@losttribe04:
I’ll check out the Caspian sub group at yahoo. Like you guys said a lot of the basic concepts remain unchanged like the “Infantry push mechanic,” “purchasing habits,” and “dead zones.”
I guess I was wondering if any one had come across any thing like a replacement concept for the “shuck-shuck” strategy. With the sea zones being so much smaller it takes a lot more concentration to make an attack than before. Not only that but then other side can see you coming from a few turns away.
The way I have compensated for this is to stock pile income, setting aside say 5-15 IPC’s every turn for a few rounds then boom instant navy. This way even though they can see it coming it’s to late to do much if they were focused on something else.
As the Axis I took London on G4 this way. The US took it back on US4, but I retook it and held it till the end of the game on G6 or G7.
Has any one here found a way to offset the vastness of the oceans for moving troops quickly?
-LT04
LT, as the Allies, you definitely have to pay more attention to how you move your fleets or you can lose a lot of fleet to the Luftwaffe. Also, you have to build more transports to get your shuck going, but the concept is still the same. Frankly, it’s no different than in Axis & Allies Europe where the Atlantic is a lot broader and you have to build a large fleet as the Allies just to get your shuck going. But once it GET’S going, Germany is done as an offensive power, for the most part. It’s too busy trying to hold what it has, mostly in Europe.
In my opinion, the trap you have to avoid as the Allies is concentrating too much on the African route. It’s tempting because you can easily shuck from E. Canada to Algeria, but then you have Libya, AES, T-J and Persia to go before you arrive at the real “front” – namely, Caucuses. Contrast this with the northern route – England, Karelia, W.Russia and then Caucuses. In reality, you’re there in TWO turns because Karelia is part of the Russian front, after all.
One other thing about Revised that has given me some problems is the IC restrictions on home country ICs. In Classic, your home ICs have unlimited production. Not so in Revised, which can make a big difference in your purchase decisions for Britain and Japan especially. It also makes defending Germany trickier, because you can only build 10 units a turn there, so you sometimes have to shift forces from elsewhere to defend the homeland against an imminent attack. That also requires more concentration. After playing it multiple times, though, I would never go back – the IC restrictions add a huge strategy element to the game and also go a long way to killing the Infantry Push Mechanic as the default strategy. If you have 40 IPC but can only build ten units (or eight), you’re definitely not building all infantry.