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  • Forum Strategies for Captain Nemo Scens

    Red Front
    Second Front***
    2194 Days of War***
    1861: Civil War***

    *** We need more strategies for these!

    Big or small, as usual. Discussion is allowed as well.
    [This message has been edited by PolarisGL (edited February 20, 2001).]
    Please Visit:
    http://aow.apolyton.net

    And contribute if you can!

  • #2
    For those who are interested: Can we send in strategies for Second Front?

    ------------------
    ""I had hoped we were hurling a wildcat on the shore, but all we got was a stranded whale!"-Winston Curchill on the Battle of Anzio

    "Quis custodes ipsos custodiet?" -Juvenal

    "I can walk!!" -Dr. Strangelove
    Georgi Nikolai Anzyakov, Commander Grand Northern Front, Red Front Democracy Game

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    • #3
      Woops ANZAC, sorry. Added it in.
      Please Visit:
      http://aow.apolyton.net

      And contribute if you can!

      Comment


      • #4
        [Copied from my recent post at the scenario league regarding the red front scenario]
        You need to research fast. Set science rate at 80%, hire scientists in all cities (except for the 3 caucasian cities) to guarantee one tech per turn. Sell city improvements for cash to support your economy -- rush building units needs a lot of cash.
        June 1941 you'll have the tech for katyusha, afterwards you have two choices:
        a) go for the KV-1 tech for defense, which was my original suggestion in the strategy submitted to art of war. Stop researching after getting the KV-1 tech (set tax to 80% and hire taxmen). your defense will consist of only KV-1 and AA-battery. Rush build them till winter and concentrate your units in key cities. You'll be able to hold on.
        b) go for IL-2 tech for counter-attack. You'll get the bomber tech on the way and you can put bomber-AA battery combos on strategic places to slow down the enemy advances. Stop researching after getting the IL-2 tech. Your force will consist Bomber, AA-battery, Caucasian chivalry, and IL-2. I have not yet tried this method but it looks like promising.
        Air defense is the key. Stukas are your worst enemy and they are reincarnated once killed during Summer 1941. The best way to stop the stukas is to use a bomber. The stukas will stuck in the air trying to attack it; if a bomber is not available, then put any unit exactly 7 squares away from the stuka city will make the stukas turn back before attacking you. This is because that the stukas have a move of 12 and before they attack the AI will calculate if they have enough moving points getting back to the closest city. The second method works sometimes, but not always.
        For more details please check out the art of war site.
        [end of copying]

        I'm interested in whether the second approach (IL-2) works better than the first one. Could anybody test it for me?

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        • #5
          '2194 days of war' military assessment

          Part I (infantry)

          Assessment by unit:

          Infantry units all have 'ignore walls' flag. They are generally the cheapest attacking units a civ can build (with the exception of field artillery). The attacking and defending abilities for elite infantries are also good enough to make them attractive. In this scenario, dozens of units will be lost in each turn, thus unit cost is very important in considering what to build. Hence, elite infantry units will be the back bone of your army.

          '*' flag = not be able to build at the start of scenario.

          Basic Infantry:
          Red Army (Soviet) 1m,5a,5d, 1h,1f, Cost: 10
          Wehrmacht (Germany) 1m,5a,5d, 1h,1f, Cost: 20
          G.I. (USA) 1m,5a,5d, 1h,1f, Cost: 20
          Infantry (Britain) 1m,5a,5d, 1h,1f, Cost: 20

          Elite Infantry:
          Imperial Marines (Japan) 1m,6a,5d, 2h,2f, Cost: 20, Amphibious.
          Red Guard (Soviet) 2m,7a,5d, 2h,2f, Cost: 30, X2 horse.
          SS Stormtroopers (Germany) 2m,7a,5d, 2h,2f, Cost: 40, X2 horse, Fundi.
          Commandos* (Britain) 1m,8a,5d, 2h,2f, Cost: 50, Alpine, Amphibious, ZOC.
          Commandos* (USA) 1m,8a,5d, 2h,2f, Cost: 50, Alpine, Amphibious, ZOC.

          Special Infantry:
          Nationalist Army (China) 1m,3a,5d, 2h,1f, Cannot Build.
          Partisans (Soviet) 1m,7a,6d, 2h,2f, Event Gen, Alpine, X2 horse, ZOC.
          Fallschirmjäger (Germany) 1m,6a,5d, 2h,1f, Cost: 40, Paratroop, ZOC.
          Paratroopers (USA) 1m,6a,5d, 2h,1f, Cost: 40, Paratroop.
          Paratroopers* (Britain) 1m,6a,5d, 2h,1f, Cost: 40, Paratroop.

          Assessment by civilization:

          Japan (Overall Rate A, Infantry Rate A):
          Pros: For a cheap 20 shields Japan can build elite infantry units with amphibious landing capability. A good thing for amphibious assault is that your troops can safely retreat to a nearby city to avoid losses. Since it is cheap, Japan will be very easy to produce enough infantry units to cover its loss. Japan owns the war academy wonder so its air, navy and land troops become veterans quickly after winning a battle against basic infantries.
          Cons: Japan has no paratroopers. Its infantry unit only has move 1 and does not ignore ZOC. Japan needs to build a lot of transports and engineers to move its force around. A couple of freight (trade) units will become handy when helping infantries to pass ZOC.

          Soviet (Overall Rate A, Infantry Rate A):
          Pros: Red Guards have move 2 and only cost 30 shield each. Since the Red Army only costs 10 shields, the cost of buying a red guard in one turn is only 110 gold, even less than the 120 gold of Japanese Imperial Marines. It will be easy for the Soviet to build enough infantry units to cover its loss. Since the Germany has the Great Wall wonder, Soviet tanks are less effective than infantries. Partisans are also good due to their alpine and ignore ZOC abilities. Soviet is the only civ to have partisans appear after losing a city.
          Cons: No paratroopers and no amphibious units.

          Germany (Overall Rate A, Infantry Rate B):
          Pros: SS Stormtroopers have move 2. Germany has the Great Wall wonder so enemy counter attack is not too big a problem. Fallschirmjäger can do paradrop and ignores ZOC.
          Cons: No amphibious units. SS Stormtroopers are expensive. Germany should not rely on its infantry for attacking. Instead, it should rely on tanks, field artillery, and later the 105mm wespe. Fortunately a lot of allied cities are not walled so the German tanks can be very effective.

          Britain/USA (Overall Rate B, Infantry rate C):
          Pros: does not need to worry about partisan after occupying enemy cities. Paratroopers can do paradrop. Commandos can do amphibious assault and ignores ZOC.
          Cons: basic infantry unit is useless, need to research to get commandos, which costs too much. Republic/Democracy government types make happiness and support a burden. Against human players, the British and USA can only fight a defensive war at the beginning, with limited offensive operations aiming at destroying enemy's productivity. If they go all out to attack, they will lose too many expensive units and never be able to recover. They need to accumulate enough units to give the Axis a decisive blow.

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