New Player

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JRockne
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Joined: Sat Jul 05, 2014 12:19 am

New Player

Post by JRockne »

New player. Played war games in the 1970s. Avelon Hill?

I'm diving right in. Playing around with game. Going through the manual. Playing around with the game. I have some questions.

--any tips for a good workflow so I don't miss key steps each turn?
--any tips for how to develop into a good game player?
--There is a small number or numbers next to the combat number on each or some of the unit markers. What are those numbers? I'm trying to figure that out and i've looked through the manual a few times and cant find them.

love the AAR posts. Very helpful. I've watched a few utube videos. Also helpful.
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Bo Rearguard
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RE: New Player

Post by Bo Rearguard »

I'm new too and still learning workflow and development. [:D]

The numbers correspond to the research and upgrade level of the unit.

For example, here is a heavy panzer unit built up to 4-1-1. Advanced tanks--four, anti aircraft--one, and mobility--one.

It can be built up to anti-aircraft two but I haven't paid for that upgrade yet.

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"They couldn't hit an elephant at this dist ...." Union General John Sedgwick, 1864
JRockne
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RE: New Player

Post by JRockne »

Thanks!
Scotty123
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RE: New Player

Post by Scotty123 »

come on guys these are good quetions for all of us. were are those tips??
fluidwill
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RE: New Player

Post by fluidwill »

You will never have enough MPP's, treat them like gold dust. My game improved immeasurably when I started each turn by working where and on what I was going to spend my MPP's on before spending any on anything.
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Bo Rearguard
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RE: New Player

Post by Bo Rearguard »

ORIGINAL: fluidwill matrix

You will never have enough MPP's, treat them like gold dust. My game improved immeasurably when I started each turn by working where and on what I was going to spend my MPP's on before spending any on anything.

I would certainly agree with that tip. Between research, upgrades, and purchasing units, it's always a battle for MPP budget priorities.

I would also add to always be wary of the ongoing supply situation. Outrunning your logistical lines happens a lot when things appear to going well. It's very easy to fall into the trap of grabbing as much territory as possible, only to find your most elite tank unit performing very poorly on the next turn because its now sitting on a zero supply hex and out of HQ attachment range to boot.

You have to learn to review the prediction of where supply is going to be next turn by hitting that "S" key twice. It also helps to get into the habit of always placing your HQs on rail/road lines--or better yet a town or city to boost supply as much as possible into rural areas.

And never underestimate partisans. They always erupt at the most inconvenient time. [:D]
"They couldn't hit an elephant at this dist ...." Union General John Sedgwick, 1864
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Platoonist
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RE: New Player

Post by Platoonist »

My beginning advice would be to manage HQ attachments yourself, don't rely on auto-assist. I always start my turn by detaching units I won't be using from HQs and using those limited HQ attachments for something else. One example would be any ground unit I'm planning to refit or upgrade that turn. It gets detached if I'm on the offensive, because it is likely going to be left behind in the rear that turn. Same for bombers on a bad weather turn. They won't be flying. Fighter unit attachments are a toss-up. The weather might be bad in your turn, but good in your opponents.

Additionally, here's a link to a thread of national strategy tips from January by Iwarmongerthat that I found helpful.

https://www.matrixgames.com/forums/tm.asp?m=4744219
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Treefrog
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RE: New Player

Post by Treefrog »

Remembering order of play and not overlooking stuff is critical. I am in my 70s so I find it very helpful to open a word processing file simultaneously with playing the game and entering notes, especially on the things to remember about turns. If you PM an email I'll try to send it to you.

A newbie suggestion is to just play one country in an alliance. I suggest Japan in 1939: you learn the land game with supply and add the air game as you build units, finally the naval game kicks in.
"L'audace, l'audace, toujours l'audace."
Marcinos1985
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RE: New Player

Post by Marcinos1985 »

ORIGINAL: JRockne

--any tips for how to develop into a good game player?

1. Read the Strategy Guide, note some highlights for yourself.
2. Get to know supply mechanics, managing it is probably the most important thing in this game.
3. Get to know readiness nad morale of units too.
4. Play a lot. No amount of reading these forums will surpass your own experience.
5. Read AAR's on this forum. But focus not only on text, watch the screenshots carefully. See how good players develop their armies, set their HQ's etc.

These two topics are a very good read (for older patches, but general guidelines still stand):
Iwarmonger Strategy guide
HamburgerMeat strategy guide
JRockne
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RE: New Player

Post by JRockne »

Thank you so much for this.

Give me about a year, maybe then I can play someone online. ?
amandkm
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RE: New Player

Post by amandkm »

Hey, I've been playing for well over a year and I still stink! Games are free, and I for one do think that playing human opponents makes the game far easier to learn.
Cpuncher
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Joined: Tue Mar 26, 2019 11:06 am

RE: New Player

Post by Cpuncher »

This game is fantastically interesting/challenging to play, and also extremely painful/frustrating to play.
Manually assign your HQ commands each turn, and know how the supply works (not everything is on the manual). Those who don't do these 2 things, playing as Japanese, will be driven into the sea by the Chinese who do.
Supply is extremely important. Let me say it again, Supply is extremely important. Supply is double counted in combat in this game.
There are another 100 things that you also need to pay attention to...
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