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General Tactics |
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Aircraft |
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A single air strike can often decide a
battle, or even the game, in favor of your side. Concentrated air power is
one of the most potent forces in the game. However, air units are fragile and hard
to replace, and by war's end they tend to wear away to nothing. An entire war can be
decided by the loss of a handful of air units.
Don't squander your air. Don't try to
run missions near active enemy air units, or you run a huge risk of being shot down.
Instead, first gain air superiority in dogfights by bombing or striking targets within
three spaces of the enemy air.
Strike first. Hit at his air before he
hits at you. It's a fifty-fifty shot on who gets shot down, and if you succeed you
get the added benefit of the bomb or strike. Even if nobody is shot down, you can
run missions when all the local enemy air is unready. It's still risky, but not
complete folly. Even if you are shot down, at least their aircraft will be unready
for a while and you will be safe from retaliatory attacks.
You can destroy sea units with air strikes,
but it's almost impossible to do so with land units. For land units, strike only
when the loss of strength will be decisive in a battle and when the land unit is at a
fairly high strength - the stronger the unit, the more it will lose. Sea units far
from home are worth striking at any time. Once damaged, the sea unit is more
vulnerable to your own sea power.
Don't be afraid to transfer an air unit.
It puts the planes out of action, but that's better than keeping them in an unimportant
theater, striking at targets that make no difference. To this end, check your
routes. You may find that you need to capture a particular city or a city in a
particular area in order to transfer an air unit from one front to the other. (This
is especially true in 1942 for the Red player.) If all else fails, build a carrier
to transport your air to where it is really needed.
Bombing is useful when assaulting a single city.
When a city is bombed, production is delayed. If your timing is good (or you have
two air units available) you can suppress the city long enough to take it without a fight,
or at least without reinforcements popping up just as you are about to occupy it.
Don't overlook paradrops. They are
risky, but in certain situations (equal forces and an attacking enemy) having even one
unit in the opponent's rear can swing things your way, destroying two or more of the enemy
before he can react effectively. Paradrops are best used sparingly, but don't forget
their existence. Also, paradrops are a good way to take a city surrounded by
attrition-causing terrain, since you can avoid some of it by flying over. |
Naval Tactics |
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The Big
Guns |
Sea units, unlike land units, have differing
attack ranges. Try to use this to your advantage; if your opponent is not paying
attention, pulling back your cruiser when it meets his sub can be devastating: the longer
range of the cruiser allows it to sink the sub without suffering any return fire.
Ditto for carriers, which can stand off and sink even cruisers if the cruiser does not
pursue properly.
Conversely, if you are on the losing end of a "range
contest", either get out immediately (and suffer the long range fire as you leave) or
bull ahead right into the enemy's throat. Otherwise, he'll stand off and sink you. |
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Naval
Invasions |
Never, never, never send unescorted
transports into an unknown sea. A single enemy sub can sink a dozen transports
without working up a sweat. Three or four submarines spaced strategically can
blockade the entire Atlantic. When you send out transports for a naval invasion,
send carriers or cruisers just ahead of them to clear the way, and have them stop
occasionally to scan for moving subs. If your warships encounter enemy vessels, stop
or reroute the transports immediately, lest they continue sailing blindly into a raging
naval battle. |
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Navy
Guns |
Combined arms use of naval power to bombard
coastal defenders can be a devastating tactic. A defender who is otherwise
unkillable can be reduced to 20 per cent of his strength and is then easy prey for land
attack. This takes time, but patience is the key. Meanwhile, beware enemy
vessels appearing from nowhere to lift the siege. Try to protect your bombarding
units with other sea vessels nearby. |
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Subs |
Moving subs are pretty much like any other sea
unit - worse in fact, since they can't bombard, and have a shorter range than other sea
units.
Motionless subs are your secret weapon.
Use
to see who can see your sub. Move it if you have to, but don't move within scanning
range of an enemy or you'll be spotted. Instead, use the cursor to find out the
general direction they're heading and try to cut them off. This can be especially
deadly against transports. |
Land Tactics |
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Overload the enemy.
Never use one unit where two will do; he can only engage one of your troops at a time, and
the other dishes out punishment and takes none in return.
Flank the enemy. Position counts - check
the enemy unit's engagement arrow, and attack from a different angle. That attacker
deals out extra damage. This is what makes paradrops so deadly, dropped in the
enemy's rear flank.
Don't over-engage. Two land units fight
when their icons overlap. There's no need to go deeper into enemy territory - you
might end up engaged with additional enemies who will be giving you damage and taking none
in return. Also, if you start losing the fight, it is harder to disengage if you
are in too deep.
Exhort your troops. A pinned unit can be
unpinned by reiterating its movement orders. Sometimes you can save a unit's life
this way, extricating it from a losing battle just in time. It may take several new
orders to succeed, though.
Know the strengths of different units in different
terrain. Can a tank defeat an entrenched infantry in the open? In a
city? Can a weakened infantry take an unoccupied city? Once you learn
the usual victor in a variety of situations, you will be better able to judge your
relative strength in an impending battle. (The answers are: Yes, No, Usually not.)
The tactics for land units also apply somewhat to sea units,
although "line" battles are rare at sea. |
Satellites and Nukes |
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In the modern scenarios, you should remember
to utilize your new weapons to greatest effectiveness. Don't forget about satellites
and nukes. |
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Satellites |
Keep your eyes open! Don't let a killer
satellite get launched without moving your satellite! And try launching a killer of
your own occasionally. Satellite "sweeps" can be very effective - and can
reveal a secret invasion fleet moving in on your capital! Use them sparingly,
though, because moving the satellite uses up its fuel. When things seem static, try
a sweep. You might (not) be surprised by what you find. |
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Nukes |
Nukes are a basic exercise in economy: they
cost 10 to wield, and lose income permanently in the form of cities that leave your
side. Most games last 200-300 rounds, so losing even three cities can cost you as
much as 45 billion over the long run. Are you destroying 55 billion worth of the
enemy (or saving as many cities as you'll lose)? If not, maybe it's not worth it.
In general, you can cut down on the ill will from a nuke by
avoiding cities and not killing any of your own units (always a good idea).
Otherwise you can see seven or more cities leaving your alliance! Avoiding first use
is also a good idea.
To defend against nukes, try not to leave your troops too
bunched together. Since you need to group up for effective attacks, this can
be a problem. Still, you can avoid being too obvious a target by spreading out an
immense invasion fleet, or refraining from putting three or more airplanes in a single
city. Remember that you get a nuclear umbrella when on your opponent's home country
or when quite close to anyone's capital. Also, if you have the nerves to let your
opponent bomb you three times without replying, you are safe from nukes for the rest of
the game, as long as you don't use any nukes of your own. |
Economic Tactics |
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Oil |
In some scenarios that use oil, it is the most
important factor in the game - until you have enough, at which point it becomes completely
unimportant.
The first thing to do is secure enough oil to keep going.
This could involve foreign aid for nearby bases since you can't build new units on oil
fields. It could also mean heavy garrisons in threatened areas.
You can't run a war without oil. Once you've got it,
defend it, and get on with other things. More oil fields could be useful if your
army (or your city holdings) increases greatly in size, but unless you feel that's likely,
stop when you have enough. Unless, of course, your strategy is to try to deny your
opponent of oil. By causing an oil shortage for your enemy, you can disrupt his
army's capability to wage war. If you have enough oil, it's probably not worth
going far out of your way to capture a distant and isolated oil field, but if you are
short of oil, go for it while you still can. |
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Foreign
Aid |
Foreign Aid is also a question of economy: is
it worth getting these cities for the cost? A single city could produce 15 billion
during the course of the game - but if it's captured halfway through, you've lost money.
On the other hand, a base to build units near threatened oil
fields is a must. Balance the value of the city strategically with its vulnerability
and economic value before spending for foreign aid. But if your opponent spends, you
should try to block him. You never know what he might have in mind! |
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Building
Units |
A cash reserve is a wonderful thing.
It's like having a mobile army reserve that can appear anywhere in the world.
On the other hand, cities can be put out of commission for a
long time by building, and you might not be able to build quickly enough in an area where
you need reinforcements. If only you had built elsewhere earlier, and shipped the
reinforcements to that front!
In general, shipping units to the front is fraught with
dangers: enemy subs, attacks in other areas, attrition - all take their toll. Unless
you're absolutely sure an area is or will become a hot spot, a cash reserve may be a
better idea.
But it's vital that you know when your cities will be ready to
produce. Select and check the
readiness numbers of unready cities in vital areas, and store that number in your memory
(then Escape build mode without actually purchasing the unit). As soon as
that round comes up, drop what you're doing and go produce that unit.
Remember that a newly liberated city will take 15 rounds before
it can build, but once you build there, it will probably take more than 15 rounds before
you can build again. Therefore, a good way to build up an invasion force is to take
a city, wait 15 rounds to build then quickly capture another city. Wait 15 more
rounds, then build and capture yet another city, etc. Your first city won't be able
to build for a while, but your newly liberated city will.
Another tactic is to produce a unit in a city that is already
under siege. As soon as the enemy is well and truly engaged (where it will be
difficult for him to retreat, and he's already taken attrition loss) pop the unit
in. This may involve buying the unit and holding it "in hand" until just
the right moment, but it can be worth it.
Don't just produce defensively. Build tanks for offense,
planes to counter enemy air power, and sea units to control shipping lanes. It takes
combined arms to win a war, not just a preponderance of infantry! |
Miscellaneous |
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Don't ignore "Carrier
Engaged" warning messages. This can sometimes mean that an enemy sub,
not yet spotted, has been detected somewhere in the area. It's probably about to
attack! Reverse course! (This is a good reason to keep it at Message Level 3,
just so that you get these warnings.)
You can bombard from the sea more effectively
but suffer damage in return by moving close to land units (within one space). As a
last push, this can be valuable - but it is costly. A ship can be sunk quickly by
coastal fire.
Watch the sea lanes. Without your help
navigating through treacherous waters (moving slowly, a few spaces at a time), ships will
take the "safe" routes when navigating near islands. This could mean going
the long way around, sometimes in the exact opposite direction you expect.
Watch for the first hit. In sea battles
especially, where units have even strengths (there is no terrain and entrenchment to
complicate matters) whoever gets the first hit will usually win. Although there is
no guarantee, it is probably better to retreat if you take the first hit rather than risk
the 3-1 chance of a loss.
Don't believe everything you don't see.
Don't launch an invasion just because you don't see any defenders. You may run into
hidden subs or land units just out of scanning range. Try using air reconnaissance
or a sub to spot the enemy presence before moving in. Satellite reconnaissance can
be good, too, but if the enemy looks at his satellite map, he may wonder why you moved
your satellite over there.
Keep a sense of perspective. Of course,
all of the preceding hints are wonderful things to know - but most of them involve careful
attention to detail. As the game passes you by, you'll find that some theaters get
left to their own devices, while you concentrate on others. And when you return to a
theater, you can sometimes be surprised by what you find there! Try to move around
and give equal attention to important places - and even an occasional check of the minor
theaters can reap big rewards. |
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Speeding
Up
Game
Execution |
Command HQ was
originally designed to run on the original, slow, 8086 or 286 processor. At the
time, this software would push those machines to their limits. All machines sold
nowadays are plenty fast enough to handle the game, so speed will probably not be an issue
for you any longer. However, if you are using one of these very old and slow
machines and you wish a faster game, you may try one or more of the following:
(1) Turn off the animations in Monitor Two, at least when the
action is hot and heavy. Time is lost when the game has to run the animation
"film".
(2) Decrease the size of your zoom window. A large zoom
window takes more of the computer's time to keep updated.
(3) Speed up the game speed. If you are using the default
speed, you may be moving too slowly for advanced players. The top speed may be too
fast for you, but speed 4 or 5 should be acceptable.
(4) Believe it or not, slowing the game speed may help
out. This won't actually speed the game, of course, but it will speed the
responsiveness of your units. When the game speed is quite fast and the computer
speed is quite slow, it can sometimes take more than one click on a unit to select
it. At a slower speed, your clicks will always hit home. |