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  • 2194DaysOfWar

    2194DaysOfWar
    By Captain Nemo
    Strategy by Field Marshal Klesh



    This is one of the best Global WWII scenarios the net has to offer. I hope these strategic considerations help the player succeed in his goals.

    Germany

    I have divided Germany’s war into four major phases. They are sequential, such that one must be completed in order for there to be enough production to continue on. The phases are as follows:

    I. THE WAR IN THE EAST
    a. Stalingrad/Baku
    b. Moscow
    c. Leningrad
    II. NORTH AFRIKA
    a. Freighters bound for Bengazi
    b. Alexandria/Cairo
    c. Gibraltar
    d. The push East
    III. OPERATION SEALION
    a. The build-up
    b. The execution
    IV. THE TRANS-ATLANTIC DECISION
    a. The escort question
    b. Luftwaffe
    c. Strength


    Phase 1


    The War in the East is by far Germany’s biggest threat as the scenario starts in December of 1941. You’ve already captured Riga, Minsk and Kiev. You’ll need to keep up the momentum in order to blitz the Soviets before they can build up their Eastern cities. The key here is not to get too carried away with oneself, you cant just slam away at the Red Army because your later era tanks are quite expensive to build, and your reinforcements won’t be as plentiful.
    In the opening round you should take strategic cities to move your forces up for attacks on your real targets. Take your Riga vicinity forces and capture Kalinin, but do secure the fortress north of Riga. Kalinin should be well defended so as to block a Soviet counterattack, but do not house your assault forces there because it is surrounded only by roads. Kalinin’s vast food supply should eventually produce Engineers (Todt Org.?) to connect your newly captured territory with rail lines.
    Your Minsk area troops should push south towars Karkov, to be supported from the west by any necessary divisions from European cities. Karkov should be a base for a very large number of your assault forces. They will take part in a later campaign, so fortify them for now, and keep the rail line to Moscow in tact. Also be sure to send an Engineer out to connect Warsaw to Karkov, and provide him some defensive cover.
    Now, of utmost importance is the capture of Rostov. Once it is secured, fill it with a large number of armored divisions, SS Stormtroopers and aircraft. They will take part in the assault on Stalingrad. The city will be rather hevily defended, but nowhere near as much as later in the game. The oil fields at Baku can boost your trade and science such that its capture along with Stalin’s city should be the highest priority. You should assault Stalingrad on turn 2. There is a convenient rail line connecting it to Rostov, so your ground forces should have full movement values. Once you’ve taken the city, you should experience the one bug in the scenario (v1.2). The pop-up text should appear, then the Soviets should be given the tech for the Japanese Ki-67 Bomber! Oh well, they’ll need a lot more than that to save ‘em. The cities of Saratov and Astrakhan won’t have anti-tank defenses, so be careful not to wipe them off the map. Baku, once properly defended, should produce freight so as to trade (preferably with the Neutrals or Japanese).
    With the fall of Stalingrad, the next obvious target is the Capital of the Soviet Union: Moscow. By now you should have quite a hefty force (30-40 good units) to assault Moscow from Karkov. Try to clear out the AA Batteries before the Luftwaffe raids so as to mop up the countless infantry in there. Not much to say here…”Onward to Red Square!”
    Now that Moscow has fallen, push northward along the rail lines to Leningrad. With the harassment in the south, Leningrad probably hasn’t been able to be reinforced from the east. It should be the easiest of the “big three” cities to take. Again, the use of the rail lines should give your artillery and infantry full movement values, which are crucial for the “ign. city walls” units. By taking Leningrad, you’ve totally isolated the cities of Murmansk and Arkhangelsk, they should fall without too mush trouble.
    With a last push into Gorkiy, you’ll see a fortress on a mountain. By capturing this gateway to the Urals and fortifying a Tiger or 88mm Mp gun or three there, you’ll effectively be able to consolidate your forces either for a continued push east (which by then you shouldn’t need a strategy), or for shipment to other theatres. I’ve watched the Soviets throw T-34’s by the tens at that fortress, by holding it you effectively block the Trans-Siberian Railroad the last hope for the USSR.


    Phase 2

    By now your defenses in North Africa are probably in dire need of reinforcements, especially if they are to push east into Egypt. Since there are enough units in North Africa at the start of the scenario, you should still hold Tunisia and Libya by the time you’re ready to focus on this theatre.
    By now you should be producing TigerI’s at least, if not TigerII’s. This should be around the late winter/early spring ’42. Two freighters full of TigerII’s from Rome bound for Bengazi should easily be able to clear out Alexandria via the roadway. Consolidate with perhaps another freighter on the next turn and move along the Nile into Cairo. Leaving a TigerII with support from a 88mm MP gun should be plenty of defensive firepower for these cities. Expect the main British counterattacks to come from the Middle East, via Jerusalem and Baghdad. They’ll come with Churchill tanks, light tanks and British Infantry…none of which is any match for the TigerII. However, one must be aware of the RAF, so be ready to rushbuild 88mm MP’s wherever necessary.
    Now, on to Gibraltar. This city is built on hills so it will naturally be well defended. Airstrikes are certainly less effective here, especially when their Carriers are in. Their “2x vs air” flag helps them greatly whilst in port. Use V-1’s if you’ve got them, but a sloppy ol’ freighter-born assault with TigerII’s will clear that city out as well. Use the victorious remnants of the Afrika Korps from Egypt if necessary. The British won’t have much to counterattack with, except perhaps some Spitfires. So if you don’t get it on the first turn, there is a low probability of a successful counterattack.
    If coordinated properly, the North African Campaign should only last three turns max. It is really just a precursor to you next phase against the British: Operation Sea Lion. It gives you a chance to practice sea-born landings since you have no “amphibious assault” troops to strike off of boats. If you follow my plans for Sea Lion, you won’t need any!


    Phase 3

    So, if you’ve made it this far you should be well outfitted for a strike at England proper. I have executed this Operation countless times, and achieved a complete victory, often without any casualties, every single time. As long as your Atlantic Wall defenses are in proper order, you shouldn’t have much to worry about as far as England stopping your invasion from the air before it starts.
    Since Germany has no “amphibious assault” units, you’ll need to clear out their cities from the air. Rather than taking part in the Battle of Britain at the start of the scenario and watching your medium bombers get torn up by Spitfires, mass strikes of V-1’s are the key to a successful Operation Sea Lion. You’ll notice that Paris is exactly 5 spaces away from both London and Plymouth…the exact distance required for V-1 strikes. You should have your smaller production cities in Europe such as Vienna, Munich, Lyon and Prague produce V-1’s and send them to Paris. I’ll build them in Scandinavia as well, and house them in Oslo. Your land forces should be amassed in Lyon so as to keep them safe from any possible airstrikes from Britain. Build freighters along the coast and send them to Bordeaux without leaving them in the open ocean. You should have 15-20 V-1’s ready in Paris to secure complete victory. Land forces should be in the area of 20 armor units as well, again insuring a complete domination.
    The invasion begins…4:30am in Paris. Scores of V-1’s let fly toward England. Your primary target is Plymouth, it will be less heavily defended. You should be able to clear it out and have some assorted V-1’s left over to shoot at London. Simply set sail from Bordeaux with your armor, and viola! instant amphibious assault!!! You can enter an unguarded city with any kind of unit. Now ferry the remainder of your land army over and make your way up the British Isles. Using your armor, and letting fresh units move up, you should be able to wipe Britain off the Map in one turn giving them no chance to counterattack. Operation Sea Lion has been a complete success!!!


    Phase 4

    The decision to make a Trans-Atlantic invasion is a tough one. If you are this far along you don’t really have any other enemies to take out. But to get it done correctly you’ll have a good amount of preparation on your hands. What are you going to do for an escort? Be sure to note that your subs aren’t an effective escort by themselves. How, since you have no carriers, are you going to get the Luftwaffe out there? Can you safely get 40-50 land units acoss the Atlantic without being spotted? The USAF loves to prowl the coast with it’s B-17’s. You’ve got a lot of planning ahead.
    First, you’ll need to start a large Naval construction program. You’ll need Destroyers, Cruisers, Type XXI U-Boats and Battleships to guarantee the invasion goes off without a hitch. Be sure to produce them in cities with Naval Bases to give vet. status, especially for the capital ships. England has a bunch of them. There is a chance that the American Atlantic Fleet, untouched by the Japanese, will meet you half way to duke it out. You can be sure they will have plenty of Superbattleships with them. They are a pain in the arse. Build more ships than you think you’ll need, and include plenty of freighters as they only carry 4 units.
    In order to give your land forces aircover in the Americas, you’ll have to conduct some mini-raids whilst you are conducting the real build-up. Use the V-1 method from Dublin to clear out and capture Reykjavik. Then you can launch regular airstrikes, use Battleship escort shore bombardment to move troops up to Narrasauqqqq AFB in SouthernGreenland. Contunue to fly Me262’s etc into Greenland to await further orders. The last stop on the North Atlantic island-hopping campaign will be St. John’s. That city need not be captured until your fleet is along side it. Then move the planes in from Greenland to get into the fray on the next turn.
    Use Brest or Plymouth as the base for your freighters and land troops. They are pretty much equal in latitude to Boston, the target for the invasion. When you move across the ocean, cover all the freighters with a Battleship, and make a wall with the other ships to the west so as to protect the vital cargo behind the Battleship. Also be sure to protect the subs with V-1’s in them. They are they key to the invasion. Without them, you risk having to shore bombard and therefore lose a few Battleships. This is not an option.
    All prior sea-born invasions can be considered a warm up for this one. You should have a fun time coordinating such a large force. You’ll need it too. I’ve seen the AI Americans have upward of 250 units all sitting idle on the continent. Pace yourself as you push westward. Also be sure to have a good resuply system of TigerII’s coming from France. Your industrial might should give you the ability to resuply rapidly. The Americans will not have enough firepower to dislodge 40-50 TigerII’s from the coast, so it may be a battle of attrition for a few turns. But they cannot last for long, especially with a small resuply program going.
    And with that, you’ve thoroughly beaten 2194DaysofWar! Congradulations.



    A WORD ON TECHS

    I feel that the best tech path in this scenario is straight to TigerII’s. This armor unit is so valuable that’s its production supercedes any other weapon, especially for fighting on the Eastern Front. The second-most important tech is the Jet Engine. It gives you the ultra-valuable V-1 Rocket as well as the path to the Me 262. I also enjoy upgrading the Kreigsmarine’s U-Boat fleet. Once the Americans learn to build the Superbattleship you’ll need wolfpacks of Type XXI U-Boats with V-1’s in them to take care of their capital ships. The Air-Defense tech comes too late to have any real effect (unless you find yourself under attack from B-17’s) but they won’t send enough to do any real damage that late in the game. I don’t really use the Panzergrenadier unit very much, and I only use the 105mm Wespe occasionally. Their respective techs take a back seat to the all important TigerII. But without upgrading your Steel Mills to Ammunition Plants, you’ll have a long time to wait for reinforcements.


    Last thoughts

    · Never build standard Wermacht. SS Stormtroopers are far more valuable.

    · When fighting in the east, try to let at least 1 European city upgrade its production capability. You’ll need the shields later.

    · Build Industry on Plains squares. They take forever, but are well worth it.

    · Cover Soviet city territory with Luftwaffe to avoid the Partisans that will appear. Quickly kill those that do show up, because they’ll tear up the rail lines.

    · There is an invasion event in June’44. If you properly reinforce the Atlantic wall, there’s no place for the troops to land. Let them land if you are bored by then.

    · Repair war-torn territory in the east. It is very valuable productionwise.

    . Do not be afraid to throw most of your troops at the Soviets. The Allies can’t muster a decent invasion in the west.

    Thank You.

    Field Marshal Klesh


    [This message has been edited by Field Marshal Klesh (edited September 26, 2000).]

  • #2
    I haven't played this new version yet. Do you know what have been changed?

    I think your strategy is good, but maybe adding a little bit tactic flavour will make it better. For example (not sure if still works in V1.2):
    German stukas are good fighting units. They only lose to AA batteries and battleships. So if you use infantries to attack first and dent the AA batteries to red, your stukas can kill other defending units in the city easily.

    Gibaltor landing can be accompanies by Navy forces. You have several battleships and cruisers in Italy. Use them to attack first, then land some light tanks and panther IIIs (I remember I used two of each) to get the city. A good thing is, the city does not have any land defender, hence your tanks will kill the spitfires and win.

    Putting a bomber on an AA battery in front of your newly occupied city will save you a lot of trouble from counter-attack. (A little bit of cheating, isn't it?)

    Celebrate Berlin and rehome freights to it, then trade with London, 500+ bucks minimum. (uh, another cheat...)

    Comment


    • #3
      Gee, checked out the rules.txt of the new version. Soviet T-34 tanks are vastly enhanced. But they will not have a chance to build it, since my previous strategy should still work and I will be able to eliminate the Soviet Union in 3-4 turns (unless Captain Nemo has put more units in Moscow in addition to the change of rules.txt).

      Moscow, Leningrad, Stalingrad, and the city East of Gorkiy will have units popped up once the German kills an AA battery, Mobile Infantry, or Red Guard. The above 'big three' cities and Kharkov will get reinforcement each turn (an AA battery) as well. Moscow is on a river square while other cities are not. (not sure if it has been changed in the new version).

      Based on the above situation, you should go straight to Moscow at the very beginning. The later you do it, the more difficult since Moscow will have more reinforcement and gets terrain bonus. After Moscow, you go for Leningrad, then Stalingrad, then Kharkov. If you can get the above cities in turn one, then you have successfully restricted the Soviet help (only the city East of Gorkiy will have a dozen of bombers appear). You should still have enough force to get all cities west of Leningrad-Moscow-Stalingrad, if you use your air force wisely. Now put a bomber-tank combo on the RR next to Gorkiy, and another combo between Baku and Stalingrad, and you will have little trouble with the first wave of counter attack. On turn two you advance along the RR all the way to Siberia. Take your cheap infantries with you to cover the land so that few partisans will appear (the partisans are stronger in the new version). Rush-build Stukas in occupied cities along the Siberia RR and use them to raid nearby cities. That will take care of all cities Comrade Stalin has except three. There is one city at far east which you need to use an engineer to build a shore city and rush-build a transport to land several SS and occupy it; there are two more near Turkey which you need to use paratroops after stukas bombing. That's all. You can do it in 3-4 turns.

      Comment


      • #4
        Well, I'm no Robo-Civer.
        I do not calculate probability of victory for units.
        I do not change citizens into taxmen and sceintists in every single city. Basically, I try to enjoy my game, rather than beat it in 4 turns. Your suggestions are great. But I play 2194 every time this way. I always win.

        ------------------
        I am the Ukrainian Anti-Pope!
        Großdeutschland!

        Comment


        • #5
          This is an intensely stupid question, Klesh... but what difficultly setting did you use?

          ------------------
          -Cal
          The strategically impaired,
          -Cal

          Comment


          • #6
            I play it on Diety.

            Comment


            • #7
              Deity... everyone plays on deity... it seems.`

              ------------------
              -Cal
              The strategically impaired,
              -Cal

              Comment


              • #8
                And... here's a mini-strategy I use to play the Soviets in 2194 days of war. This is for the older version (the one where you had to manually change the events files).

                Now, you start out in a bad position, the Germans are coming close to your key cities, and the only thing protecting you from fighting a two front war is a cease-fire that can easily be broken. Use these strategies to help you achieve vistory.

                1. Don't put too many of your ships in Japanese territory, they WILL attack you if you sail your entire fleet too close to Japan's coastline.

                2. Now, initially, you may think you want to build Red Guard units instead of Red Army units to defend your cities. DON'T. Here's why...
                -Since Red Army units are so cheap (10 shields) all the under-developed cities East of the Leningrad-Moscow-Stalingrad line can build one for every turn, Red Guard units cost much more, and it will take several turns to build one in these cities.
                -Because of the trans-siberian railroad, you can easily shift about a dozen Red Army units to the front every turn!

                So, place about a dozen Red Army units in Kharkov and the defense squares surrounding Moscow every turn, and the Germans will never be able to advance! The panzers will either run out of movement points and be set up for a counterattack, or they'll start losing battles to the weak Red Army units. Balance this, and start building an army of Katyusha rockets and T-34's, then, depending on how long it took you and how well the "Red Army" strategy worked, counterattack, and take back, at the very least, Riga. Start building battleships there and in Leningrad once the defense of Riga is secured. Once you've taken back most/all of the Soviet Union's territory, use the battleships to bombard Hamburg.

                Um... this is where my strategy ends... it worked fine up until Hamburg, but I couldn't take the city in my game and so I was never able to take it.. but this strategy got me very far in the game, when compared to the rest.

                ------------------
                -Cal
                The strategically impaired,
                -Cal

                Comment


                • #9
                  Anyone out there play the USA in this scenario? I know everybody likes those Tigers, but I find America very challenging. I know I'm not near as good as a lost of people are at this game, but I can't even get close to winning at the higher levels. Anybody doing this?

                  Comment


                  • #10
                    And if you are, how?

                    Comment


                    • #11
                      The American game is interesting because you get pretty much one shot to get to Berlin. I try to land such a huge force that I'm at Hitler's bunker on the same turn.
                      Once, I delivered like 6 nukes and took all of europe easily...
                      When you are on the continent, use B-17's stacked with P-51's to block German counterattacks. Make sure to take along good ammounts of Pershings, or 5X as many Shermans
                      I've been able to sneak a engineer onto Ireland to build an airbase. You can use that to house pre-invasion planes, as well as use it's fortress qualities for your land guys too.
                      The main reason I don't play as the US is the time required for build up. 3/4 of the scenario is gone before you can ammas a huge force.

                      ------------------
                      I am the Ukrainian Anti-Pope!
                      Großdeutschland!

                      Comment


                      • #12
                        Playing as the US is difficult... I tried to procede historically, but I could never hold Rome once it came time to capture it, all of the forces in Europe would just work on dislodging me, it seemed.
                        The strategically impaired,
                        -Cal

                        Comment


                        • #13
                          Here's Xin Yu's invinceable strategy for the German side in 2194 days of war. Xin Yu's advantage seems to be that he can perceive everything at once... I can never remember which cities have which units and how many spaces it'll take to land next to the cities.

                          Anyway, here's Xin's strategy, with this, you can easilly secure a German Decisive Victory before the end of your first turn! It's best if you attack in chronological order. All notes in "[]" are mine.

                          "Let me explain my tactic. This tactic works most of the time, although not 100% (sometimes my tank may lose to an infantry, and my freighters are used up so I cannot send more tanks).

                          Plymouth: I use a destroyer to kill the engineer between Plymouth and London -- this gives a place to land. Then I use my freighter in Toulouse to ship 4 vet tanks up, land one tank, and attack the AA Battery-Mobile infantry stack. The Mobile infantry will be picked as the defender for higher defense factor (silly AI) and get killed. Now I can land the rest 3 tanks next to Plymouth. Before attacking, I use a cruiser (from Kobenhaven) to do shore bombardment. Although the cruiser will lose to a Mobile infantry, my tanks will hit right on the targets. My 3 tanks can kill a AA battery and 2 spitfires at least, and with any luck one of the tanks will have another move point to kill the 3rd and last spitfire. After the air defese is gone, My bombers and stukas will gang up on the defense of the city. After all defense units are gone, I move a paratrooper from Belgrade along railroads to Paris and make a paradrop.
                          [Plymouth contains a science wonder, but after your attack, it'll probably be left with a population of 3 or less.]

                          Gibraltar: I use two battleships to bombard the city. If they win they'll kill two spitfires. [If you're *very* lucky, you'll only need one battleship to kill both spitfires.] Then I use the freighter in Marseilles to move 4 tanks from Tunis to the square west of Gibraltar. Three of the tanks will kill or severely damage another spitfire, a battleship, and a carrier. Then 3 stukas from Africa airbase will raid the city. if everything goes well my 4th tank will occupy the city and kill the AA bettery south to it. Occationally I was not so successful and need to land the 4th tank to attack the city and sometimes I even need to land another shipload of tanks from Rome to get the city.

                          Alexandira: No secret here, just attack! Use a freighter to ships some SS stormtroopers from Rome and Tripoli and also use the two cruisers in Rome.
                          [You'll probably need 4-6 SS Stormtroopers shipped there, plus the cruisers, plus tanks already in Africa, plus stukas if you can get rid of the AA defense.]

                          Moscow: Use an engineer to build a RR to connect Misk and Moscow and move all your vet SS stormtroopers from Germany to attack Moscow, followed by non-vet SS stormtroopers (do not use the Minsk ones). [You'll need two engineers to build the railroad immediately if you're not playing multiplayer.] Go from Warsaw toward East so you only use 1 move point and have one left for the attack. You have 6 mobile infantries and a lot of planes. Use them to cover the city radius (use a plane to guide the mobile infantries through ZOC) so that when you occupy the city, no partisans will appear (except for the 3 fortress squares which already have units inside). By using mobile infantries, your planes will not waste moving points.

                          Sverdlovsk: Now use the SS stormtroopers in Minsk to attack Sverdlovsk. Planes will guide them through ZOC. (SS stormtroopers from Germany will not be able to fulfill the task since there is a moving point near the Ural mountains.) After 3 rounds of attacking (to kill the red guards) you can use your a M109 fighter to kill some infantries, then more stormtroopers to kill the two tanks, then more fighters to kill the artilleries and bombers. By strategically using your air and land forces you'll be able to occupy the city without any losses. [Once you get rid of the heavy defenses, you can probably take out the red army infantry with tanks, and use the SS Stormtroopers for your seige of Leningrad.]

                          Leningrad: again, use SS stormtroopers from Riga and all over Germany. If you are lucky and kill the AA battery inside the city early on, you can use air forces as well. The sequence of air raid (after the AA battery is gone)should be: a bomber followed by two M109 fighters, then stukas (you'll know why when you try a different sequence). Use mobile infantris and planes to cover the city radius but only on forest squares. The partisans will appear in swamps and you can kill them easily. [The trick here is not to run out of SS Stromtroopers to attack with, ship them from Warsaw, to Minsk, to Moscow, to Leningrad, and take out any units outside the city with your tanks.]

                          Other cities (part 1): Use air force to attack kalinin, Saratov, the city East of Stalingrad, Sevastopol and Rostov. Sequence of attacking is very important when attacking Sevastopol and Rostov. The best strategy is to use bombers against AA batteries and battleships, M109 fighters against fighters, then stukas against everything else. No partisans will appear for these cities so you don't need to cover the city radii. (the first 3 cities will be too small to produce any partisans while sevastopol and Rostov are originally yours).

                          Other cities (part 2): Use tanks to attack Gorkey and destroy it. Then build a city on the same spot or the river square next to it to connect the RR. (this is not possible in single player -- you need one engineer to build the RR in multiplayer, but you need two to build the RR in single player and you'll use up your engineers). Now row your tanks to Siberia, kill the partisans near Sverdlovsk, destroy Omsk, and march eastward. Also destroy Murmansk in North using your tanks (very important since there is a Soviet freighter full of freights supported by this city). [You'll lose the OBJECTIVE point, but who cares?]

                          Other cities (part 3): Use tanks to destroy Archangelsk and use everything I have to capture Kharkov (I'll lose a lot of bombers for Kharkov). I did not do it in my turn since I needed units for defense against air raid from England. If the player of British were AI then I would do it.

                          Defense: I tried my best to set up a defense. This is actually even more difficult than capturing a lot of cities in one turn. Against two human players who have a lot of good attacking units, it is really hard to defend yourself. [If you're playing against the AI, you shouldn't have that much trouble.]"

                          ------------------
                          The strategically impaired,
                          -Cal
                          [This message has been edited by Cal (edited January 28, 2001).]
                          The strategically impaired,
                          -Cal

                          Comment

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