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Further comments, suggestions, tips are welcomed.
Always protect your capital at all costs, lose it and you are eliminated the following turn. Very few players have ever taken their capital back after losing it.
HQ 5 is a must and you should raise it to 6 and repair your starting HQs to give them range 2 effects. You can also get it to 7 and repair again to be able to blitz with your armor and mech units.
Land units are your primary combat units and therefore should get some of your tech points. Armor is great but cost double in supply and maintenance, Mech is solid perfromer with 2 moves for 1 maint/supply, MAR get some important bonuses, INF is a solid performer which costs very little outside of food. The three guns all can be used to great affect, but you don't start with many so it is hard to invest in the future when your original units will be taking the majority of your neutral expansions.
Air Units these units gain double benefit from tech, not only do they gain combat bonus but they get increased range with tech. Light bombers should be the primary beneficiaries of this increase. They can reach an average of 5-6 areas with a range of one (you will probably own 3-4 of these already), but with a range of 2 they can usually reach out and touch 13-16 areas. Their effectiveness will thus be greatly enhanced by giving them tech 5 or higher.
With naval units the advantages gained are similar to those of air units, but as only heavy fleets can affect the land situation, there is no need for tech investment in the navy. That is, unless your strategy will be based on naval domination and marine invasions.
Pay attention to the tech levels of your enemies. If you fall too far behind you will be in serious trouble.
Because you can not go to war for the first three turns, you can afford to spread your techs out at a lower level and build them up. For example rather than making LB Tech 5, instead make LB and FTR both tech 3 and then do increases to their techs so they are at tech 5 by turn 4. So rather than take 3 units at tech 5 to start with, take 5 units at tech 3.
View the map with an eye towards encircling neutral areas with your troops. Take everything you can, especially areas closer to your home areas than any others. Look for strategic position which can either block approaches from others or open them for you.
Don't get bogged down fighting neutrals, make sure you take them out in 1 turn so you can continue on attacking the following turn. Neutrals have no HQ bonus, so you will have a high chance to hit them, while their defensive fire will be quite low. For areas with large number of neutral land and air units do diplomacy, not only is this easier then fighting them, but it also increases the size of your own forces when they join you.
The best ally is one that has room to expand into. Once someone becomes blocked from expanding or has a lot of units not doing anything, it can become very tempting for them to attack you.
Conversely, protect your border even with your allies, make sure they can't wipe you out with a sneak attack.
If you use more than you build then you are running out. Seems obvious, but even experienced players sometimes get caught short.
SLN with your moves in the first three turns, as the neutrals will seldom kill your units. Be careful when attacking another player as they often kill your units and you don't want the supplies to be wasted.
Use SMS and MS commands to get your supplies to the front, because just building them is not enough, you must have them with your units to be able to use them.
Be careful with the partisans you let live within your lines. They can block your supply movement to the front and make you come short at a crucial point.
Also pay attention to the supplies your enemy has. If he has a large force with no supplies you don't have to worry about them this turn.
Watch your gearing limits. Your current turn builds determine how much you can build the following turn, so try and plan ahead what your future requirements will be. There is nothing more frustrating than needing some FTRs to defend against enemy LBs and having a gearing limit of 2.
Make sure you will have enough credits on the following turn to pay for all you maintenance, for any declarations of war you make, and for any new units you plan on building. Players have bankrupted themselves and not had enough credits to build anything after paying for all their maintenance. This type of problem can typically ocurr when you are not at war with anyone and have a low income multiplier.
There are a couple of downsides to PA though. You share VP and you have a 10% penalty for having a PA, so if your PA goes down, so do you. Also some PA aren't quite as reliable as you would think. Case have occured were players have abadoned their PA rather than support them in a war.
If you have a PA, try and find a target both of you can attack together. If you each go off and do your own thing, you are forfitting one of the main benefits of a PA.
On the opposite side. If you can attack someone who has a PA that can't come to their aid, then you will be knocking down 2 players for the price of one.
Once involved in a multiple turn combat the defender will retain the defensive fire advantage turn after turn, while both players will have the opportunity to reinforce. This can turn into a meat grinder for both sides, eating men, machinery and supplies.
Don't leave combat units idle from turn to turn. They're needed in the front or in the reserve. Leave behind the lines only the units necessary for beach, airdrop and partisan defense. The rest of them should be in the front or the reserve.
You should only attack for 1 of 2 reasons:
Exploitation movement (ARM and MECH only) allow you to move after combat provided you are not pinned. This is extremely usefull for breaking into someones rear areas and either capturing it or pinning their units on the next turn.
Strategic movement allows you to plot to move into new areas that you plan to conquorer this turn (or allies areas if they grant you access). This can allow you to have fresh troops in areas that you just captured ready to attack the following turn. You can totaly take someone by surprise this way as you redeploy large forces right up to your new borders.
When attacking rough or extreme terrain both the attack and the defender will get the benefit of the terrain if they do not move. This means as the defender you want enough units to eliminate the attacker so they can't enjoy the benefits of the terrain the next turn. While as the attacker, if you can pour enough units in that you have a strong surviving force you will get the terrain benefit the next turn.
A counter to the reserve is to airdrop PAR on the reserve force and pin them. Which then means you should provide some air cover for your reserve if there is the potential of them having PAR dropped on them.
Also remember that your spies help defend your areas from all other spies, so if there is something you don't what the other player to see such as where all your PAR and ATRN are, place a 3-5 spies in the area to defend it.
Also don't forget that spies can be placed in water and give you early warning of a naval invasion coming your way.
You also need a spy in an area to do diplomacy with it if it is neutral. Place spies in areas that you think other want and do diplomacy against them to make the area go anti them.
It is important to have a large number of ARM and MECH units, as they determine which move is successful when players try to go from A to B and B to A.
Airdropping PAR are best used for dropping behind the front lines in lightly defended areas, making an attempt on someone's capital, or for pinning units so they can't move.
MAR are of course great for naval invasions and can be carried on HFLTs and LFLTs as well as NATR and NTRN.
Art, AT and AA units have great attack changes against certain types of units and cost very little, but are very vunerable without supporting units to protect them.
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