Ace wrote:The only problem with Russia first is its size. They can prolong the conflict with hit and run tactics, depot burning, retreating and rail smashing. At the same time, while you are chasing ghosts that refuse combat in the East, the French and Brits are sure to do something to relieve their ally.
seathom wrote:In my game, I have Riga and Warsaw, am I diminishing Russian manpower growth already by a lesser amount, say 1/4 or 1/5, by holding just the two cities or does this only go into effect after taking all three cities? Is there any way of knowing the affects of taking a Russian city? I know ctrl + click will reveal what the city produces, does this tell you anything amount manpower production? . . . eager to find out!
Boomer wrote:Having my best Central Powers game yet. I picked the Moltke option and am steam rolling Russia. It's early in 1916 and most of the VP locations have been taken or are being besieged.
Problem is with me ignoring the west I now have a huge pocket of French forces battering their way into western Germany. Several of my fights have shown French and British numbers of well over 1 million troops. The AI has taken my efforts in the east to build overwhelming strength in the west. Hope to contain it, but for every inch of ground I gain in Russia, I lose one back in the home territory.
Boomer wrote:I think the key to the Russian front is movement and challenging them to as many battles as possible. The Germans have some very good units and leaders with high combat power, so winning lots of battles against the Russians is a lot easier than it is against better trained French or British units. After a long slog and taking the right cities, the game is pretty much conditioned to kick off the peace treaty.
Boomer wrote:In TEAW the Russians seem to be a very large paper tiger.
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