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Trouble from the start

 
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Trouble from the start - 5/16/2016 6:39:34 PM   
ncarson

 

Posts: 53
Joined: 11/12/2006
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I'm having a hard time with the FIRST scenario: the number of turns (40) seems way too tight. I'm playing at the mid-level difficulty (colonel), and have tried staring with the southern island. By the time all the points are taken, there is not enough time(turns) left to finish. Using primarily marines and artillery. I can't believe anyone can do this in 30 turns (secondary objective). I try to treat my digital soldiers as "real", and not squander their lives just to game the system, but there is just not enough time. Is there a recommended approach? Tanks (other than the big one) don't do well in this environment, and the destryers are great, but arrive too late in the game to help in the big picture. 45 turns would be a doable, but I'm getting tired of "DEFEAT" when there are two or three groups of Korean workers wandering in the jungle. IS this realistic?

nmc
Post #: 1
RE: Trouble from the start - 5/16/2016 9:48:30 PM   
TheWombat_matrixforum

 

Posts: 469
Joined: 8/2/2003
Status: offline
I had issues here, too, until I realized, um, I could buy other troops. Yeah, the game doesn't tell you much, but you start with a lot of prestige or whatever they call those points that let you buy troops. I bought a bunch more Marine units and one tank, mainly for its mobility, and a dive bomber. You can also re-embark your Marines from the little island and sail them to the big island to reinforce there. You only have to take the objective flags, not everything. I was able to do it in 30 turns though I did not kill the scout plane in time.

It's pretty damn tough for a tutorial though. I see these folks complaining that the game is too easy; hell, for me, it's freakin' General Tojo.

(in reply to ncarson)
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RE: Trouble from the start - 5/17/2016 5:00:22 PM   
Moltke71


Posts: 1253
Joined: 9/23/2000
Status: offline


Yeah, don't use all of your resource points at the beginning; same some when the second and third waves give you more command points. Keep the F4f in a central location to hit the float plane. Just land a few units on the second island at first and then transfer the bulk of the units from Tulagi over to the second island.

_____________________________

Jim Cobb

(in reply to TheWombat_matrixforum)
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RE: Trouble from the start - 5/18/2016 4:38:10 PM   
ncarson

 

Posts: 53
Joined: 11/12/2006
Status: offline
Thanks. I was able to finally get it done in 40 turns. The dive bomber was the "secret" for me. As regards the float plane, seems luck needs to be with you. If you can "trap" it (in the south) you have a chance, but it can fly further per turn than the fighter, so once it gets outside you and heads for home, might as well forget it. Seems strange that a float plane can outfly a fighter tho...
Thanks for all your help. Nice to get on to something else...
nmc

(in reply to Moltke71)
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