• @The_Good_Captain said in "East & West" by Imp Games - Discussion:

    As a side note: the NATO “at start” nuke is very impactful in the ways that are considered secondary. Removing 5 Russian infantry might be a letdown, but when you do this to the SFE industrial complex on the turn you land in Kamchatka, you ensure the Russian counterattack is less likely to succeed because they’re down five infantry and can’t move their fighters due to EMP. Finally, on the Russian turn, because the IPC value has been reduced, the Russians can only add two Russian infantries instead of four.

    This typically forces the Russian player into a horrific choice. Abandon the territory leaving the fighters to be destroyed because they couldn’t move. Or fight a losing battle in SFE and die with the fighters albeit at higher NATO cost. If NATO is using the nuke in some other way, imo - it’s being used inefficiently. Full stop. The NATO nuke is for the critical territory of SFE timed when landing in Kamchatka.

    As a matter of tactics, I wonder if there’s a scenario in which the Soviets can afford to abandon Eastern Siberia, and rely on counter-attacking? I know in my early days of playing, China seemed extremely fickle, and always seemed to turn away from the USSR, leaving North Korea exposed and with the Soviets unable to hide in their territory.

    Really I think in order to hold off the Americans, they actually need to have a big enough force in both Eastern Siberia and Kamchatka, and to at least control South Korea (even if they can’t hold off the US from landing there) while having the Chinese in, defending the North. Most US players are hesitant to attack North Korea militarily, because if the Soviets can retake it, the Chinese just move right back in at the end of their turn. That means still needing to have a strong counter-attacking force either in Eastern Siberia or Manchuria… but maybe that makes it slightly more workable?

    That all being said, I don’t know where these hypothetical Soviet reinforcements would be coming from, in time for rd3. As tempting as it is to not place a ton in the east for the first round or so (while the US navy is all tangled up) I’m getting the sense that the Soviets kind of have to.


    I do enjoy discussing strategy and tactics, but I’ll try to keep my posts shorter going forward. I don’t write huge walls of text to drown anyone else out, I just actually enjoy writing :)


  • @The-Janus write away! I still enjoy the read but might have shorter or more infrequent responses.

    Yeah, dead zoning as you mention is / would /should be interesting for the soviets in that section of the battlefield.


  • @The_Good_Captain I have been following this discussion with interest as I work on my East & West mod for TripleA. It is basically working, but I am using the Big World map rather than the East & West map. I have started the process of creating a new map.

    I also noticed that the best of use of Nukes is to hit the counterattack force, when I playing against the AI.


  • @RogerCooper said in "East & West" by Imp Games - Discussion:

    @The_Good_Captain I have been following this discussion with interest as I work on my East & West mod for TripleA. It is basically working, but I am using the Big World map rather than the East & West map. I have started the process of creating a new map.

    I also noticed that the best of use of Nukes is to hit the counterattack force, when I playing against the AI.

    Which side is nuking who and where? Be advised, you cannot attack a territory on the same turn that territory was nuked.


  • @The_Good_Captain said in "East & West" by Imp Games - Discussion:

    @RogerCooper said in "East & West" by Imp Games - Discussion:

    @The_Good_Captain I have been following this discussion with interest as I work on my East & West mod for TripleA. It is basically working, but I am using the Big World map rather than the East & West map. I have started the process of creating a new map.

    I also noticed that the best of use of Nukes is to hit the counterattack force, when I playing against the AI.

    Which side is nuking who and where? Be advised, you cannot attack a territory on the same turn that territory was nuked.

    I have no way of enforcing in TripleA that you can’t nuke and conventionally attack. The best I can achieve is that conventional forces can’t fire in the first round.

    As a player, on any side, I find nuking counterattack forces is best. This is true for other mods with similar rules like The Grand War.

    The AI in TripleA does not generally buy nukes. When it has them, it generally tries to inflict the maximum PU loss, rather than integrating the attack with other tactics.


  • @RogerCooper said in "East & West" by Imp Games - Discussion:

    I find nuking counterattack forces is best

    General observation, but it seems like hitting the backline with nukes while hitting the frontline with conventional forces is the way to gradually wear the enemy down.


  • How does Mexico connect to the sea zones to its east? Is there a separate small sea zone that connects to Mexico & Western United States or does connect to sea zones off the Eastern United States and/or containing the West Indies?


  • @RogerCooper

    @The-Janus yikes…I can’t tell.


  • @The_Good_Captain said in "East & West" by Imp Games - Discussion:

    @RogerCooper

    @The-Janus yikes…I can’t tell.

    I will extend the boundary for the sea zone to the East to Mexico.


  • @RogerCooper said in "East & West" by Imp Games - Discussion:

    @The_Good_Captain said in "East & West" by Imp Games - Discussion:

    @RogerCooper

    @The-Janus yikes…I can’t tell.

    I will extend the boundary for the sea zone to the East to Mexico.

    Agree

Suggested Topics

  • 6
  • 1
  • 6
  • 5
  • 11
  • 9
  • 5
  • 3
Axis & Allies Boardgaming Custom Painted Miniatures

40

Online

17.8k

Users

40.5k

Topics

1.8m

Posts