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Post by soonerjbd on Oct 9, 2017 17:11:04 GMT
Exercise in the Hudson is an incredibly difficult Domination mission you get well after you open the last of the Landmark buildings in Battle of the Philippines. All enemy generals have purple rank and thus lots of HP. You are allowed to choose only naval and infantry units, and you have 25 turns to complete the exercise. You can use up to 12 generals. I highly suggest you have two top caliber infantry generals, Yamamoto and three other top naval commanders before attempting this mission. Here is the opening layout: .org/image/9gm853khzv/] [/url] .org/image/4fu5djf5hn/] [/url] You begin in the upper right. The key to this exercise is carriers. As the U.S. you can use up to 3 supercarriers and up to 4 regular carriers. I suggest using all of them. Deploy all eight of your cruisers in four stacked units. Use remaining spots for triple stacked subs. There should be room for three submarine stacks. Use three quadruple stacked mechanized infantry and one quad stacked mobile infantry. Put your best four infantry generals in those units. You can use tank or artillery generals with off skill in infantry for the other two spots. Put Yamamoto in a supercarrier, your second best air general in a regular carrier. Three naval commanders should go into stacked cruisers. Put remaining generals in carriers if they have air skill or naval units for both the enhanced HP and any other naval skill they might possess. You might leave one general slot unused for now. Your first priority is to clear the coastal artillery, subs and cruiser from the shore of the land mass to your immediate south. Your goal is to take the city MacArthur occupies at the start. However you MUST thin out defenses with your carriers and Navy first. Use supercarriers to take out coastal artillery, regular carriers on subs and destroyers. Enemy cruisers have missile defense and loads of HP, so don’t bother hitting them from the air. Cruisers should prioritize coastal artillery first and naval units second. Enemies will not come out to confront you until you get close, so do not make any move toward the western part of the map at first. It will take several turns to elongate the units from the coast. As you begin to do so, have your supercarriers and regular carriers take out coastal artillery and rocket artillery on the island to the west Cruisers and supercarriers should continue to attack coastal artillery prioritizing those your Navy will come into range against earliest as it works it’s way to the west and then the south. Regular carriers need to whittle down Halsey in his sub. Leave at least one cruiser on the north shore to take out the bunker you can reach from the spot where the enemy cruiser starts out. You can also whittle down enemy ground units close to the shore. Try to thin them out as much as possible before landing your infantry. Aso use supercarriers to destroy enemy fortifications on MacArthur’s city. The infantry will only be used to secure and defend the city where MacArthur starts. Land them on the beach to the far bottom right. You can also land one on the coast directly north of the city. Try to avoid getting boxed in by enemies on the shore. Keep units together to limit enemy flanking maneuvers. Carriers can be used to help clear enemy land units as you make your way to the city. Once you have taken the city, pull remaining units into a defense line right at the city. Shift units in and out of the city as they will take air attack damage. Consider bulking up your air defense and building a field hospital in the city. Alternately, you could spend some resources on an additional infantry unit and use your last general slot on it to act as a neat shield for enemy air attacks. Your Navy should have worked its way into the harbor by now. Do not waste any time with Patton and his units on that western land mass. Work your way to the south, clearing out and taking the port where Fletcher starts. Your naval generals should all have Rumor. This will help as they are attacked and land retaliation hits. You should be able to stun lock Fletcher and Nimitz along with some of the land units near the harbor. Once the enemy Navy is mostly cleared (don’t bother with Eisenhower), take the mine damage with a couple of your naval generals in cruisers to start bombarding Hap Arnold. Supercarriers simulataneously need to take out fortifications in the city where Patton began (he should have moved out and left a weaker unit in the city). Once you take the first city, build a nuke. Use the nuke on Arnold and continue pounding him with supercarriers and cruisers. Save up your resources. You are going to need two paratrooper drops. They need to be executed in the same turn. Your goal is to kill Arnold and the unit left defending the city to the northwest on the same turn and then drop paratroopers to end the exercise. You won’t be able to defend those cities from the masses units, so don’t bother trying. Don’t use those drops until they can end the game. This is a very difficult mission, so do not be discouraged if it takes you several tries. If the battle turns against you, do a hard reset to avoid having to replace all those units you might otherwise lose from your legion. .org/image/4uvc9e5qd7/] [/url]
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Post by Singlemalt on Jan 19, 2018 14:18:20 GMT
since its active for me I get this guide back up... `I have different and way lower generals.. if I can finish it I will post my experience.. others already finished it without maxed stuff like our friend soonerjbd, had?
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Post by stoic on Jan 20, 2018 7:33:30 GMT
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Post by Max Otto von Stierlitz on Jan 21, 2018 17:09:49 GMT
Did this with overall a bit better gens than Stoic has (Timoshenko, Nimitz, Konev, Guderian, Rommel and Leeb), all red, no rank upgrades, all except Timoshenko with rumor, Nimitz with default skills, Konev with lv3 raider, other upgraded skills were unused, as gens were used in ships and inf. Though Stoic has separate air and navy gen, which possibly may be useful in this battle. My Konev was quite valuable, but he died with almost full hp from nuke with 2 units standing next to him (that was quite painful). The trick here is that when you come 2 or 3 hexes away from enemy gen, he leaves city or port and attacks you. I did it this way: all carries, battleships, mechanized infs, 3 subs and 1 motorized inf. 4 gens in battleships, 2 in infs. I started with landing 2 inf gens in the right side (where 1 sub located) and proceeded to lower right city where Clark lives. My inf gens most of all enemies just killed enemies from 1 shot (after bombing by carriers) to save hp as possible. Also there I kept units away from city to keep Clark there and kill him by carriers. Clark's city I capture on some 9th turn. After that I started to bomb McArthur's city, which I captured on some 15th turn. When I just did it, arnold shot nuke, which killed my almost full hp Konev and some 70-80 damage to two other units, which were next to city. Luckily city wasn't captured, so I continued to hold it with light infs. After that carriers bombed Arnold. Meanwhile, after battleships helped to land, they went to kill Halsey, also carriers removed mines during that. After Halsey was killed, they moved down and when navy gen left port, next turn Nimitz took it (to kill tripple sub in port I used 1 of 2 nukes I built). One battleship shot to Patton's city to take its hp, also if you leave Patton not more than 300 hp you can not take care about whether he stays in city or not. To take Patton out of city just go with battleship to the only spot, from which you can shot to city. Though next turn he may return to city. And finally after my carriers killed Arnold I took that city with paratrooper, nuke+paratroopers to Patton's city and it's done. I can't say it's very hard, but with 6 gens quite challenging, I had to restart some 5 times to figure out right strategy. I finished it on 25th turn with quite few resources in reserve, but if my Konev hadn't got nuked (I could just put some inf unit there or even light inf bought in Clark's city) I could build 1 more nuke, which could save me some 2 turns. Also possibly I could finish on 24th turn, but I wasn't 100% sure if I had enough money to nuke Patton's city, so I just waited 1 more turn. BTW, stoic, how you did it?
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Post by stoic on Jan 22, 2018 4:49:51 GMT
Did this with overall a bit better gens than Stoic has (Timoshenko, Nimitz, Konev, Guderian, Rommel and Leeb), all red, no rank upgrades, all except Timoshenko with rumor, Nimitz with default skills, Konev with lv3 raider, other upgraded skills were unused, as gens were used in ships and inf. Though Stoic has separate air and navy gen, which possibly may be useful in this battle. My Konev was quite valuable, but he died with almost full hp from nuke with 2 units standing next to him (that was quite painful). The trick here is that when you come 2 or 3 hexes away from enemy gen, he leaves city or port and attacks you. I did it this way: all carries, battleships, mechanized infs, 3 subs and 1 motorized inf. 4 gens in battleships, 2 in infs. I started with landing 2 inf gens in the right side (where 1 sub located) and proceeded to lower right city where Clark lives. My inf gens most of all enemies just killed enemies from 1 shot (after bombing by carriers) to save hp as possible. Also there I kept units away from city to keep Clark there and kill him by carriers. Clark's city I capture on some 9th turn. After that I started to bomb McArthur's city, which I captured on some 15th turn. When I just did it, arnold shot nuke, which killed my almost full hp Konev and some 70-80 damage to two other units, which were next to city. Luckily city wasn't captured, so I continued to hold it with light infs. After that carriers bombed Arnold. Meanwhile, after battleships helped to land, they went to kill Halsey, also carriers removed mines during that. After Halsey was killed, they moved down and when navy gen left port, next turn Nimitz took it (to kill tripple sub in port I used 1 of 2 nukes I built). One battleship shot to Patton's city to take its hp, also if you leave Patton not more than 300 hp you can not take care about whether he stays in city or not. To take Patton out of city just go with battleship to the only spot, from which you can shot to city. Though next turn he may return to city. And finally after my carriers killed Arnold I took that city with paratrooper, nuke+paratroopers to Patton's city and it's done. I can't say it's very hard, but with 6 gens quite challenging, I had to restart some 5 times to figure out right strategy. I finished it on 25th turn with quite few resources in reserve, but if my Konev hadn't got nuked (I could just put some inf unit there or even light inf bought in Clark's city) I could build 1 more nuke, which could save me some 2 turns. Also possibly I could finish on 24th turn, but I wasn't 100% sure if I had enough money to nuke Patton's city, so I just waited 1 more turn. BTW, stoic , how you did it? We have 4 targets in this mission. Each of them is relatively easy. The hard part is to combine all of them in one strategy. 1. We have to seize an airfield (McArthur's city). In fact, it is the only one task for our Inf units. Konev is an excellent Inf general, Rommel and Vatutin have respectable Inf stars, - so no problem with that. Clark's city doesn't have an air defense, so it it an easy target as well (just in case). The only one problem is a hydrogen bomb, but (though unpleasant as it is) we can simply recapture the city after that (if necessary). 2. We have to secure a port. After helping my Inf generals by disembarkation all my battleships complete this objective. I left one of them near Patton's city (just to destroy the walls and make Halsey busy), the remaining 3 took the port. We know, that Fletcher leaves port, so our objective is to destroy a submarine there and replace it with our Nimitz (my Nimitz has Sailor(with medal)+Rumor, so he is invincible after that). 3. Arnold's city. Arnold never leaves his city (even when he is severely wounded). So our objective is to damage his tank but to keep him alive untill the time is ripe. It is a task for our carriers. 4. Patton's city. AI will always replace injured units in it. Good news are that it can replace them with other injured units . So I didn't kill units inside the city before the final phase, only injured them. The walls can be destroyed by one battleship or by carriers. Finally, timing was important. When time was ripe, I destroyed Arnold and a unit in Patton's city in one turn and my parartroopers seized both of them.
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Post by stoic on Jan 22, 2018 5:08:22 GMT
Btw, the next one (Gibraltar) is an interesting one, because we have 5 objectives there (all of them in different locations). Unfortunately I don't have much time now to search for a suitable strategy.
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Post by Max Otto von Stierlitz on Jan 23, 2018 0:16:43 GMT
We have 4 targets in this mission. Each of them is relatively easy. The hard part is to combine all of them in one strategy. 1. We have to seize an airfield (McArthur's city). In fact, it is the only one task for our Inf units. Konev is an excellent Inf general, Rommel and Vatutin have respectable Inf stars, - so no problem with that. Clark's city doesn't have an air defense, so it it an easy target as well (just in case). The only one problem is a hydrogen bomb, but (though unpleasant as it is) we can simply recapture the city after that (if necessary). 2. We have to secure a port. After helping my Inf generals by disembarkation all my battleships complete this objective. I left one of them near Patton's city (just to destroy the walls and make Halsey busy), the remaining 3 took the port. We know, that Fletcher leaves port, so our objective is to destroy a submarine there and replace it with our Nimitz (my Nimitz has Sailor(with medal)+Rumor, so he is invincible after that). 3. Arnold's city. Arnold never leaves his city (even when he is severely wounded). So our objective is to damage his tank but to keep him alive untill the time is ripe. It is a task for our carriers. 4. Patton's city. AI will always replace injured units in it. Good news are that it can replace them with other injured units . So I didn't kill units inside the city before the final phase, only injured them. The walls can be destroyed by one battleship or by carriers. Finally, timing was important. When time was ripe, I destroyed Arnold and a unit in Patton's city in one turn and my parartroopers seized both of them. Yeah, almost the same way like I did it. The only difference is that you started from McArthur and I from Clark. Seems like your way is better. I tried this way once too, but something went wrong and I returned back to starting from Clark as it was a bit longer but enough fast too. I just wondered, if you had found a way not to bombard Arnold.
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Post by Max Otto von Stierlitz on Jan 23, 2018 0:39:02 GMT
Btw, the next one (Gibraltar) is an interesting one, because we have 5 objectives there (all of them in different locations). Unfortunately I don't have much time now to search for a suitable strategy. By now just tried once, and it looks like there is something to think about. I discovered that you receive hydrogen bomb on 10th, 15th and I think 21st turn (not 100% sure as I tapped skip turn after there wasn't bomb on 20th turn). Also there isn't any resource bonus in upper cities. Pound is killable from the sea with the help of rumor (and some luck for it to trigger), Monty too, especially if you bought super tank. But single heavy tank costs 1 bomb and double super tank costs 2 bombs. Most likely you can't afford even single tank, as it's too long way to Mountbatten and I think it's worth to nuke him. So 4 objectives seem to be ok. But after that you have to capture one port, which is not guarded very much, but you need to kill 2 super battleships, which can take some time. This seems to be not so easy with 6 gens. Though I tried it with Nimitz, Konev and Leeb, hoping that I will by some tanks for other gens.
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Post by stoic on Jan 23, 2018 4:19:19 GMT
Btw, the next one (Gibraltar) is an interesting one, because we have 5 objectives there (all of them in different locations). Unfortunately I don't have much time now to search for a suitable strategy. By now just tried once, and it looks like there is something to think about. I discovered that you receive hydrogen bomb on 10th, 15th and I think 21st turn (not 100% sure as I tapped skip turn after there wasn't bomb on 20th turn). Also there isn't any resource bonus in upper cities. Pound is killable from the sea with the help of rumor (and some luck for it to trigger), Monty too, especially if you bought super tank. But single heavy tank costs 1 bomb and double super tank costs 2 bombs. Most likely you can't afford even single tank, as it's too long way to Mountbatten and I think it's worth to nuke him. So 4 objectives seem to be ok. But after that you have to capture one port, which is not guarded very much, but you need to kill 2 super battleships, which can take some time. This seems to be not so easy with 6 gens. Though I tried it with Nimitz, Konev and Leeb, hoping that I will by some tanks for other gens. We don't need to kill Pound, btw... He leaves port as well...
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Post by Max Otto von Stierlitz on Jan 23, 2018 9:38:50 GMT
By now just tried once, and it looks like there is something to think about. I discovered that you receive hydrogen bomb on 10th, 15th and I think 21st turn (not 100% sure as I tapped skip turn after there wasn't bomb on 20th turn). Also there isn't any resource bonus in upper cities. Pound is killable from the sea with the help of rumor (and some luck for it to trigger), Monty too, especially if you bought super tank. But single heavy tank costs 1 bomb and double super tank costs 2 bombs. Most likely you can't afford even single tank, as it's too long way to Mountbatten and I think it's worth to nuke him. So 4 objectives seem to be ok. But after that you have to capture one port, which is not guarded very much, but you need to kill 2 super battleships, which can take some time. This seems to be not so easy with 6 gens. Though I tried it with Nimitz, Konev and Leeb, hoping that I will by some tanks for other gens. We don't need to kill Pound, btw... He leaves port as well... Just checked, you're right. Somehow I missed it first time. This changes everything very much. Than ships, which you don't lose killing Pound must be enough to deal with super battleship in port and looks like with 6 gens it could be done quite smooth. I'll try it sometime today or tomorrow. Unfortunately by now I focused on upgrading Guderian and Rommel, my Konev and Leeb have only lv5 romor, everything else is default, but I think at least with some more upgrades for them it have to be ok.
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Post by stoic on Jan 23, 2018 10:26:26 GMT
We don't need to kill Pound, btw... He leaves port as well... Just checked, you're right. Somehow I missed it first time. This changes everything very much. Than ships, which you don't lose killing Pound must be enough to deal with super battleship in port and looks like with 6 gens it could be done quite smooth. I'll try it sometime today or tomorrow. Unfortunately by now I focused on upgrading Guderian and Rommel, my Konev and Leeb have only lv5 romor, everything else is default, but I think at least with some more upgrades for them it have to be ok. And I think his port could be our last target, so that we can save resources instead of spamming submarines...
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Post by Max Otto von Stierlitz on Jan 24, 2018 0:53:54 GMT
Just checked, you're right. Somehow I missed it first time. This changes everything very much. Than ships, which you don't lose killing Pound must be enough to deal with super battleship in port and looks like with 6 gens it could be done quite smooth. I'll try it sometime today or tomorrow. Unfortunately by now I focused on upgrading Guderian and Rommel, my Konev and Leeb have only lv5 romor, everything else is default, but I think at least with some more upgrades for them it have to be ok. And I think his port could be our last target, so that we can save resources instead of spamming submarines... There is no money for submarines anyway. Just tried with 6 gens from the very beginning, overall it was ok. Failed to capture last port, but assuming I made some mistakes: supported ground forces with the ships too much which led to lack of ships and excess of ground forces in the end. Tomorrow will try once again and hopefully this will be done.
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Post by stoic on Jan 24, 2018 4:24:32 GMT
And I think his port could be our last target, so that we can save resources instead of spamming submarines... There is no money for submarines anyway. Just tried with 6 gens from the very beginning, overall it was ok. Failed to capture last port, but assuming I made some mistakes: supported ground forces with the ships too much which led to lack of ships and excess of ground forces in the end. Tomorrow will try once again and hopefully this will be done. Yes, I remember this proplem - large amount of Art pieces with no clear targets...
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Post by Max Otto von Stierlitz on Jan 25, 2018 1:02:21 GMT
There is no money for submarines anyway. Just tried with 6 gens from the very beginning, overall it was ok. Failed to capture last port, but assuming I made some mistakes: supported ground forces with the ships too much which led to lack of ships and excess of ground forces in the end. Tomorrow will try once again and hopefully this will be done. Yes, I remember this proplem - large amount of Art pieces with no clear targets... Damn... I was $8 (to paratroop in Mountbatten's city) and 46 damage (to kill Mountbatten) away from victory. But that can be fixed.
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Post by stoic on Jan 25, 2018 3:22:49 GMT
Yes, I remember this proplem - large amount of Art pieces with no clear targets... Damn... I was $8 (to paratroop in Mountbatten's city) and 46 damage (to kill Mountbatten) away from victory. But that can be fixed. Don't forget to make a guide. Many players will have problems with this mission.
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