How do you attack Scapa flow/Malta?

PSP/DS/PC/MAC : WWII turn based grand strategy game

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Dragonan
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How do you attack Scapa flow/Malta?

Post by Dragonan »

Now I have just played one campagin with more or less succes but at some points I had realy trouple and at two places I had to surrend and find something else to do.

I can't place a unit next to the field and my air is not strong enough to bomb it out (it can repair it self each turn).

Thanks for you help and very cool game :)
Last edited by Dragonan on Wed Sep 19, 2007 7:01 am, edited 1 time in total.
vypuero
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Post by vypuero »

No easy way, really - only by lots and lots of bombing/bombarding, or they leave it empty
Dragonan
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Post by Dragonan »

Hmmmm

I was hoping you would say something like use a strategibombing on the field so it loss it capability to be a resource field and then start bombarding it until it is empty.
Then problem now is that it repair it self way to fast and the outcome is not worth the time from what I have witness yet.

But thanks
Andreas
vypuero
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Post by vypuero »

You don't really need to take them, in any case.
davetheroad
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Post by davetheroad »

Malta has zero impact on the axis ability to wage war in Africa, unlike the real war. so just leave it alone.
Dragonan
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Post by Dragonan »

Yea I know, but somehow I don't like the end picture with both Malta and Scapa Flow red (playing axis). It is much the same problem I had taking some of the other cities with fortress and with the abilitiy only to attack with one unit. It is a hell that I can't surround it and that way get it out of supply so it can't repair it self each turn.
davetheroad
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Post by davetheroad »

Attack with lots of tac air and some battleships. the idea is to kill more levels than can be repaired. eventually the garrison will dissapear and you can land a unit to occupy the smouldering wreckage.
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Post by Redpossum »

davetheroad wrote:Attack with lots of tac air and some battleships. the idea is to kill more levels than can be repaired. eventually the garrison will dissapear and you can land a unit to occupy the smouldering wreckage.
And why doesn't Malta have a squadron of Gloster Gladiators? Jeez, talk about lacking in historical accuracy...

(Yes, I'm joking, and poking sarcastic fun at certain other posters' recent comments)
SMK-at-work
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Post by SMK-at-work »

Pah - call yourself a realist? It was a FLIGHT of Gladiators....however the UK shoudl be able to ferry in a couple of wings of Spitfires from US carriers.......oops..no stacking, and no seperate air units for carriers...that's right.... :roll:
Happycat
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Post by Happycat »

While the scale of this game is such that Malta does not exert any influence over the activities of the Axis, one always has the option of sailing the garrison away, and bringing in a tactical air. That would certainly get the Axis player's shorts in a knot, and arguably it can be just as hard to invade Malta when it is occupied by an air unit as by a garrison. I haven't tried this, but now that I see what I have written, I see what a truly wise and profound idea this is---I must now go and try it. Shhhhh, don't tell Stauffenberg... :wink:
Chance favours the prepared mind.
SMK-at-work
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Post by SMK-at-work »

The main effect of Malta was as a naval base for submarines and small craft raiding Axis convoys - it did this long before it had a significant air-strike force, and "at this scale" the effect on Axis supply in Nth Africa should be simulated.

CEAW does it in a round-about-manner by having only 1/2 supply in Nth Africa for all the Axis...which is fair enough....except there's nothing they can do about it - ie it doesn't matter if they take Malta, whereas "in real life" if they took Malta it WOULD have mattered.

And of course the 1/2 supply rule (for distance from a capital) affects the Allies too...whereas "in real life" they had significantly fewer supply problems.
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Post by vypuero »

well - on the other hand, both sides had significant supply issues once they got far enough away from their supply sources - i.e. the Axis from Tripoli and the Allies from Alexandria. The big bonus the Allies had was oil, though. It does, you may notice, start with a submarine. The port is useful for repairs.
SMK-at-work
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Post by SMK-at-work »

Ys the distance from ports mattered on land....however the difference is that allies always had enough supplies at Alexandria - Axis submarines did not interdict convoys coming around Sth Africa or from Australasia and India and throught Suez.

OTOH the Axis did not always have enough supplies at Triploi or Tobruk - and allied forces in Malta were the main cause of their problems.
Dragonan
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Post by Dragonan »

The second problem I have with Scapa Flow and Malta is that I need alot more protection with allies that close to my cities. When I played against the computer AI both cities didn't do much but if you had looked at it, both could have had some impact on the outcome since I had move nearly all my units to the front against mighty russia (they where realy killing me).
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