turn) is going to have its morale/readiness hammered. Units need a couple turns to breathe/rest (preferable without moving iirc) to recover. The game favors the attack (perhaps a little too much) so it is often better, if possible, to counter attack than it is to try and dig in and rebuff. Against the game's AI, bring more land units. Sending 1 bomber and 1 fighter (in addition to the air that will show up automatically) is typically enough. This is NOT VALID against live players though, so be warned. Additionally you have Carriers. They operate better in the Med than the Atlantic (less storms), but you generally don't want all of them in the Atlantic either. Note It's a bit of a waste to use Carriers against land units. They're best used for their passive scouting abilities and picking off enemy bombers (not so good against enemy fighters) if within range of your own escorting fighters. However, like all other naval units, you won't be able to reinforce CV air wings (or any naval unit) beyond 8 unless they go all the way home to British Isles. Any Air unit on a coastal hex is very likely to take damage from bombarding naval units (not sure about DD & CL, but usually from CA, and almost always from heavier naval units), so be alert to that possibility as well. A Key thing to note against the AI: I haven't yet see the AI send additional units to the Egyptian theatre. So if/when you do manage to kill a unit, it won't get replaced. If you just damage it the AI will repair it. Once you kill a unit you won't have to worry about it again.
< Message edited by Taxman66 -- 6/30/2019 2:38:00 AM >
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"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
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