GlobalExplorer wrote:The key here is to not get overconfident and counterattack too early, .
Generally the key is not to initially waste the many small units you have, rather keep them intact and build larger stacks.
In reality, the Republic did not lose the war on the battlefield, but collapsed first because it betrayed the POUM and the anarchists. Had they fully solidarized with the Anarchists, given them the best weapons,
Leibstandarte wrote:Imo the Nationalist win the war beacuse they had a professional army and the veterans of Africa. After failing to take Madrid and finishing the war they go for the crucial objectives in the North. After the surrender of the North the war was almost won.
The Republican Army was better prepared as the war progressed but it was too late to win the war.
GlobalExplorer wrote:A question that I still have is if other people agree that the game was too easy for the Republicans.
For me it was enough to consolidate for a few months, then send a large, disciplined Army against the dwindling Nationalist, and win a complete victory after 1 year or so.
There should be real problems on the road, and the question is if this can be achieved with the game.
Durk wrote:Players who do not use hard activation miss the 'most' historical play of Wars in America, Rise of Prussia and, now, España 1936, the advantage of playing a game where your subordinate commanders simply refuse to follow orders. The older 'hard activation' is not as elegant as the 'hidden activation' of Bloody Roads South, but quite decent in getting at the desire to present a more historical disorganization.
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