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  • Allied General

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    22/07/2017

    Allied General

    Aiming 101:
    ———–
    In Allied General, as in any wargame, you have to study the
    terrain, the victory requirements, and the units at your
    disposal before starting. When you start a new battle in
    Allied General, take time to look at the strategic map.
    There are several important things to make note of: First,
    white hexes are your high-value hexes, and must be
    adequately defended in order to win.

    More importantly, green hexes are the objectives.
    Not every city is an objective, so you have to see where
    the green hexes are and figure out the best way to get to
    them. Roads are essential to moving troops fast, and seizing
    control of important crossroads will gain you vital mobility.
    Some cities must be seized because they lay astride important
    crossroads, because their proximity threatens your lines, or
    because they are near important objectives and will be useful
    in producing and repairing units. Airfields are also important
    targets to capture where possible, because controlling the
    enemy’s airports will limit their ability to use air power
    against you and give you increased air-strike abilities.

    Finally, you have to study the units you’re given at the start
    of a game, the units you can buy, based on the historical period,
    and the possible upgrades. There are several important numbers
    associated with units, the most useful being experience, strength,
    and hard and soft attack. Defense ratings, initiative and – for
    units pushing deep into enemy territory – spotting ability are
    also important factors to consider.

    The composition of your forces is crucial, especially in campaign
    games. When you start a new battle, upgrade units wherever possible
    to the best currently available, and always use elite replacements.
    You’ll want to build elite, over-strength units through replacement
    and successful battles. A tight selection of strong armor and
    advanced infantry (such as bridging or paratrooper infantry)
    should be the core of your group. A few 15-strength units can cut
    a swath through most opposition.

    Finland:
    ——–
    OK, that’s enough of the grade-school primer; it’s time
    to get down in the mud. Let’s take a look at the
    Russo-Finnish battle on the Karelian Isthmus, which can
    be tough to win as the Russians. The victory requirements
    are to take two southern cities (Summa and Taipale),
    the northwestern city of Tali and its port at Viipuri, and
    finally the northernmost city of Sortevala. The problem is
    the Mannerheim line: a rigid defensive line of pillboxes
    and World War One-era forts bisecting the Isthmus.

    First, you’ll need to understand your forces, which are a
    mishmash of good and bad units. The conscripts and auxiliary
    units are awful, and the best (and most historical) use for
    them is to charge pillboxes and divert Finnish fire – in
    effect, these troops are cannon fodder. Also useless are the
    BT-5 and BT-7 tanks, which seem to be made of papier-mach




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