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Malta, Syria, Iraq, Torch, Saudi, the Cape

 
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Malta, Syria, Iraq, Torch, Saudi, the Cape - 12/20/2016 10:55:05 AM   
The Land

 

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A few questions:

1) Does Axis AI ever attempt to take Malta? (If not should there be a scripted event for it along the lines of Crete/Norway?)

2) I don't quite have my head around Iraq and Syria. If the Germans support the Iraqi uprising then a garrison appears in Baghdad. Then the moment it takes 1 damage point, it appears to collapse by event. By contrast, Syria starts off with a 3-strength Corps, but that can be reinforced as normal, and doesn't fall over by event so if you're not careful you can end up with many British units tied up in Syria. Also, once Britain has retaken Iraq there appears to be no Iraq convoy any more which is odd.

3) Does Operation Torch happen by event? I experimented with invading Morocco from Tangier, which resulted in Vichy declaring war on me. Then (after abandoning that save) I got an event as the USA saying that something was happening in Morocco. If I make an amphibious landing now, will I get a historical-ish Torch reaction?

4) After being prompted by an event to invest diplomacy in the Saudis as the USA, I get income from them. Is this available to the UK or just the USA? Are there other countries who give you production if you are nice to them diplomatically?

5) It takes 1 turn to travel from the South Atlantic to the Red Sea. But 4 turns to travel in the opposite direction. Why is this?
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RE: Malta, Syria, Iraq, Torch, Saudi, the Cape - 12/20/2016 2:59:22 PM   
BillRunacre

 

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Hi

1) I'll leave this to others to answer if they have seen it.

2) There are notes explaining Iraq in the Strategy Guides, I recommend looking at these and they can be found in the Manuals folder within the game's main installation. The 1939 Guide is also included in the last part of the Manual.

3) You'll need to prepare an amphibious invasion force, escorted by naval units and ideally with any Carriers you have available to provide air cover/support. If you search for DE 308 in the Strategy Guide that will indicate what the event was about (assuming that is what happened in your game).

4) The income is only available to the US, as Saudi Arabia's convoy goes to them rather than to the UK.

5) Travel takes 4 turns either way. But it does only take 1 turn between the Red Sea and Persian Gulf.

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RE: Malta, Syria, Iraq, Torch, Saudi, the Cape - 12/20/2016 3:52:40 PM   
Hartmann

 

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Regarding 1) I personally have never seen the AI try to take Malta, but I have only about 10 or 11 games under my belt thus far where in about 40% of them I played the Axis myself. Regarding 3) I have once acidentally pressed the "debug AI" key and seen the US AI sending a fleet over the Atlantic which later landed in Casablanca, so it does not seem that the Torch invasion itself is happening by event for the AI.

(in reply to BillRunacre)
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RE: Malta, Syria, Iraq, Torch, Saudi, the Cape - 12/20/2016 3:55:53 PM   
Goodmongo

 

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I have not seen the Axis try to take Malta. But in my games the Axis either has won Egypt or is losing badly. On expert level I did see the Axis get even more forces in NA from an event.

So if it happens my guess is late 1942 or maybe even 1943 provided the Axis hasn't taken Egypt and still controls at least most of Libya and probably Tobruk.

(in reply to BillRunacre)
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RE: Malta, Syria, Iraq, Torch, Saudi, the Cape - 12/20/2016 10:09:34 PM   
Malor

 

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Please don't add more auto scripts unless there is a way to make them optional. There are already too many in the game, which takes away key game play decisions from the player.

The player (human or AI) should have to plan and carry out the mission that they choose, not just check a button, spending MPP not in proportion to the result and magically units appear and a mission is complete. The current gameplay is great, but I'm really bugged by the magical appearance of units that are not under my control. If I'm the head of a nation, I want some say in how my units are deployed.
For example, so far, I've had to purchase very few UK land units because so many appear on the map due to various events and they appear in the proper location without having to be transported without requiring the navy to protect them. As a result, my research and navy are strong. If the RN was spread out escorting troop convoys more often, it would be difficult to concentrate defending convoy lanes and methodically surrounding subs and killing them.

I would like to see the auto USSR troops on war declaration removed and instead more MPP supplied early on to build my own custom army and be able to deploy it where I want. This could include a limitation that a certain percentage need to be within X hexes of the western border before "WAR", like what exists for the Germans keeping units within 10 hexes of Warsaw. This would still allow for the Germans to surround units and kill them early, but they would need to recon first to know for sure where they were located, not magically "Know" that six units will appear "here", be ready to attach and destroy quickly.

Thanks for listening.
Malor

Malor

(in reply to Goodmongo)
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RE: Malta, Syria, Iraq, Torch, Saudi, the Cape - 12/21/2016 9:48:59 AM   
The Land

 

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quote:

ORIGINAL: Bill Runacre
5) Travel takes 4 turns either way. But it does only take 1 turn between the Red Sea and Persian Gulf.


Not sure this is right, actually - I definitely find units leave the South Atlantic one turn and arrive in the Red Sea the next.

I agree that 4 turns (or even better, a fixed number of days so it doesn't take twice as long in winter) would be more reasonable though!

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Post #: 6
RE: Malta, Syria, Iraq, Torch, Saudi, the Cape - 12/21/2016 11:16:10 AM   
Boonierat1972


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quote:

ORIGINAL: The Land

5) It takes 1 turn to travel from the South Atlantic to the Red Sea. But 4 turns to travel in the opposite direction. Why is this?



When you travel from the Red Sea naval units reappear very close to the UK. When traveling in the opposing direction, it takes between 2 to 4 turns to travel from the UK to the Red Sea transfer box (depending on your port of departure and if you use cruise mode or not) so basically it takes about the same amount of time both ways.

< Message edited by Boonierat1972 -- 12/21/2016 11:17:20 AM >

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RE: Malta, Syria, Iraq, Torch, Saudi, the Cape - 12/21/2016 11:38:15 AM   
The Land

 

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quote:

ORIGINAL: Boonierat1972

quote:

ORIGINAL: The Land

5) It takes 1 turn to travel from the South Atlantic to the Red Sea. But 4 turns to travel in the opposite direction. Why is this?



When you travel from the Red Sea naval units reappear very close to the UK. When traveling in the opposing direction, it takes between 2 to 4 turns to travel from the UK to the Red Sea transfer box (depending on your port of departure and if you use cruise mode or not) so basically it takes about the same amount of time both ways.


Since there is no reason not to use cruise mode, it takes 2 turns to get from the UK to the departure box from anywhere south of Liverpool, + 1 turn to make the transit. On the return it takes 4 turns to transit and one turn to get to the UK. 5 turns is not basically the same amount of time as 3 turns ;)

Also, I don't understand why the return transit arrives where it does. It is a) less useful if you are trying to move ships to Spain or North Africa and b) rather safer because you cover less distance where you might encounter Axis subs.

Strikes me as very odd!

(in reply to Boonierat1972)
Post #: 8
RE: Malta, Syria, Iraq, Torch, Saudi, the Cape - 12/21/2016 12:08:22 PM   
Boonierat1972


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Well, having the ships reappear adjacent to the transit boxes both ways would solve that I guess. What I would like are bigger transit boxes so you can transfer more than 5 ships in the same turn.

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Post #: 9
RE: Malta, Syria, Iraq, Torch, Saudi, the Cape - 12/22/2016 5:39:36 PM   
BillRunacre

 

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quote:

ORIGINAL: The Land

quote:

ORIGINAL: Bill Runacre
5) Travel takes 4 turns either way. But it does only take 1 turn between the Red Sea and Persian Gulf.


Not sure this is right, actually - I definitely find units leave the South Atlantic one turn and arrive in the Red Sea the next.

I agree that 4 turns (or even better, a fixed number of days so it doesn't take twice as long in winter) would be more reasonable though!



I stand corrected, I had in mind the 4 turns from the Red Sea to the North Atlantic, whereas you are right that from the South Atlantic to the Red Sea it is currently only 1.

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