IronRanger -> RE: AAR SC WW1 Breakthrough Steph vs Iron (2/5/2018 10:22:55 PM)
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- Cfant : As of October 23 the NM stands at UK - 93 FR - 80 It - 95 Ru - 73 GR - 77 AH -72 OE - 82 Remember, I'm writing this from the view point of the Entente. Reporting the action to my superiors (you). So reading between the lines, and fronts I'm not covering a lot, the Central Powers have turned a corner and again are in control. The Breakthrough into the Baltic states was huge, possible decisive. Lets Look at it: Stable front gets breached due to poor Generalship, Russia loses one IC and a Supply 10 City at minor cost. Russia has to rail 4 units (cost 2 IC rebuilt) to plug the hole. Two of those units are destroyed buying time (2 IC lost). Those units had to come from somewhere..... breach of Russia's line/attack on out of Lemburg (1 IC lost, line in retreat). Western Front goes on the attack a few turns too early to try and save Russia, unknow result. For little lost, Russia loses 6+ IC..... CP is in control now. But that's ok, this game is one of give and take... Russia and retreat a lot. - Benedict151 : TY, always good to know someone is enjoying the write up. - Notes : Do to an issue with movement cost Turn 40 is being redone.. TY CP for giving me this option. I had left Basara (363,97) in Iraq open but with 2 units near it and a river covering it, 3 Action Points to take the city. But the 0 supply, 1 AP unit crossed the river, under ZOC and took the city. Game changer, the turn is being redone. After review there is no ZOC due to a 'cut' on the map, but not sure how the cost of crossing a river 364,97 to 363,97 has 0 cost? Just a few heads up for players Fog of War - Its best to manage/check your HQ support every turn. If you use the 'shift' key while moving units the orders will be confused and you will find units without support. Goat Paths - Some of the Mountain Squares while saying they cost 4 AP, and do cost 4 supply, you can more into our out of them with less as long as no ZOC. P Key - Use this 'report' key to show where the people are mad and might revolt. Shows spawn points for Partisan units. Belgrade - CP should keep a unit on this city at all times once its captured. Bulgaria readiness will go up if they think your looting the Serbian capital all the time... greedy! Lost at Sea - If you transport an Artillery units with a supply of shells, then check it at land fall... you will see a supply of one (or that's what's happened to me with the UK unit); But at the start of your next turn all the shells will return... not sure what will happen if its called on to defend on the CP turn. Tax Break - You can get back half the MPPs invested in a Tech Chit, kind of like a 401(k). Both sides have pulled back chits in this game.... make sure you invest in something your actually going to need... lmao. Home Defense - Some units that cant entrench can receive this benefit in country. Move a unit that's has doug trench's then moves, place the NEW unit in the entrenchment and enjoy the benefit. Air defense units work well at this. Conscription Protest - I'm noticing that some UK IC units cost 31 MPPs to transport, others 29 MPPs on the same turn.... it might be based on what port your using. [image]local://upfiles/58659/AD2C85B4602A437086DFFA296E897A55.jpg[/image]
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