Baris wrote:Western Whites in both Ukraine and Northern theater could get overwhelmed or could not advance further.
Eastern Whites are not much under pressure from Red army, more free to build, maneuver& capturing territories and could get great VP advantage in long term.
In terms of VP Reds has no possibility to win if not capturing locations when game gets longer. Troop quality and bad leaders could handicap offensives even when in better shape in numbers versus Whites.
Durk wrote:I have not yet had an opportunity to play all Gold scenarios versus live players, but it seem the Grand Campaign is very balanced. All factions have challenges, but if the Red player can organize his units with political leaders and semi-competent commanders, the Reds will do just fine. Gold is not a brand new game, but it has so many refinements, options and processes, that it requires new learning. One thing I love, but have not yet fully processed, some of the factions not included in the original game are present and the game is much more dynamic.
So for now, Grand Campaign looks like a nice three player game.
elxaime wrote:The only thing about playing Grand Campaign is that you need to have played it several times through to understand the major impact of scripted events for which there is little information.
John Sedgwick wrote:I still can't pull off a viable Eastern White strategy - it seems close cooperation between Eastern and Western White factions is the key to victory.
Do most people play with activation off, as the manual recommends? I always played with a medium penalty on, thinking it was the default...
andatiep wrote: RUS GOLD is the first and the only Ageod game which provide ALL the events and global options which allow you to understand the major impact of the scripted events in PDF files in the Docs repository of the game. So i desagree with your terms of "for which there is little information" .
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