So that they are not too strong in summer 1944. And maybe some of their units should arrive a few turns later. I read that US artillery was very effective in WW2. Possibly I will do the same with their ground units as well, only a few should have two stars like the Polish and French troops who are very angry to liberate their homeland and maybe a few more units like towed artillery. So far I have reduced the experience of their air units so that they would only have one star at best, instead of two. But in this multiplayer I think now you also agree that the Western Allies are a bit too strong after Normandy in v1.94.
In single player the Western Allies can advance more or less with the historical speed, when I allow them to land. However, I think it is easier to do something about the latter. It is interesting that while the actions in Tunisia took longer, the later actions in Western Europe were faster. It seems difficult to do something about it. Yes, of course the battle in Africa is delayed. And in single player it is also possible to delay it significantly even if the player is not very good or do not deploy too many units for the defense of Tunisia. In this game Torch happened in spring 1944, almost together with Normandy, which is much, much later. In my opinion, I had more risky strategies and tactical actionsįortunately, both games had a completely different path, so it turned out to show different strategies. I think that McGuba had a more conservative and defensive game style, without unnecessary risks. Therefore, I certainly wanted to test different strategies. The other part is the Strategic Guide, since the game takes a lot of time, perhaps it can help players see what this or that strategy can lead to.īecause the game takes time and it can be unpleasant to make a mistakeĪnd also so that future players can change and improve these strategies, so that they bring success or choose a completely different path in the game.
This is a very detailed AAR(maybe even too much ), for the reason to show the different tactical possibilities of the mod, which you may not meet in a single game.Īnd often the situation on the next turn takes place 180 degrees.Īnd also the fact that the multiplayer game on a large map is different from tactical multiplayer maps. In 1.6 - After one unsuccessful attempt, it seems I made prestige boost (150 or 200%) and ended the game also earlier. In 1.7-1.8 - as I remember, I captured London up to 72 turns, through the English Channel. In Version 1.9 - we played the first multiplayer test and did not get to turn 72. Is this because you always invade the UK in your single player playthroughs? Your tactic can actually work with the single player mode (albeit its a costly option), but i wonder that even without the coastal hex penalty it would be very difficult to do this in MP version? Anyway, good luck! I am surprised you never experienced the D-Day landings before. Oh wow, you are going to get quite a surprise there. I thought it would be enough artillery support from the existing ships.
By the way, I have never played in the BE mod this D-Day scenario branch.Īnd at that time I did not know about the scripting Allied artillery fire ))) Otherwise the Axis player would just purchase new units in each turn and block the beaches. On the other hand, now of course it is harder to strengthen it as new units cannot be purchased directly in Sicily, which is good, I think. And nevertheless, a few extra Axis units appear for the defense of Sicily right after the fall of Tunis so it is not completely defenseless. I think in this game we both saw that it would fall several turns earlier and in single player it can also be seen a few turns earlier. I think when the Axis player sees that he is unable to hold Tunisia he can start to build up the defenses in Sicily, if he wants to. But the problem is it always happens much later than it actually happened. I was thinking to add a 2-3 turn initial delay and I may do so later. So currently it is like 3 turns/1.5 month. Then in the next turn the units can be landed, but still cannot attack. So after one turn the invasion fleet appears and the ships can be moved to Sicily. Now I have no units for the defense of Sicily or for the defense of Italy.įor now I added a one turn delay. Perhaps this would be enough to organize the defense. It would be nice if there was some delay. After all, the next turn will begin the landing in Sicily.