TaggedYa -> RE: BtR Help (10/24/2013 9:36:01 AM)
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I have to disagree with cohimbra about Kaybayray's guide. It is a very good read and the thinking is interesting but it is a theoretical piece on how the game should work not how it does work. There are in fact a very limited number of ways to "choke this dog". It has been shown through experimentation that the fuel system is completely broken. If you are attacking fuel targets (Oil storage, oil refineries, and syn fuel plants) you are pissing in the wind. Bombing power has no effect till you have bombed out 2/3rds of them. You aren't going to be able to do that till very late in the game if ever so see above. Rubber is somewhat easy to take critical. If you take it to 0 and keep it there you can shut down his armaments production for 100 turns. The problem is this only has an effect on land combat and will have none if you haven't been pursuing an arms attack plan from turn one. This is one of the vectors I am pursuing in my game with Nick. The rubber angle will need to wait until you can actually take it to 0. Close does very little. Steel and Aluminum are like rubber but much harder to take down to 0. Note that if you get them to critical you will be told that his arms or aircraft production (respectively) has been interupted and it will show as 0 to you but it is not 0. It is reduced by the % amount you have the steel or aluminum below critical. If you get it 10% past critical then arms is reduced 10%. Thus like rubber its get it to 0 or don't bother. Thus, all fuel, steel, alum, rubber, and power targets only are meaningful in the late game when you can reach them all and have the resources to hit them all at once. (I don't expect to ever have this for power.) Any of them will add to your score but that only counts if you expect to end the game before the target can repair below 50. 50 to 75 days depending on the industry. This leaves you with the targets that actually make something useful. Afac, Efac, Cfac, and Arm. Attack them as soon as you can reach them and keep them knocked out. They may move when damaged more than 60%. Most of them do. If recon 3 days after an attack shows them with less capacity than they had then they are moving and you will never need to attack that spot again. They will show 1 cap when they are finished moving but the site is dead and you can ignore it. Rail Yards are a special case. Like power you just can't knock out enough fast enough to do any good. However, if you knock out a rail yard the production of factories that are near it are reduced. We don't know exactly how this works but the effect is significant. My current outlook is that if a factory is worth killing then the rail close to it is worth killing. Bomber command can knock out rail yards way past where 8 AF can reach in 43. 40% reduction is better than no reduction. Personal fobial: I never bomb a radar station. Absolutely never against the AI. Only for a very specific reason against a human an I can't off the top of my head come up with a time I found a reason. Against the AI you want it to know what you are doing and where. It makes it predictable and a predictable enemy is easy to wipe out. Also, as stupid as it is the AI is smart enough to turn the radar you attack often into flack traps. You can never knock out and keep out enough radar to matter so save your planes and pilots. Make your path for the night bombers with elint aircraft. As to ground combat, I am 22 days into my game with Nick, and it seems to be working well. I can dislodge an enemy by heavy attack that disrupts him. I can reduce his combat value by killing his tanks and artillery. If you attack a lot you grind down his AA. I am pretty sure you can't win the game by a ground strategy because the final defensive lines can not be breached. However, if I am at the alps in june of 44 life will be hard in Germany. However, the supply line strategy does not work. You can knock out every rail in Italy and every unit will get full supplies. This means you have to concentrate on a few units and keep them knocked down by killing there tanks and artillery faster than they can get new ones. (3 tanks, 3 Art, and 9 inf per day) When a particular unit is being a problem you can knock its organization down with heavy bomber attack and then the ground units will dislodge it. Non dicam amplius in consilio
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