From: WV USA
News Flash: Confederate States surrenders February 1, 1939 (I had 23 points, 22 needed for victory). See Final map top post.
At end of game raw production at 500 and oil at 10250. I had built one tank factory and one gun factory. Last turn of the game I had captured another gun factory. Captured several AI resource hexes (oil and raw). AI had its capital and one city left, both in imminent danger of capture. According to the Force level graph I surpassed the AI in force level about November 1937 (war started May 1937). This war lasted 21 turns.
For newbies to ATG I think the main takeaway from this game is that you MUST rapidly mobilize your armies. That means creating new units and HQs. Early research for me was MachineGun, Armored Car and AT Gun. Later in the game I researched mortar, SMG, Infantry Gun, Light Tank and near the end of this particular game Artillery and Heavy Artillery. If the AI is running over you, you'll have a tough time doing a lot of these things.
Resoures: First thing I do is upgrade raw. Later I upgrade some oil. PP production, supply, oil and raw all have to be managed.
TO&E and auto reinforcement (love this feature!): For this to work efficiently as possible you need to ensure your SHQ has enough railcap (trains). Your subHQs may need some trucks (landcap) especially as the units it is commanding get further away from it in distance. I try to keep my subHQs sitting on the rail line. It will likely be necessary to build additional rail line as the game proceeds.
HQs: "HQ Power (HQP) %: The closer an HQ is to the units it commands the bigger the combat bonus: (0-3 hex/100%, 4 hex/80%, 5 hex/60%, 6 hex/40%, 7 hex/20%). If an HQ is 8 or more hexes from the units it commands, they do not get any HQP bonuses in combat (attack or defense). " See this post: Unit Attributes.
< Message edited by Webizen -- 8/23/2015 1:57:38 PM >
Tac2i (formerly webizen)