Robotron wrote: ↑Sat Feb 16, 2019 7:08 pm
Could you give a brief/general summary about what is going on in your match? Anything weird happened? How about INTEL actions?
It's been a classic opening. Normal events, no eastern attack, no Serbian Ultimatum.
I'm playing Entente. Year is 1917, the US just entered some 3 turns ago. Austria surrendered on turn 36. That saved Italy, Entente side, as it was invaded mostly by AH, and by the time AH surrendered, Italy was 7 collapse points and I was forming a line at the French border with whatever I was able to gather. That was close.
Brits are having a bad time on the east. Egypt was lost in late 1916 (even if an Armor unit just arrived, but on red status and was an easy prey). The Turks seemed hard as Serbians on the attack, even if they were on same tech levels as brits. Entente ciphers are safe, CP are broken (more on this later), so I can't blame intel for such strong Turks. The Persian Gulf is interesting. I have an armor unit there. Persia is attacking with CP, but the Brits are hitting hard, although retreating to Abadan. I don't predict a good future for Persia, as 3 Russian army corps are closing. Some others are advancing through the Black Sea shoreline, but the advance will be stoped as soon as Cocolo is able to take some units.
Russia is strong. The Germans didn't attack so much, no important conquests, neither the Russians, so the line is quite like 1914. The eastern frontline keeps units on several degrees of tech, from II to X, mostly IV, VI. The supply crisis is still unhappened, so I predict an interesting time for the Russian empire in a few turns.
Romania switched sides when it was to enter on CP side the next turn. That event caused funny comments on chat, and also some friends on wargaming hobby heared about that. Turkish and Bulgarian units had to ruse back from the Russo-Turk border. Sofia felt on 2 turns, and a multicoloured line is now formed in Bulgaria and European Turkey, even with CP iddle arty units on front line as stopping measure. That saved Russia, as the line would be just non-existent if the Romanian border opened, with those dangerous balcan units wandering...
Greece is still neutral, but several events are happening and now territory is smalled and Entente units are debarking on Salonika.
In North Africa, arab units have taken all cities on the coast line to Bengazi, wich resisted and Frech and Italian reserve corps are repelling the advance wth the help of ship bombards.
The naval fight in Mediterranean was fast. AH ships battled French ones at the Sicilian Strait. Several encounters happened and the match was finally for the Entente, althoug the AH DRE sold hard its live on Crete battling italian and french ships. AH subs (at least 3) where a heavy nuisance until surrender.
On the western front, the 1914 german advance was stopped in winter far from Paris. Just a Brit reserve corps landed. Then the line stayed static for many turns. Now I'm advancing. Took Calais last turn.
On the sea, a big naval battle happened on the east english coast. Tons of german subs and some Dre cornered the Navy and killed many brit ships. That was quite gamey, but I finally repulsed them (you got notice of that from Cocolo's post). I'we build 2 Battleships, and many light cruisers to fill loses and expand my escorting pool. Convoys had a hard time with subs, which also decimated brit cruisers until level V was reached. After level VII and the failed Jutland, the subs are still a problem and entente convoys are struggling to reach port, but enough arrive so UK is on enough supply (take a look to the attached logs as I don't want to hint Cocolo ; ) ).
On the Baltic sea, IIRC, only one CP convoy arrived. The rest is sunk by british subs and the help of the Imperial Navy. I'm using the russian airplane to spot cover the approaches, sometimes even placing it in Finland, most of the time in the northernmost Livonian hex.
Serbia surrendered on 1916. I made a mistake: after Belgrade fall, I stopped building units. I realized that Tirana was also working as capital city when it was taken. My mistake not to pay attention. Serbia surrendered with +100 PP and 100 unspent ammo : ( That could be several RC or even a couple army corps which would have been a top nuisance to Cocolo!
Apart from those events we have commented on earlier posts, everything goes OK. The base game sometimes crashes due to system bugs. Mine sometimes crashes on suspension, sometimes after entering a chat line, also usually when closing the game. Cocolo's when minimizing game window. It's clear that the UI is a crap, and does not implement even basic procedures like TAB key on fields, etc.
About strategy:
I have made an emphasis on intel. After a few turns, I spent DPs on Intel and counter intel so most of the time my cipher has been safe and Cocolo's has been broken. Not sure if that's been an overkill. Will see after game, when I compare logs with Cocolo.
I have built as few reserve corps as I've been able, and saved PPs for army corps. So in the mid game I've been able to have punch.
I have distributed duties. Brits went for armor and sea units with several labs. French went for arty and infantry. Both went for planes without focus.
Armor has been like historical war: too soon, too few, diluted amongst several fronts: many urgences made impossible to keep them rear guard until a massed attack happened.
Most brit PPs are gone for light cruisers and 2 battleships so the sea is as safe as possible.
I can't say much for Cocolo, but it seems he favoured subs, may be a couple of DRE (they have been more advanced than brits). He has upgraded half of the army, upgrading only when he felt an attack was comming (easy to see looking at arty moves). On the last turns I feel his arty is stronger and may be he focused on air fighters.
Some questions:
- I need clarifications on intel and counter intel. I know there are somewhere, but I don't find them...
- The event log is really needed to keep track.
- What happens if a port is taken, with all available sea hexes occupied by enemy naval units and a sub in port is displaced? Is it lost? (Happened in Calais: don't know if its lost or simply disappeared).
- Need info on british supply level on the screen. Only appears when too late.
- Subs need clarification. Cocolo and I have been making experiments and deducting the behavior. You can attack them if they are just in your intended destination hex, even ir you are moving a DRE.
- Disagree with fighters been so strong (that screenshot posted made me feel ridiculous. I understand grounds support capabilities are taken into account when tech levels up for infantry.
- Disagree with subs being unpasable for surface capital ships, so you can be cornered. Ambush is OK, but they are too OP. Historical units could chase merchants and made surface attacks, but not against warships as subs were slow and unsuited for surface attack against armed foes.
- Keep that Romanian switching event. Makes the game more interesting.
I attach some logs and a couple of screenshots. Cocolo will not take a look on them until game end.
* EDIT: files attached.