Lots of great insights floating around in this thread.
In keeping with the stuff Marine Iguana and others have brought up, there are really only a handfull of territories and sea zones (honestly maybe a half dozen) that are valuable enough to warrant trading your TUV at a loss to gain control of them. Everything else is just trying to snatch a slight edge, or trying to stay afloat “along the way” to eventually controlling those critical spaces.
The dance around Moscow and Berlin is probably pretty familiar by now haha.
Despite all the various tweaks over the years, to the map, the unit roster, starting income etc. the rule regarding “capital capture” remains the single most significant gameplay driver.
The only real exception to Marine’s maxim, is when the battle offered might result in a capital trade, and even then sometimes it’s still not worth it. The chance to knock someone out of play once and for all, or else the old “damn man, it’s getting pretty late, and I got work tomorrow. ���� it! I’m going all in!” Heheh
You know the mistake of thinking you need sleep, or a life outside of A&A, has been the undoing of more than one top drawer general. Otherwise, you can stack it like the empire state, and keep going till the sun comes up, before one side or the other gets a real shot on something decisive.
:-D
Tank drives worked a lot better on the older maps than they do in 1942.2. You wouldn’t think that 1 ipc increase in the cost of armor would have such a huge effect on the overall purchasing strategy, but it definitely does.
In many people’s minds 8 ipcs for 1 inf and 1 tank, with 4 attack power used to trump,
7 ipcs for 1 inf and 1 artillery, with 4 attack power. Or 6 ipcs for 2 inf with 2 attack power. Basically because of the movement advantage of the tank.
But now that same inf + tank combo costs 9 ipcs in 42.2!
It’s pretty hard to justify tanks these days, unless there is a clear need to max attack power or movement out of limited production. Back when you could drop 8 tanks a round for 40 ipcs in Germany, or 6 to 9 tanks a round with Japan in Asia, the tank drive was a fun way to play the fast paced game on Moscow. But at 6 ipcs a pop instead of 5, they’re a lot less fierce, and a lot easier to counter with the infantry spam and the air wall.