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Some questions on strategy and mechanics
Posted: Mon Aug 08, 2022 9:37 am
by moon1
1. Can Russians buy back at reduced cost the units spawned by Barb if Axis destroys them at turn 1 without encirclement and waiting for next turn for their supply to drop?
2. Should Japan just ignore all economy techs or they can be worthwhile?
3. Is going heavy on US/UK strat bombs a solid strategy?
Thanks in advance
Re: Some questions on strategy and mechanics
Posted: Tue Aug 09, 2022 5:57 pm
by Bavre
1.
IIrc those units spawn with 0 supply (some scripted special thing it seems), so you can just kill them outright.
2.
Japan has a small economy and its multiplier is already very high to start with, so you will gain rather few extra bucks per industry level. Maybe do a test run in a hotseat vs yourself to see the exact sum.
3.
Quite strong, there was actually a discussion in a thread a while ago about nerfing strat bombers. With the Brits it might be a bit difficult to find the money for it however.
Re: Some questions on strategy and mechanics
Posted: Mon Aug 22, 2022 2:21 am
by HarrySmith
I agree with Bauvre
1. No the Russians cant buy back spawned units cheaply as they start with 0 supply. However from there any surviving units in supply become standard units.
2. I research in key areas with Japan and keep researching in fighters, air defence, indust tech i still do as you do get 10% extra with each level. this pays for itself after around 10 to 12 turns and then is a bonus. I do like to have long range air, logistics,amphib at least level 3. Ground attack level 2, and command lev 1.
3. i have been pushing for change in strategic bombers. If you go all out double chitting it you can have level 5 strat bombers in 43 sometime. One attack on a town or city takes out all the supply and fighters generally lev 3 take more losses and air defence does little. They can turn a game around on their own. So yes a great resource though hopefully amended in next patch so they are a good resource.
Re: Some questions on strategy and mechanics
Posted: Sat Nov 25, 2023 12:04 am
by heliodorus04
I'm new to this game with a couple dozen hours played, and I am experienced with wargames like Warplan and I also know games like World in Flames and Rise & Fall of the Third Reich.
What I'm struggling with is the balance the Axis should set between new unit construction, research, unit upgrades, and operational/naval-transport moves. It's odd for me that a game uses one resource for research, and as a result, I'm swimming around not knowing how well I'm set up for the late game (all of this vs. the AI).
How many new ships does Japan need to build prior to war with the US?
How many new ground and air units will Germany need for a historical, two-front war (plus North Africa)?
Given that operational/naval-transport moves consume the same resource that research does, I'm wondering what Japan should be doing. I'm buying Garrisons to ship to Manchuria so those decent units can get in to China. And I'm using forced marches in Manchuria instead of Operate. Is that naval transport of those Garrisons economically worthwhile in that effort? Is there a heuristic for when one should use a Corps and when one should use an Army? I can see the statistical differences, but they don't seem to perform differently. Wouldn't corps be cheaper to operate, and upgrade, and provide more units overall? And wouldn't it make sense to have more land units to attack with? Given the need to 'swarm' and attack units multiple times per turn, does this game reward use of Corps over Armies?
I'm playing on Steam and I'm not using the naval mod version