Marching Infantry T1-5 in GC

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Toronja91
Posts: 10
Joined: Sun Apr 20, 2025 4:40 pm

Marching Infantry T1-5 in GC

Post by Toronja91 »

Hello all,

How hard do you march your infantry as Axis in 1941 GC? To give a little context to my question in a recent game I moved my infantry in such a way as to always leave an extra ~5 MP at the end of their movement; I feel this set back my time-table significantly. Should I have gone full-speed with them and only rested them after reaching frontlines?
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Joel Billings
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Re: Marching Infantry T1-5 in GC

Post by Joel Billings »

To me the key is to march them up to previously controlled territory, but generally not into hexes just captured this turn unless there's a good reason to do so (like screening the front line or maintaining a pocket, freeing mobile units to move on). The extra MP cost of moving into those hexes, combined with the slower recovery of CP points and thus less fatigue reduction, makes that extra hex or two not worth the MP cost. On the next turn the unit will likely have more MPs because of lower fatigue and higher CP, and will be able to move through those hexes for less MP cost. It's nice to have an MP or two left in friendly territory as that will regain some lost CPs and lower fatigue, but hard to make a hard and fast guideline as to how many MPs you should retain.
All understanding comes after the fact.
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Toronja91
Posts: 10
Joined: Sun Apr 20, 2025 4:40 pm

Re: Marching Infantry T1-5 in GC

Post by Toronja91 »

Thank you for the quick reply Joel, I know it's kind of a vague question I'm just trying to work through possible mistakes from a current game where I feel progress was not as fast (territorial captures) as it could have been.
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