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Post by Max Otto von Stierlitz on Jan 26, 2018 14:40:20 GMT
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. 3rd try was successful. In fact fourth, but third time I restarted on some 6th or 7th turn when captured first city, built there financial centre and found out, that you receive only half of income, so it was 3rd full try. Finished on 25th turn with something around $450 in reserve. Don't remember exactly, how many cogs I had, less than 75 as I couldn't fire missiles, but I think that was enough to bombard Montbatten's city a bit. My strategy was like this: Navy: 3 super battleships (is used them with Nimitz, Guderian anr Rommel), 3 cruiesrs, one sub and one carrier. Ground: 5 super rockets (3 of them I used with Konev, Leeb and Timoshenko), 3 RAs and 3 howitzers. Navy forces went to attack Pound's port without fighting with ships, which guard nearest port (this port and it's units stayed untouched). After that they went to capture second port, which needs to be captured. The task of navy forces is harder, so they didn't make any support of ground forces (only when unit couldn't do anything else). Ground forces attacked nearest city and than Monty's city. Monty's city was attacked from 2 points - one where was coastal art and one next to it. Mine was removed by assault inf, which I bought to hold city and when they were close to die, they went to remove mine. Other forces, which stayed alive and didn't attacked Monty, went down to attack Mountbatten - just to make as much damage as they can. In order to prevent enemies from attacking them, one ship stayed close to super battleship in last port and was being attacked by ground units, while my forces went to Mountbatten's city. Their aim is not to make as much damage as they can (not required to stay alive after that). And finally (most likely on 25th turn), when all you have to do is to capture Mountbatten's city, you fire missiles to it, if possible, do it with some air gen (I did it with Timoshenko - 1 air star) and either capture city with some unit, which stayed alive next to city or with paratroopers. Also it is possible to build at least one bomb, which could help quite notably. I didn't do that because was not sure, if I will have enough money (keeping in mind my last try, when I lack $6 to launch paratroopers to capture Mountbatten's city). I have sent only Leeb and one RA to attack Mountbatten (just because other units didn't have time for that), but that was just my mistake, I could send there one more RA, which I used to remove mine to help to attack Monty (I could by one more AI to hold the city and remove that mine earlier and without almost losing unit), also then I could send one more gen to attack Mountbatten, possibly even make 2 shots. If my Timoshenko stood one hex lower, he could make one shot to Mountbatten's city too, that have to be better than launching missiles with one air star. Also I could keep Konev lower, so he could go to Mountbatten's city (but he just jumpen in water and made one shot to super battleship in port). In general, there was quite much to improve in this strategy.
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Post by stoic on Jan 26, 2018 16:06:12 GMT
Don't forget to make a guide. Many players will have problems with this mission. 3rd try was successful. In fact fourth, but third time I restarted on some 6th or 7th turn when captured first city, built there financial centre and found out, that you receive only half of income, so it was 3rd full try. Finished on 25th turn with something around $450 in reserve. Don't remember exactly, how many cogs I had, less than 75 as I couldn't fire missiles, but I think that was enough to bombard Montbatten's city a bit. My strategy was like this: Navy: 3 super battleships (is used them with Nimitz, Guderian anr Rommel), 3 cruiesrs, one sub and one carrier. Ground: 5 super rockets (3 of them I used with Konev, Leeb and Timoshenko), 3 RAs and 3 howitzers. Navy forces went to attack Pound's port without fighting with ships, which guard nearest port (this port and it's units stayed untouched). After that they went to capture second port, which needs to be captured. The task of navy forces is harder, so they didn't make any support of ground forces (only when unit couldn't do anything else). Ground forces attacked nearest city and than Monty's city. Monty's city was attacked from 2 points - one where was coastal art and one next to it. Mine was removed by assault inf, which I bought to hold city and when they were close to die, they went to remove mine. Other forces, which stayed alive and didn't attacked Monty, went down to attack Mountbatten - just to make as much damage as they can. In order to prevent enemies from attacking them, one ship stayed close to super battleship in last port and was being attacked by ground units, while my forces went to Mountbatten's city. Their aim is not to make as much damage as they can (not required to stay alive after that). And finally (most likely on 25th turn), when all you have to do is to capture Mountbatten's city, you fire missiles to it, if possible, do it with some air gen (I did it with Timoshenko - 1 air star) and either capture city with some unit, which stayed alive next to city or with paratroopers. Also it is possible to build at least one bomb, which could help quite notably. I didn't do that because was not sure, if I will have enough money (keeping in mind my last try, when I lack $6 to launch paratroopers to capture Mountbatten's city). I have sent only Leeb and one RA to attack Mountbatten (just because other units didn't have time for that), but that was just my mistake, I could send there one more RA, which I used to remove mine to help to attack Monty (I could by one more AI to hold the city and remove that mine earlier and without almost losing unit), also then I could send one more gen to attack Mountbatten, possibly even make 2 shots. If my Timoshenko stood one hex lower, he could make one shot to Mountbatten's city too, that have to be better than launching missiles with one air star. Also I could keep Konev lower, so he could go to Mountbatten's city (but he just jumpen in water and made one shot to super battleship in port). In general, there was quite much to improve in this strategy. Well done! Maybe I will have time in a couple of days to try it as well. Tell about defeating Pound and capturing his port. What was your strategy?
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Post by Max Otto von Stierlitz on Jan 26, 2018 18:13:15 GMT
Well done! Maybe I will have time in a couple of days to try it as well. Tell about defeating Pound and capturing his port. What was your strategy? I did it this way: first of all killed one sub, which I was able to kill without making Pound to leave. After that approached 2 hexes away from Pound, so he left the port. After that first of all captured port and waited until Pound got morale -1 from my retaliation. After that I surrounded him (morale -2), shot for morale -3 and after that my Guderian stayed in Pound's port shooting and keeping him confused. Sure, that all have to be done at least 2 hexes away from ships of upper port in order not to make them attack. BTW, next one (Aegean sea) looks easier. You have tanks and ships, most likely for navy it will be ok with one gen, so 5 gens left for super tanks (assuming I have 6 gens in total). Time limit is 35 turns, looks like it have to be enough. I haven't tried it yet, may be there are lots of nukes or something like this, but at a glance looks not so hard.
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Post by stoic on Feb 2, 2018 18:30:04 GMT
I completed Gibraltar. It was a tricky one . I lost almost everything in the process. Now Agean see... What was your strategy, btw.?
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Post by stoic on Feb 2, 2018 20:30:58 GMT
Actually I did it! Piece of cake in comparison to Gibraltar
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Post by Max Otto von Stierlitz on Feb 2, 2018 21:14:34 GMT
Actually I did it! Piece of cake in comparison to Gibraltar Yeah, it's easy. And next one is even more easier.
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Post by stoic on Feb 3, 2018 5:53:33 GMT
Actually I did it! Piece of cake in comparison to Gibraltar Yeah, it's easy. And next one is even more easier. I completed it as well I'm a bit disappointed. I expected more to be honest... I can say that Gibraltar is the most difficult exercise/battle in Domination.
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Post by Max Otto von Stierlitz on Feb 3, 2018 17:50:17 GMT
Yeah, it's easy. And next one is even more easier. I completed it as well I'm a bit disappointed. I expected more to be honest... I can say that Gibraltar is the most difficult exercise/battle in Domination. Me too. When I saw first exercise with 12 gens I thought that last battle have to be something really with my 6 gens. That's why I'm thinking about starting over without farming. Too bad early game is luck dependent (whether assault and no retaliation triggers or not), but at least it may require some advanced strategy development. In fact, now it's quite much work to do challenge for WRs, but I think sometimes I will try wc4 totally without farming.
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Post by Singlemalt on Feb 20, 2018 7:25:19 GMT
NetherFreek its not linked to library.. there are more non linked missions.. if i find them i will tag u
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Post by Singlemalt on Feb 20, 2018 12:26:11 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: 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. -- Finally, I finished this level too. I used kinda the above strategy but way less amount and strong generals. I used indeed all carriers and put Yamamoto (no air upgrades or lvl2) and Nimitz on supercarriers. I put rommel and Donita on double stacked cruisers. the other 2 didn't get a general. I made the same kinda troops as above and used Konev, Guderian and rossetksy on the 3 quadruple stacked mechanized infantry. I landed indeed not of the city MacArthur is sitting and only when lot of stuff was damaged by air. Indeed I made a nuke and dropped it (with Guderian in city) somewhere in a turn around 19-20 on the city in the south west after 1st completely cleared city defense for max damage on Arnold. It is partly luck for me and after some tries on which I just came a bit of gold to short I finished it with a city empty and the harbor empty... good luck m8s!
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Post by stoic on Feb 22, 2018 5:34:56 GMT
I completed it as well I'm a bit disappointed. I expected more to be honest... I can say that Gibraltar is the most difficult exercise/battle in Domination. Me too. When I saw first exercise with 12 gens I thought that last battle have to be something really with my 6 gens. That's why I'm thinking about starting over without farming. Too bad early game is luck dependent (whether assault and no retaliation triggers or not), but at least it may require some advanced strategy development. In fact, now it's quite much work to do challenge for WRs, but I think sometimes I will try wc4 totally without farming. Have you ever calculated how many medals is it possible to receive from the main game alone without daily Invasions?
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Post by Max Otto von Stierlitz on Feb 22, 2018 9:15:01 GMT
Me too. When I saw first exercise with 12 gens I thought that last battle have to be something really with my 6 gens. That's why I'm thinking about starting over without farming. Too bad early game is luck dependent (whether assault and no retaliation triggers or not), but at least it may require some advanced strategy development. In fact, now it's quite much work to do challenge for WRs, but I think sometimes I will try wc4 totally without farming. Have you ever calculated how many medals is it possible to receive from the main game alone without daily Invasions? No, I haven't calculated and haven't seen anywhere such info. But in fact assuming that in late game from invasions you can get even more medals than from other sources it's not so necessary.
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Post by cardbattler on Mar 20, 2018 18:37:33 GMT
18 turns! Trying to follow closely to the initial guide. I got everything maxed (including 3 iaps) to red hp for a reason better unsaid btw.
Carriers: Montgomery, Zhukov and Yamamoto in super, Manstein and Dowding in regular, all starts at the corner Subs: i place two close to the west rockets so it cannot shoot. Another in the middle southwest. Cruisers: Eisenhower, Nimitz and Donitz. Inf: Vatutin on MotorInf, Yamashita, Konev, Rokossovsky on MechInf.
Overall the same, i only built 1 nuke and no infrastructure because not sure about income. Make sure to use the nuke after the city's hp is zero otherwise Arnold takes less damage from it. Also lured Patton out, moved carriers in near Patton's city to distract AI resources and troops. Also killed two tanks near the first city by inf gens alone!
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Post by unnamed356 on Dec 13, 2018 23:20:48 GMT
I finally finished Hudson Bay after buying 7th gen (Rokossovsky) (But still keeping unupgraded Messe because extra hp is important).
For Gibraltar how many gens should I put for navy and artillery?
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Post by Nobunaga Oda on Dec 14, 2018 2:47:12 GMT
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