larryfulkerson -> RE: Campaign for South Vietnam T5 (5/8/2008 7:59:20 AM)
|
quote:
ORIGINAL: desert Why are you disbanding so many of your units? You could just use them to convert hexes next turn. This answer is CLASSIFIED. No foriegn dissemination allowed. It isn't readily appearent in these early turns but later on the Allied dominance of the battlefield, especiallly in air power, makes any unit that the Allied player can see a dead unit. Converting a hex makes the unit visible to the Allied dude for at least one turn. Also, the units that get disbanded reconstruct, usually in about 3 or 4 turns later, so I can use them again and continue converting hexes etc. If a unit gets reconstructed behind enemy lines it only has the reconstruction turn to disband. It's unable thereafter. If I disband the units that are behind enemy lines in the turn they are reconstructed the Allied dude never has a chance to kill it. Thus I save a few squads from certain death ( eventually ). The reason I try to convert hexes is that in the turns that NVA or VC units reconstruct in MY hex it's not immediately visible to the Allied dude and I can run around blowing bridges etc. for awhile instead of having to disband them immeditely. Also, I get 1 ( one ) point for each province that has a hex that got converted during the previous turn. My goal is to accumulate 100 points so that the Allied dude has to withdraw all the US ( and allied nations, ANZAC, etc. ) support from the South Vietnamese so that I only have to face the ARNV dudes. I haven't played this scenario that many turns into the game so far to see what difference it makes to only face the ARVN but I'm sure it must be easier than having to battle many many Allied units. Also, I'm hoping that the withdrawl of US units includes all the aircraft that is killing my squads each turn. I figure I can win if I'm only facing the ARVN dudes. Fortunately, I have the countries to the west to pull back into to rest up and refit my squads between battles. And there are units on the trail that are designated especially for disbandment to provide more personnel and equipment to the battle squads to the tune of about 100,000 squads. The Allies have no such advantage. I figure I can fight battles long enough in the early game to convert enough hexes to force the withdrawl early enough to fight only the ARVN dudes EVEN if I loose a boatload of squads in each such battle. Also, you'll see me attacking his aircraft ( attack helicopters, airbases, etc. ) to try to build the losses to the Allies since I get points for each unit I destroy....some of the Allied units don't reconstruct ( like the regional forces units, and the Marine ground units ). So my strategy, in short, is to force the early withdrawl of most of the combat power of the Allied player THEN try to overrun the ARVN ground units in combat, capturing Saigon as the goal. I'm not sure it'll work since this is my first exposure to this version of the scenario and even in earlier versions I've not played past turn 40 or so. It's going to be really interesting, playing the scenario designer himself....he knows more of the tricks and traps than I do and I'm having to learn about this scenario as I go along. Good game so far. I'm loving it.
|
|
|
|