Conquest MPPs, paratroops, naval engagements

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baronvonmunchausen
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Conquest MPPs, paratroops, naval engagements

Post by baronvonmunchausen »

Hi all,

1.
Who receives the MMPs of a conquered country, if two allied nations are involved in the conquest? Is it the one who takes the capital?

2.
My paratroopers take awful losses when they land, even in clear weather. Does any research upgrade affect their resilience when they land?

3.
I am terrible at naval combat. has any guide been published or you tube video that helps better understand how to use ships? I find that carriers are fairly weak, even with lvl 2 fighters, when faced with level 1 battleships or cruisers for instance. I thought carriers would decimate other naval vessels but not so in this game, giving hte opponent many opportunities to simply track down and kill your carrier, unless you unlealistaccaly encircle it with 6 ships.

4.
Is there no way for Germany to give MPPs to Italy? Many other games allow this, I wonder why it was not included.
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Platoonist
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Re: Conquest MPPs, paratroops, naval engagements

Post by Platoonist »

baronvonmunchausen wrote: Mon Feb 27, 2023 2:20 pm Hi all,
Is there no way for Germany to give MPPs to Italy? Many other games allow this, I wonder why it was not included.
No. Which seems strange since in SC Command WW I, Germany can send MPPs overland to the Austro-Hungarians and Ottomans. Maybe it's one of those things that has to wait for a game makeover to be implemented.
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Chernobyl
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Re: Conquest MPPs, paratroops, naval engagements

Post by Chernobyl »

1.
Assuming it's a minor nation, it's whoever took the last capital. Whoever's flag icon is flying over their capital city hex at the end of your turn. Please note that you can take the capital with say a German unit, and then during the same turn move an Italian unit on or thru the capital, and the flag will change to Italy's (they will surrender to Italy even though German troops entered the capital first during that turn), so it's the LAST unit that captured the capital.
For majors, the situation is a bit more complicated. Generally it's the same rule except majors can surrender when they hit 0 National Morale. I assume there is a set order for who they surrender to in those cases.

2.
The manual says paratroops take losses whenever they drop into "terrain" or resources. I'm not sure if Fields count as "terrain" or not. But generally Paras take 0 losses landing on flat open ground. As far as I know there isn't a way to improve your chances.

3.
Generally carriers are very strong in this game. For attacking battleships, you want your carriers upgraded with level 2 Naval Weapons; better fighters won't make a difference unless you're fighting other carriers or air forces. Carriers are strong because they get two strikes and have high scouting ability (especially with Long Range Aircraft upgrades). They get "passive scouting" in a radius around where the carrier starts, and around where the carrier moves to first on its turn (so they get two passive scouts per turn). They get to attack from range, which is a critical advantage in naval combat in this game. They are better at revealing the enemy fleet than any other naval unit, even subs. They are vulnerable to a direct attack by submarines, but also good at sinking submarines, which only the Destroyer can do roughly equally well. Finally, a group of carriers are a threat to land-based aircraft and even to ground troops in certain circumstances.

4.
You can't give money to Italy but you can give them some countries like Yugoslavia, Greece, Vichy France, etc. if you so choose. Use an Italian unit to capture the capital. This would give Italy more income every turn as well as some immediate plunder cash.
baronvonmunchausen
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Re: Conquest MPPs, paratroops, naval engagements

Post by baronvonmunchausen »

Thank you for your thoughtful replies.

So.....upgrading planes on an aircraft carrier does NOT make them better at sinking ships if I understand correctly. If you want carrier planes to sink ships better you need naval tech... this is a big learning and explains many things. I deliberately did not upgrade carriers in naval tech, thinking this was only for naval combat, hence my poor results attacking ships with my planes.

Capitol: clear now.

Many layers to this game.....:-)
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Bavre
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Re: Conquest MPPs, paratroops, naval engagements

Post by Bavre »

Just to be sure: Did you set your carriers to bomber mode when you attacked the ships?

To figure out what upgrades you need for what it can be very helpful to do a hotseat vs yourself of one of the later scenarios. There you start with rather advanced tech and can check out which upgrade raises what stat.

Not directly an answer to your question, but maybe helpful:
There is also another way to prop up Italy a bit: units from German minors.
Minors always have the tech (except the discount from production tech) of their parent major, but the can serve under any HQ of the same faction (NOT the same side).

E.g. you can task the romanian fighter to help the Italians and attach it to Graziani, allowing you to skimp on fighter tech for Italy.
baronvonmunchausen
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Re: Conquest MPPs, paratroops, naval engagements

Post by baronvonmunchausen »

Yes I figured out after a few turns that I had to set units to bomber.

Interesting idea using minors. I think it is important for italy to leverage the only thing they have going for them i.e. their navy. So I try to research and upgrade them when I can but it costs.
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Feinder
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Re: Conquest MPPs, paratroops, naval engagements

Post by Feinder »

Yes, nav tech helps carriers sink ships, not fighter tech.
What that also means is that cvls are do not get better at sinking ships, because cvls dont increase nav tech.

That being said...
Mtbs are actually very good as or better than dds at hunting sub. Mtbs start with sub atk of 3... nice! Cheap, quick builds too.

Cvls are also excellent sub hunters, esp with upgrades. And... they spot just as well as cvs... and... theyre much cheaper than cvs... and build much faster.
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