Charbroiled
Posts: 1178
Joined: 10/15/2004 From: Oregon Status: offline
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quote:
ORIGINAL: aphrochine I dont get the feeling that anyone has really addressed the OPs issue. That being the classic turtle strategy where a player sits back, loads up on defensive strong points, and then powers up overwhelming numbers. While lame and very ahistorical for the allies in pto, this is a valid strategy against newer players in nearly every strategy game in existance....but quite honestly, its flawed. If you execute a turtle strat, you are betting that your opponent is newbish and does not know how to defeat it with their knowledge of game mechanics, or lack thereof. You are completely and totally giving your opponent initiative+time+space. Do it, and you may win against a newer player who cant crack your nut in time, but not a skilled veteran. The OP is griping about this strategy, and while I'm still new to witp, I'm not new to the frustrations of turtling. Those who gripe about turtles usually lack a strong enough skill in the game's mechanics to overcome the strategy. Granted there are games, through design flaw, where it becomes difficult or impossible to defeat a turtle strat (aok vanilla for example), but usually it is beatable; it just requires a few tips and a pat on the butt from a seasoned veteran. I think the point of this thread could be to share key strategies and tactics for a newer Jap player to overcome said allied strategy. I think the "turtle" strategy (aka "Brave Sir Robin") is a creation more from the type of opponent you are playing then a "prefered tactic". At the start of the game, the Japanese player (especially "veteran players") has the advantage of knowing where every allied unit starts the game and what the allied capabilities are. IMO, this is one of the biggest reasons the Japanese player has a tendency to move faster than IRL. When the Japanese play "Blitzkrieg in the Pacific", there is not much the allied player can do to stop him. The Japanese player playing in this fashion will usually mass everything to go after those "non-historic" targets, and the allied player has a choice of running away, or to stand and fight and risk losing everything which will then allow Japan to take more "non-historic" bases early in the war. If the Japanese player would slow down to a more historic pace, I think you would see less of the "turtle" strategy and would see more smaller skirmishes.
< Message edited by Charbroiled -- 3/24/2008 9:52:27 PM >
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