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SemperFi2382



Joined: 24 Feb 2005
Posts: 778
Location: Chicago Suburbs, IL USA

PostPosted: Oct Sun 16, 2005 1:22 pm    Post subject: Reply with quote

Lmao Elric, define "overkill". Twisted Evil

Just kidding, overkill would have been adding in a MEU. Laughing
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ElricJC
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PostPosted: Oct Sun 16, 2005 1:48 pm    Post subject: Bah! Reply with quote

No such thing as overkill! Laughing

That's just a good example of my "Missile Cell" strategy from my guide in JVGFanatic's guide Smile, and it's a great way to save lives. If you can beat your enemy to scrap from 14 hexes away, why the heck not? Very Happy .

Oh, and I had considered an MEU for s#$% and giggles, but I didn't have enough unit slots Very Happy.
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cleveland



Joined: 11 Apr 2005
Posts: 13

PostPosted: Oct Wed 19, 2005 8:30 am    Post subject: Reply with quote

I finished a game of ARMADA last week. It took 96 turns and I cried 96 tears of joy as I eeked out a victory. I've been playing on the hard setting but I find the computer still doesn't provide enough escort for it's naval transport.

I'm currently playing WAVE RUSH which is island hopping at it's finest.
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ElricJC
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PostPosted: Oct Wed 19, 2005 9:28 am    Post subject: Battles Reply with quote

Quote:
I finished a game of ARMADA last week. It took 96 turns and I cried 96 tears of joy as I eeked out a victory.


Damn, that's a grinder of a victory. Who were you playing as?

I recently finished a Wave Rush scenario as the French, using a convoy strategy much as I did with the Chinese in Armada, but due to the poverty of the Wave Rush map, it was harder to hold on to such a force. I only managed a B rating (I guess I didn't shed enough blood - I suffered 69 casualties to 383, and only lost one unit), and finished in 33 turns. The battle with France in this scenario depended on keeping French units alive, and so my movements had to be relatively conservative, but after I crushed the US by Turn 19 with a carrier borne strike of 2 Super Etendards with support from a Cassard destroyer and landings by paratroopers. I didn't even have to land my transport, and instead redirected them to the east of central island mass to hold that fulcrum. After that I moved my naval forces and supporting air units around the north side of this island through the straits while I constructed a force of Jaguars and Rafales with Stratotanker and AWACS support coming from the main island to simultaneously spank the Russians. The Russians, however, had a much better defensive position than the Americans and required more careful planning for a quick hammer strike. I took heavy damage before managing to hammer the base into submission for a trooper landing.
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cleveland



Joined: 11 Apr 2005
Posts: 13

PostPosted: Oct Wed 19, 2005 9:47 am    Post subject: Reply with quote

In ARMADA and WAVE RUSH I'm playing the French.

I've played two draws in WR so far. The computer is very aggresive in it's attacks against my home country. By the 4th turn Apache heliocopters appear over my cities.

I've taken the smaller central island so far on my third game (in progress) and took and then lost the very small island just to my north. The Russians built (no lie) 8 Black Sharks which totally overwhelmed my four infantry, one Rafale and one Frigate which I had lurking in support.

I've built the Carrier and have four fighters (two for interception and two for anti-ship duties) which have claimed two San Antonios and would've claimed a third but for some reason weapons take some time to rearm on the carrier.

Two questions:
What level are you playing on? and
Why does rearming on the carrier take a variable amount of time (anywhere from one turn to three or four)?
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cleveland



Joined: 11 Apr 2005
Posts: 13

PostPosted: Oct Wed 19, 2005 9:52 am    Post subject: Reply with quote

I should add that I almost never attempt early assaults on the the enemy capital, hence my 96 turn marathon.
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DanielRuoss



Joined: 27 Apr 2005
Posts: 103
Location: Ft. Lauderdale, FL

PostPosted: Oct Wed 19, 2005 10:20 am    Post subject: Reply with quote

The only way I've found to rearm on a carrier is using the 'resupply all' option. If anyone knows a different way, please let us know.
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JVGFanatic



Joined: 07 Dec 2004
Posts: 275
Location: Portland (the westardly one)

PostPosted: Oct Wed 19, 2005 10:27 am    Post subject: Reply with quote

DanielRuoss wrote:
The only way I've found to rearm on a carrier is using the 'resupply all' option. If anyone knows a different way, please let us know.


I believe we answered this question directly once a while ago, ya might have missed it: you can resupply in the unit list as well Smile
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DanielRuoss



Joined: 27 Apr 2005
Posts: 103
Location: Ft. Lauderdale, FL

PostPosted: Oct Wed 19, 2005 11:09 am    Post subject: Reply with quote

Oh! So when you bring up your unit list there is an option when you highlight the unit?
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JVGFanatic



Joined: 07 Dec 2004
Posts: 275
Location: Portland (the westardly one)

PostPosted: Oct Wed 19, 2005 11:15 am    Post subject: Reply with quote

You can "select" loaded units like any other unit in the list and it will present the menu for that unit. Details elude me because it's been...erm...nevermind how long since I've played a good, solid game of D7.
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ElricJC
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PostPosted: Oct Thu 20, 2005 7:13 am    Post subject: Tips and Tricks Reply with quote

Cleveland: The reason it might be taking you time to rearm on a carrier is because each rearming aircraft sucks up funds, and especially in Wave Rush where funds can be limited you might not have enough money to resupply all units. What I do is try to leave my account with a buffer of $1,000 to make certain of clean resupply. I rarely ever have trouble resupplying, you just land the planes and next turn bam, rearm. Sometimes you have to consciously position units when funds are low to make sure the most vital ones get the resupply first.

And also, I only play on Hard difficulty. The computer may cheat from time to time, but Normal is just too easy.

And Cleveland, don't worry about the enemy attack helos so much, here's what you should do...

Produce 3 Patriot missile batteries, position one on your NW island at it's outermost tip, another on your oil refinery to prevent the enemy from landing capture units on it, and place another battery on your NE city (This is for Wave Rush obviously), then produce four basic infantry with normal weapons load, keep one on your captial, one one near each of your three missile batteries. As soon as you can, produce 2 Roland SPSAMs and one AU-42, and then a Tiger with weapons pack 3, giving it good air-to-air weapons. With this defensive arrangement the computer must batter itself against your defenses in order to get to your base. Also, when you can either produce an F-1RC plane or a Horizon Cougar recon chopper to scan the area between you and the Russian territory (forget capturing any of the Russian islands north of you).

The Key to winning Wave Rush is to smoke the Americans, since they are able to capture the most territories the quickest since they have no vertical axis enemy, and the computer usually attacks N-S instead of E-W. Taking the American base can be simple, especially since the Americans spend so much time loading ground units on transport ships. By sending either a carrier force loaded with rotating attack planes, or sending an aerial armada of 4 Jaguars and a Stratotanker (with a Mirage recon plane or a Horizon Cougar), fly at the bottom edge of the map with a transport helo in tow with 2 paratrooper squads fully loaded with AT missiles, and once your armada is completely within striking distance, scan the enemy base for enemy guard units. If you're lucky and the computer is retarded, the base is unoccupied and you can easily land and capture. If not, you can fly in your Jaguars, bomb the guarding unit and one adjacent one if necessary. If you are fortunate you can kill them in the one round, but might need another to finish them. If neccessary you can land your helo, deploy one paratroop squad and finish off the last weakened guard unit, and then march in the second unit. If you do this by Turn 20, you will have effectively increased your resources by 1-150%. From there you can use more standard tactics to finish the Russians. They are harder due to their strong defensive position.

I've never lost a Wave Rush scenario, and it's never taken me longer than 40 turns. Try it on for size sometime, you might like it Smile.
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ElricJC
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PostPosted: Oct Sat 29, 2005 1:40 pm    Post subject: Red Bear Reply with quote

Got a new AAR, and this time I was going for maximum enemy casualties/minimum allied casualties. I chose Red Bear and decided to have some fun with it.

Forces: Blue (America - me), Red (Russia - Major), Green (Japan - American Ally), Yellow (Russia - Minor, Major Russian Ally)
Total enemy casualties: 1,481
Total American casualties: 76
Total Turns: 33
Ranking: A -

The initial plan was to send out two aerial task forces, one to harass Yellow and the other to support Green in defense against Red. My unit selection was built to destroy land units and air units from range while keeping my own forces as safe as possible.

Anti-Yellow:
3 B-1B Lancers w/AGM-89 missiles
6 A-10 Thunderbolts
1 KC-135 Stratotanker
1 F/A-18RC

Anti-Red:
4 F-35 VTOLs w/Air-to-Air packs
1 F-15 Strike Eagle 2/Air-to-Air pack
1 F-14 Tomcat
1 AWACS
1 Prowler

The Anti-Yellow forces ravaged Yellow, but they're efforts weren't enough to completely stop them from combining with Red and almost crushing Green. My "Find and Blind" force was having a lot of luck against Russian airpower, but couldn't stop all the helicopters coming over. I dispatched a Wasp which made two trips to deploy 4 ATACMS and 2 supply trucks, and eventually a third trip to deploy 3 Abrams tanks to assist. An Osprey was also released with Spec. Forces to destroy Yellow army, reducing the strain on Green. Eventually Blue and Green was able to focus completely on Red, and with the rolling ATACMS, B-1, and A-10 ground attacks, and the combined Japanese offensives were rolling the Russians back more and more. In one turn the heavy attacks from Blue and Green were so heavy the battle line was driven back 9 hexes.

Eventually the Russian forces were trapped, close together around the Russian base. On turn 33 all 4 ATACMS (B-S level) unleashed hell against the enemy base, with fire support from all 3 B-1s and 6 A-10s, followed by the Abrams columns. All but 7 subunits of the total of 127 surrounding the base were destroyed, Spec. Forces easily landed and captured the unoccupied base area. The ranking was only an A -, but I could have artificially raised it by making more units but never using them. As it stood though I only made 33 units the whole game, and only lost 1 (some F-35s).
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Bryon Springer
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PostPosted: Nov Sat 05, 2005 4:21 pm    Post subject: Island Campain AAR ( 8 turns and not a single casualty Reply with quote

Mission Objective: To Capture the enemy capital as quickly and with as few casualties as possible.

as the ememy is more prone to using fround forces I decided the best strategy would be an air-assault.

Phases in plan

Phase 1: BUild up
I decided to avoid capturing cities as I did not plan for this to be a long drawn out conflict, enstead I decided on a quick decicive battle.

In my openin turn I built to Osprey due to there capabilities(i.e. they are able to fly longer distances) and 2 paratrooper units weapons package 2.

in turn 2 I loaded those troopes up and produced two more of same type

Turn 3: loaded those up.
turn 4: I believe by now I had saved enough money to buy the cheap bomber


Phase 2: Tranport
loaded up all paratroopers in osprey and moved them north
turn 4: I was able to send out my bomber. i started due north to its range limits.
turn 5: flew my bomber toward the desert island kept osprey above ocean on oppisite side of map

turn 6 move oprey up even farther
turn 7: flew bomber directly over capital and commenced bombardment
turn 8 : osprey made the final push towards the capital, came upon undetected enemies one osprey forced to halt. moved second osprey to plains surrounding enemy capital. bombed capital with bomber, bombing did not wipe out enemy at capital, unloaded on paratropper and attack remaining capital units with anti tank weapons.
resulted in the complet destruction of enemy capital units, moved other trooper unit onto capital and captured.
resulted in the estimated destruction of maybee 18 enemy sub units,
no loss of own

RANK: S
turn 4: by
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ElricJC
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PostPosted: Nov Sun 06, 2005 7:45 pm    Post subject: Easy Wins Reply with quote

Yeah, that's the problem with the computer. The same Cheap-and-Sneak strategy really will work on them almost all the time, especially if you can maneuver your units along an oceanic border. In the Gulf of Thailand scenario I won with 0 casualties while inflicting 800 or more. In fact, you can beat the Brits in under 8 turns by loading up an osprey with Spec forces or Paratroops, a couple of A-10s with missiles, and head straight for the enemy base. You won't even need to capture other facilities to bulk up your cash, and you won't need to worry about refueling the A-10's - you should win and it won't be important. The Chinese will take longer because they are across the map, but now that you have Brit land, just load up the A-10's again at the Brit's own airports and take off again across the map. If you feel frisky, make some bombers back at base and make another Osprey or a Galaxy transport for maximum speed and fuel endurance, send in Spec. Forces and air drop them on the evacuated enemy base once all enemies are dead (Red never puts up much of a fight) and that's it.

The Computer NEVER scans the oceans around their bases unless you allow your units to be detected. I try not to abuse the computer that way - it's no fun Very Happy. Okay, maybe it's fun once in a while, but not often Twisted Evil
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SemperFi2382



Joined: 24 Feb 2005
Posts: 778
Location: Chicago Suburbs, IL USA

PostPosted: Nov Tue 08, 2005 8:41 am    Post subject: Re: Easy Wins Reply with quote

ElricJC wrote:
Yeah, that's the problem with the computer. The same Cheap-and-Sneak strategy really will work on them almost all the time, especially if you can maneuver your units along an oceanic border. In the Gulf of Thailand scenario I won with 0 casualties while inflicting 800 or more. In fact, you can beat the Brits in under 8 turns by loading up an osprey with Spec forces or Paratroops, a couple of A-10s with missiles, and head straight for the enemy base. You won't even need to capture other facilities to bulk up your cash, and you won't need to worry about refueling the A-10's - you should win and it won't be important. The Chinese will take longer because they are across the map, but now that you have Brit land, just load up the A-10's again at the Brit's own airports and take off again across the map. If you feel frisky, make some bombers back at base and make another Osprey or a Galaxy transport for maximum speed and fuel endurance, send in Spec. Forces and air drop them on the evacuated enemy base once all enemies are dead (Red never puts up much of a fight) and that's it.

The Computer NEVER scans the oceans around their bases unless you allow your units to be detected. I try not to abuse the computer that way - it's no fun Very Happy. Okay, maybe it's fun once in a while, but not often Twisted Evil


Yeah, for those that are unfamiliar, we held a discussion regarding this particular type of tactic here. There you can see what others think and suggest about pulling this type of move against the AI. Twisted Evil
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