Josh
Posts: 2576
Joined: 5/9/2000 From: Leeuwarden, Netherlands Status: offline
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Thx Hankston. It's a good thing you're getting clobbered now, because that proofs the AI is okay. Multiple AI's can be a challenge, even for a seasoned player. AI + or ++ does not make the AI better, ony gives it huge amounts of troops and endless amounts of tanks ---> no fun. You can have much more than four HQ's, I think the HQ-tree is limited to four (that is three subordinate HQ's). So you can have say 20 HQ's, each with subordinate HQ's attached. More HQ's tend to become a bit... confusing. Like British Exil said, you need Political Points to create HQ's, units and research. PP's are produced in cities. In a random game you start with one HQ attached to that city, all of it's production goes to that HQ. You can change that later though, if more convenient, and set that city to produce stuff for another HQ. Just click on the city, click on "set HQ" and click on the HQ. You can also change that way the HQ of an unit. Say a unit strayed far away from it's HQ, things like that happen in games, then you can either track all the way back to it's HQ... or you can assign a new HQ to that unit by clicking on the counter, click on set new HQ, and click on the new HQ. Note that now also the corresponding coloured bar on the unit has the same colour as the bar on it's new HQ. So ahum, in the first city you want to produce a few things at first. Supply is foremost, because without it even the most powerful units are sitting ducks. At first you don't need much supply (until you start to create the fancy things like tanks and planes), so crank it up one notch, maybe two. That should create something like 200-300-600 supply points. (depending on the size of the city). The other three bars should be used for Infantery (cheap, the foundation of your army), horses (cheap, great for transport capacity for the HQ *or* by attaching them to your foot soldiers they become faster moving soldiers, one horse moves 10 Inf, or one gun,AT gun, Flak gun) and some armoured cars. The second turn you build engineers, very important for building roads. Supply moves freely over roads... till a certain distance that is, but that is of no concern right now. Oh yeah, you need to build PP's too for creating new units, research and HQ's... choices, choices, choises... So anyway, after a few turns you should have a core army of some Inf. units (say consisting out of 30, maybe 40 Inf grunts), some of them on horseback. Some fast moving armoured units (for the moment armoured cars) and one or two engineer units for creating roads, bridges (!) (supply does need bridges to cross rivers) and airfields. Move FAST! It's a goldrush out there, the faster you are the better, because the more producing cities you have the stronger you are. (personally I play against multiple AI's and the People's Republic, they "own" the country and alrady are in the towns everyone else wants to conquer. If you set the PR at + or ++, they can really put up a fight against you *and* the AI's. Otherwise it would be first come first serve, read the first one that enters a town owns that town... now you need to take if from the People's Republic. Yeah it's tough to be a Supreme Ruler hehehe. That also means that the AI must take it from the PR, and this creates a very lively battlefield IMHO.... (that's: In My Humble Opinion) Sooo, your idea of turtling up=bad! The AI will come at you fast and even worse, it will outproduce you, which is even badder. So go get them. Then, when you have conquered some turf, then you can set some areas to defend (that's turtling up yes). That's just a HQ with some Inf units, some armour and Artillery. You can't be on the offensive everywhere.... well you can, but usually some areas are active and some don't need that much units/troops/attention. Shift your attention and the majority of your forces to the most important areas. That is his advancing units, and the cities... those are the goldmines. Try to use the terrain to your advantage, Inf in forests and hills with AT guns, machine guns and Flak behind it, Armour in the plains. Try to keep your frontlines intact, and exploit the holes in your opponents frontlines. Encircle with fast moving troops (that's where the horses, or trucks come in), cut off, destroy. Do make armoured cars at first, cheap, trough to beat, and fast. Later on tanks and tankhunters. Try to keep Inf units filled with Inf, and armoured units with .... armour, duh. ... that rule is certainly not set in stone though. I make units with about 50 powerpoints. Then you can attack with two units (= 100 points) from one hex without a ... what's that word again... malus (?) but even better with those two units you can attack from two hexes to get that bonus. *If* those hexes are opposite (an attack from the front and the rear hex) you'll get 50% bonus. Some turns later in the game I fill the 30-40 Inf units up with Machine guns (defence) and Mortars (great for killing enemy troops) and maybe even some AT guns (the AI fears AT guns I've noticed... and rightfully so). Do put some horses in there too, because without them the Inf unit with guns becomes an "Art" unit and moves ONE hex per turn... which sucks. If you have 30 Inf men and ONE gun and ONE horse it becomes a FOOT moving unit, which is still slow. If you then attach THREE more horses it then becomes a horse moving unit, which is pretty fast... and importantly, it moves fast in mud, hills and swamp. Tracked vehicles, which rule in the summer in plains, bog down in the mud. One horse has a carrying capacity of 10, a truck 20. So one truck can carry 20 troops and 2 guns. Hm, almost midnight here, I'm off to bed, have fun.
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