Ichthyic wrote:OK, you're just being obtuse. the landers aren't drawing supply from ANYTHING. they start off 2 levels of efficiency higher than they should as soon as they hit the beach, no matter how you slice it. When YOUR troops land, even with a supply ship right behind them, they start off on the beach in orange, unable to do anything but wait for the next turn.
Is there a "green tile" connection to Akaroa and/or Christchurch? If so they are getting supply from there. Otherwise there are supply ships providing 40, which is plenty for that force.
Ichthyic wrote:"my logic... has won me the whole jap campaign. 3 times."
irrelevant, and you know it.
That was just me defending a point you made against my logic, which you claim is flawed. I'm not trying to say anything negative there.
Ichthyic wrote:I'm beginning to think you don't listen to anyone, ever.
is that true? do you just spew garbage endlessly and not ever actually listen to what people are saying to you? please tell me now, so I won't waste any more time trying to converse with you.
You posted up here saying you had no idea how to beat the NZ map. Having played through it victoriously a few times, I was suggesting advice. Sure, some of this advice is based off assumptions made by how I play the game, but I have never said that another situation is impossible.
I am only replying here to help you and others who want advice.
Ichthyic wrote:It gives you 2 units plus a supply ship. Hardly enough to take over any objective
Which is why I sent another few units with them, as it was suggestive, as many things are in this game; but again, just a few units IS enough to take that target. It in fact is NOT very well defended at all. no artillery. just base level infantry and only 3 units of that, plus an anti air unit which is ignorable.
Basing it off the fact that every other major VP (Bataan, Henderson Field, Noumea, Brisbane) is heavily defended, it is fair judgement to say that it is likely Akaroa will be the same. And Brisbane certainly could not be taken with 2 units.
Ichthyic wrote:again... there's that lack of logic of yours. If I had gone east in force, instead of sending an expeditionary level force, I would have been forced to double back to defend christchurch. Go figure... this is what I was worried about.
I never said that you had to leave no units in Christchurch. I said something along the lines of "leave a few there just in case, but move the main force to where they are more useful". If something bad does turn up, then your holding force can delay the enemy until proper reinforcements can arrive (from the south), but if they don't then 80% of your army isn't sitting around wasting time.
Ichthyic wrote:I was not thinking the AI would pop a fully formed entire invading force with cruiser support next to my tiny expeditionary force. it isn't like ANYTHING that has happened on the 10 previous scenarios... you know, those 10 scenarios you claim should have given me the experience to know better?
In the previous scenario, do you recall that a bunch of paratroops come up and attempt to take your (probably) UNDEFENDED stuff far to the north away from any chance of help? From that, an enemy counterattack is not to be unexpected, although one of such magnitude may have been. (But keep at the back of your mind that
something might come.)
Ichthyic wrote:If you played this campaign 3 times (really?) then likely you are experiencing a bit of recall bias. likely the last time you played affected how you think you actually deployed your forces the first time.
I have played the campaign three times (why is this hard to believe?). The first time I played NZ I didn't expect the first counterattack and deployed my forces in such a way that they could go and (try to) hammer Christchurch ASAP (Armaki got hit down to strength 6), but after that was crushed I turned my piledriver on the south and got lucky that the enemy decided to walk in to it. The 2nd time I cut off the north and left an artillery up there. The 3rd I had LOTS (40%) of artillery and so hammered the enemy in record time (~35 turns).
It is probably true that I am not recalling stuff perfectly, but I am certain I didn't leave a huge stack guarding coasts and stuff. My game instinct is to build a piledriver and turn it on enemy once he has been found.
Ichthyic wrote:They're the same stuff and quality used at Brisbane
yeah... I can see you aren't actually listening to me. you must be great fun at parties.
go on, tell me how a 3 star marine battalion can easily beat a 5 star paratrooper battalion one on one (and I reloaded just to see if it was luck... it wasn't). never happened before, ever, in any other scenario, but go on and tell me how everything is the same... in your head.
A Sherman-M4A2 will always be a Sherman-M4A2. Equipment between March and October of 1944 isn't very different (esp. in comparison to 1942 and 1944). Why are you of the opinion that the same unit somehow fights better simply because it is on a different map?
Marines are also considered to be one of the best infantry formations to exist, while paratroops fail rather quickly if cut off. Was the case that the paras were cut off? If so then I would fully expect them to be ripped apart.
Ichthyic wrote:The tactic of ignoring orders works astonishingly well in Melbourne: I beat that one in 27 turns. When going the conventional tactic it takes about 80.
you know why they give you "orders" in games like this? it's to give you clues as to where interesting stuff on the map is, or events will occur.
yeah, you can blast straight to melbourne, but you likely will miss the prison along the way, and other stuff. It's a game, not a real damn war. I get that sometimes a mapmaker will drop "clues", which could make a map easier, or it could just be to lead to you some easter egg for fun.
Imagine you are a commander in the field (or on a transport), and there are two ways to attack an enemy base. One of them (the west side) contains a large town (Geelong - a city nowadays), while the other side contains fewer towns or much of significance aside from a radar base.
Using the logic that an enemy would defend his good city, which is also known to contain important documents, there is, in all likelihood, going to be a lot of troops there - meaning there will be far fewer on the other side.
Assuming a 1:1 kill ratio (not always the case, but good enough for this), where are more losses going to occur. And supposing you want to keep as many men alive as possible, why wouldn't you attack where the enemy is [thought to be] weakest?
If that means ignoring orders, then so be it. Patton was told not to go anywhere near the Seine, but he had already gotten there. As a result, he became a hero (if he wasn't already).
bjarmson wrote:Take it easy Ichthyic.
No-one here wants to start a fight. We just want you to be able to enjoy the game. Throwing potentially offensive comments such as labelling people "obtuse" isn't going to improve your game at all.
When trying to fight fire with fire, remember that firefighters use water. Hence, find another way to win the scenario if plan A doesn't work. Along with anyone else who posts on this thread, I am just trying to help you find plan B.
- BNC