kongxinga wrote:The roads are critical, I make sure to interconnect everything myself, and 2 engineers is pretty much a must. Allows your tanks to roam, your mech infantry to roam, and if your engineers have nothing to do they can go clear some mines or repair/resupply mech and armoured units so they don't have to go back to the firebase.
Roads are important in areas where you are gonna send mech and tanks through (near your firebase and the NVA invasion route). But otherwise... my impression is best than to have 4 clear tiles than 2 road tiles in the country. If I got to play this again, I'd build a bit less roads in the northeast and south centerof the map, instead I'd clear more of the jungle in the north.
Rosseau wrote:How do you best handle supply?
Someone on Steam was complaining about all the supply runs the Hueys constantly need to make.
(Kong just posted something I see)
Build forward bases. In this game I built 3 for instance. 1 on the NVA trail, the 2 others near hard to reach villages. Keep units that do not have to run around the field too much in bases. Ifthere is low VC activity (1 cadre or 0 units), then do not move yours out of bases unless you plan to place them in strategic positions - it would be a waste of resources to move them when there's no opfor activity.
And yeah Helicopter supply is a must, though as someone who hates micromanagement in games I did not find the level of micromanaging supply in this game annoying.
And I do hate to much micromanagement I gave a very low rating review for a much larger strategy game recently because how bad the UI was and how bad micromanagement was. Micromanagement ruind a few classic games for me too, Master of Orion III is a good example.
ricomise wrote:2 engineers is pretty much a must
This, I think, depends on the map. I just suffered a humiliating decisive defeat on a map that I thought would require two engineer units. Lots of jungle and isolated HQ. By the time I got to the central cluster of villages with the engineers, there were NVA everywhere, and I couldn't afford the Cobra I normally get in the early game. What was worse, I didn't realize that the positioning of the villages would prevent me building the firebase where I had planned. I managed to fight through with some infantry and started training some ARVN, but never managed to recoup that political support. Some bad luck with RPGs and firefights later, there were 7 NVA bases and my ARVN center was overrun, and the newly built firebase soon followed.
I will think hard before I get two engineers that early again. Just to be clear, these are the kinds of decisions that, to me give the game a depth that may not be readily apparent to everyone.
Well, my experience told me the opposite- if you have a lot of jungle, you will need the 2 cobras and probably also 2 chinooks for mobility. There is no sense asting effort on 2nd engineer early, as you won't clear the land in time anyways.
I had a game like that (lots of jungle, there was a village near the edge taht was ~10 hexes from the nerest clear hex) and really I ended up buing just 1 mech, no tanks, no second engineer.