daskomodo
Posts: 43
Joined: 4/4/2005 Status: offline
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Here's my take on Axis strategy. It's somewhat longer than intended, but hey, slow work day and I got the PDF manual handy. This is focused solely on what you need to grab to win. Let's handle what to supply somewhere else UNDERSTANDING HOW TO WIN To win, you either conquer the map (good luck...) or win in terms of production. You need 70 productions points at the end of any movement turn to win. What's a production point? 1 Resource point (RP) + 1 Factory Output point (FP) = 1 Production point (PP) {edit} To see your current PP total, bring up the Strategic Map screen (F9) So, in effect, a NATIONALITY's number of PPs is the lesser of: 1) RPs that you own 2) FP x respective country output factor x status of factory Keep in mind, Germany and Japan don't share RPs or FPs. Let's look at each of these: Resouces: To count as "your" resources, you must own the area containing the resource and be able to trace a route (through land connections or transports) back to a factory. You can trace that route through neutral countries. But gifts and free trade RPs DO NOT count toward your RP total (for purposes of calculating PP). Also, keep in mind that yellow RP count as 50% (total is rounded?) and red RP are 0. {edit} Clarification RP should be read as Resource Centers in most of the manual (except the part talking about calculating production points) These are the Resources you control, not the those you've accumulated. To see the amount you currently have, hit F7(Production Summary Screen) and look at Resource Centers. Factories: Each factory is affected by a nationality multiplier determining how many FP it produces that turn. This is specified in the manual (i.e. I'm too lazy to copy/paste ). Summary: Fix your Resources and make sure they are connected. Ok, so now let's see what needed to achieve those 70 PP. Assuming we start fresh with the 1940 scenario. BEGINNINGS: FPs Germany starts off with 10 German factories , 4 Italian ones and 3 Rumania ones. In 1940, this adds up to (10 Ger x 2 + 4 Ita x 2 + 3 Rum x 1) = 31 FP However, assuming you repair no additional factories, this goes up to (10 Ger x 3 + 4 Ita x 2 + 3 Rum x 1) = 41 FP when you roll into Russia. Japan meanwhile has 8 factories (including the one in Machuria). (8 Jap x 3) = 24 FP So, total Axis FP by mid-game (if no factory capacity is added): 41 + 24 = 65 FPs Consequently, the Axis should expect to create additional 5 FPs. Where? Well, either build more factories (nah, you'll need boys and toys) or refurbish enemy ones - Russia, France, China. France itself has 6 factory (for a total of 6 FPs) just waiting for you. Our total is now: 47 + 24 = 71 FPs This is a tight number to reach though, depending on the RPs that Germany and Japan can grab respectively. Germany might need more FPs based on Japan's performance. Summary: Conquer France, rebuild its factories. BEGINNINGS: RPs Still with me? Hope so Based on FPs above, Germany should be gunning for 45 to 50 RPs, while Japan needs to put up 20 to 25. Germany starts with 20 RPs under direct control (well, not counting Ethiopia, but just try getting there). After grabbing the easy RPs - France (and French North Africa), Yugoslavia, Netherlands, you'll net 11 additional ones for a total of 31. And don't forget Sardinia with its 1 RP just asking to be transported , so 32 RPs if you place a fleet in West Med. Note we're not counting gifts or free trade, since we're trying to WIN :) Japan has a whopping 10 Resources to her name (including Indochina). So, Germany needs to grab 13~18 more RPs and Japan needs 10~15 more. GERMANY RESOURCE STRATEGY What can Germany go for? Looking at it by geography IBERIA - 4 Spain: 3 RPs If you're going for Gibraltar, this is a good bonus. However, you'll need to garrison this area well, especially if the Allies grab Portugal. Portugal: 1 RP Easy to capture, but hard to defend. May not be worth a sizeable garrison. EAST MED - 3 Greece: 1 RP Might be worth the effort if you just need a few more. Turkey: 2 RP Activates Russia. Not recommended. SCANDINAVIA - 4 Norway: 1 RP Similar to Greece, but more vulnerable. Sweden: 3 RP A big neutral garrison that will need to be replace with your own big garrison, probably in Norway. Feeling lucky? MIDDLE EAST - 5 Iraq: 2 RP A good WA player will make this his last ditch line when Egypt is lost. The AI won't though. Saudi Arabia: 1 RP Captured Egypt? Here's a gift. WA may preemptily invade. Persia: 2 RP You're at Persia with a tenuous yet valid supply line? Look at the Caucusus calling for you. RUSSIA - up to 13 "Highway to the Caucusus" - 13 RPs If you reach the Caucucus with a defensible line, this is the total you'll get. 6 points in Caucusus make it the grand prize for your efforts. AFRICA - up to 9 RPs Might be fun to send some troops on a looting rampage. Just remember supplies + WA just needs a few more to stop you. And it's easier for him to get there. My conclusion: We want 13 to 18 RPs Spain + Middle East + Highway to the Caucusus = 3+5+13 = 21. Neat However, remove the furthest points (Caucusus and Persia) from the equation and you're down to 13 RP. And that's assuming you don't lose any of "your" RPs. Lastly, if you get more than 15 RPs, plan on repairing some Russian factories. JAPAN RESOURCE STRATEGY America gives Japan 3 gift RPs per turn, and this weighs heavily on production. But they don't count towards production victory. So, you need to find a way to replace them and quick. CHINA Coastal: 1 RP You've got carrier airgroups, use em. Non-Coastal: 4 or 5 RP if you conquer all of China. Occupying a non-coastal area costs you 3 gift RPs AND triples Chinese production. All that for 1 RP and maybe 1 puny FP. The AI has it right, ignore inland China unless he counterattacks (punish him for that). RUSSIA EAST COAST - 3+ RPs With a decent size force in Manchuria and your carrier groups, you can neat 3 RPs off the bat. And you're within striking range for 3 more if Russia doesn't react quickly. This will cost you the US gift, but you can replace that for 30 supply immediately. SIAM - 1 RP Siam is neutral, so you get the point for production anyway and invading it cost you the US' gift RPs. At least this doesn't trigger US entry. {edit} Grab it later when you are going for the win. SOUTH-EAST ASIA - 10 RP This is Indonesia,the Philippines and Malaysia. Easy to grab and activates America. Still, easy RPs to get and reinforce. AUSTRALIA - 4 RPs US war + lose gift. And it's far away. But it may be a good place to pick a fight if the US tries the indirect approach. Need to look at this option more. BURMA - 2 RPs US war + lose gift. But it's the closer than most and can be quickly reinforced. INDIA - 5 RPs Did you capture Burma? Then you might as well keep going. Just remember that your fleets are that much further from your home isles and those incoming Americans fleets. Our goal stated above was 10 ~ 15 RPs. My choice: Siam + China coastal + South-East Asia + Russia = 15. Germany will enjoy a distracted Russia and you can grab south-east asia at any time (before 1943).
< Message edited by daskomodo -- 4/5/2005 3:45:51 AM >
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