Round Six: Red using special ability to destroy on ice hex that connects N.Greenland to N.P. Base, thus a Rattler lost to take out a Blue Jet. Meanwhile six troopers attack 5 of White troopers on ice hex, all are lost.
Having already built a C and rattler for Red Base.
Blue moves from Blue Base a C with two troopers, landed on island 1 VP NE. of Blue Base, defended by a Red trooper. Island taken for no lost.
Meanwhile 2 Troopers move onto that ice hex, that connects to NP Base. While 5 more Troopers leave Apogee base, heading for NP base. Having built a Jet and 2 Troopers for Blue Base. Along with 3 more troopers for Apogee Base.
Black trooper attacks from one ice to another ice hex, holding 4 White Troopers. Losses are one each side. Already built for near having no defensive Black base, a C and 2 troopers.
From NP base 6 trooped attack 2 Blue Troopers on connecting ice hex to Greenland. Takes the ice hex, with lost of one trooper.
White uses special ability to move 3 Troopers across ice hex bridge to outside of Black base. Also C from White Base lands 2 more Troopers on same area, while 2 Troopers from White Base moves towards Black Base( vía ice hexes bridge).
Meanwhile 5 Troopers are heading to N. Greenland from Apogee Base. Having built a Jet and 2 Troopers for Apogee Base, and, 1 Trooper for White Base.
Round 7: Red knows the greatest threat to NP base, is lack of a good defense in it, but, Joe forces will never be able to land and take it, for Round 7. Here using special ability from Red base Rattler attacks and takes out Blue C, on hex with 1 VP island midway tween Red and Blue Base.
Even with the lost of air power, Red C lands 2 troopers onto island, defended by 2 Blue troopers. Island retaken for no losses.
Having built 6 troopers for NP base.
Blue has 5 and a group of 3 Troopers heading for ice hex, that connects to NP base from N.Greenland. Builds C for Blue Base and 5 Troopers for Apogee Base.
Black destroys ice hex that connects to Black base. Four White Troopers retreat to ice hex behind them. Builds a rattler for Black base and trooper for NP base.
White C attacks Black C, both are lost. From Northern Greenland 1 VP hex, 5 Troopers enter ice hex, defended by 6 Black troopers( also a White Jet from Apogee Base flies in). All lost but for 1 Black trooper on ice hex. Already built 4 Troopers for Apogee Base and 5 for White Base.
What is artillery good for?
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What are people’s thoughts on the artillery piece? They seem useless to me. I can’t think of a single instance, other than not having an extra dollar, when I would buy one over a tank. What are the communities thoughts on this?
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Artillery is a niche purchase, mainly because it generally compares unfavorably to an infantry and tank mix. Artillery paired with infantry provide the greatest attack/cost ratio of any unit.
The major drawbacks are:
1.Artillery has the worst defense/cost ratio of the 3 units.
2. Artillery also only projects the threat of deadzones one territory away instead of 2 for tanks
3. Artillery attack ratio drops to 0.5 (below a tank) once infantry are exhausted.Artillery definitely have a place in purchasing, where these drawbacks are mitigated. Ignoring artillery completely is a mistake.
Prime examples I can think of:
1. UK amphibious landings. The battles usually conclude in 1-2 rounds with all UK land units dying or taking the territory in a dead zone. Artillery provide the same offensive punch as a tank at 1 less cost. Transport provide the mobility to project the artillery’s threat of deadzoning the same range of german territories as a tank.
2. Germany or Russia situations where land offense is needed to trade Caucasus or Italy. This is the case when the country is forced back to the capital and only a couple territories. It’s critical to continue trading these territories as long as possible, or losing the capital is further accelerated. In this situation, you only need to project the deadzone one territory out and provides the most offense for least cost.
3. Early R1-R2 buys for USA. It’s a priority for the USA to remove the axis from africa. Buying art in early R1-R2 rounds, then tanks later in R2-R4 rounds maximized the pressure on egypt on R5-R6.
4. When a country has a leftover 1 IPC and wants some offense.attack/cost:
infantry - 0.3333
tank - 0.6
artillery - 0.75defense/cost:
artillery - 0.5
tank - 0.6
infantry - 0.66Note1: i’m aware that hits/cost ratio also matters, but analyzing it quantitatively is complicated. It’s fair to discount the tank and art ratios a little to reflect the differences in hits.
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Artillery is weak compared to tanks in the Revised ruleset. Note that tanks are now $6 in recent versions.
Generally you buy artillery shortly before you intend to attack a capital, in order to maximize your attacking punch and get the best value for your infantry. Germany will sometimes buy artillery early in the game to go along with inf stacks, but pros buy them sparingly unless they control Cauc and plan to hit Moscow soon. UK and USA players buy artillery in the run up to an assault on Germany. Russia might want some artillery if they wish to pose an offensive threat to Germany stacks coming near Moscow.
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Re: What is artillery good for?I use artillery with the Russians a lot same with Germany they give your infantry a much needed boost on the attack