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I find if i just accept that i will lose some games or battles to bad luck then i am less angry when it occurs.
If you are making great strategic choices, then probability will eventually balance out in the sum total of all your games, good luck and bad, and you will be exactly the rank you deserve.
There's a reason plat players are plat players and it is not because they only ever get good luck.
2. NEVER ever ever ever ever lose your Russian fighters. (Unless they are required to defend against an attack on the capital.)
2. Don't try to capture India as Japan, it's not worth it. If you focus on capturing it, the Allies can just rotate fighters into and out of India and you will waste tons of time and resources. Go through China to get to Russia instead. I just got done playing a ranked game where an opponent put an IC on Java and French Indochina and spend basically all their 30-40 income a turn as Japan on trying to capture India. After 8 rounds, they forfeited the game without ever capturing India. Meanwhile, I not only held India, but was able to build a navy and drop off units in Europe.
3. Don't forfeit if you have a below average Russia first turn, like I used to do all the time. Even if you lose like 4 infantry in the West Russia attack, and lose most of your land units in the Ukraine attack, a lot of players don't make efficient purchases, and in a few turns, you could be fine.
Never attack on even odds unless desperate. 2:1 minimum if possible;
Examine total firepower, number of hits you can take, and ALSO how relative firepower changes as losses accumulate; eg, if you have 6 units, and expect to take 3 hits in the first round, having 3x"1s" and 3x"3s" is better than 6x"2s" (in round 2 you'll hit harder.
Before attacking an area, consider worst/best outcomes and ask yourself why you are doing it;
i) To take the territory? Make sure you can hold to it.
ii) To block opponents move? Don't waste troops, send minimum ??? Yup, best guess.
iii) To kill enemy units? Are your potential losses worth it?
Make good use of the horribly irritating hit sequence options, especially regarding SS and CV.
UK - If France empty, drop one 3-point infantry into it for 6 points; if a garrison of 1 or 2, annoy Germany by taking France with 2 infantry (with all ships bombarding, plus all your aircraft) Worst case, you break even, no risk to your ships or aircraft and France is worth 6 - you can lose 2 infantry, anything you kill is a bonus.
Germany - devoting resources to a Kriegsmarine usually ends badly. A strong Luftwaffe is better- very effective and being mobile can instantly reach almost all of Germany's "circle-wagon" shaped territory.
USSR - "double-dip" by using fighters for attack AND defence - don't risk losing them; ensure adequate infantry present.
Great walk through! I love annoying Germany like a mosquito at a picnic.
Buying an Aircraft Carrier as UK? Why? Where do you put it?
Could you elaborate what you mean with the hit sequence?
How the ♥♥♥♥ do you take Africa if you have no fleet?
The hit sequence/options on your defence profile applies to ALL units in ALL games; IF THE defender, the big questions are;
Do you want your subs to submerge and live (if no enemy DD present) or not submerge and die first as a cheap sacrifice?
Do you want your CV or fighter to die first? (CV defence 1, fighters defence 4 - big difference)? If not adjacent to friendly land/island, and your CV dies, your fighters will crash and die anyway, win or lose, but depending on circumstances, that may be your best option.
If you have (for example) multiple artillery and infantry, and you wish to move them by sea transport (TX) on your turn, it may be better to lose an artillery (or even a tank -ouch!) instead of an infantry, to allow maximum units to escape/attack by TX.
Do you want to observe the combats and frantically try to make adjustments for each battle, or use a profile that is the best overall?
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How the ♥♥♥♥ do you take Africa if you have no fleet?
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I didn't say don't build ANY ships as Germany, however a naval arms-race with UK+USA is not easy to win; I have myself occasionally had my proverbial kicked in the Atlantic by a German Fleet, and as Germany I have taken UK in a surprise turn 2 invasion a few times. (Pitifully easy to stop if UK sees it coming, but a game-winner if it succeeds).
If you build in the Baltic, your fleet is likely to end up trapped there, as a useful (but very expensive) defence (at least until the Allies outrun you on the Naval arms-race).
You start with 1xBB + 1xTX in the Med, plus troops already in Africa - use them wisely; a small Med. invasion fleet especially early on, can be useful, but attempting to build a large combat fleet in the Med to break out into the Atlantic to tangle with the combined RN/USN is possible, but expensive, vulnerable and often outgunned by the faster growing USN; good as an invasion bridge to Africa, but only until the Allies (probably) take it out. Africa is accessible overland for later game play; control of Suez really matters for a fleet in the Med, if you can't hold Suez, your fleet is trapped there; if you CAN hold Suez, it's a long walk to Africa, but if USSR or India have fallen, is possible. Also, a Japanese invasion of Africa can be really funny. That's how the f*ck. :)
There's a lot of "ifs" with a UK CV build in turn 1; IF enough of the RN survives turn 1, and IF enough of the Luft. are killed or out of range of a potential, counter-attack, building (? in sea #7?), with your 2 fighters landing there too as a core to an Allied Atlantic fleet can be possible and useful;
IF Germany turn 1 is as above, and IF you build the CV, and IF the same outcome happens v Japan, you can mobilise the CV in sea #35 for the same sort of thing there;
BUT (IMHO) India scenario is even less likely than the unlikely scenario in UK. I'd be hesitant to decide to build a RN CV in turn 1 regardless of Axis turns.
A turn 1 USN CV on the other hand..... (rubs hands together in Ernst Stavro Blofeld style). :I)