home *** CD-ROM | disk | FTP | other *** search
- Perfect General II
-
- In the case of the Neutral Supremo scenario, victory is achieved if
- all the players quickly attack and hold a few neutral countries,
- given that reinforcements are obtained according to the occupation of
- cities. If you therefore fail to expand both geographically and
- hence in production terms, you will soon lose the game.
-
- To take advantage of the productive centers of neutral cities, they
- must be taken in whatever way possible, lest an opponent beats you to
- it. Obviously then, the whole neutral nation must be conquered prior
- to the end of the first turn, and your forces must be deployed in a
- way that minimizes the enemy's access to these cities.
-
- It should be noted that reaction forces are limited to inside the
- border of the neutral nation involved, but are active inside the
- cities. However, reinforcements may be placed any friendly city
- despite not being able to be used in subsequent turns.
-
- Clear and present danger
-
- The Red player will most likely take a belligerent position, perhaps
- invading two to three neutral countries in the beginning turn. Red's
- best course of action is to attack the two neutral countries on the
- far right to ensure the integrity of his southeastern and eastern
- borders. After that he can forward to attack the Blue player's
- central forces to the north.
-
- Not having the forces to invade the two neutral countries near his
- borders, Blue will most likely invade the one with two production
- cities.
-
- In either case, though, the commander of the reaction forces must try
- to deny the Blue player's intention for one turn at the minimum.
-
- Moreover, both players should entertain the idea of taking the
- closest enemy held production city so as to hamper the opponents
- attempt to send reinforcements.
-
- Red's ninety purchase points are quickly used on some necessary
- expenditures, such as infantry to guard his cities and light tanks to
- maintain his western border. Most of the remanding purchase points
- will probably be spent on inexpensive but quick units like machine
- gun equipped armored cars.
-
- Note that invading the neutral country in the southeast would be
- rewarded with thirty reaction force purchase points, while the
- northeastern one gives only twenty. What is more, it is necessary
- for the Blue player to defend two cities in northeaster country but
- only one in the southeastern.
-
- Depth perception
-
- Ideally, Blue should attempt to secure these neutral cities while
- simultaneously intimidating Red. Blue can either plan to buy some of
- the better fighting vehicles and gamble on being able to destroy all
- of the Red's players invasion units, or utilize a force composed
- entirely of infantry and attempt Red's access to the cities by this
- method. Red, will however, most likely have three
- machine-gun-equipped armored cars that is more than adequate to make
- short work of Blue's infantry.
-
- Blue's problem is to find a way to defend against the large array of
- options available to the Red player.
-
- The Blue player can deploy an outer layer of infantry to attempt to
- cushion the initial blows of the armored cars mounted with machine
- guns and while at the same time use an inner circle of bazooka teams
- outside the city in the event of a Blue breakthrough. Finally, blue
- can purchase a light tank, place it where it cannot be damaged, and
- use it to threaten Mine LaMotte or even take back Crane.
-
- In the case of the northeastern neutral country, one should ask
- whether Montier might be simply abandoned, and instead concentrate on
- securing Reynolds with a skeleton force. By this strategy you will
- ensure that Red tags two light tanks for an assault on Reynolds or
- one of his machine gun toting armored cars.
-
- So as to make the enemy pay for the acquisition of a neutral city
- with one of his own, buy a armored car with machine guns to again
- endanger Mine LaMotte.
-