Last month started playing SF again but stopped at turn 8 (captured all targets of part I). Since it's been a long time, yesterday I started all over again and played till turn 3 (occupied 7 targets and rush-built the Mulberry wonder which should take effect on turn 4). Seems that by turn 5 all targets can be reached.
Some tactics:
Some cities have no anti-air units. Use bombers to clear the cities then land rangers/commandos to occupy them.
For other cities, use Combat engineers to kill the blockhaus/15cm navy battery, then use 15cm shells to get rid of the other defending units, then use rangers/commandos to occupy the cities (all must be finished in the same turn). This is extremely effective against Point du Hoc (use the rangers' 2/3 attack to kill the shells).
Cruisers can bombard the two 210mm battery cities and some anti-air units on the shore. However you need to protect the cruisers by forming a circle of LCVPs around them. Send the LCVPS there first to check for drift mines. Drift mines needs to be cleared (sacrefice LCVPS) before the attack.
US infantry and British infantry units are useless . Rather than send them to France, head back to England and disband them there for building new armors. Do it immediately on turn 2 so your armor units in England can reach France faster.
Only use bombers, crocodiles (part I only), combat engineers, heavy artilleries, and 105mms to attack cities (Other units are close to useless). It is very important to keep those units alive or you'll lose momentum in attack.
Churchill and firefly are very good in defense. Sherman and M3 are second to them. Put those units in front cities as soon as you occupy them. Churchill is a bit slow though .
Pay attention to the timeline for occupying the cities. If you get the cities too early or too late you don't get the helping technology. However I only follow the timeline up to part IV since I expect to get the job done by part V.
Divide your troops into three groups.
Army group A should land on La Madeleine (after you occupy the city a barbware will disappear so you can land easily) and push to north then to west. Occupy Cherburg as early as you can. You get the lighthouse wonder, which will be very useful in part IV. This landing point is close to England so put less troops here (reinforcements will arrive soon).
Army groupB should land on Arromanches and push to southwest. You can go all the way to the other shore if you avoid to attack certain bunker cities.
Army group C should land on Langrune/Ouistreham and push eastward. Bypass Caen and get to the rear of the enemy. Each turn, send a fighter to this direction in front of your troops so that your land units will not be picked up by enemy planes.
The enemy cities facing Vierville s/Mer, St. Laurem, and Colleville are heavily defended. Just send a few troops to occupy the beach cities and defend them well. Do not try to attack from there.
There is no immediate need for fuel caravans. Build caravans with other commodities and get a lot of money by trading with Cherburg/Le Havre. You need to build expensive barracks, and city walls are not cheap after part I. Besides, you need a lot of money to bribe Wittman .
Some tactics:
Some cities have no anti-air units. Use bombers to clear the cities then land rangers/commandos to occupy them.
For other cities, use Combat engineers to kill the blockhaus/15cm navy battery, then use 15cm shells to get rid of the other defending units, then use rangers/commandos to occupy the cities (all must be finished in the same turn). This is extremely effective against Point du Hoc (use the rangers' 2/3 attack to kill the shells).
Cruisers can bombard the two 210mm battery cities and some anti-air units on the shore. However you need to protect the cruisers by forming a circle of LCVPs around them. Send the LCVPS there first to check for drift mines. Drift mines needs to be cleared (sacrefice LCVPS) before the attack.
US infantry and British infantry units are useless . Rather than send them to France, head back to England and disband them there for building new armors. Do it immediately on turn 2 so your armor units in England can reach France faster.
Only use bombers, crocodiles (part I only), combat engineers, heavy artilleries, and 105mms to attack cities (Other units are close to useless). It is very important to keep those units alive or you'll lose momentum in attack.
Churchill and firefly are very good in defense. Sherman and M3 are second to them. Put those units in front cities as soon as you occupy them. Churchill is a bit slow though .
Pay attention to the timeline for occupying the cities. If you get the cities too early or too late you don't get the helping technology. However I only follow the timeline up to part IV since I expect to get the job done by part V.
Divide your troops into three groups.
Army group A should land on La Madeleine (after you occupy the city a barbware will disappear so you can land easily) and push to north then to west. Occupy Cherburg as early as you can. You get the lighthouse wonder, which will be very useful in part IV. This landing point is close to England so put less troops here (reinforcements will arrive soon).
Army groupB should land on Arromanches and push to southwest. You can go all the way to the other shore if you avoid to attack certain bunker cities.
Army group C should land on Langrune/Ouistreham and push eastward. Bypass Caen and get to the rear of the enemy. Each turn, send a fighter to this direction in front of your troops so that your land units will not be picked up by enemy planes.
The enemy cities facing Vierville s/Mer, St. Laurem, and Colleville are heavily defended. Just send a few troops to occupy the beach cities and defend them well. Do not try to attack from there.
There is no immediate need for fuel caravans. Build caravans with other commodities and get a lot of money by trading with Cherburg/Le Havre. You need to build expensive barracks, and city walls are not cheap after part I. Besides, you need a lot of money to bribe Wittman .
Comment