Looking for Some Starting Advice

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BadInfluence
Posts: 8
Joined: Sun May 08, 2016 1:36 pm

Looking for Some Starting Advice

Post by BadInfluence »

Recently bought Strategic Command WWII: World at War and I'm loving the scope of the game. I've been looking for a turned based Grand Strategy game for a long time. After playing around with the game for a few days I can see it will scratch many of the itches I found unscratched when playing the Paradox variety of real-time Grand Strategy games like the various Hearts of Iron versions.

For my first play through against the AI I want to not become overwhelmed by trying to manage multiple nations at once so I'm going to be setting the other nations of my faction (Axis or Allied) to AI control so I can focus on the game play for a single nation.

If you had to pick just one nation to play in order to learn the most from the game in a first play through which one would you pick? I'm interested in learning as many of the various systems in the game (research, production, supply, convoys, transport, etc.) as I can.

I'm a long time war gamer with decades of play experience so don't be afraid to recommend playing one of the more complex nations if you feel that is the one that would have taught you the most about the game on your own first play through.
Edprem
Posts: 33
Joined: Tue Apr 20, 2021 5:33 pm

Re: Looking for Some Starting Advice

Post by Edprem »

I have several tutorial videos and many playthroughs on my channel.

GamingwiththeColonel on youtube, https://www.youtube.com/channel/UC4JazI ... FBP9cxLnIw

Ed

p.s. Hope this helps
YueJin
Posts: 360
Joined: Mon Jan 05, 2015 7:00 pm

Re: Looking for Some Starting Advice

Post by YueJin »

If you're only going to be playing one nation it has to be UK as Allies, Germany as Axis. Until late 1941 these are the only major powers going to be in conflict with one and other.

As the UK, even if the USA AI doesn't perform well, you can still secure Africa, threaten an Italy surrender and attempt to hold the Dutch East Indies to cripple the Japan AI.

As Germany, if you successfully conquer the Soviet Union by 1943/44 then the rest of the world follows with ease regardless of how Japan is doing.
BadInfluence
Posts: 8
Joined: Sun May 08, 2016 1:36 pm

Re: Looking for Some Starting Advice

Post by BadInfluence »

Thanks for the suggestions. I'll give a solo UK start a try. Once I'm familiar with most of the systems in the game I'll then remove the AI control from the rest of the Allies so I don't limit myself on how the full game plays.
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Platoonist
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Re: Looking for Some Starting Advice

Post by Platoonist »

BadInfluence wrote: Sat May 27, 2023 4:04 pm Thanks for the suggestions. I'll give a solo UK start a try. Once I'm familiar with most of the systems in the game I'll then remove the AI control from the rest of the Allies so I don't limit myself on how the full game plays.
Here is a link to a thread called: "Things you wished you knew in your first game." The advice is for SC: War in Europe but a lot of it pertains to this game as well.

https://www.matrixgames.com/forums/view ... 1&t=312085
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BadInfluence
Posts: 8
Joined: Sun May 08, 2016 1:36 pm

Re: Looking for Some Starting Advice

Post by BadInfluence »

Platoonist wrote: Sun May 28, 2023 7:58 pmHere is a link to a thread called: "Things you wished you knew in your first game." The advice is for SC: War in Europe but a lot of it pertains to this game as well.

https://www.matrixgames.com/forums/view ... 1&t=312085
Thanks for linking that thread Platoonist. There is some good advice in there. I especially liked forestrouse's advice:
forestrouse wrote: Sat Jun 20, 2020 5:07 pm 1) Make sure to invest in production and industrial technology along with the seriously un-sexy command and control, logistics and spying.

Production technology lowers unit costs and industrial technology increases the number of MPPs. if you are not at level 4 or 5 by 1944/45 time frame you die no matter which side you are on.

Command and Control increases the effectiveness of your Headquarters - increasing the number of units the HQ can control and the number of action points for the HQ unit. This is one aspect of improving the supply situation.

Logistics is extremely important for the western allies as it increases the transport units but cannot be ignored by the Soviet Union or the Axis. Each level of logistics increases the build limit for the number of HQ units. Once you are on the offensive, lack of supply is a major reason why the offensives petter out.

Each level of spying increases the chance of getting tech breakthroughs thereby reducing the time it takes to complete tech upgrades. As someone pointed out in this thread, being behind by 2 tech levels is a death sentence in this game.
After spending some time studying the research options I came to the same conclusion. Industrial Technology, Production Technology, Spying & Intelligence, Command and Control and Logistics looked very important. With the remaining Automatic Upgrades (since they are global to all units of the associated type) being something to research a little sooner than the Manual Upgrades (which have to be applied and purchased per unit as an upgrade).

Other things I'm working on more fully understanding are how to use HQs to maximize supply and how to use HQs to maximize combat effectiveness. Command and Control and Logistics being important here once again. Especially increasing the number of units that can be attached to an HQ. That seems to be a very nice boost to combat effectiveness of a group of coordinating units. Going from say 5 units to 7 units that can be attached to an HQ potentially boosting the combat power of 40% more of your previously unattached unit pool. Being able to benefit from your best leadership modifiers applying to 40% more units than normal. Nice.
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