Early war Allied LCUs too strong? (Full Version)

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Knaust -> Early war Allied LCUs too strong? (5/5/2006 4:26:20 PM)

3 top Jap Divs plus 1 Bde are engaging 6 Allied units (those of the Burma theater) in the hex just NE of Rangoon
well....my Jap attacks are no more than 0-1, only in one occasion it was 2-1
It looks like those Allied units are too strong...I would bet that I could eat them more easily, but they are still defending[8|]
Any suggestion to the poor Jap player?[:(]




Sneer -> RE: Early war Allied LCUs too strong? (5/5/2006 4:31:42 PM)

are they cut off ?- without retreat path ????
it is land combat bug/feature




el cid again -> RE: Early war Allied LCUs too strong? (5/5/2006 4:36:21 PM)

quote:

3 top Jap Divs plus 1 Bde are engaging 6 Allied units (those of the Burma theater) in the hex just NE of Rangoon
well....my Jap attacks are no more than 0-1, only in one occasion it was 2-1
It looks like those Allied units are too strong...I would bet that I could eat them more easily, but they are still defending
Any suggestion to the poor Jap player?


In this game- and in real history - Japanese units can attack at 0 to 1 odds and win. Just be sure the enemy is in malarial country, low on supplies, and bombarded well.




Sneer -> RE: Early war Allied LCUs too strong? (5/5/2006 4:39:02 PM)

i needed 3 weeks of hellish odds to destroy cut off Rangoon garrison - all troops were well supllied - i was too tricky and cut them off Rangoon - my error :-) - forgot it is a game not RL




Ron Saueracker -> RE: Early war Allied LCUs too strong? (5/5/2006 5:45:56 PM)


quote:

ORIGINAL: Knaust

3 top Jap Divs plus 1 Bde are engaging 6 Allied units (those of the Burma theater) in the hex just NE of Rangoon
well....my Jap attacks are no more than 0-1, only in one occasion it was 2-1
It looks like those Allied units are too strong...I would bet that I could eat them more easily, but they are still defending[8|]
Any suggestion to the poor Jap player?[:(]


They are not Italian LCUs.[;)]




Knaust -> RE: Early war Allied LCUs too strong? (5/5/2006 6:39:49 PM)

yep...too many heroes in Matilda tanks vs L6-40 or M13-40 tanks[:-]




Kereguelen -> RE: Early war Allied LCUs too strong? (5/5/2006 6:56:02 PM)

quote:

ORIGINAL: Knaust

yep...too many heroes in Matilda tanks vs L6-40 or M13-40 tanks[:-]


Have you ever seen a picture of a Japanese tankette or light tank...?




Speedysteve -> RE: Early war Allied LCUs too strong? (5/5/2006 7:03:11 PM)

Impressive pieces of machinery.

I will ALWAYS remember Ron's comment "Motorized ricksaw. Complete piece of junk"[:D]




mogami -> RE: Early war Allied LCUs too strong? (5/5/2006 7:19:28 PM)

Hi, It is not just a simple question of numbers.
To win land combat with lowest cost and in shortest time

1. Have 100 prep points for hex combat occurs in. (100 prep is 100x 0 prep)
2. Be in range of your higher HQ (modifies combat ratios)
3. Have 2x required supply (modifes combat ratio)
4. Have good leader in command of units. (modifes combat ratio)





Sneer -> RE: Early war Allied LCUs too strong? (5/5/2006 8:43:02 PM)

Mogami
prep points work for bases hex only
early burma campaign is usually well suplied for Japan as you know
there is army hq in that front so it is usually attached to jap inf div if they work concentrated
off base hex cobat needs reworking




mogami -> RE: Early war Allied LCUs too strong? (5/5/2006 8:49:38 PM)

Hi, I know off base units do not die as easy as in base units so I think it is the in base combats that need work since I don't think units surrender quite as fast as they do when they are in a hex where they lose control of the base. The difficult out of base combats that require some time to produce the 100 percent enemy force destroyed I think are fine.




Nomad -> RE: Early war Allied LCUs too strong? (5/5/2006 9:37:06 PM)

If you are using a stock map, check the terrain, I think it is a swamp hex. If so, he gets a X3 modifier. [&:][:)]




Halsey -> RE: Early war Allied LCUs too strong? (5/5/2006 10:30:53 PM)


quote:

ORIGINAL: Mogami

Hi, I know off base units do not die as easy as in base units so I think it is the in base combats that need work since I don't think units surrender quite as fast as they do when they are in a hex where they lose control of the base. The difficult out of base combats that require some time to produce the 100 percent enemy force destroyed I think are fine.


I agree completely with you on this.[;)]





Ron Saueracker -> RE: Early war Allied LCUs too strong? (5/6/2006 12:45:37 AM)


quote:

ORIGINAL: Mogami

Hi, I know off base units do not die as easy as in base units so I think it is the in base combats that need work since I don't think units surrender quite as fast as they do when they are in a hex where they lose control of the base. The difficult out of base combats that require some time to produce the 100 percent enemy force destroyed I think are fine.


I agree that it is too easy to defeat units in a base hex. I also believe that the outside base hex combats are too tough however. I base this on the fact that I had an out of supply/cut off Chinese HQ unit that withstood over 3 months of daily attacks before it was eliminated.

Something also needs to bedone about the ZOC rules.




fcooke -> RE: Early war Allied LCUs too strong? (5/6/2006 1:40:53 AM)

I'm Knaust's opp in this situation. I've largely tried to avoid defending in bases due to the catastrophic surrenders that occur. Nothing special with this defense other than pretty much I've consolidated the strongest units in this hex and avoided having them get retreated/decimated. I've also kept them in supply and allowed some weapons upgrades. I think his units may have come over the river and shock-attacked one at a time - not sure what shape that left them in - they still seem to ring up high hundreds, even 4 digits at times. ZOC stuff is going to hurt when I do give up the hex and get forced back to Rangoon and trapped. My biggest wish with the game at this point would be to improve the land combat model a bit.




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