loki100
Posts: 10920
Joined: 10/20/2012 From: Utlima Thule Status: offline
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some good news (imho), you can actually get up and running just using Red Lancer's One Page Guides. Everything you really need are in that pack - I printed them (and only them) when I first got the game and still have them to my side when playing). Paratroops are tricky to use well. Also remember that Husky was the first real combat drops and at least one US formation was shot down by Allied AA. If you drop brigades (broken down divisions) or regiments they are very prone to scatter and can easily end up on top of something nasty or in the sea. Over the longer games I use them more often as air transported formations - they are great landed on a recently taken air field to secure it. So your set Husky drops are (in game turns) not that great but they weren't historically (& the Husky set up starts with the Allied plan). The other thing is sub-divisional drops don't generate much interdiction, a division sets up a block of heavy interdiction. If you are crying 'what is interediction' ... well, it adds to the movement cost and possibly causes losses for any enemy units moving in that area. If you combine a divisional para drop with air interdiction you can create a real barrier for the Axis. So what can you do? Well the drops as planned will give you some good things - interdiction, pinned enemy units etc but also losses. The whole game (as the Allies) works on precisely that trade off - what price will you pay for the nice things? As to getting into the game. I'd go at slower than Cary suggests. Sicily is good, its a closed situation, it brings all the game elements together but I personally don't think its the greatest place to start (precisely due to all this going on). Other starting variants: a) the 1944 Break out scenario, ok there are more units to fuss over but the key here is to learn tactical airpower. That is the allies' wonder weapon (well that and artillery) and a decent grasp of it really pays off. Have a few goes at the first few turns, even play it left hand/right hand (that helps in grasping the feedback routines) b) either of Westwall or Arnhem, here the focus falls on the logistics model. See if you can manipulate the depot and HQ supply priority systems to your advantage, explore the historical Allied broad front model with really pushing supply to a few selected formations c) any of the strategic air war scenarios, again get used to, play around with options, tactics, targetting etc. I personally have never found the purely Italy scenarios much fun, the long one has too much scripted withdrawals (historical but frustrating) which in the Grand Campaign you can phase better. If you have the Torch expansion - the N African scenarios are gems, low unit density, supply problems, unit placement is important, and if you over-extend it can all collapse horribly. Then think of starting a campaign. Be prepared to bail out and restart. Big things are the phasing of your Italian campaign, when to land on the mainland/where, how to take Sardinia and Corsica, when to pull down Italy for France, where to land in France, integrade bombing with land operations - there are a lot of AARs in this respect and most try to explain why people are making choices. Roger
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