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Post by Harry Lillis "Bing" Crosby Jr on May 5, 2020 15:18:57 GMT
The Successes
And the British Fleet rolls out. I think my forces are supposed to represent that of John Jellicoe's, but my heavily upgraded generals Plumer, de Robeck, Hood, Bacon and Beatty shall work fine. I am constantly swapping out items to boost attack, bolster defense or gain health. Everything is going very smoothly, no major casualties yet. I am going to engage and destroy Maass, to the mortification of his long lost twin brother Horace Hood. Done, but Beatty was damaged and is now on life support (2 ambulance coaches). Maass strangely respawns on a submarine, which is annoying but I got rid of him quickly.
The Problems
German reinforcements arrive, threatening my allies. Off to engage Hipper now.
I easily destroyed Hipper, and moved up and wiped out Scheer and Looff smoothly. Ports were easy to snatch back. Largest problem was, there was absolutely nothing I could do to save my allies and prevent them from dying.
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Post by Harry Lillis "Bing" Crosby Jr on May 5, 2020 15:22:53 GMT
An analysis:
I used maxed naval tech (yes I completed the 1861 challenge conquests to get the Level 7 upgrades), and pretty maxed generals. So it was completely down to strategy. Medical packs were not necessary since the objective was to prevent my allies from dying.
This strategy was the optimal one for me, since directly engaging Looff was easy, but my allies were swiftly wiped out. Splitting my forces failed since the German generals and technology was far superior to that of mine. This one worked well, but its annoying when I cannot get the last star. I tried this 2 more times, and got 8 allies left, and 7 allies left respectively. It would be a huge blessing if ET could script 3 more British ships to arrive as reinforcements in turn 10. If everyone else has the same problem, it might be a balance issue. But for now, this strategy will guarantee you a 2 star pass.
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Post by Navia Lanoira on May 5, 2020 17:18:09 GMT
Didnt have tried it yet, as I would like to see if the cc full tech can do such, and I am still upgrading the generals suitable for that. I guess going much faster can do the 3 stars,
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Post by Harry Lillis "Bing" Crosby Jr on May 6, 2020 1:11:35 GMT
Didnt have tried it yet, as I would like to see if the cc full tech can do such, and I am still upgrading the generals suitable for that. I guess going much faster can do the 3 stars, Considering that I was very lucky (didn't get counterattacked much until Scheer, kept scoring critical hits, and tactics master constantly triggered), this is a pretty fast run and unless a different strategy is used altogether, this version's fastest may only be slightly faster than this. But just that alone may claim the 3rd star considering that I had 10 allied ships left in turn 10 of this particular attempt.
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Post by SolidLight on May 18, 2020 15:33:35 GMT
One thing I don't understand is why John Jellicoe just doesn't exist in 1914. I mean ET has made tons of tons of generals for far less known battles, why not include the main commander for the British during Jutland?
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Post by Harry Lillis "Bing" Crosby Jr on May 19, 2020 4:54:50 GMT
One thing I don't understand is why John Jellicoe just doesn't exist in 1914. I mean ET has made tons of tons of generals for far less known battles, why not include the main commander for the British during Jutland? It would be okay to even have him non purchasable, but he's completely absent from the entire scene. Even Keitel got his space in wc4, though he was not purchasable.
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Post by Navia Lanoira on May 19, 2020 16:04:48 GMT
An analysis: I used maxed naval tech (yes I completed the 1861 challenge conquests to get the Level 7 upgrades), and pretty maxed generals. So it was completely down to strategy. Medical packs were not necessary since the objective was to prevent my allies from dying. This strategy was the optimal one for me, since directly engaging Looff was easy, but my allies were swiftly wiped out. Splitting my forces failed since the German generals and technology was far superior to that of mine. This one worked well, but its annoying when I cannot get the last star. I tried this 2 more times, and got 8 allies left, and 7 allies left respectively. It would be a huge blessing if ET could script 3 more British ships to arrive as reinforcements in turn 10. If everyone else has the same problem, it might be a balance issue. But for now, this strategy will guarantee you a 2 star pass. Dem, almost i got three stars, just my allies had a mental breakdown and destroyed themselves to my final objective. I guess taking the city helps, to prevent them deploying more ships. So theres an ai reinforcement in north followed by the enemy reinforcements also in north and later in south.
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Post by Gone on May 19, 2020 23:54:43 GMT
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Post by Harry Lillis "Bing" Crosby Jr on May 20, 2020 2:01:40 GMT
History mode? I would have loved to add in Scheer but too bad the Kaiser wouldn't allow for such a betrayal
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Post by Harry Lillis "Bing" Crosby Jr on May 20, 2020 2:02:03 GMT
An analysis: I used maxed naval tech (yes I completed the 1861 challenge conquests to get the Level 7 upgrades), and pretty maxed generals. So it was completely down to strategy. Medical packs were not necessary since the objective was to prevent my allies from dying. This strategy was the optimal one for me, since directly engaging Looff was easy, but my allies were swiftly wiped out. Splitting my forces failed since the German generals and technology was far superior to that of mine. This one worked well, but its annoying when I cannot get the last star. I tried this 2 more times, and got 8 allies left, and 7 allies left respectively. It would be a huge blessing if ET could script 3 more British ships to arrive as reinforcements in turn 10. If everyone else has the same problem, it might be a balance issue. But for now, this strategy will guarantee you a 2 star pass. Dem, almost i got three stars, just my allies had a mental breakdown and destroyed themselves to my final objective. I guess taking the city helps, to prevent them deploying more ships. So theres an ai reinforcement in north followed by the enemy reinforcements also in north and later in south. Precisely my woes... how close were you?
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Post by Navia Lanoira on May 20, 2020 13:38:27 GMT
Dem, almost i got three stars, just my allies had a mental breakdown and destroyed themselves to my final objective. I guess taking the city helps, to prevent them deploying more ships. So theres an ai reinforcement in north followed by the enemy reinforcements also in north and later in south. Precisely my woes... how close were you? Only one turn after they killed themselves. I finished it in 13 rounds with 3 stars. I think the way to delay them to be killed is to split into two armies, and the main army to north.
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Post by Harry Lillis "Bing" Crosby Jr on May 20, 2020 14:29:04 GMT
Precisely my woes... how close were you? Only one turn after they killed themselves. I finished it in 13 rounds with 3 stars. I think the way to delay them to be killed is to split into two armies, and the main army to north. I tried splitting but it didnt go well... how many friendly units were there left?
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neuer
Staff Sergeant
Posts: 14
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Post by neuer on May 20, 2020 14:55:36 GMT
How about sending generals with Navy Commander (Increased damage for allies in nearby grids) and Escort (Increased defense for allies in nearby grids) so that your allies become stronger and harder to kill.
I guess maybe having more than one "commander skill" is pretty useful after all.
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Post by Harry Lillis "Bing" Crosby Jr on May 21, 2020 2:25:30 GMT
How about sending generals with Navy Commander (Increased damage for allies in nearby grids) and Escort (Increased defense for allies in nearby grids) so that your allies become stronger and harder to kill. I guess maybe having more than one "commander skill" is pretty useful after all. Thing is for those skills to work you have to be with your slow allies most of the time. And in this mission, the slower you are in defeating all the german admirals, the less likely your allies are going to survive.
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Post by Navia Lanoira on May 21, 2020 14:03:21 GMT
Only one turn after they killed themselves. I finished it in 13 rounds with 3 stars. I think the way to delay them to be killed is to split into two armies, and the main army to north. I tried splitting but it didnt go well... how many friendly units were there left? Before the winning turn, its (i guess) about 11-12. In the winning turn 8 friendly units left.
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