Failsafe Axis strategy (Full Version)

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Jackmck -> Failsafe Axis strategy (6/30/2020 9:28:33 AM)

For PBEM Early attack on Russia in summer of 1940 pretty much guarantees Axis victory. Russia will fall by the end of 1943 and then it is hard for the Allies to recover ground. Even mediocre Axis players like me can pull this off.

It is balanced for the computer opponent because the USSR gets a lot more resources and units with intermediate/advanced difficulty level. An idea to balance it for PBEM is to look at lend lease options for western allies to give to Russia through the Middle East (This is historical as well). Also, an sizable increase in US tensions upon early Axis attack is very important, and there should be another increase with the fall of Moscow.

The 1940 USSR invasion should become standard practice for Axis players to show a game design imbalance.

Failsafe Axis strategy:
Conquer Poland turn 1/2
Denmark/Luxemburg turn 2
Belgium turn 3- skip attack on the Netherlands to avoid US tension increase
Northern France turn 4- get Italy in the war
Annex Lithuania- send an army and corps to take Riga by May 1940
Defeat France by May/June 40 if not earlier
Attack USSR in July/Aug of 40
Take Smolensk and Kiev by end of 1940
Take Moscow/Ukraine in 1941
Take remaining two Russian capitals east of Moscow by 1943. Split conquest with Japan (no partisans!).

Japan should position a ship to interdict supplies to USSR through Siberia then attack the USSR after the US is in the war to take at least Vladivostok. Otherwise make progress in defeating China, take DEI and PI when ready to attack the US but be ready to defend against a surprise attacks by the USSR and US. Otherwise, it doesn't matter what Japan does.











Marcinos1985 -> RE: Failsafe Axis strategy (6/30/2020 1:53:52 PM)

Unfortunatelly, you are right. This was already discussed on these forums, though without a decisive conclusion what can/should be done. But if I remember well, in latest patch something was done about Bulgaria's mobilization level.
Game is definetely balanced for an 1941 invasion. I am actually for giving players more options, early Axis invasion included. But in this game, Germany is not punished enough for doing it, quite opposite actually. Discrepancy in infantry weapons tech lasts a year more, with decisive blow against Soviet armies. Not to mention, that historically going for USSR in 1940 was out of question.
Last major patch (1.06) was in February, maybe an update is behind a corner. There are really some things worthy to adress (Vladivostok, positioning of Chinese HQ's etc.), maybe this will be one of them. Some info from devs would be welcome.[:)]




HamburgerMeat -> RE: Failsafe Axis strategy (6/30/2020 2:18:04 PM)

Not to mention the absurd amount of experience the axis troops get for being in combat for almost every turn. By 1942-1943 most are between two to three stars




BillRunacre -> RE: Failsafe Axis strategy (6/30/2020 3:41:00 PM)

A patch is coming but I don't know exactly when yet. Hopefully it will address some of these concerns. [:)]




taffjones -> RE: Failsafe Axis strategy (6/30/2020 9:25:04 PM)

I class myself as a average player on intermediate level.

I read about this strategy, and despite my best efforts I can't replicate it. So I would say its not that easy to do and is weather dependent as well, as you need good weather to take Belgium early.




Elessar2 -> RE: Failsafe Axis strategy (6/30/2020 11:24:25 PM)

Putting a rail/operational limit on things would be a start, a la all 3 kinds of transports. [note the cost for operating air units was increased in a recent patch to avoid similar gamey shenanigans] You'd think the Germans had 10 million locomotives in this game, or a wormhole or something...




HamburgerMeat -> RE: Failsafe Axis strategy (7/2/2020 3:08:26 PM)

I don't know if an operational limit is possible to implement without a lot of work from the developers. Maybe increasing germany's MPP operational costs would be easier




Elessar2 -> RE: Failsafe Axis strategy (7/3/2020 12:07:50 AM)

Yes, that is easily doable in the current game engine. However, I'm not sure if it would require a huge complicated block of code tho-as said, we already have limits on the number of transports available, see no reason why that principle couldn't be applied to operational movement, with Logistics increasing said limits.




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