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Vermillion Keys

 
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tmarozas
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PostPosted: Aug Mon 29, 2005 12:23 pm    Post subject: Vermillion Keys Reply with quote

Hey All,

I'm currently on Vermillion Keys....the first mission where you get a large number of units.

Does anyone have a good strategy for this one ? I keep getting smoked !

Is it worth taking the large island in the center with the port and airstrip ?

Or should I just be concentrating on looking for enemy ships to sink ?

Thanks,
Tony
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SemperFi2382



Joined: 24 Feb 2005
Posts: 775
Location: Chicago Suburbs, IL USA

PostPosted: Aug Mon 29, 2005 1:19 pm    Post subject: Re: Vermillion Keys Reply with quote

tmarozas wrote:
Hey All,

I'm currently on Vermillion Keys....the first mission where you get a large number of units.

Does anyone have a good strategy for this one ? I keep getting smoked !

Is it worth taking the large island in the center with the port and airstrip ?

Or should I just be concentrating on looking for enemy ships to sink ?

Thanks,
Tony


I'm assuming you're talking about Mission Mode. Which, in fact you are suppose to be single minded and hunt out every last naval asset that the enemy has available.
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"The Object is not to die for your country, but to make the other poor bastard die for his." - General Patton
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smaug_the_dragon



Joined: 10 Apr 2005
Posts: 35

PostPosted: Aug Mon 29, 2005 2:27 pm    Post subject: Reply with quote

Russia's aircraft carriers MUST DIE. That said, his anti-suv helos have no base from which to rearm, so they must go to shore for that, meaning his turnaround time affects his effectiveness. I also keep mysubs well behind and to the inside of my naval formation. That way, the surface fleet can interdict the helos before they can touch the subs. I believe the subs' harpoons fire at five hexes, so if the surface ships are engaged by other surface ships, the subs can mop up.
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SemperFi2382



Joined: 24 Feb 2005
Posts: 775
Location: Chicago Suburbs, IL USA

PostPosted: Aug Mon 29, 2005 3:41 pm    Post subject: Reply with quote

smaug_the_dragon wrote:
Russia's aircraft carriers MUST DIE. That said, his anti-suv helos have no base from which to rearm, so they must go to shore for that, meaning his turnaround time affects his effectiveness. I also keep mysubs well behind and to the inside of my naval formation. That way, the surface fleet can interdict the helos before they can touch the subs. I believe the subs' harpoons fire at five hexes, so if the surface ships are engaged by other surface ships, the subs can mop up.


Hehe, yeah that is one way to put a dent in a Naval Fleet. Knock out their carriers and suddenly a huge chunck of their Air cover goes boom. Twisted Evil
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