💥 1941 Global Command Decision - Official Thread
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Here it is in round 10. We tried to buy as many KV1s as I thought I could afford. Attempted to get enough to hold like 3 pockets at once, and then have a few smaller stacks to rove around. I saw the tech advance last round for the IS-2's on the way, so I bought a few more KV1s at the last second, for the Far East too - just in case computer Japan get's any bright ideas.
I think now that we got the heavier heavy tanks coming online to bolster the stackfest, Axis are in full retreat mode. By bum rushing the Italians out of the South, I think we emboldened our computer pals to start hammering away. The Brits snapped up Greece and disrupted their resupply from the Milan factory. Germany brought Spain into the war, and there's been some back and forth for control of Kattagat, so that was interesting. German's seem to have reoriented to defend their core, so hopefully it's steady march from here.
First the Brits took the the straits, then Germany clapped back, I was pretty impressed. I probably should have sank their Baltic fleet but instead I was going all ham with the 2 hit tanks before they went out of fashion lol. Probably will just give the Red Airforce a big booster here so it doesn't happen again. I think we got the cash to burn now, cause I rebuilt all the factories we'd early tried to burn to the ground hehe.
2025-2-23-1941-Global-Command-Decision_USSR_10_rematch.tsvg
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@wc_sumpton said in Mega New Elk WIP:
@thedog said in Mega New Elk WIP:
@wc_sumpton has a point about mech infantry, you need to find a balance for including/buying them.
Thank you, this reminds me of our conversation about the AA, which has gone the way of the Dodoo bird in GCD with the mech_infantry and submarines on the endangered species list.
TripleA, IMHO, is designed around the concept of each piece having a job. Though there is the bomber which can SBR, combat, and transport. But if it transport it cannot SBR or combat, so it can only do 1 job per turn. When jobs are shared between multiple pieces, then some pieces become useless. Tanks are land transports, so you do not need mech_infantry because now infantry can move 2 and blitz. Every unit can AA so you do not need AAA. Transports have isDestroyer, so submarines are used as fodder.
Why buy an AAA, you don't.
Why buy a mech_infantry, it cannot blitz, so maybe give it a buff with armor? But now infantry can blitz and move 2 les 1pu!
Why buy submarines, they can no longer sneak attack on transports?I know, I need to get off my soap box, but one last comment. Each infantry unit represents between 1000 - 1200 soldiers, while each armor will equal maybe 100 tanks. So, you going to put a platoon of equipped infantry on a tank! Someone walking. If half the infantry are walking, then the tank should only be able to move 1 space, to allow the walking soldiers a chance to keep pace.
To me the logic just does not work. I know that soldier road abord tanks, but that's two or three, not ten to thirty.
Sorry, this is just one of the things I can't wrap my head around.
Cheers...
Ouch both barrels
I will explain a little but I dont think it will change you mind, so we will have to agree to disagree.Transports vs Convoy
The TripleA AI is very poor at protecting Transports.
At some point in the Battle of the Atlantic, the Allies, got the upper hand with Sonar, Escort Carriers, Improved depth charges, so Im simulating that as the start of the game map. A bit unfair, but at least the Germans do have free submarines, also the do attack 2 then later 3 verses the Convoy & Destroyer 1, Submarines have -2 Blockade, so not all bad.
I use Destroyers 5pu as fodder also has AA, for me better than Submarines 6/7pu.
On balance I think it works.AA
AA has been removed, is that so bad, its mechanics are awkward, better to have it built into almost every unit, like in history.
Again I think it works.isLandTransportable makes Inf-Motorized redundant
Yes the logic of 1 tank carrying 4-10 infantry/tank desant does not work. So I will not attempt to justify it.
The reason for keeping it is for German, Italian & Russian player sanity, moving infantry 1 in Russia can get a bit boring and the AI does a bad job of moving to a factory to get the 3 move.As mentioned in the other thread, Inf-Motorised can
- Blitz if stacked with Armor
- Get Combined Arms support of +1 Atk from being stacked with Armor or Bomber-Tac
- Produced from Base-Camp, good for moving around Africa
So again as you would expect, on balance I think it works for 1pu extra.
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@thedog said in
1941 Global Command Decision - Official Thread:
Ouch both barrels
Sorry.
@thedog said in
1941 Global Command Decision - Official Thread:
I will explain a little but I dont think it will change you mind, so we will have to agree to disagree.
Disagreed, agreed!
@thedog said in
1941 Global Command Decision - Official Thread:
The TripleA AI is very poor at protecting Transports.
The AI has problems with transports in general, whether sea, land or air as your discussion points out. The AI tends to use Air Transports as fodder. So why not let the cruiser/destroyer/battleship act as transports for the AI and remove the transport. Don't answer that just food for thought.
@thedog said in
1941 Global Command Decision - Official Thread:
The reason for keeping it is for German, Italian & Russian player sanity, moving infantry 1 in Russia can get a bit boring and the AI does a bad job of moving to a factory to get the 3 move.
As for tanks/halftracks there is the same problem with the AI and using transports, or just not using transports. To make it fair, remove ground transport when playing against the AI. Again, just food for thought.
So yes, disagree, I agree.
Cheers...